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The GROG

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0% found this document useful (0 votes)
74 views8 pages

The GROG

Uploaded by

avstør
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Goblin Ruins

Of Gaming
Or: A Young Lady’s Illustrated Fuck-Up Of A Good Ruleset
AKA The Worst Hack Yet, Bye Vayra

VersionEdition 3.5 (for real) (not a joke)

This Work could not have been Accomplished without the Doings of
our GLOGfather, Arnold Kemp

but it cannot in any sense be blamed upon him

CC BY-NC-SA 4.0
Core Rules

Base Stats How To Roll


Roll 9d4, count the times each numeral appears, and “Roll” means roll a d20, add any modifiers, and
subtract 2 from each count. Those are your four stats check if the result is equal to or higher than the DC
in order. For example: A roll of 1, 3, 4, 2, 3, 2, 1, 3, 3 (which is 10, unless the DM says otherwise). An
results in a statline of +0, +0, +2, -1. opposed roll means you and the DM both roll. Ties
Alternatively, the risk-averse may assign values break in the higher bonus’s favor, or by DM fiat.
between -2 to +2 to each stat which sum to +1.
Unmodified rolls of 20 are a critical success, causing
STR (Strength): Toughness, stamina, general health, the best possible outcome. Unmodified rolls of 1 are a
and brawn. Roll STR to break or move heavy things, fumble, causing the worst possible outcome.
sprint, resist illness, climb, leap, swim, etcetera. STR
applies to most weapon damage, inventory, and HP. Skills/Backgrounds
If you have a skill/background, you can do anything
DEX (Dexterity): Agility, grace, coordination, and an expert in that field could do reliably without a roll,
reflexes. Roll DEX to dodge, roll, tumble, sneak, pick and may roll to attempt things that would be entirely
locks or pockets, and perform other delicate tasks. impossible for a non-expert to accomplish.
DEX applies to attack rolls.
You have one skill or background plus one more for
INT (Intelligence): Perceptual and spatial awareness, each point of INT (if positive).
memory, etc. Roll INT to recall knowledge, identify
items, decipher languages, or comb through trash. There’s no universal list. Your class probably has one,
INT (if positive) applies to the number of languages or maybe your DM has a d100 table, or you can just
and skills/backgrounds you have. make one up and run them by the rest of the table.

CHA (Charisma): Force of personality, willpower, Class & Advancement


and mettle. Roll CHA to resist mental compulsions or You gain a class template of your choice each level.
magical effects, or convince someone of something. Class templates must be chosen in order (i.e. you
CHA applies to initiative and reaction. can’t take Fighter B without Fighter A) and templates
beyond the 4th must replace existing ones.
Derived Stats
Hit Points (HP): 6 + STR. Every level beyond first, roll You start at level 1 and gain 25 xp per session, 20 xp
1d6 per level (up to 4d6), add STR, add an additional per interesting person/group/place discovered, and 1
+1 for each level beyond 4, and take the new total if xp per gold piece value recovered to a place you can
it’s higher. spend it (assuming a silver standard).

Armor Class (AC): 10 + Armor/Shield (if any). Level Hit Points XP (net) XP (gross)
Represents deflecting blows, rolling with punches, 1 6 + STR 0 0
&c. Attacks that hit AC 10 still ‘hit’ in the fiction. 2 2d6 + STR 200 200
3 3d6 + STR 400 600
To-Hit: 0 + DEX. You get +1 per template in fighter 4 4d6 + STR 600 1200
classes, +1 per two templates in specialist classes, 5 4d6 + STR + 1 800 2000
and nothing for spellcaster templates. Round down. 6+ 4d6 + STR + (1/level) 1000 +1000/level

CC BY-NC-SA 4.0
Adventuring

Inventory & Encumbrance Obstacles


You have inventory slots equal to 10 + STR. You can climb, leap, or swim up to half your speed as
part of normal movement with a STR roll. You only
Cash, jewelry, and clothing don’t take up inventory fall or sink on a fumble or if wearing heavy armor.
slot, unless you’re carrying a whole case of them.
Containers (backpacks and such) are your inventory. Drowning
You can hold your breath for 30 + STR rounds, minus
Armor and shields take up inventory slots equal to one round for every d20 you roll. Past that, you drop
the AC bonus they provide. 4+ slots is medium to -1 HP and pass out. You can’t be healed until you’re
armor, and 6+ slots is heavy armor. able to breathe.
Weapons take up inventory slots according to their
size; massive weapons are 3 slots, heavy weapons are Falling
2 slots, medium weapons are 1 slot, and light Falling deals 1d6 damage per 10’. You can roll DEX
weapons are 1/3 slot. and/or jump down intentionally to reduce damage by
Rations, torches, scrolls, oil, and potions also take 1 die per option.
up 1/3 slot.
Otherwise, a slot can hold around five to ten pounds, Difficult Terrain
or about as much as you can fit in one hand. You move through difficult terrain at half speed, and
can’t run. You can roll DEX to ignore these restraints,
Slots in excess of your inventory make it impossible but failure means you trip and fall.
to run, charge, jump, swim, or climb, and give you -1
per excess slot to AC or any roll involving movement Searching & Traps
(including attack rolls). The DM should describe trap triggers casually unless
you’re rushing. You should find what you’re looking
Light for by investigating specific things, or roll INT or use
Bright light shows detail and color. a relevant skill to search non-specifically.
Dim light shows silhouettes and movement. Targets
in dim light have +4 AC in combat. Eating, Resting & Healing
Darkness shows nothing. You’re blind in darkness. Perform first aid for 1 turn to heal 1d4 HP. Can’t be
done again until you get injured again. Requires a
Torches burn for 1 hour (6 turns) and take up 1/3 slot. relevant skill or background.
Lanterns burn for 3 hours (18 turns) per flask of oil
and take up 1 slot, plus 1/3 slot for each flask of oil. Eat a ration and rest for 1 hour to heal your full HP.
Either source casts bright light out to 30‘ and dim
light 30’ beyond that. Adventurers can get by on about 6 hours of sleep and
1 ration each per day, regardless of if they ate it for
Environmental Hazards lunch or as dinner. Getting any sleep requires taking
Fire does 1d6 damage when entering or starting your your armor off and finding somewhere to lay down.
turn in it. Roll DEX or catch fire for an additional 1d6
damage per round until extinguished. Each day with no food causes a cumulative -1 to d20
rolls until you eat.
Cold does 1d6 damage each hour, with a STR roll for Each day with no sleep causes a cumulative -1 to d20
half. Cold damage can’t be healed until you warm up. rolls until you sleep.

CC BY-NC-SA 4.0
Adventuring (con’t.)

Time Travel
Time in dungeons or places that act like dungeons is Every watch, you can travel approximately 6 miles or
counted in 10-minute turns. Actions in such places 10 kilometers, assuming care and a moderate load.
usually take at least one turn each, due to the care You can travel 2 watches per day without ill effect.
being taken.
Once per day, you can choose to gain 1d4 slots of
Travel and camping is counted in 4-hour watches. exhaustion to spend one additional watch traveling.

Random Encounters Travel through difficult terrain at half speed. Some


Every 20 minutes (2 turns) in dungeons, etc, or every terrain is impassible.
8 hours (1 watch) during travel or camping, roll 1d6 Travel at half speed to forage, gaining 1d4 - 1 rations
to determine if a random encounter takes place: per forager or 1d4 + level for those with a relevant
skill or background.
1. Encounter. Roll on the encounter table. The party Travel at double speed if everyone has a mount or
and the encounter become aware of each other at the you’re on a road, or quadruple speed for both.
same time, if reasonable.
2-3. Omen. Roll on the encounter table, but receive Spend a watch carefully searching to automatically
only an omen—a sign of what the encounter could trigger an optional encounter.
have been.
4-5. Nothing. Breathe a sigh of relief. Exhaustion
6. Optional Encounter. Roll on the encounter table, Exhaustion takes up inventory slots as if it were an
but the encounter is not aware of the party—giving item, and can only be removed by resting in a proper
you a chance to avoid or plan for it. settlement.

Reaction Each day a mount is encumbered and has at least one


Sometimes, an encounter’s reaction will be obvious. slot of exhaustion, roll 1d12. If you roll equal to or
Otherwise, the DM can randomize it by rolling 2d6 lower than their exhaustion, they die.
on this table.
Goons (Hirelings, Retainers)
If someone is attempting to negotiate or otherwise Basic goons have no character class, +0 in all stats,
manage the reaction, add their CHA to the roll. and 1d6 HP per HD. A goon of this quality will
demand a half share of loot, and will avoid fighting if
2 or lower. Violently hostile. Attacks immediately. at all possible. Higher-quality goons (with classes,
3-5. Unfriendly. Bullies, extorts, or evicts. Attacks if stats, and HP like a player character, and expected to
defied. help in combat) demand a full share instead. Either
6-8. Indifferent. Blocks, stands ground. Wary. sort will also expect a hiring bonus of 2d6 gp per HD.
9-11. Friendly. Ignores, keeps distance, may talk.
12+. Helpful. Shares resources or information. At each interesting thing encountered, there is a
goons-in-20 chance that one interferes, interjects, or
otherwise gets in the way.

CC BY-NC-SA 4.0
Combat

Initiative and Turn Order Special Attacks


Roll CHA. Combat proceeds through characters and Combat Maneuver: Disarm, trip, grapple, feint,
allies that won initiative, then opponents, then all throw or shove opponents, sunder or grab items, etc.
characters and allies, then repeats. Anyone in a block Make an attack roll opposed by the higher of the
can act in any order within it. If one side surprised target’s STR or DEX. Armed, trained targets (DM’s
the other, they get a turn before anyone rolls initiative. call) get a free attack if you fail. You can throw
someone a distance equal to your height, and they
On Your Turn land prone.
Up to twice per turn, you can:
● Move up to your speed (usually 30’) Charge: Run up to your speed and make a melee
● Stand up from the ground attack. You must charge in a straight line.
● Maintain concentration on a spell
● Pull an item out of your inventory Full Defense: Forego any attacks to gain +4 AC vs.
● Something else described as a move action melee attacks until your next turn. You must be
armed.
Moving out of a space within an opponent’s reach
gives them a free attack against you. Intimidate: Opponents check morale. You must be a
credible threat to them.
Once per turn, in place of one of those things, you
can instead: Grappling
● Make a regular attack When grappling, choose one of the following
● Make a special attack (instead of taking your normal action):
● Execute a helpless opponent
● Use a held item ● Roll opposed STR to deal damage using an
● Cast a spell unarmed strike or light weapon; grab an
● Ready an action to trigger on conditions object from an opponent; move the grapple
● Something else described as an action up to half your speed; or throw an opponent
up to your height in any direction as on a
Once per turn if not moving otherwise, you can also successful combat maneuver.
move 5’ without provoking free attacks.
● Roll STR opposed by the higher of their STR
Attack Rolls or DEX to pin your opponent. If pinned,
Roll a d20 plus your to-hit against your opponent’s you’re helpless and the only action you can
AC. Advantages like high ground or flanking impart take is trying to escape.
an extra +2 to-hit. Surprised opponents have a
maximum AC of 10. ● Roll STR/DEX opposed by STR to escape
from the grapple or pin. If you escape being
A roll of 20 is a crit, roll damage twice and double all pinned, you’re still in the grapple.
modifiers.
Armor and Movement
A roll of 1 is a fumble, gives a free attack against you Medium armor (4+ slots) reduces speed by 5’.
to all opponents in melee range, and likely means you Heavy armor (6+ slots) reduces speed by 10’ and
break or drop etc. your weapon at the DM’s whim. makes swimming or climbing much riskier.

CC BY-NC-SA 4.0
Combat (con’t.)

Weapon Size Condition Summary


Light weapons are wielded in any hand. Light melee Prone: Can’t use most weapons, count as surprised
weapons deal 1d6 damage unmodified by stats, and in melee combat.
can be thrown with 30’ range.
Medium weapons are wielded in the main hand or Surprised: AC limited to 10, can’t make free attacks.
two hands; small characters must use two. Medium Helpless: As above, can be executed with an action.
melee weapons deal 1d6 + STR damage in one hand
or 1d8 + STR damage in two and can be thrown with Shaken: -2 to all d20 rolls until you take a minute to
10’ range. calm down. This is a fear effect.
Heavy weapons are wielded with two hands; small Panicked: As above, and must flee source of panic.
characters can’t wield them. Heavy melee weapons
deal 1d10 + STR damage. Stunned: Surprised and can’t act.
Massive weapons are like heavy ones, but even Paralyzed: As above, and helpless.
bigger. They deal 2d6 + STR damage. Unconscious: As above, and fall prone.

Ranged Attacks Slowed/Staggered: Choose to move or act each turn.


Ranged weapons get -2 to-hit for every increment
past their range. Making a ranged attack within Blind: Surprised, can’t see, and move at half speed.
reach of an enemy gives them a free attack. Attacking while blind has an extra 50% miss chance.

Targets in melee, a grapple, or behind cover have +4 Death & Dismemberment


AC. If you miss by 4 or less, you hit the cover/other When you drop below 0 HP, you become seriously
combatant/etc. Reroll your attack against it/them wounded (see next page).
without the bonus AC.
While at 0 or lower HP you are staggered, and if you
Ranged Weapon Types take damage again you die. Yes, this means there’s an
Bows and Slings add STR to damage and don’t take edge case at exactly 0 HP where you’re un-wounded
any actions to reload. but still risk death.
Crossbows take actions to reload based on their size.
Firearms take ten move actions to reload in combat, You may choose to fall over and stop moving, which
or about thirty seconds otherwise. will prevent most opponents from killing you until
other immediate threats (i.e. the rest of your party)
Pistols can be fired in melee without giving your are dealt with.
opponent a free attack.
Carbines can be wielded by small characters despite Care & Convalescence
being heavy weapons. You can’t heal wounds in a dungeon, unless you’ve
Long guns treat AC as 10 within range. got a spell that does that. Head back to town and roll
a new character or play a hireling or something until
Morale your party comes back to pick you up.
NPCs roll 2d6+CHA the first time one takes damage,
at half strength (by numbers in group, by HP if Wounds heal at a rate of 1 wound per adventure you
alone), and when their leader is slain. A roll of 6 or sit out. Some wounds never heal fully, but that’s also
less indicates they try to flee, surrender, cower, etc. the time required to get a prosthetic or whatever.

CC BY-NC-SA 4.0
Serious Wounds

d20 Result Effects


1 Necrosis Lose 1 point of each stat per day.
2 Blood Loss Your maximum HP is 1.
3 Haunted You cannot heal HP by eating or resting.
Talking is difficult. You can drink, with effort, but can't really eat. Spellcasting with an
4 Broken Jaw
odd [sum] fails - you mangled their name.
Eye Swoll Can't see out one eye. Obviously if this happens twice you're blind. Even with just one,
5
Shut your depth perception is way off - odd attack rolls miss.

6 Eye Put Out As above, but this one never gets all the way better.

7 Broken Leg Multiply speed by fraction of functional legs.


8 Ruined Leg As above, but this one never gets all the way better.
9 Broken Arm Arm no work. Can't use it for anything.
10 Ruined Arm As above, but this one never gets all the way better.
11 Lost Hand As above, but more pathos.
Suffer stunning catatonia in the first round of any combat, and roll CHA or suffer the
12 Brain Injury
same when attempting anything time-sensitive outside of a fight.
Can see the spirit world, can't comprehend it. Anyone - including you - interacting
13 Brane Injury
with a spell gives you a stunning migraine for 1 round.
STR checks fail. Can't run, can’t lift anything weighing more than a slot. Shooting
14 Cracked Ribs
pain.

15 The Shakes DEX checks, ranged attack rolls, attempts to perform fine motor control, etc fail.

INT checks fail. If you don't mention something, you are always assumed not to have
16 Concussion
noticed it.
17 Little Death CHA checks fail. To uninformed observers, you appear dead.
Marked For Saves fail. When the DM would select someone randomly for a terrible fate, they pick
18
Death you instead. Enemies prefer to target you if tactically viable.
Opportunistic
19 Roll on a disease table.
Infection
20 Walk It Off I guess it all turned out okay, this time.

CC BY-NC-SA 4.0
Magic

Magic Dice Material Magic


If you have magic dice (MD) or something that Scrolls are a special case, they hold MD of their own
shares their acronym and acts like them, you’re a which you can choose to expend along with or in
spellcaster. MD are rolled whenever you cast a spell, place of your own when casting from them—allowing
and replenished whenever you get a proper rest. you to cast scrolls even if you’re not a spellcaster.
When the last MD of a scroll is expended, the scroll
Casting Spells fades and the spell within is freed.
Casting a spell (usually) takes an action and (almost
always) requires you to speak clearly and audibly. When a scroll is destroyed by any other means, the
spell inside is cast at the scroll’s position. If you take
When you cast a spell, invest and roll as many MD as fire damage while carrying scrolls, roll DEX: Failure
you want from your pool. [dice] refers to the number means one of your scrolls is destroyed.
of dice rolled and [sum] refers to the total result.
Makeshift Magic
MD showing 1, 2, or 3 return to your pool, and those You can attempt to persuade your spells to perform
showing 4, 5 or 6 are expended until the next dawn. tasks adjacent to their nominal purposes by bribing
them with MD. They consider this a bit gauche.
As each spell is an individual, those with persistent,
magical (i.e. not immediate, physical) effects must be Your DM will adjudicate the effects, which should be
dismissed before they are cast again. haphazard and much less effective than a spell that’s
meant to do whatever you’re asking would. Mishaps
Wizard Vision and doom apply as normal.
As a spellcaster, you can detect strong ambient magic
automatically, and can sense magic on any item or Mishaps and Doom
creature by examining it in detail. You can see and If you roll doubles, you have incurred the matching
communicate with spells and other spirits, but are mishap—if you roll triples or more, you have
blinded in the vicinity of powerful curses. incurred the next doom in order. If your class doesn’t
have a table of these, you can use these ones:
Spells
Spells are intangible (to everyone), and invisible (to Mishaps
non-spellcasters), but their effects are not. 1. Your spell is offended and departs ‘til dawn.
Communication is non-verbal, but when actually 2. A halo of blood appears over your head.
cast as a spell you must speak their name out loud. Waste your next [dice] actions weeping.
3. KABOOM! Everything within 20’ including
You can be accompanied by a number of spells equal you takes [sum] damage, DEX half.
to your level. If you are familiar with more than that, 4. Authentication problem. MD return to your
you can swap them out with 1 hour of communion. pool only on 1s and 2s for the rest of the day.
5. Mouth melts shut like the Matrix for [dice]
Acquiring Spells hours, can’t speak or cast spells like that.
You acquire a new spell rolled randomly from your 6. Catch fire.
class list at each spellcaster level beyond first. Dooms
1. Add a bonus MD to every spell you cast.
You may encounter other spells in the wild, and 2. You no longer heal from food or rest.
might be able to persuade them to join you. 3. Roll CHA. On a success, die incandescently.
On a failure, become an insane NPC villain.

CC BY-NC-SA 4.0

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