Torch Fail v0.95
Torch Fail v0.95
1
FOUNDATIONS
Overview Needed to Play
These rules are designed to be easy- To play Torch FailTM you need these
to-learn and fast-to-play. They rules, pen and paper, and various
assume the player is already familiar dice in flavors of d4, d6, d8, d10,
with gaming terms such as GM and d12, and d20.
d20. These rules are based on
various OSR-gaming mechanics and
are thus highly compatible with
Know When to Roll
Roll dice when the outcome is
many OSR systems. Making
uncertain and meaningful. Skip the
modifications to these rules is
roll if success is guaranteed or
encouraged and the system is
failure doesn’t matter.
designed to allow for this type of
play.
2
BASIC RULES
Advancement Depending on the tone of the game,
Monsters are 100 XP per HD. XP is GMs may give out more Luck Points
divided among the party. PCs level for a lighter, less deadly game or few
up at 2,000XP x current Level. or no Luck Points for a dark and
gritty experience.
Encumbrance
PCs get 10 item slots. Light armor Narration
uses 2 slots. Medium armor 3. When a PC is successful in an
Heavy armor 5. Items use slots of action, that player should narrate
1,2, or 3 based on size. Filling more and describe the action. If a PC fails
than 10 items slots results in -1 an action, the GM should narrate.
Action. A PC can fill no more than
11 slots. Encumbrance can affect Travel
appearance. 4 or fewer slots and the Normal pace. Foot travel on a road
PC blends in drawing no attention. is 24 miles per day. Mount travel by
5 or more slots they look like they road is 48 miles per day.
have business.
Fast pace. Distance +50%, chance
Followers & Pets of encounter +1, exhausted (D) by
The number of followers cannot end of day.
exceed PC Level. Follower
Level/HD must be less than the PC’s Slow Pace. Distance -50%.
Level. A follower’s daily wage is
their base cost x Level (or HD). Base Travel encounters. In dangerous
costs: Servant 3gp, Guide 15gp, lands or wilderness areas, roll a d6
Mercenary 35gp, Specialist 65gp, and on a roll of 6, there is an
Wizard 150gp. Pet upkeep is 2gp x encounter.
HD per day.
Luck Points
GMs may award Luck Points at the
start of a session. Luck can be spent
to allow a re-roll of the dice. Luck
points can be given to a PC at the
start of a session or can be awarded
for outstanding play, role-playing,
great rolling, making the group
laugh, succeeding in a goal, etc.
3
COMBAT RULES
Advantage & Exploding Dice
If PCs use non-magic Class-based
Disadvantage abilities, damage dice explode. Roll
Advantage (A) means rolling 2d20
an extra die for each 6. Repeat for
and taking the higher result, while
each 6 rolled. Total all rolls. Magic
Disadvantage (D) means rolling
rolls never explode.
2d20 and taking the lower result,.
(A) and (D) are used to reflect
favorable or unfavorable situations Initiative
affecting the outcome of an action. Group initiative. PCs act first unless
Should (A) and (D) cancel one surprised. Players determine order.
another out, simply roll a single d20
Movement
Damage & Recovery Moving Near to Close takes 1
Unarmed d2. Action. Far to Close takes 2. Out is
Lt. & Med. Weapon d6. too far to reach Close in one round.
Two-handed/Heavy Weapon d6+1.
Giant Weapons and Attacks 2d6 or
greater.
Poison
There are three types of poison:
Danger. Fall, fire, poison, etc. Light
Deadly, Lingering, and Weakening.
(d6), Moderate (2d6), Severe (4d6).
Deadly poison kills in d3 hours.
Wounds and Recovery.
Lingering poison deals d6 damage
d6 + Level = HP regained per day of
per hour for d6 hours. Weakening
rest.
poison weakens a target for d6
hours and all rolls are (D). PCs can
Death Save vs poison effects.
PC/NPCs reduced to 0 or less HP
are dead. Optional rules like Battle
Scar can serve to stave off death at Turning Undead
the GM’s discretion. Some Classes can turn undead. If
the target undead has an HD less
than the level of the PC, make a
Distances combat roll (d20 + Level vs. AC). If
Close is close enough to touch. the roll succeeds, the undead flees.
Close is used for melee attacks. If the roll exceeds the AC by 5+, the
Near is in the same room or area. target is instantly destroyed. A PC
Near is used for ranged attacks. can turn a number of undead equal
Far is a long-ranged attack. to their level per day.
Out is outside of range.
4
5
ADDITIONAL RULES
6
ACHIEVEMENTS
Achievements are in game rewards maximum number of followers
unlocked through actions during increases by +1d6. Also, once per
play. A particular achievement can day, should you be reduced to 0 HP,
be unlocked only once. you immediately gain +1 HP.
Achievements do not stack.
Turtle Power
Deadeye You used an improvised shield and
You successfully hit the same target allowed it to shatter thus avoiding a
with three projectiles during the fatal blow. All future shield uses
same encounter. In the future, when grant you +2 AC.
attempting to shoot a similar
encounter, you gain (A) on all Under Pressure
ranged attacks. Under great pressure and time
constraint, you successfully
Living Shield performed a non-combat action. In
You successfully protected an ally by the future, you gain (A) in all
using your own body as a shield and attempts at that same action.
taking damage in the process. If you
survived, your base AC increases Whose Weapon Is It Anyway?
+1. You improvise with the use of an
unorthodox item turning it into a
Magic Hunter weapon that allows you to defeat an
You managed to defeat a magical encounter. In the future, when
creature with non-magical weapons looking for helpful items in combat
and items. In future encounters with situations, you gain (A) on
similar creatures, you gain (A) to all Favorability rolls.
actions when using those same type
of weapons and items.
Pincushion
You took at least 3 arrows (or
similar projectiles) in the same
encounter and survived. In the
future, similar projectile damage is
reduced by -1.
Scarred Up
You have taken three Battle Scars
and lived to tell the tale. Your
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CHASE RULES
These rules are designed to emulate Action Modifiers
cinematic chase sequences between Obstacles. If an obstacle has a
two groups. Each round of the chase potential to impact the chase (e.g.,
should be narrated and described. blocked path, difficult terrain), the
affected party rolls a d6. On a roll of
Setup 1-2, the party loses 1 die on the next
Pursuers (P) and Fleeing Party (F) Chase roll.
start at a distance determined by the
GM. Ranged Attacks. If P and F roll
equal on the Chase roll, ranged
If the distance is Here and There, attacks are made by both parties (if
each party starts off by rolling 2d6. possible). Determine total group
If the distance is Here and Far, P damage from the ranged combat.
starts with 2d6 and F starts with The group that takes the least
3d6. (After the initial roll, both amount of damage is considered the
parties roll 2d6). Greater distances winner and gains a point. The loser
or faster parties may start with loses a die on the next Chase roll.
larger dice advantages.
Juke. F can perform a Juke once per
Turn Resolution Chase. F rolls a d6. On a roll of 5 or
Each round, each side rolls their 6 the Juke is successful and P’s
respective d6s. If F's roll is higher, Chase roll is reduced to a single d6
they gain a Point and pull away for that round.
from P. If P's roll is higher, they
close the gap and gain a point. Terrain Advantage. Should either P
Points are traded until either P or F or F have a terrain advantage (like
gains 3 points. Essentially, gaining being in familiar territory or being
ground takes a Point from the other parkour masters on rooftops etc.),
party. grant an additional die to the initial
Chase roll or to the Chase roll when
End Conditions the terrain advantage comes into
1. If P gains 3 points first, P catches play.
up and F is caught.
2. If F gains 3 points first, P falls
behind and F escapes.
3. P defeats/kills F or F defeats/kills
P during the chase.
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DOWNTIME
The time between adventures. 1 5. Romantic Entanglement. You’ve
week by default although the GM made a lover… or an enemy. The
can alter this for play. Choose 1 GM will decide which.
downtime activity per week. 6. Strange Deal. You vaguely
remember agreeing to do
Activities something... ominous. Expect a visit
Carouse. Spend gold = XP gained. soon.
Roll 1d6 on the Carousing Mishaps
Table. Downtime Events (d10)
Train. Pay 100 gp × current level to 1. Debt Collector. Someone you
train. After 4 weeks, gain a new skill don’t remember owing wants
that grants a Level bonus on d20 payment… or blood.
rolls. 2. Job Offer. A shady figure offers a
Craft. Create 1 item (simple) or quick job with high risk and
make 10% progress on a complex questionable reward.
one. 3. Disaster. Disaster strikes the
Research. Learn a rumor, clue, or area. Prices rise, people panic, the
spell with a successful check (roll as city guard locks things down, etc.
noncombat action). 4. Old Friend. An NPC from your
Hire. Recruit retainers or hirelings. past shows up… bringing trouble or
Rest. Heal fully and recover from help. GM decides.
status effects or exhaustion. 5. Rumors Abound. You overhear a
Work. Earn 1d6 × 10gp with a cryptic clue about a nearby dungeon
relevant skill or trade (GM decides). or treasure.
Events. Roll 1d6 each week. On a 1, 6. Lucky Break. A mysterious
something happens such as an benefactor pays you 50gp or gives
opportunity, a rival, or problem. you a useful item.
7. Patron. A noble, wizard, or
Carousing Mishaps (d6) faction takes interest in you. They
1. Arrested! In jail. Pay a fine (1d6 may offer help… or have an agenda.
× 10gp) or owe a favor to get out. 8. Strays. A hopeful squire, scrappy
2. Unwanted Tattoo. You gain a orphan, etc. starts following you
strange tattoo with cryptic symbols. around. They want to help...
Magical? somehow.
3. Lost Everything. You gambled or 9. Challenge. A rival demands a
drank away all your gold. duel or sets a trap to humiliate you.
4. Battered. You got into a tavern 10. Accused. You’re accused of a
fight. Start next session with -1d4 crime. Maybe you did it, maybe not.
HP. Bribes or clever plans may help.
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CHARACTER CREATION
In most instances, players will begin the game with Level 1 characters.
These characters receive a Level bonus to Class-related rolls setting
them apart from Level 0 PCs (who receive no Level bonus).
HP
d8 Hit Points.
Advancement: +d8 per Level.
Actions
2 Actions per turn. Move, attack, doing something simple is 1 Action.
Casting a spell or turning undead uses 2 Actions.
Advancement: Additional Actions are gained at Levels 4, 8, and 10.
AC
Unarmored is 10. Leather armor 12. Chain 14. Plate 16.
Shield +1 AC.
Heritage
Choose a Heritage: Dwarf, Elf, Halfling, or Human.
Give your PC a cool name fitting of their Heritage. Describe them.
Class
Choose a Heritage-based Class. Add Level to Class-based Actions.
Abilities that require activation can be used Level + 2 times per day.
Advancement: Gain a new Class ability at Level 5.
Gear
Start with gear based on Class.
Give each PC a signature item. The signature item has no mechanical
bonus but should have deep flavor and meaning.
Gold
3d6x10.
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PC Backgrounds
1. Early Life 2. Adventure Reason 3. Adversary
1. Tragedy 1. Wealth 1. Rival
2. Theft 2. Revenge 2. Monster
3. Escape 3. Curiosity 3. Government
4. Romance 4. Duty 4. Cult
5. Battle 5. Glory 5. Family
6. Discovery 6. Fame 6. Foe from Past
4. Goal 5. Connections 6. Alignment
1. Redemption Make a Favorability roll 1-2. Lawful
2. Power on a d6. A roll of 1 3-4. Neutral
3. Knowledge indicates few if any 5-6. Chaotic
4. Peace connections whereas a
5. Fame 6 indicates a well-
6. Love connected PC.
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DWARF (HERITAGE)
You are a Dwarf. Short, stout, and knuckle attacks. You also take (D) to
gruff. You love ale. You love stone all other rolls.
and being underground. You prefer Night Eyes. As a Dwarf your eyes
axes and hammers in a fight. If you are adjusted to the darkness and
must use a ranged weapon you want shadows of the under realm. As
it to go BOOM!!! You love heavy such, you can see in low light
armor. Your deities are based on without penalties.
mountains, stone, metal, and other Level 10. At level 10, a dwarf can
hard things. build a subterranean stronghold.
Dwarf Gear
Rugged dwarf clothes, boots, beard and hair accessories, helmet or hat,
family insignia, pack, cloak, rations, bedroll, and Class-related items.
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ELF (HERITAGE)
You are an Elf. Tall, lithe, and Night Eyes. As an elf your eyes are
ageless. You are one with the forest adjusted to the darkness. As such,
and nature. Your movements are as you can see in low light without
swift and elegant as the winds. You penalties.
prefer light armor and stealth to Level 10. At level 10, an elf can
brute force. Your deities are based build a forest stronghold.
on nature, the moon, the sun, and
the ever-changing tides of the Elf Classes
world. Forestborne Ranger. You are a
wanderer and a ranger keeping evil
Elf Abilities at bay. You are a also master of the
Secret Sight. As an elf you get (A) bow. When it comes to armed
when attempting to sense the combat, stealth, magical lore,
presence of ambushes, hidden languages, plant lore, monster lore,
passages, secret doors, and traps. crafting healing potions, tracking,
Forest Bond. As an elf you are at and navigation, roll d20 + Level.
one with the forest. You get (A) to
move silently, track, determine Grove Guardian. The forests are
direction, and hide while in forest your domain and you have taken an
realms. oath to protect them. When it
Elven Agility. As an elf you are comes to hiding, stealth, armed
naturally agile. You gain (A) to all combat, hunting, and tracking, roll
agility checks. d20 + Level.
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Sylvan Sage. You are learned and Veil Walker. You study the dead
wise, a keeper of elven knowledge and have strange and esoteric
and a student of the natural world. abilities in realms unseen. When it
When it comes to nature lore, comes to speaking with the dead,
crafting and identifying potions, turning undead, casting damage
casting healing and restoration and control spells, crafting and
spells, elven lore, and languages, roll identifying magical items, roll d20 +
d20 + Level. Level.
Elf Gear
Cool elf clothes, elf shoes, hair accessories, hat, family crest (usually a
necklace or ring), pack, cloak, rations, bedroll, and Class related items.
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HALFLING (HERITAGE)
Halfling Gear
Little halfling clothes, halfling shoes, hat, family crest (usually a locket or
coin), pack, cloak, rations, bedroll, and Class related items.
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HUMAN (HERITAGE)
Human Gear
Utilitarian human clothes, shoes or boots, luxury item, hat, family crest
(usually jewelry or tattoo), pack, cloak, rations, bedroll, and Class related
items.
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THE BAD LOT (MURDER HOBOS)
These are Classes intended for world of those who wronged you
murder hobo-style PCs or and your family. When it comes
characters who veer from the path dwarf history, armed combat,
of heroics. Play at your own risk! manipulation, intimidation, and
subterfuge, roll d20 + Level.
Dwarf
Tunnel Brawler. You've spent years Elf
in the mountain depths killing Bloodthirsty. Your kind have been
beasts that threaten your people and exiled by your own people due to
living a life without thanks. As such, your bloodthirsty nature. As such,
you have grown detached and you are marginalized and full of
cynical about the world and life anger, vengeance, and hatred for
itself. When it comes to lore of the most anyone. When it comes to
under realm, monster lore, armed armed combat, elf lore,
combat, wearing armor, hunting, intimidation, subterfuge, and
tracking, and intimidation, roll d20 torture, roll d20 + Level.
+ Level.
Trickster. You take great joy in the
Grudge Seeker. Your family history confounding, manipulating, and
is rife is with ancient feuds and power you exercise over others. As
revenge is in your blood. As such, such, you often use illusions,
you will stop at nothing to rid the elaborate plans, and mind games to
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thwart your enemies. When it Sell Sword. You live by the sword
comes to casting summoning and and the coin it earns you. As such,
conjurations spells, manipulating, you sell your skills to the highest
subterfuge, acts of charisma, bidder, regardless of ethics and
crafting and identifying potions, morals. When it comes to armed
roll d20 + Level. combat, wearing armor, riding
mounts, intimidation and
Halfling subterfuge, roll d20 + Level.
Backstabber. You are crafty and
slick and you won't hesitate to use
everything at your disposal to get
what you want. You go for the cheap
shot whenever you can and you
have a penchant for exploiting the
weaknesses of others. When it
comes to subterfuge, picking
pockets, stealing, crafting poisons,
and small melee weapons (like
hammers and daggers) roll d20 +
Level.
Human
Necromancer. You are the worst of
all wizards as all of your energies are
focused on dark magic and control
over life and death. When it comes
to casting damage, control, and
necromancy spells, crafting and
identifying potions, crafting and
identifying magical items,
languages, and magical lore, roll
d20 + Level.
LEVEL 0 PCS
PCs (Level 0) Random Equipment (d6)
Level 0 PCs are to be used in 1. Weapons 2. Items
character funnels. Level 0 PCs have 1. Sword 1. Rope (20’)
a Class but receive Level bonuses to 2. Dagger 2. Torch
Class related actions. 3. Bow 3. Backpack
4. Ax 4. Rope
5. Spear/Staff 5. Waterskin
Character Funnels 6. Mace 6. Lantern
(Level 0) 3. Worn 4. Oddities
Character funnels are starting 1. Heavy Coat 1. Dice
scenarios where players create 2. Nice Boots 2.
multiple low-level PCs and run 3. Fancy Hat 3. Backpack
them through dangerous events. 4. Suspenders 4. Rope
Only surviving PCs progress to 5. Heavy Pants 5. Waterskin
become adventurers! 6. Warm Cloak 6. Lantern
Items
Common Items 1-5gp
Specialty Items 5-25gp
Luxury Items 25-100gp
Armor
Leather Armor (AC 12) 50gp
Chain/Ring (AC 14) 100gp
Plate (AC 16) 300gp
Shield (AC +1) 10gp
Weapons
Lt. Weapon (d6 dmg) dagger, sling, etc. 20gp
Med. Weapon (d6 dmg) bow, crossbow, sword, mace, etc. 30gp
Two-Handed Weapon (d6+1 dmg) two-hand sword, halberd, etc. 40gp
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MAGIC
Casting Spells
If the PC Class states spells can be cast, it is assumed the PC/NPC has
studied magic (or has a natural ability), otherwise they cannot cast
spells. To cast roll a d20 + Level and use the spell results chart below.
1. Critical Fail*. Lose 1d2 HP permanently, take 1d6 damage, KO’d 1d6
rounds, no casting for 1d6 hours. Loud bang, plume of smoke.
2–10. Fizzle. Spell fails, no effect.
11–15. Spark. Target saves to avoid; on fail, spell has half effect.
16+. Surge. Target saves with (D) to halve effects; full effect on fail.
Natural 20*. Overload. No save; spell effects are doubled.
Casters can cast Level + 2 spells per day. Learn new spells in d3 days.
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Additional Casting Rules Necromancy. Spells that manipulate
Metal armor prevents casting. life forces, raise the dead, or cause
Casters can cast more than their decay.
number of spells per day with (D)
penalty to casting attempts Obtaining New Spells
(negative rolls are Critical Failures).
More difficult or powerful spells Optional Magic Rules
may carry casting penalties. Wizard Staff
A wizard can imbue a magical staff
Spell Effects with two additional spells per day
Spells heal and damage at d6 per (these must be spells the wizard has
Level. Unless the effects happen learned). The spells can be cast via
instantly, combat spells have a the staff in addition to the wizard’s
duration of the encounter while normal spell allotment per day
non-combat spells have a duration without penalty.
of one day. The range is room/area.
Radius effect is the room/area or a Wizard Robes
number of people equal to the Wizard robes grant +1 AC.
caster’s level (whichever is
appropriate). Using OSR Spells
If using OSR spells, casters can cast
Spell Types spells equal to their Level or lower.
Damage and Control. Spells that If spells list specific ranges,
deal damage, control others, or durations, or effects, GMs can
manipulate the environment to decide the appropriate use and
hinder enemies. parameters. Casting a spell with a
Healing and Restoration. Spells level equal to the PC’s level results
that restore health, cure ailments, or in (D).
protect from harm.
Summoning and Conjuration.
Spells that bring creatures, objects,
or forces into being or transport
them.
Divination and Detection. Spells
that provide information, reveal
hidden truths, or predict future
events.
Utility and Enchantment. Spells
that serve a variety of practical,
transformative, or manipulative
purposes.
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LEVEL-LESS SPELL LIST
(D) indicates Disadvantage is rolled 7. Regenerate (D) regrows a
when attempting to cast a spell due recently (3 days) severed limb.
to the difficulty or complexity of the 8. Vigor removes the effects and
spell. penalties of exhaustion.
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3. Detect Magic detects any 2. Curse of Decay (D) damages a
creatures or objects with magical target while also reducing the
abilities in the local vicinity. target's dice rolls by -3.
4. Detect Undead detects any 3. Death Aura (D) surrounds the
undead creatures in the local caster in a haze of life draining
vicinity. vapor.
5. Identify reveals the properties of 4. Finger of Death (D) instantly
magical items. kills a living target of lower level
6. Probe (D) allows the caster to than the caster.
delve deep into the thoughts of the 5. Leech Life (D) drains HP from
target to gather information. the target and adds it to the caster’s
7. Psychometry lets the caster see HP
the history of an object. 1 week per 6. Necrotic Blast shoots a beam of
level. energy withering living things.
8. Reveal reveals hidden, invisible, 7. Resurrect (D) brings the recently
or disguised things. dead back to life with 1HP.
8. Soul Cage (D) traps the soul of
Utility & Enchantment the recently (1 hour) deceased for
1. Alter Self changes the caster’s questioning.
appearance into anyone they had
physical contact with in the last day.
2. Bolster Weapon imbues a
weapon with (A) to hit and an
additional 1d6 damage.
3. Fly (D) allows the caster to fly.
4. Invisibility (D) renders the target
invisible.
5. Levitate causes a target object to
float in the air.
6. Illuminate illuminates an object
causing it to glow.
7. Teleport transports the caster to a
visible location.
8. X-Ray Vision allows the caster to
see through solid objects.
Necromancy
1. Animate Dead (D) creates a
number (half caster’s level) of
skeletons or zombies who obey the
caster.
MAGIC ITEMS
Scrolls (d6) know the total number of item
1. Damage or Control Spell charges.
2. Healing or Restoration Scroll 1. Wand of Lightning. Shoots a bolt
3. Summoning or Conjuration of lightning, dealing 3d6 damage to
Scroll a single target.
4. Divination or Detection Scroll 2. Wand of Sleep. Sends target
5. Utility or Enchantment Scroll within a radius into a magical
6. Necromancy Scroll slumber for 1 minute.
3. Wand of Fireballs. Unleashes a
Rings (d6) powerful fireball that deals 6d6
A ring is activated when worn. A damage.
character can wear a magic ring on 4. Wand of Charm. Charms one
each hand and gain the effects of target, making them friendly to the
both. Additional rings have no wielder for 1 hour.
effect. 5. Wand of Illusions. Creates a
1. Ring of Protection. Grants a +1 visual illusion of the wielder's
bonus to AC. choice, lasting up to 10 minutes.
2. Ring of Invisibility. Makes the 6. Wand of Detect Magic. Detects
wearer invisible for 10 minutes. magical auras within a Far radius
3. Ring of Fire Resistance. Provides when activated.
the wearer with immunity to fire
damage. Potions (d6)
4. Ring of Teleportation. Allows The entirety of the potion must be
the wearer to teleport to any quaffed for effects. A potion has one
location they can visualize and have use.
been to previously, once per day. 1. Potion of Healing. Restores 1d6
5. Ring of Regeneration. Heals the HP.
wearer for 1d3 hit points per hour 2. Potion of Invisibility. Temporary
of wear. invisibility (1d6 minutes).
6. Ring of Water Walking. The 3. Potion of Inspiration. All rolls
wearer can walk on water as if it have (A) for 1d6 rounds.
were solid ground. 4. Antidote. Cures poisons and
stops their effects.
5. Potion of Fire Resistance. Gives
Wands, Rods, and Staffs the drinker resistance to fire and
(d6) heat for 1d6 rounds.
Wands, rods, and staffs have 4d6 6. Potion of Water Breathing.
charges. Each time an item is used it Allows the drinker to breathe
loses a charge. Only the GM should underwater for 1d6 minutes.
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Weapons (d6) 2. Helmet of the Night's Eye.
Magical weapons are imbued with Allows the wearer to see perfectly in
their magical abilities until complete darkness, as if it were
destroyed. daylight.
1. Slayer Weapon. Grants (A) 3. Robe of Strength. Bathrobe that
against a specific creature type when grants the wearer (A) when
attacking. Deals an additional d6 performing acts of strength.
damage against that creature type as 4. Gloves of the Master Thief.
well. Grants the wearer (A) when
2. Cursed Weapon. Grants (A) attempting to pick pockets.
when used to attack, however with 5. Mask of a Thousand Faces.
each successful use of the weapon, Allows the wearer to change their
the wielder takes 1 point of damage. facial appearance to anyone they
3. Life Draining. Whatever these have seen in the last day.
weapons do in damage add an equal 6. Serpent’s Shroud. When worn,
number to the wielder’s HP. allows the caster to command
However, each time the weapon is serpents forcing them to obey.
used, the wielder's physical
appearance is altered slightly (things
such as horns, darkened eyes, pale
skin, elongated fingers, etc.).
4. Monster Detection. These
weapons glow with a dull light
whenever they are within the
vicinity of a specific type of
monster.
5. Accurate. Grants (A) when used
to attack.
6. Deadly. Delivers an additional d6
damage to all targets.
Wearables (d6)
Magical wearables are imbued with
magical abilities which remain until
the item is damaged or destroyed.
1. Cloak of Stealth. Grants the
wearer (A) when attempting to
move unseen.
TREASURE
Treasure HD and Gold Value
Roll a d6 for each HD of the 1-2 HD x 5 gold
encounter. Rolls of 4,5 and 6 count 3-4 HD x 10 gold
as Treasure Successes. Add up all 5-6 HD x 20 gold
successes and multiply based on the 8-9 HD x 50 gold
Monster’s HD. The total value is the 10+ HD x 100 gold
worth of the treasure in gold pieces.
For example, for a 5 HD encounter
you would roll 5 dice and multiple
the number of successes x20.
Additional Items (d10)
1. Weapons 2. Items 3. Clothing
1. Sword 1. Map 1. Cloak
2. Dagger 2. Torch 2. Boots
3. Bow 3. Backpack 3. Gloves
4. Ax 4. Rope 4. Tunic
5. Spear/Staff 5. Water skin 5. Pants
6. Mace 6. Lantern 6. Belt
4. Toxic Stuff 5. Magic Items 6. Food
1. Poison Quill 1. Wand/Rod 1. Bread
2. Acid Flask 2. Jewelry 2. Cheese
3. Mushrooms 3. Clothing 3. Meat
4. Poison Plant 4. Weapon 4. Fruit
5. Vial of Poison 5. Scroll 5. Ale
6. Oil 6. Book 6. Water
7. Gems 8. Lore 9. Trinkets 10. Trash
1. Diamond 1. Map 1. Watch 1. Rags
2. Amethyst 2. Tome 2. Mirror 2. Bones
3. Sapphire 3. Scroll 3. Dice 3. Rusty Stuff
4. Emerald 4. Etching 4. Spyglass 4. Debris
5. Ruby 5. Chart 5. Tools 5. Key
6. Opal 6. Medallion 6. Lock picks 6. Rotten
30
LEVEL 10 PCS
Level 10 PCs Random abode events can be
Abodes such as strongholds, guilds, determined at intervals as the GM
temples, towers, etc. can be sees fit. Scale & Favorability can be
established by Level 10 PCs. Abodes used to detail these events. These
will attract d2 followers per month events can be handled narratively
who are willing to work and learn with few dice rolls or up-close and
from the PC. While in their abode, a in person with the PC(s) acting
PC gains (A) to all rolls. directly.
31
MONSTERS
Monsters combat.
Armor (AC). Natural or worn Magic. Unless noted otherwise,
armor. magical monsters have magical
Hit Dice (HD). d8 per HD. abilities which are always active and
Actions (#AT). 2 Actions. can be used at will. To regulate
Additional Action at 4, 8, and 10 magic use, a monster can cast their
HD. HD score + 2 spells per day.
Attacks (d20 + HD vs AC). Max
HD bonus is +10. Lairs. Monsters get (A) to all rolls
Damage. d3, d6, 2d6+ depending while in their lairs.
on size or other variables.
Special. Any special ability the Immunity, Resistance, and
monster has. Weakness. Immune take no
Saves (d20 + HD vs 15). GM damage from that attack type.
determines when appropriate. Resistant half damage from attack.
Morale (ML) (d20 + HD vs. 15). If Weakness double damage from
a monster is reduced to half their attack.
max HP and outnumbered, make a
Morale check. A failed check results
in the monster attempting to flee
32
A LIST OF MONSTERS
Bugbears
AC: 14, HD: 3, #AT 2: weapon/bite (d6)
Special: 50% chance to surprise opponents
Hairy, goblin-like humanoids.
What do they want? What are they doing? Interesting Loot?
1. Territory 1. Lurking in ambush 1. Goblin-made weapons
2. Alliances with others 2. Planning a hunt 2. Stolen treasures
3. Capture slaves 3. Patrolling territory 3. Animal pelts
4. Revenge 4. Setting traps 4. Hidden caches
5. A new leader 5. Raiding camps 5. Worn, beat-up armor
6. Ambush travelers 6. Scouting for raids 6. Primitive totems
Cyclops
AC: 14, HD: 13, #AT 3: club (2d6)
Special: boulder throw (4d6), (D) to hit ranged due to poor depth
perception
Cave dwelling, tall humanoids with a single eye.
What do they want? What are they doing? Interesting loot?
1. Crush intruders 1. Sleeping in cave 1. Giant's club
2. Protect their cave 2. Scavenging for food 2. Ancient stone idol
3. Gather food 3. Preparing to hunt 3. Shiny gemstones
4. Find a mate 4. Guarding treasure 4. Rare ores
5. Worship ancient gods 5. Watching for threats 5. Magical scroll
6. Collect shiny objects 6. Repairing club 6. A giant’s helmet
Gargoyle
AC: 14, HD: 5, #AT 2: claw/bite/horn (d6)
Special: only harmed by magic weapons and by magical attacks, unaffected
by control spells, blend in with stone
Ugly, smart, magical, winged statues.
What do they want? What are they doing? Interesting loot?
1. Guard sacred place 1. Observing enemies 1. Magic blending stone
2. Confuse and terrorize 2. Preparing ambush 2. Enchanted weapons
3. Recover lost artifact 3. Preparing for war 3. Cursed control amulet
4. Serve ancient master 4. Feasting on victims 4. Ancient scrolls
5. Protect treasure 5. Practicing dark arts 5. Magical gemstone
6. Find ancient tomes 6. Summoning a beast 6. Winged cloak
33
A LIST OF MONSTERS
Gelatinous Cubes
AC: 11, HD: 4, #AT 1: touch 1d6+1 (paralysis)
Special: near invisible, on touch paralyses for 2d3 rounds, immune to energy
attacks
10’ cube of corrosive jelly.
What do they want? What are they doing? Interesting loot?
1. Consume prey 1. Slithering in tunnels 1. Magical sword
2. Protect territory 2. Absorbing creatures 2. Enchanted armor
3. Absorb magical items 3. Searching for food 3. Cursed trinket
4. Consume corpses 4. Resting in shadows 4. Rare gemstones
5. Expand mass 5. Laying in wait 5. Arcane scrolls
6. Move undetected 6. Digesting remains 6. Broken artifact
Giants
AC: 15, HD: 8, #AT 3: weapon (2d6)
Special: hurl boulder (4d6)
12’ tall hairy brutes of low intelligence.
What do they want? What are they doing? Interesting loot?
1. Crush enemies 1. Roaming wilderness 1. Giant’s club
2. Protect territory 2. Hunting animals 2. Ancient stone idol
3. Hunt large prey 3. Throwing boulders 3. Magic boulder
4. Tend livestock 4. Sleeping in cave 4. Tribal armor
5. Guard lair 5. Building shelter 5. Rare gemstones
6. Find mate 6. Fighting other giants 6. Trophies from kills
Ghouls
AC: 13, HD: 2, #AT 2: claw (d6 + paralysis 3d6 rounds)
Special: undead immunities, paralysis
Undead humans that crave flesh.
What do they want? What are they doing? Interesting loot?
1. Feast on flesh 1. Lurking in shadows 1. Cursed dagger
2. Spread their curse 2. Hunting for prey 2. Necromancer’s scroll
3. Turn others undead 3. Feasting on corpses 3. Undead jewelry
4. Guard graves 4. Wandering 4. Stolen trinkets
5. Terrorize villages 5. Ambushing travelers 5. Dark potion
6. Collect body parts 6. Resting in crypts 6. Decayed cloak
34
A LIST OF MONSTERS
Gnolls
AC: 14, HD: 2, #AT 2: bite/claws (d6)
Special: gnolls gain (A) on all saves in groups of 3 or more
Low intelligence humanoid hyenas.
What do they want? What are they doing? Interesting loot?
1. Hunt for food 1. Scavenging for food 1. Bloodstained weapons
2. Raid settlements 2. Roaming in packs 2. Demon lord’s totem
3. Capture slaves 3. Preparing ambush 3. Stolen gold
4. Expand territory 4. Hunting large prey 4. Gnoll chief ’s pelt
5. Serve demon lord 5. Celebrating a kill 5. Cursed necklace
6. Collect trophies 6. Guarding territory 6. Ritualistic bone armor
Goblins
AC: 12, HD: 1-1, #AT 2: weapon (d6)
Special: (D) to hit in sunlight
Small, ugly humanoids with glowing red eyes.
What do they want? What are they doing? Interesting loot?
1. Steal shiny objects 1. Hiding in shadows 1. Stolen gems
2. Ambush travelers 2. Setting traps 2. Cursed dagger
3. Cause trouble 3. Planning raids 3. Goblin map
4. Collect treasures 4. Scavenging for food 4. Enchanted trinkets
5. Serve a leader 5. Arguing over loot 5. Old magical scroll
6. Expand territory 6. Waiting in ambush 6. Small chest of gold
Hobgoblins
AC: 14, HD: 1+1, #AT 2: weapon (d6),
Special: allied goblins within near range of a commanding hobgoblin gain
(A) on attack rolls
Large goblins.
What do they want? What are they doing? Interesting loot?
1. Conquer settlements 1. Training for war 1. Warhorn of command
2. Build an army 2. Organizing raids 2. Tactical scroll
3. Raid for resources 3. Patrolling territory 3. Hobgoblin armor
4. Gain power 4. Strategy meeting 4. Magical weapon
5. Impress leaders 5. Belittling goblins 5. Battle trophies
6. Dominate goblinoids 6. Torturing captives 6. Stolen treasure
35
A LIST OF MONSTERS
Kobolds
AC: 11, HD: ½, #AT 2: weapon (d3)
Special: kobolds in groups of 5 or more gain (A) on attack rolls
Tiny, underground dwelling, canine humanoids.
What do they want? What are they doing? Interesting loot?
1. Guard treasure 1. Setting traps 1. Dragon’s shard
2. Trap intruders 2. Hiding in tunnels 2. Trapmaker’s kit
3. Serve dragons 3. Scavenging for food 3. Stolen gems
4. Expand tunnels 4. Guarding lair 4. Tiny enchanted sword
5. Steal supplies 5. Crafting weapons 5. Cursed idol
6. Gather resources 6. Ambushing travelers 6. Magic scroll
Lizardfolk
AC: 14, HD: 2, #AT 2: claws/weapon (d6)
Special: breathe underwater
Reptilian humanoids with distinct underbites.
What do they want? What are they doing? Interesting loot?
1. Dominate swamps 1. Swimming 1. Magic spear
2. Capture prey 2. Hunting in swamps 2. Tribal jewelry
3. Worship ancient gods 3. Tending nests 3. Shaman’s staff
4. Protect territory 4. Patrolling territory 4. Dragon’s scale
5. Expand tribe 5. Performing rituals 5. Healing herbs
6. Collect valuable items 6. Building defenses 6. Ancient totem
Ogres
AC: 14, HD: 4+1, #AT 3: weapon (d6+1)
Special: when first encountering make a Save against the ogre’s intimidating
presence or take (D) on all attacks during the encounter
Scary, primitive, fairly stupid humanoids.
What do they want? What are they doing? Interesting loot?
1. Destroy enemies 1. Roaming wilderness 1. Ogre’s club
2. Hunt for food 2. Feasting on prey 2. Giant’s bone necklace
3. Collect trophies 3. Crushing rocks 3. Stolen treasure
4. Guard lair 4. Defending cave 4. Magic trinket
5. Cause chaos 5. Fighting each other 5. Rare potion
6. Find mates 6. Sleeping in lair 6. Trophy armor
36
A LIST OF MONSTERS
Orcs
AC: 12, HD: 1, #AT 2: bite (d3), weapon (d6)
Special: orcs can see in the dark
Brutish, tribal humanoids with a love of meat.
What do they want? What are they doing? Interesting loot?
1. Conquer lands 1. Hunting animals 1. Bloodstained axe
2. Hunt for meat 2. Roaming in packs 2. Tribal armor
3. Raid settlements 3. Preparing for battle 3. Stolen valuables
4. Prove strength 4. Raiding villages 4. Orc chief ’s totem
5. Collect trophies 5. Celebrating a kill 5. Cursed blade
6. Expand tribe 6. Building shelters 6. Magic bone charm
Owl Bears
AC: 14, HD: 5, #AT 3: claws/bite (1d6+1)
Special: if a target is hit by two claw attacks in the same round the owl bear
hugs for an additional 2d6 damage.
A giant bear with the head of an owl.
What do they want? What are they doing? Interesting loot?
1. Hunt for food 1. Eating something 1. Owlbear’s claw
2. Protect territory 2. Hunting prey 2. Magical feathers
3. Defend their young 3. Resting in dens 3. Giant fur pelt
4. Destroy intruders 4. Stalking intruders 4. Stolen treasure
5. Find a mate 5. Protecting young 5. Owlbear egg
6. Guard their nest 6. Fighting something 6. Beastly totem
Rust Monsters
AC: 17, HD: 5, #AT 1: feeler (rusting)
Special: turns metal to crumbly rust
Armored creature with long tails and feelers.
What do they want? What are they doing? Interesting loot?
1. Consume metal 1. Scavenging for metal Rusted weapons
2. Destroy weapons 2. Sniffing out weapons Crumbling armor
3. Ruin armor 3. Devouring metal Metal scraps
4. Find metal objects 4. Wandering Corroded coinage
5. Protect territory 5. Hiding Broken magical item
6. Feed on rust 6. Sleeping Rusted key
37
A LIST OF MONSTERS
Scorpions, Giant
AC: 17, HD: 4, #AT 2: claws (2d6), sting (d3 + deadly poison)
Special: poison causes death (Save vs.)
Giant scorpions with pincers and a deadly sting.
What do they want? What are they doing? Interesting loot?
1. Hunt for prey 1. Lurking in sand 1. Venomous stinger
2. Protect lair 2. Ambushing prey 2. Poison antidote
3. Defend territory 3. Hunting in desert 3. Giant pincers
4. Collect food 4. Guarding eggs 4. Carapace armor
5. Find shelter 5. Scavenging for food 5. Rare gemstones
6. Breed 6. Resting in burrow 6. Stolen supplies
Skeletons
AC: 11, HD: 1, #AT 2: weapon (d6)
Special: weakness to blunt weapons and attacks
Animated bones of the dead.
What do they want? What are they doing? Interesting loot?
1. Serve master 1. Bone revolution 1. Rusted weapons
2. Guard tomb 2. Wandering 2. Cursed armor
3. Terrorize living 3. Attacking something 3. Stolen coins
4. Protect treasure 4. Marching 4. Bone talisman
5. Prevent escape 5. Searching 5. Magic scroll
6. Destroy intruders 6. Returning to tomb 6. Shattered shield
Spider, Giant
AC: 13, HD: 2+2, #AT 2: bite/pierce (d6+1)
Special: Webs can trap targets. Save vs. to avoid.
Giant spiders usually live in caves, forests, and rocky regions.
What do they want? What are they doing? Interesting loot?
1. Trap prey 1. Lurking in webs 1. Webbed treasure
2. Protect nest 2. Hunting in shadows 2. Poisoned fang
3. Build webs 3. Spinning webs 3. Spider silk
4. Hunt for food 4. Ambushing travelers 4. Stolen jewelry
5. Capture victims 5. Guarding eggs 5. Magic potion
6. Defend territory 6. Feeding young 6. Broken weapon
38
A LIST OF MONSTERS
Trolls
AC: 15, HD: 6+3, #AT 3: claw/weapon (d6+1)
Special: regenerates, turned to stone in sunlight
Filthy, tall, stupid, humanoids with dopey faces.
What do they want? What are they doing? Interesting loot?
1. Eat flesh 1. Roaming wilderness 1. Troll’s claw
2. Destroy enemies 2. Regenerating 2. Stolen gold
3. Regenerate wounds 3. Attacking intruders 3. Cursed weapon
4. Terrorize villages 4. Searching for food 4. Regeneration potion
5. Protect lair 5. Sleeping in caves 5. Troll skin armor
6. Hunt for food 6. Hiding from the sun 6. Broken amulet
Wight
AC: 14, HD: 3, #AT 2: touch (energy drain)
Special: undead immunities, only harmed by magic and silver weapons
Corpses possessed by dastardly spirits.
What do they want? What are they doing? Interesting loot?
1. Drain life 1. Wandering graveyard 1. Cursed sword
2. Spread undead curse 2. Attacking living 2. Magic rune
3. Haunt tombs 3. Lurking in shadows 3. Silvered dagger
4. Serve dark masters 4. Feeding on life energy 4. Dark amulet
5. Collect souls 5. Protecting lair 5. Necromantic scroll
6. Guard treasure 6. Searching for victims 6. Magic items
Wolves
AC: 11, HD: 2+2, #AT 2: bite (d6)
Special: when in a pack, wolves gain @ on attacks and Saves
Wolves run in packs and hunt.
What do they want? What are they doing? Interesting loot?
1. Hunt prey 1. Hunting in pack 1. Wolf pelt
2. Protect pack 2. Patrolling territory 2. Stolen meat
3. Expand territory 3. Resting in den 3. Bone necklace
4. Find food 4. Howling 4. Silver fang
5. Defend den 5. Tracking intruders 5. Hunter’s trap
6. Breed 6. Scavenging for food 6. Cursed totem
39
A LIST OF MONSTERS
Wraiths
AC: 16, HD: 3, #AT 1: energy drain (d6)
Special: immune to poisons, only harmed by silver or magic weapons
Ghostly undead who take humanoid form and dwell in places of death.
What do they want? What are they doing? Interesting Loot?
1. Vengeance 1. Haunting Tombs 1. Phantom Cloak
2. Souls to Consume 2. Collecting Souls 2. Spectral Blade
3. Power Over Death 3. Lurking in Shadows 3. Soulstone
4. Unholy Dominion 4. Spreading Fear 4. Cursed Amulet
5. Escape the Grave 5. Seeking the Living 5. Death's Key
6. Cursed Relics 6. Guarding Secrets 6. Wraith Essence
Wyverns
AC: 16, HD: 8, #AT 4: bite/sting (2d6, deadly poison)
Special: deadly poison (Save vs.), flight
Two-legged relative of dragons
What do they want? What are they doing? Interesting loot?
1. Hunt for food 1. Soaring in sky 1. Wyvern scales
2. Protect nest 2. Hunting from above 2. Poisoned stinger
3. Defend territory 3. Patrolling lair 3. Stolen treasures
4. Gather treasure 4. Guarding eggs 4. Dragonkin relic
5. Attack intruders 5. Sleeping in nest 5. Enchanted weapon
6. Mate 6. Attacking someone 6. Magic talon
Zombies
AC: 10, HD: 1, #AT 2: strike/bite (d3)
Special: immune to control spells, bite (50% chance of the target becoming a
zombie in 1d3 days)
The mindless dead who feed on the living.
What do they want? What are they doing? Interesting loot?
1. Feed on flesh 1. Shambling aimlessly 1. Tattered cloak
2. Spread infection 2. Attacking survivors 2. Rusted weapon
3. Serve necromancer 3. Feeding on corpses 3. Stolen trinkets
4. Wander aimlessly 4. Following a master 4. Cursed ring
5. Attack the living 5. Biting each other 5. Broken talisman
6. Destroy all life 6. Lurking in dark places 6. Undead scroll
40
41
MONSTER FORGE
Monster Forge 4. Elementals
Build your own beasties and keep Spirits or manifestations of the
your players on their toes! Use fundamental forces of nature, such
common sense and modify each as earth, fire, air, and water.
creation to fit your needs.
5. Ethereals
Ghostly beings that exist between
1. AC (d20) the material and spirit worlds.
Natural or worn. Roll a d20. 10 or
less is an AC of 10. Any other 6. Undead
number rolled is the AC score. The living dead cursed to wander
the world.
2. HD (d20)
2. HD (d20). If the roll is 1-11, the 7. Fey
HD is 1. If the roll is 12 or greater, Mystical creatures with strong ties
subtract 10 to determine HD. Roll to nature and magic who are often
d8 for each Hit Die to determine the mischievous.
monster’s HP.
8. Aberrations
3. Size & Damage (d20) Unnatural creatures twisted with
1-7. Small. d3 dmg, HD x 1/2 bizarre anatomies and
8-15. Human size. d6 dmg, HD x 1 unpredictable behaviors.
16-19. Giant size. 2d6 dmg, HD x 2
20. Huge. 3d6+ damage, HD x 3 9. Humanoids
Creatures that resemble humans in
shape and form.
4. Type (d12)
1. Beasts 10. Plants
Wild or untamed who are driven by Plant-based creature ranging from
instinct rather than intelligence. simple flora to dangerous sentient
plants.
2. Constructs
Artificial beings created through 11. Vermin
magic or technology designed to Small bothersome creatures driven
serve a specific purpose. by survival instincts.
3. Demons 12. Swarms
Malevolent entities from dark Collective groups of tiny creatures.
realms who often embody chaos,
corruption, and destruction.
42
MONSTER FORGE
5. Attributes (d20) 6. Attacks (d20)
1. Aura of Influence 1. Acid
2. Blood Frenzy 2. Aura
3. Detection 3. Bite
4. Disease Carrier 4. Breath/Emit Weapon
5. Disruption 5. Burn
6. Elemental IRW* 6. Claw
7. High Intelligence 7. Crush/Trample
8. Life Drain/Leech 8. Drain
9. Magic IRW* 9. Freeze
10. Mimic 10. Gas
11. Phasing 11. Gaze
12. Physical Damage IRW* 12. Leech
13. Psionic 13. Magic
14. Reflective 14. Paralyze
15. Regenerates/Heals 15. Petrify
16. Sensitivity 16. Poison
17. Speaks 17. Shock
18. Spellcaster 18. Sonic
19. Vampiric 19. Venom
20. Wall-Crawler 20. Webs
*IRW indicates Immunity, Resistance, or Weakness needs to be determined.
43
NPC BUILDER
Build your own NPCs to populate your world! Use common sense and
modify each character to fit the needs of your world.
1. Heritage (d4)
1. Dwarf
2. Elf
3. Halfling
4. Human
2. Classes (d20)
Dwarf Classes Elf Classes
1. Candle Keeper 1. Forestborne Ranger
2. Holy Miner 2. Grove Guardian
3. Knight of the Rock 3. Sylvan Sage
4. Spirit Warden 4. Moonlight Arcanist
5. Sly Hand 5. Veil Walker
6-20. General 6-20. General
Halfling Classes Human Classes
1. Braveheart 1. Dirge Singer
2. Brewmaster 2. Healer
3. Burglar 3. Mage
4. Folk Hero 4. Monster Hunter
5. Spellweaver 5. Ne'er-do-well
6-20. General 6-20. General
4. HD (d20)
Determine the NPC’s level. If the roll is 1-11, the NPC is Level 1. For all
other rolls subtract 10 from the roll for the level. Roll d8 for each Hit Die to
determine HP.
5. Personality (d20)
1. Brave 11. Selfish
2. Cunning 12. Patient
3. Loyal 13. Pessimistic
4. Compassionate 14. Optimistic
5. Ambitious 15. Confident
6. Honest 16. Shy
7. Generous 17. Reckless
8. Greedy 18. Altruistic
9. Witty 19. Stern
10. Curious 20. Humble
45
SOLO PLAY
Make a character or party as normal. When Doing Stuff, you may choose to
make a single roll for the party or individual rolls for PCs in the party.
Doing Stuff
Rolls. When attempting an action, roll a d20. 11+ is a success while 10 or less
is a failure. If the action falls under the PC’s Class, add the PC’s level to the
roll. Modify rolls with (A) when the PC has advantage or (D) when the PC
faces penalties or situations that hinder completion of the Goal.
Narration. Sometimes rolls are not required and you can simply narrate the
event as to what feels most likely to happen. Use narration when a specific
outcome is guaranteed or commanded by the rule of cool.
46
Obstacle Resolution
Use the following charts to understand Obstacle resolution outcomes.
1. Resolve. Make a roll or narrate the events in order to resolve the Obstacle
and then proceed to Step 2 (Outcome).
2. Outcome (d6) 3. Path Clear (d6) 4. Goal (d6)
If the action fails, Yes. Continue Yes. That part of the
apply consequence onward until a new adventure comes to an
based on Obstacle obstacle appears. end. Reset Stress.
and Effect. If action No. Obstacle No. Obstacle
succeeds, continue encountered, encountered, return to
toward Path Clear. return to step 1. step 1.
Oracles
Binary Oracle
Roll a d6 for the binary chart and then roll a second d6 for a Twist (roll of 1)
or Interrupt (roll of 6). A Twist results in an unexpected change to the scene.
An Interrupt stops the scene and something completely different happens.
Should a Twist/Interrupt occur, roll a d6 to determine its Nature.
Binary Oracle (d6) Twist/Interrupt (d6) Nature (d6)
1. No, and… 1. Encounter 1-2. Helps
2. No 2. Hazard 3-4. Hinders
3. No, but… 3. Event 5-6. Changes Direction
4. Yes, and… 4. Item
5. Yes 5. Location
6. Yes, but… 6.
Additional Oracles
Travel (d6) Encounters (d6) Rumors (d6) Threats (d6)
1. No event. 1. Monster 1. Treasure 1. Creature
2. Twist 2. Stranger 2. Secret 2. Wanderer
3. Location 3. Weather 3. Danger 3. Weather
4. Hostile 4. Location 4. Lost 4. Environment
5. Friendly 5. Trap 5. Magical 5. Past
6. Interrupt 6. Magic 6. Item 6. Magic
47
ADVENTURE HACKER
Build simple adventures to play alone or with friends! Generate random
sentences to create adventures.
48
Adventure Type
Adventure Type (d6) Hook (d6) Thing (d6)
1. Rescue 1. Vengeance 1. Gold
2. Retrieve 2. Escape 2. Item
3. Escort 3. Revolt 3. Person
4. Investigate 4. Ritual 4. Creature
5. Explore 5. Heist 5. Map
6. Defend 6. Blackmail 6. Magic
Locations
Locale Descriptor (d6) Natural (d6) Structure (d6)
1. Cursed 1. Forest 1. Stronghold
2. Abandoned 2. Mountain 2. Tomb
3. Haunted 3. Cave 3. Tower
4. Hidden 4. Swamp 4. Library
5. Sunken 5. Island 5. Village
6. Overgrown 6. Water 6. Temple
Travel
Distance (2d6) Travel Events (d6) Weather
The destination is 2d6 1. No event. 1. Clear
days travel on foot. 2. Twist 2. Rain/Snow
3. Location 3. Storm
4. Hostile 4. Fog
5. Friendly 5. Wind
6. Interruption 6. Hot/Cold
49
OH MY GAWD! DAMAGE CHARTS
Combat can be brutal and terrible. So, let’s take it up a notch! Use the
following charts to randomly determine narrative damage in addition to a
loss of HP from blade, blunt, piercing, and energy (fire or electric) attacks.
Blade Damage (d12) Blunt Damage (d12)
1. Deep gash 1. Bone cracks
2. Blood spray 2. Wind knocked out
3. Armor torn 3. Weapon jarred
4. Flesh flap 4. Teeth rattled
5. Tendon sliced 5. Shoulder dislocated
6. Weapon nicked 6. Bruise blooms
7. Bleeding wound 7. Nose broken
8. Muscle cut 8. Skull rung
9. Finger lost 9. Back bent
10. Face scarred 10. Knee buckled
11. Hair shorn 11. Blood vessel burst
12. Limb grazed 12. Eye swollen shut
Piercing Damage (d12) Energy/Fire Damage (d12)
1. Punctured lung 1. Flesh sizzles
2. Pierced armor 2. Sparks arc
3. Gut stab 3. Hair burns
4. Flesh skewered 4. Skin blisters
5. Artery grazed 5. Temporarily blinded
6. Weapon/projectile stuck 6. Gear scorched
7. Internal bleeding 7. Ssssmokin’
8. Hand pinned 8. Blackened
9. Glancing stab 9. On fire
10. Pain spike 10. Torch effect
11. Joint jabbed 11. BBQ
12. Through-and-through 12. Skin melts
50
ZHUTHIL K’NOHL
(GLORIOUS ROT)
Torch Fail
Role-Playing Game
Adventure Module
A missing girl. A town gripped with fear. Fungal fiends await in the ancient
ruins. A simple adventure for Tiny OSR and other OSR-style games.
Level 1 PCs welcome!
By Dirk Stanley
2. Art and text from our books may not be reused or translated, unless you have our explicit
permission. You can use the names of creatures, locations and entities of the game world.
3. The mechanics and game rules of the Torch FailTM Role-Playing Game may be reused and
referenced freely.
4. You are required to use the Torch FailTM Compatibility Logo. The logo must appear on the
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“Torch FailTM Role-Playing Game is copyright Simian Circle Games LLC. and Dirk Stanley.”
General Guidelines
1. When you create your product, remember to stick to the spirit of Torch FailTM. Rules are
lite and simple.
2. Do not include sexist, racist, homophobic, transphobic tropes or themes in your product.
Do not include any hate speech of any kind.
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