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Torch Fail v0.95

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0% found this document useful (0 votes)
46 views55 pages

Torch Fail v0.95

Uploaded by

Lonnie Baker
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
You are on page 1/ 55

Torch Fail

An OSR Role-Playing Game


version 0.95

Version Note: Downtime events expanded. Magic system heavily


revised. Class abilities added to some classes. Some rules clarified.
Text rearranged. Formatting fixes. Polishing fail.
Hail Kruxxok!!!

A lot of halflings died to bring you this information.

We still need a character sheet!

This is a rules-lite distillation of various OSR-style systems. The


goal was to create a simple, easy-to-learn and quick-to-play
system compatible with established OSR games.

Written and Illustrated by Dirk Stanley

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.

Rolls & Conflict


Roll equal to or higher in contests for success. Ties go to PCs. Level
and HD are synonymous. Critical Success (Natural 20) in combat
means roll double the damage dice. Critical Failure (1) is an epic fail.

Scale & Favorability (d20)


Higher rolls indicate greater while lower rolls indicate lesser.

Non-combat Action (d20 vs 11)


If the PC/NPC is skilled in the area (Class ability),
add Level or HD to the d20 roll (d20 + Level vs 11).

Combat (d20 vs 11)


If the PC/NPC is skilled in the area (Class ability),
add Level or HD to the d20 roll (d20 + Level vs 11).

Spells (d20 + Level vs 11+)


For specifics, see page 24

Save (d20 + Level or HD vs 15)


Make Saves vs. Paralysis, Poison, Death, Magic Spells, Magic Items,
and Breath Attacks. Level is always added to Save rolls.

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

These are optional rules that can be Mounted Combat


used to add a bit of complexity and Mounted combatants gain (A) on
crunch to the core rules. melee attacks and (D) on ranged
and magic attacks.
Battle Scar
The PC avoids death by taking a Poor Roller
permanent scar. This may be a The player (or GM) can’t seem to
physical, emotional, or mental scar. keep the dice on the table. Reroll the
At 0 HP (or lower) you declare a roll with (D). Do better next time.
Battle Scar and the GM indicates
what the scar is. For the remainder Reckless Abandon
of that fight the PC is unconscious. At the start of the combat round the
Additional damage will result in the player declares Reckless Abandon
PC’s death. for their PC. The PC gains (A) on
their attacks but takes a -2 to AC for
Environmental Penalties the round.
Sometimes the environment itself
makes performing an action more Shield Splinter
difficult. Some environmental If the PC carries a shield they can
penalties include unstable footing, opt to allow the shield to take the
poor lighting, strong winds, etc. In full damage of an attack. This
the case of an environmental prevents any damage from being
penalty, roll (D). done to the PC but instantly
destroys the shield.
Last Epic Action
You simply cannot avoid death. Trips, Shoves, and Disarms
Before you die, you get to perform The action is declared and rolled as
one final Epic Action. This action is a normal action. If the roll is a
an automatic critical success. success, the action succeeds.

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
7
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.

8
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.
9
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.

10
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.

7. Allies 8. Secret 9. Travel


1. Mentor 1. Betrayal Make a Favorability roll
2. Old Friend 2. Murder on a d6. A roll of 1
3. Spirit Guide 3. Revenge indicates little travel
4. Pet 4. Theft experience whereas 6
5. Family Member 5. Future indicates travel far and
6. Childhood Friend 6. Forbidden wide.
10. Rumor
These are rumors about your PC. They may or may not be true. Each player
should write a rumor about another player’s PC.

11
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 Abilities Dwarf Classes


Stonelore. As a Dwarf you can Candle Keeper. You are learned and
sense the presence of hidden wise and studied in the history of
passages, treasures, and traps within your people. When it comes to lore
stone and earth. of the under realms, dwarf history,
Mountain Resilience. As a Dwarf monster lore, solving riddles and
you are in your natural element in puzzles, turning undead, crafting
underground spaces and as such and identifying potions, healing,
you get a (A) to all Saves when and languages, roll d20 + Level.
underground.
Drunken Brawler. As a Dwarf you Holy Miner. You are blessed by
get drunk and fight better. While your deity and it is in their name
drunk you get (A) to all bare- that you extract the precious ore
12
they have bestowed upon your Sly Hand. You are skilled in the arts
people. When it comes to smithing, of thievery and subterfuge. When it
stonecraft, metalwork, ore lore, and comes to stealing, picking pockets,
lore of the under realm, roll d20 + picking locks, stealth, and smooth
Level. talking, roll d20 + Level.

Knight of the Rock. You are the Dwarf Names


protector of your realm and you do Dwarves have first names like
so clad in armor with ax and Thrain, Drugan, Skorn, Varkik, Eira,
hammer. When it comes to armed Orla, Keela, and Grimla. They have
combat, fisticuffs, siege weapons, last names like Bentbottom,
wearing armor, and monster lore, Rusthammer, Darkthorn, Blackrock,
roll d20 + Level. Firebeard, and Skullcrusher.
Spirit Warden. You have delved
into the arcane and made your
dwarven body a conduit for magic.
When it comes to magical lore,
languages, crafting and identifying
potions, casting utility and
enchantment spells, and crafting
and identifying magical items, roll
d20 + Level.
Dwarf Style (d20)
1. Tattoos 11. Gold Teeth
2. Long Braids 12. Different Color Eyes
3. Scars 13. Bright Hair
4. Heavy Cloaks 14. Broad Shoulders
5. Bushy Brows 15. Thick Neck
6. Deep Voice 16. Tough Hands
7. Animal Lover 17. Wild Hair
8. Ancient Nobility 18. Wrinkly Face
9. Pierced Ears 19. Big Muscles
10. Heavy Jewelry 20. Intense Gaze

Dwarf Gear
Rugged dwarf clothes, boots, beard and hair accessories, helmet or hat,
family insignia, pack, cloak, rations, bedroll, and Class-related items.

13
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.
14
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.

Moonlight Arcanist. You are a Elf Names


student of the magical arts and in Elves have first names like Fyndor,
tune with the invisible forces of Loirel, Alandor, Lirael, Volewen,
nature. When it comes to magical and Mirael. They have last names
lore, languages, casting divination like Darkstar, Moonstone,
and detection spells, and crafting Greenbow, Morningdew, and
and identifying magical items, roll Lightsong.
d20 + Level. You also get (A) to all
spellcasting attempts during full
moons.

Elf Style (d20)


1. Silver Hair 11. Glowing Eyes
2. Long Hair 12. Different Color Eyes
3. Piercing Eyes 13. Willowy Build
4. Fair Skin 14. Pointy Teeth
5. Dark Skin 15. Black Hair
6. Singsong Voice 16. Black Eyes
7. Ethereal Glow 17. Eccentric Clothing
8. Great Beauty 18. Tattoos
9. High Cheekbones 19. Piercings
10. Long Fingers 20. Golden Hair

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.

15
HALFLING (HERITAGE)

You are a halfling. Short, nimble, an unparalleled love of food and


and generally cheerful. You love drink. Within 8 hours of eating a
food, drink, and a good fire to sit by. good meal you get (A) to any roll
You have a knack for making involving wits, use of intelligence, or
friends and tend to avoid conflict. problem solving.
You favor light armor and weapons Quick Reflexes. As a halfling you
and prefer to keep your head low are quick. Once per encounter you
and your wits sharp. Your deities are can use your nimbleness to halve
tied to home, hearth, family, and the damage of an attack.
good fortune. Level 10. At level 10, a halfling can
build a halfling great hall.
Halfling Abilities
Lucky Strikes. As a halfling you are Halfling Classes
naturally lucky. Once per day you Braveheart. You are skilled in the
can reroll a failed roll. arts of combat and have taken an
Quiet as a Mouse. As a halfling, you oath to defend your people. When it
are small and quiet when you want comes to armed combat, local lore,
to be. You get (A) to all stealth- monster lore, riding mounts, and
related rolls. athleticism, roll d20 + Level.
Epicurious. As a halfling you have
16
Brewmaster. You are studied in the Spellweaver. You are trained in the
arts of brewing and along the way arts of magic and mysticism. When
you picked up a few additional it comes to magical lore, languages,
tavern skills. When it comes to casting utility and enchantment
brewing, crafting and identifying spells, and crafting and identifying
potions, unarmed combat, magical items, roll d20 + Level.
gambling, and local lore, roll d20 +
Level. Halfling Names
Halflings have first names like Milo,
Burglar. You are trained in the arts Finley, Bertram, Lily, Elsie, and
of stealth and subterfuge. When it Lottie. They have last names like
comes to stealth, picking locks, Sunmeadow, Thistlebark,
picking pockets, disarming traps, Puddlefuzz, Greendown, and
hiding, stealing, and backstabbing Appleroot.
others, roll d20 + Level.

Folk Hero. You are beloved among


your kin and stories of your
adventures and courage follow you.
When it comes to rallying others,
persuasion, leadership, armed
combat, and riding mounts, roll d20
+ Level.

Halfling Style (d20)


1. Red Face 11. Bright Eyes
2. Hairy Feet 12. Plump
3. Bushy Hair 13. Big Ears
4. Potbelly 14. Broad Shoulders
5. Bushy Brows 15. Thick Neck
6. Stocky 16. Tough Hands
7. Button Nose 17. Wiry
8. Freckled 18. Chubby Cheeks
9. Curly Hair 19. Scars
10. Thick Waist 20. Tan

Halfling Gear
Little halfling clothes, halfling shoes, hat, family crest (usually a locket or
coin), pack, cloak, rations, bedroll, and Class related items.

17
HUMAN (HERITAGE)

You are a Human. Versatile, Quick Learner. As a human you


resilient, and ambitious, with a evolve and learn quickly. As such,
strong drive to explore and shape you can learn new spells in 1d2
your own destiny. Your kind look days.
toward progress and power as signs Level 10. At level 10, a human can
of success. You use any weapons build a fortification (usually a
and tools that you feel will get the castle).
job done. Your deities are those of
ambition, knowledge, and Human Classes
community. Dirge Singer. You are an entertainer
at heart and have been trained
Human Abilities musically. In fact, you are so good at
Second Wind. As a human, you can your instrument that you can use
muster the energy to keep going. music to calm, anger, inspire, and
Once a day you can regain +d6 HP strike fear into others. When it
with only a brief rest. comes to music, performing,
Resilience. As a human, you are charismatic acts, manipulation, and
resilient. Once per day you can languages, roll d20 + Level.
choose to take only half damage
from an any attack. Healer. You are trained in the arts
Resourcefulness. As a human you of healing. When it comes to
are crafty and resourceful. You get crafting and identifying potions,
(A) to all Favorability checks casting healing and restoration
involving resources. spells, turning undead, plant lore,
18
and monster lore, roll d20 + Level. Ne'er-do-well. You grew up hard
and everything you know you
Mage. You are trained in the learned the hard way. You are all
magical arts and have knowledge of about surviving no matter what it
the unseen world. When it comes to takes. When it comes to unarmed
casting damage and control spells, combat, stealth, picking pockets,
crafting and identifying magical intimidation, and stealing, roll d20
items, and magical lore, roll d20 + + Level.
Level.
Human Names
Monster Hunter. You have been Humans have first names like
trained as a hunter. As such, you Onson, Willie, Glenallen, Bobson,
roam the wilderness in search of Sherin, Penelope, Voppy, and
beasts to slay. When it comes to Adelai. They have last names like
tracking, hunting, armed combat, Fitzdell, Bentley, Parker, Sutherson,
riding mounts, and navigating, roll and Kingsly.
d20 + Level.

Human Style (d20)


1. Tattoos 11. Pale Skin
2. Wild Hair 12. Different Color Eyes
3. Well-dressed 13. Dark Skin
4. Lanky 14. Dyed Hair
5. Broad 15. Thick Neck
6. Haggard 16. Tough Hands
7. Animal Lover 17. Wild Hair
8. Noble Lineage 18. Wrinkly Face
9. Pierced Ears 19. Muscular
10. Freckles 20. Intense Gaze

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.

19
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
20
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.

Dastardly Tinkerer. You thrive on


making devices, explosives, and
traps that spread chaos and
confusion. If someone dies along
the way, that is okay as well. When it
comes to tinkering, explosives,
crafting poisons, and creating or
disarming traps, 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

1. Players create 3 to 5 Level 0 PCs


to participate in the funnel. Funnel Ideas
2. Random equipment is assigned to 1. Zombies! A haunted town
those PCs. Roll on the Random plagued by undead. The PCs must
Equipment charts. escape before it’s too late!
3. PCs are thrown into a high-risk 2. Wizard mountain. The promise
situations where the majority will be of fame and fortune beckons the
killed. PCs to climb the mountain and risk
4. Survival is key and only PCs who life and limb for mysterious
make it through go on to Level 1 to rewards.
become adventurers. 3. Coliseum. The PCs are forced to
5. PCs who survive the funnel fight both man and beast for the
should be reward with gold, items, entertainment of the crowd!
and Level 1 status (thus granting 4. Octopus Game. A series of
Class bonuses). deadly events designed to amuse an
6. If players have multiple PCs that audience and kill contestants.
survive, they should choose one to 5. Lost Expedition. PCs are part of
be their main PC (unless playing a doomed expedition and must
multiple Pcs, then go for it). survive the perils of the wilds.
6. Goblin Caves. The PCs have
been captured by goblins and must
survive the caves as they make their
escape!
22
GEAR
Gear
Currency & Expenses
10 silver pieces equal 1 gold piece.
A good meal 3-5sp
Night in an inn 1gp.

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

Animals Transportation Property


Horse 100gp Cart 30gp House 1,000gp
Dog 5gp Wagon 100gp Tavern 2,500gp
Pack Mule 20gp Small Boat 200gp Fort 20,000gp
Wolf 50gp Courier 5,000gp Estate 50,000gp
Airship 8,000gp Castle 250,000gp
Warship 10,000gp

23
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.

*Occurs anytime a natural 1 or 20 is rolled regardless of Level.

24
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.
25
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.

Damage & Control Summoning & Conjuration


1. Chain Lightning (D) creates a 1. Call teleports an object to the
bolt of lightning that jumps between caster’s hand. The maximum weight
up to 3 targets. of the object is equal to or less than
2. Cold Shard creates a blast of frost the caster’s level.
and ice that temporarily freezes 2. Cloud creates a cloud of fog
targets preventing an Actions. around the caster.
3. Fireball shoots a fireball that 3. Conjure Beast (D) creates a hairy
explodes. beast that follows the caster’s
4. Mind Control (D) lets the caster commands. AC: 12, HD: 2, #AT 2:
control the target's actions. Claws (d6)
5. Quake (D) creates a powerful 4. Conjure Weapon creates a
earthquake that can damage bladed weapon of the caster’s
structures. choosing that deals 1d6+2 damage
6. Sleep puts a target into a magical 5. Shell of Light bathes the caster in
sleep a protective light (AC +4).
7. Slow reduces the Actions of an 6. Summon Familiar creates a
enemy by -1. familiar to do the caster's bidding.
8. Stun temporarily stuns an enemy AC: 10, HD: 1/2, #AT 1: Bite (d3)
preventing movement. 7. Summon Storm (D) summons a
thunderstorm of rain and wind.
Healing & Restoration 8. Summon Swarm summons a
1. Cure removes poisons from the cloud of biting, stinging insects that
target. harass and obscure vision.
2. Detox removes poisons and
toxins from the air. Divination & Detection
3. Heal heals damage to living 1. Arcane Eye creates a floating eye
things. that allows the caster to see what the
4. Mend repairs broken stuff. eye sees.
5. Protection increases the target’s 2. Clairvoyance (D) allows the
AC +1d3. caster to see through the eyes of any
6. Purify makes food and water creature they have been in contact
edible. within the last 24 hours.

26
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.
28
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.

1. Political Intrigue 2. Natural Disasters 3. Magical Phenomena


1. Rival Claim 1. Earthquake 1. Artifact Discovery
2. Noble Offer 2. Flood 2. Planar Rift
3. Peasant Rebellion 3. Drought 3. Sorcerer Arrival
4. Foreign Diplomat 4. Plague 4. Legendary Creature
5. Advisor Betrayal 5. Wildfire 5. Magical Storm
6. Family Request 6. Meteor Shower 6. Dark Curse
4. Economic Challenges 5. Military Threats
1. Trade Blockade 1. Bandit Army
2. Mine Collapse 2. Goblin Horde
3. Merchant Investment 3. Invading Army
4. Crop Failure 4. Mercenary Offer
5. Gold Rush 5. Civil War
6. Inflation 6. Border Skirmish
6. Internal Struggles 7. Religious Event 8. Diplomatic Event
1. Famine 1. Holy Pilgrimage 1. Peace Treaty
2. Assassination Plot 2. Divine Vision 2. Marriage Alliance
3. Political Corruption 3. Religious Schism 3. Trade Agreement
4. Revolt 4. Temple Construction 4. Espionage
5. Crime Wave 5. Cult Uprising 5. War Declaration
6. Labor Strike 6. Sacred Relic 6. Ambassador
9. Social Changes 10. Environmental
1. Cultural Festival 1. Wildfire
2. Population Boom 2. Tidal Wave
3. Immigration 3. Unseasonal Weather
4. Religious Conversion 4. Haunted Forest
5. Tech Innovation 5. Rare Beast Sighting
6. Uprising 6. Earthquake

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

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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

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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

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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.

7. Lairs (d6) 8. Behavior (d6) 9. Goal (d6)


1. Down Low 1. Aggressive 1. Protect
2. Up High 2. Territorial 2. Collect
3. Abandoned 3. Curious 3. Feed
4. Squatter 4. Predatory 4. Gather
5. Living Thing 5. Parasitic 5. Transform
6. Cursed 6. Enigmatic 6. Destroy

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

General Classes (d20). Re-roll to determine


the NPC’s class. Assign gear, housing, and
wealth as is fitting of that Class.
1. Warrior 11. Merchant
2. Mage 12. Farmer
3. Thief 13. Scholar
4. Cleric 14. Blacksmith
5. Scout 15. Sailor
6. Bard 16. Cook
7. Knight 17. Gardener
8. Healer 18. Tailor
9. Ranger 19. Tamer
10. Artisan 20. Explorer
44
3. AC (d20)
If unarmored, the AC is 10. Light armor (like leather) is 12. Medium armor
(like chain or ring) is 14. Heavy armor (like plate) is 16. If carrying a shield,
add +1 to the AC.

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

6. Additional Traits (d6)


Reactions Motivations Affiliations
1. Friendly 1. Wealth 1. Guild
2. Indifferent 2. Revenge 2. Religious/Cult
3. Suspicious 3. Power 3. Nobles
4. Hostile 4. Love 4. Criminals
5. Curious 5. Freedom 5. Revolutionaries
6. Malicious 6. Knowledge 6. Arcane

Secret Quirk Age


1. Spy 1. Creepy 1. Young
2. Treasure 2. Loud 2. Young Adult
3. Wanted 3. Unsanitary 3. Adult
4. Forbidden 4. Wild 4. Middle-Aged
5. Magic 5. Collects 5. Elderly
6. Trouble 6. Catchphrase 6. Ancient

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.

Successes & Failures


Obstacles present opportunities for conflict and may require dice rolls or
narration. Successful rolls move you closer to your immediate Goal while
failed rolls result in Stress. You can accumulate Stress equal to your HP
before you're Done. Being Done doesn’t mean death, but signifies failure in
the current Goal and requires a restart.
Obstacle Generation
Use the following charts to define Obstacles.
1. Obstacle (d6) 2. Difficulty (d6) 3. Effect (d6)
1. Physical Conflict 1-2. Easy (A) 1-2. Minor setback (no
2. Social Conflict 3-4. Medium Stress, delays progress)
3. Mental Challenge (normal roll) 3-4. Increase Stress +1
4. Environmental 5-6. Hard (D) 5-6. Increase Stress by
5. Puzzle 2+
6. Enemy/Creature

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

Favorability & Scale


Instead of using separate charts for things like likelihood, attitudes,
aggression etc., simply use a Favorability and Scale roll to quickly determine
outcomes.

47
ADVENTURE HACKER
Build simple adventures to play alone or with friends! Generate random
sentences to create adventures.

A <Descriptor> <Person> wants to <Action> a/an <Adjective> <Thing> in


order to <Event>.
Descriptor (d12) Person (d12) Action (d12)
1. Mad 1. Wizard 1. Destroy
2. Vengeful 2. Knight 2. Summon
3. Cunning 3. Undead Lord 3. Capture
4. Shadowy 4. Pirate 4. Occupy
5. Demented 5. Rogue 5. Conquer
6. Greedy 6. Noble 6. Eradicate
7. Eccentric 7. Revolutionary 7. Imprison
8. Fearless 8. Thief 8. Dominate
9. Paranoid 9. Warlord 9. Control
10. Arrogant 10. Demon 10. Manipulate
11. Manipulative 11. Fallen Hero 11. Exploit
12. Insane 12. Traitor 12. Save
Adjective (d12) Thing (d12) Event (d12)
1. Local 1. Village 1. Start a war
2. Ancient 2. Tomb 2. Corrupt minds
3. Mysterious 3. Tower 3. Unleash a curse
4. Hidden 4. Temple 4. Unveil a plan
5. Enchanted 5. Ruler 5. Create destruction
6. Dark 6. Forest 6. Unleash death
7. Lost 7. Artifact 7. Destroy a place
8. Powerful 8. Cavern 8. Trap a person
9. Magical 9. Relic 9. Spread disease
10. Cursed 10. Shrine 10. Start a plague
11. Floating 11. Castle 11. Create famine
12. Sunken 12. Cathedral 12. Destroy economy

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

Antagonists and Complexity


Antagonist (d6) Complication (d6) Unexpected (d6)
1. Monster 1. Betrayal 1. Sabotage
2. Wizard 2. Time Limit 2. Ransom
3. Cult 3. Unseen Enemy 3. Deception
4. Undead 4. Resources 4. Betrayal
5. Horde/Group 5. Trap 5. Pursuit
6. Victim 6. Bad Info 6. Infiltration

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

© Copyright 2025 Dirk Stanley


51
ZHUTHIL K’NOHL (GLORIOUS ROT)

The Hook 3. Rotten Floor


The Old Man says… “A thick carpet Rotten vines cover the floor and
of glowing mushrooms has sprung give way with a loud crack, plunging
up recently around the abandoned unwary adventurers into a pit
ruins. A rich landowner’s daughter teeming with fungal folk (1 fungal
has gone missing and it is feared she folk per PC).
has fallen into the ruins.”
4. The Growth
A tangled maze of fungal stalks fills
Locations the chamber. PCs can cut or burn a
1. Gift of the Fungi path. The damaged stalks release
Thorny vines cover the floor of the spores. Save vs poison or take 1d6
room. Stepping on the vines will damage.
trigger a volley of sharp thorns (d3
dmg each, 2 thorns per PC) from 5. Lair of the Fungal Fiend
vines growing on the walls. A choking haze of spores swirls
through the chamber. The grotesque
2. Snooze Chamber Fungal Fiend waits silently, half-
Bioluminescent mushrooms line the blended into the pulsing mycelium
floors and walls, stepping on them walls. The missing orphan girl is
activates the mycelium network and half-cocooned in a fungal wrap and
awakens the sleeping fungal folk (1 stuck to the wall. She is still alive.
fungal folk per PC). Any movement in the room
awakens the horrid shroom!
52
ZHUTHIL K’NOHL (GLORIOUS ROT)
Encounters Gold Reward
Fungal Folk Should the PCs rescue the little girl
Mossy, lurching humanoids of unhurt, her father will pay each PC
decayed wood and fungus. They 50gp. If she is injured, he will offer
move with eerie silence. only 25gp each. If the girl is
AC: 12, HD: 1, #AT 2: fungal lash returned dead, the father will blame
(d3), spore cloud (Save vs. poison or the PCs.
d6 damage)
Special: once per encounter release GM Notes
a cloud of spores Spore Speak
The language of the fungal folk!
Fungal Fiend Spoken with clicks, gurgles, and
Hulking, tripedal abomination of exhalations.
thick mycelium.
AC: 15, HD: 3, #AT 3: slam (2d6), Fungal Traits (d6)
spore spray You were brought back from the
Special: Choking spore spray. Save brink, but at a price!
vs. poison or suffer (D) on all rolls 1. Spore Breath. Occasionally
for d6 rounds. Regrowth. heals 1 exhales clouds of spores (Save vs
HP per round unless burned or poison or cough violently, -1 Action
exposed to strong light. next round).
2. Mycelium Skin. Pale, veiny
Loot growths spread across skin; resistant
Spores of Rebirth to infection but weakness to fire.
1 use. Dusty pouch containing pale 3. Hallucinogenic Sweat. Physical
spores. When sprinkled on a corpse contact may cause vivid
within 1 hour of death, it returns to hallucinations (1 in 6 chance, lasts
life at 1 HP but is visibly infected 1d4 turns, Save vs. poison).
and may develop (5 in 6 chance) 4. Fungal Instinct. Can sense
fungal traits in time. nearby mold, rot, or fungal life
within a far distance.
Glowcap Resin 5. Hyphal Regrowth. Wounds close
3 doses. Sticky paste made from with fibrous mycelium; heal d3
bioluminescent fungi. Can be HP/day, but leave weird textures.
smeared on skin or objects to shed 6. Cap Growth. Small mushroom
light like a torch for 1 hour. Glows caps sprout from scalp, neck, or
blue-green and attracts certain back; harmless but unsettling. They
underground insects. regrow if picked.
53
TINY OSR LICENSE
1. If you adhere to these terms you are allowed to publish free or commercial material based
upon and/or declaring compatibility with the Torch FailTM Role-Playing Game without
express permission from Simian Circle Games LLC. or 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
cover of the document.

5. You’re not allowed to give the impression that this is an official Torch FailTM RPG product
or that we (Simian Circle Games LLC. or Dirk Stanley) endorse or sponsor you in any way
unless we’ve made special arrangements with you.

6. Simian Circle Games LLC. and Dirk Stanley take no responsibility for any legal claims
against your product.

7. Any legal disputes, controversies or claims related to this license shall be governed by and
construed in accordance with the laws of the United States and settled in a United States
court.

8. The following text must be included in the legal text, somewhere visible in the
publication, and on the website or storefront where you promote the product:

“[Product name] is an independent production by [Author or Publisher] and is not affiliated


with Simian Circle Games LLC. Or Dirk Stanley. It is published under the Torch FailTM RPG
Third Party License.

9. This copyright text must be legibly included somewhere in the product and on the
storefront:

“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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