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Torch Fail v0.98

Torch Fail is a rules-lite OSR role-playing game designed for simplicity and quick play, compatible with established OSR systems. The document outlines various game mechanics including combat rules, character creation, achievements, and optional rules for enhanced gameplay. It emphasizes player familiarity with gaming terms and encourages modifications to the rules for a personalized experience.

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0% found this document useful (0 votes)
28 views65 pages

Torch Fail v0.98

Torch Fail is a rules-lite OSR role-playing game designed for simplicity and quick play, compatible with established OSR systems. The document outlines various game mechanics including combat rules, character creation, achievements, and optional rules for enhanced gameplay. It emphasizes player familiarity with gaming terms and encourages modifications to the rules for a personalized experience.

Uploaded by

b3blakb
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Torch Fail

TM

An OSR Role-Playing Game


version 0.98

Version Note: ToC. Achievements expanded. Optional combat rules


added. Art update. Chase rules updated. Polishing fail. Heritage
alphabet drafts. Print-n-play adventure accessories.
Nearing the end.
Hail Kruxxok!!!

A lot of halflings died to bring you this information.

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
TABLE OF CONTENTS
Foundations 4
Basic Rules 5
Combat Rules 6
Additional Rules 8
Achievements 10
Chase Rules 12
Downtime 13
Character Creation 14
PC Backgrounds 15
Dwarves 16
Elves 18
Halflings 20
Humans 22
The Bad Lot 24
Level 0 PCs 26
Funnels 28
Gear 29
Magic 30
Level-less Spells 32
Magic Items 34
Treasure 36
Level 10 PCs 37
Monsters 38
Monster Forge 48
NPC Builder 50
Solo Play 52
Adventure Hacker 54
Damage Charts 56
Glorious Rot (Adventure) 57
Adventure Accessories 60
Character Sheets 62
License 64

2
3
FOUNDATIONS
Overview Needed to Play
Torch FailTM is 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/or meaningful. Skip
modifications to these rules is
the 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 is natural 20. 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 28

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.

4
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 item 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.
5
COMBAT RULES
Advantage & Initiative
Group initiative. PCs act first unless
Disadvantage surprised. Players determine order.
Advantage (A) means rolling 2d20
and taking the higher result, while
Disadvantage (D) means rolling Movement
2d20 and taking the lower result. Moving Near to Close takes 1
(A) and (D) are used to reflect Action. Far to Close takes 2. Out is
favorable or unfavorable situations too far to reach Close in one round.
affecting the outcome of an action.
Should (A) and (D) cancel one
another out, simply roll a single d20
Poison
There are three types of poison:
Deadly, Lingering, and Weakening.
Death Deadly poison kills in d3 hours.
PC/NPCs reduced to 0 or less HP Lingering poison deals d6 damage
are dead. Optional rules like Battle per hour for d6 hours. Weakening
Scar can serve to stave off death at poison weakens a target for d6
the GM’s discretion. hours and all rolls are (D). PCs can
Save vs poison effects.
Distances
Close is close enough to touch. Turning Undead
Close is used for melee attacks. Some Classes can turn undead. If
Near is in the same room or area. the target undead has an HD less
Near is used for ranged attacks. than the level of the PC, make a
Far is a long-ranged attack. combat roll (d20 + Level vs. AC). If
Out is outside of range. the roll succeeds, the undead flees.
If the roll exceeds the AC by 5+, the
Exploding Dice target is instantly destroyed. A PC
If a PC uses a non-magic, class- can turn a number of undead equal
based attack, damage dice explode. to their level per day.
When you roll the maximum on a
damage die (6 on d6, 8 on d8, 10 on Wounds & Recovery
d10, 12 on d12), roll an extra die of Danger. Fall, fire, poison, traps, etc.
the same type and add it. Repeat Light (d6), Moderate (2d6), Severe
this for each additional maximum (4d6).
roll and add the final totals. Magic- Wounds and Recovery.
based damage dice do not explode. d6 + Level = HP regained per day of
complete rest.
6
COMBAT CRUNCH (OPTIONAL RULES)
Damage Flavor Momentum
The following rules can be applied A PC of Level 5 or higher who kills
to non-magic damage rolls to an enemy with a melee attack can
increase deadliness and add some immediately attack another enemy
crunch to combat. within range.

Precision. If the non-magic attack Target Staggered


exceeds the AC by 5+, roll damage If a target loses half their total HP
with (A). or more from a single hit, Save or be
Staggered for d6 rounds. While
Brutal. If the non-magic attack staggered, roll (D).
exceeds the AC by 10+, roll damage
with (A) and then double total
damage. Weapon Break
Roll a natural 1 on an attack roll
with a weapon and the weapon has
Exhaustion a 1 in 6 chance of breaking.
Should combat/effort continue for
an extended period of time,
combatants make Saves or become
exhausted and roll (D) for the
remainder of combat.

7
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 encounter, the PC is At the start of the combat round the
unconscious. Additional damage player declares Reckless Abandon
will result in the 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.

8
9
ACHIEVEMENTS
Achievements are in-game rewards combat gear, you gain (A) on all
unlocked through actions during Favorability rolls.
play. A particular achievement can
be unlocked only once. Hard to Kill
Achievements do not stack. You have taken three Battle Scars
and lived to tell the tale. Your
Battle-Worn maximum number of followers
You have accumulated two Battle increases by +1d6. Also, once per
Scars… and survived. Your base HP day, should you be reduced to 0 HP,
increases by +1d6 permanently. you immediately gain +1 HP.
Also, you get (A) on Save vs. death.
Iron Grit
Climber You repeatedly go without and food
You climbed a vertical surface and water for extended periods of
(crumbling walls, cliffs, castle time but you stave off those effects.
towers, etc.) under pressure and did In the future, your checks to resist
so successfully. In the future, you exhaustion or dehydration gain (A).
gain (A) to climbing or scrambling
checks. Lie Detector
You detected a lie or manipulation
Deadeye attempt that helped your party
You successfully hit the same target greatly. In the future, you gain (A)
with three projectiles during the in attempts to successfully read
same encounter. In the future, when people (same Heritage) and their
attempting to shoot a similar intentions.
encounter, you gain (A) on all
ranged attacks. Living Shield
You successfully protected an ally by
Enjoy the Silence using your own body as a shield and
You managed to move in stealth and taking damage in the process.
silence and avoid drawing enemy Assuming you survived, your base
attention which resulted in your AC increases +1.
party reaching their goals. In the
future, you gain (A) on stealthy Magic Hunter
attempts. You managed to defeat a magical
creature with non-magical weapons
From Dust and items. In future encounters with
You successfully improvised a similar creatures, you gain (A) to all
weapon from junk. In future actions when using those same type
scavenging attempts for useful of weapons and items.
10
ACHIEVEMENTS
Magyver Tomb-Tongue
You successfully salvaged, rigged, or You deciphered an ancient script or
repaired a critical item/object/ language without magical aid. In the
device during combat or a future, you gain (A) to interpret
dangerous event. In similar unknown written texts, glyphs, or
situations, you gain (A) on all runes.
attempts at emergency crafting or
repairs. Turtle Power
You used an improvised shield and
Master Maker allowed it to shatter thus avoiding a
You crafted or reforged a weapon fatal blow. All future shield uses
that was used to slay a major foe. In grant you +2 AC (instead of +1).
the future, you gain (A) when
forging or repairing similar Under Pressure
weapons. These weapons have only Under great pressure and time
a 1 in 10 chance of breaking when a constraint, you successfully
critical failure is rolled. performed a non-combat action. In
the future, you gain (A) in all
Mighty Constitution attempts at that same action.
You survived a deadly poison/toxin/
venom without magical aid. In the Unshaken Soul
future, you gain (A) to Saves versus You held your ground in the face of
poison. overwhelming horror when others
fled or buckled. In the future, you
Pincushion gain (A) on checks versus fear/
You took at least 3 arrows (or madness/insanity.
similar projectiles) in the same
encounter and survived. In the Whose Weapon?
future, similar projectile damage is You improvise with the use of an
reduced by -1. unorthodox item turning it into a
weapon that allows you to defeat an
Silver Tongue encounter. In the future, when
You negotiated peace, avoided looking for helpful items in combat
battle, or secured a major favor situations, you gain (A) on
through pure persuasion. In future Favorability rolls.
negotiations with strangers or
hostile forces, you gain (A) on all
persuasion or bargain checks.

11
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 Close and Near, attacks are made by both parties (if
each party starts off by rolling 2d6. possible). Determine total group
If the distance is Close 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. Terrain advantages can be
up and F is caught. applied to Juke rolls as well.
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.

12
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 weeks x current Level, don’t remember owing wants
gain a new skill that grants a Level payment… or blood.
bonus on d20 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 d6 x 20gp or
opportunity, a rival, or problem. gives 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, hapless bard, etc. starts
strange tattoo with cryptic symbols. following you around. They want to
Magical? help... somehow.
3. Lost Your Gold. You gambled or 9. Challenge. A rival demands a
drank away d100% of 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.
13
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 and 8.

AC
Unarmored is 11. 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.

14
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.

15
DWARF (HERITAGE)

You are a Dwarf. Short, stout, and Drunken Brawler. As a Dwarf you
gruff. You love ale. You love stone get drunk and fight better. While
and being underground. You prefer drunk you get (A) to all bare-
axes and hammers in a fight. If you knuckle attacks. You also take (D) to
must use a ranged weapon you want all other rolls.
it to go BOOM!!! You love heavy
armor. Your deities are based on Night Eyes. As a Dwarf your eyes
mountains, stone, metal, and are adjusted to the darkness and
fungus. shadows of the under realm. As
such, you can see in low light
Dwarf Abilities without penalties.
Stonelore. As a Dwarf you can
sense the presence of hidden Level 10. At level 10, a dwarf can
passages, treasures, and traps within build a subterranean stronghold.
stone and earth.
Dwarf Classes
Mountain Resilience. As a Dwarf Candle Keeper. You are learned and
you are in your natural element in wise and studied in the history of
underground spaces and as such your people. When it comes to lore
you get a (A) to all Saves when of the under realms, dwarf history,
underground. monster lore, solving riddles and
puzzles, turning undead, crafting
and identifying potions, healing,
and languages, roll d20 + Level.
16
Holy Miner. You are blessed by languages, crafting and identifying
your deity and it is in their name potions, casting utility and
that you extract the precious ore enchantment spells, and crafting
they have bestowed upon your and identifying magical items, roll
people. When it comes to smithing, d20 + Level.
stonecraft, metalwork, ore lore,
hammers, and lore of the under Sly Hand. You are skilled in the arts
realm, roll d20 + Level. of thievery and subterfuge. When it
comes to stealing, picking pockets,
Knight of the Rock. You are the picking locks, stealth, and smooth
protector of your realm and you do talking, roll d20 + Level.
so clad in armor with ax and
hammer. When it comes to armed Dwarf Names
combat, fisticuffs, siege weapons, Dwarves have first names like
wearing armor, and monster lore, Thrain, Drugan, Skorn, Varkik, Eira,
roll d20 + Level. Orla, Keela, and Grimla. They have
last names like Bentbottom,
Spirit Warden. You have delved Rusthammer, Darkthorn, Blackrock,
into the arcane and made your Firebeard, and Skullcrusher.
dwarven body a conduit for magic.
When it comes to magical lore,
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
Dwarven Alphabet
aye be de ee ef gee aych i kay el em en o pee es tee oo vee zee

17
ELF (HERITAGE)

You are an Elf. Tall, lithe, and Elven Agility. As an elf you are
ageless. You are one with the forest naturally agile. You gain (A) to all
and nature. Your movements are as agility checks.
swift and elegant as the winds. You
prefer light armor and stealth to Night Eyes. As an elf your eyes are
brute force. Your deities are based adjusted to the darkness. As such,
on nature, the moon, the sun, and you can see in low light without
the ever-changing tides of the penalties.
world.
Level 10. At level 10, an elf can
Elf Abilities build a forest stronghold.
Secret Sight. As an elf you get (A)
when attempting to sense the Elf Classes
presence of ambushes, hidden Forestborne Ranger. You are a
passages, secret doors, and traps. wanderer and a ranger keeping evil
at bay. You are a also master of the
Forest Bond. As an elf you are at bow. When it comes to armed
one with the forest. You get (A) to combat, stealth, magical lore,
move silently, track, determine languages, plant lore, monster lore,
direction, and hide while in forest crafting healing potions, tracking,
realms. bows, and navigation, roll d20 +
Level.

18
Grove Guardian. The forests are crafting and identifying potions,
your domain and you have taken an casting healing and restoration
oath to protect them. When it spells, elven lore, and languages, roll
comes to hiding, stealth, armed d20 + Level.
combat, hunting, and tracking, roll
d20 + Level. Veil Walker. You study the dead
and have strange and esoteric
Moonlight Arcanist. You are a abilities in realms unseen. When it
student of the magical arts and in comes to speaking with the dead,
tune with the invisible forces of turning undead, casting damage
nature. When it comes to magical and control spells, crafting and
lore, languages, casting divination identifying magical items, roll d20 +
and detection spells, and crafting Level.
and identifying magical items, roll
d20 + Level. You also get (A) to all Elf Names
spellcasting attempts during full Elves have first names like Fyndor,
moons. Loirel, Alandor, Lirael, Volewen,
and Mirael. They have last names
Sylvan Sage. You are learned and like Darkstar, Moonstone,
wise, a keeper of elven knowledge Greenbow, Morningdew, and
and a student of the natural world. Lightsong.
When it comes to nature lore,
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.

Elvish Alphabet

ah ee i o oo feh geh jeh el em en peh er es teh veh we yoh sh yl


19
HALFLING (HERITAGE)

You are a halfling. Short, nimble, Epicurious. As a halfling you have


and generally cheerful. You love an unparalleled love of food and
food, drink, and a good fire to sit by. drink. Within eight hours of eating
You have a knack for making a good meal you get (A) to any
friends and tend to avoid conflict. single roll involving wits, use of
You favor light armor and weapons intelligence, or problem solving.
and prefer to keep your head low
and your wits sharp. Your deities are Quick Reflexes. As a halfling you
tied to home, hearth, family, and are quick. Once per encounter you
good fortune. can use your nimbleness to halve
the damage of an attack.
Halfling Abilities
Lucky Strikes. As a halfling you are Level 10. At level 10, a halfling can
naturally lucky. Once per day you build a halfling great hall.
can reroll a failed roll.
Halfling Classes
Quiet as a Mouse. As a halfling, you Braveheart. You are skilled in the
are small and quiet when you want arts of combat and have taken an
to be. You get (A) to all stealth- oath to defend your people. When it
related rolls. comes to armed combat, local lore,
20
monster lore, riding mounts, and When it comes to rallying others,
athleticism, roll d20 + Level. persuasion, leadership, armed
combat, and riding mounts, roll d20
Brewmaster. You are studied in the + Level.
arts of brewing and along the way
you picked up a few additional Spellweaver. You are trained in the
tavern skills. When it comes to arts of magic and mysticism. When
brewing, crafting and identifying it comes to magical lore, languages,
potions, unarmed combat, casting utility and enchantment
gambling, and local lore, roll d20 + spells, and crafting and identifying
Level. magical items, roll d20 + Level.

Burglar. You are trained in the arts Halfling Names


of stealth and subterfuge. When it Halflings have first names like Milo,
comes to stealth, picking locks, Finley, Bertram, Lily, Elsie, and
picking pockets, disarming traps, Lottie. They have last names like
hiding, stealing, and backstabbing Sunmeadow, Thistlebark,
others, roll d20 + Level. Puddlefuzz, Greendown, and
Appleroot.
Folk Hero. You are beloved among
your kin and stories of your
adventures and courage follow you.
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.

Halfling Alphabet

ah b se de e i ch ge he le mu nu oh p er es teh oo ve we
21
HUMAN (HERITAGE)

You are a Human. Versatile, Resourcefulness. As a human you


resilient, and ambitious, with a are crafty and resourceful. You get
strong drive to explore and shape (A) to all Favorability checks when
your own destiny. Your kind look searching for resources.
toward progress and power as signs
of success. You use any weapons Quick Learner. As a human you
and tools that you feel will get the evolve and learn quickly. As such,
job done. Your deities are those of you can learn new spells in 1d2
ambition, knowledge, and days.
community.
Level 10. At level 10, a human can
Human Abilities build a fortification (usually a
Second Wind. As a human, you can castle).
muster the energy to keep going.
Once a day you can regain +d6 HP Human Classes
with only a brief rest. Dirge Singer. You are an entertainer
at heart and have been trained
Resilience. As a human, you are musically. In fact, you are so good at
resilient. Once per day you can your instrument that you can use
choose to take only half damage music to calm, anger, inspire, and
from any attack. strike fear into others. When it
comes to music, performing,
charismatic acts, manipulation, and
languages, roll d20 + Level.
22
Healer. You are trained in the arts Ne'er-do-well. You grew up hard
of healing. When it comes to and everything you know you
crafting and identifying potions, learned the hard way. You are all
casting healing and restoration about surviving no matter what it
spells, turning undead, plant lore, takes. When it comes to unarmed
and monster lore, roll d20 + Level. combat, stealth, picking pockets,
intimidation, and stealing, roll d20
Mage. You are trained in the + Level.
magical arts and have knowledge of
the unseen world. When it comes to Human Names
casting damage and control spells, Humans have first names like
crafting and identifying magical Onson, Willie, Glenallen, Bobson,
items, and magical lore, roll d20 + Sherin, Penelope, Voppy, and
Level. Adelai. They have last names like
Fitzdell, Bentley, Parker, Sutherson,
Monster Hunter. You have been and Kingsly.
trained as a hunter. As such, you
roam the wilderness in search of
beasts to slay. When it comes to
tracking, hunting, armed combat,
riding mounts, and navigating, roll
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.

23
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
24
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.
CLASS ABILITIES LIST
PCs (Level 0) Lore and Knowledge
The following is a list of Class-based Lore (various
abilities found in this book. This is Dwarf history
by no means comprehensive and Monster lore
should instead serve as a starting Magical lore
point and a guide as to how to Elven lore
define abilities. Notice that some Nature lore
abilities are more broad in scope Plant lore
while others are less so. Ore lore
Local lore
Artistic and Performance
Music Magic and Spellcasting
Performing Casting (specific spell types)
Speaking with the dead
Combat and Physical Turning undead
Armed combat
Athleticism Navigation and Travel
Backstabbing Navigation
Fisticuffs
Hiding Social and Leadership
Hunting Charismatic acts
Riding mounts Leadership
Siege weapons Manipulation
Stealth Persuasion
Tracking Rallying others
Unarmed combat
Weapon (specific) Subterfuge/Criminal Skills
Wearing armor Disarming traps
Intimidation
Crafting and Trade Picking locks
Brewing Picking pockets
Crafting magical items Smooth talking
Crafting potions Stealing
Identifying magical items
Identifying potions
Metalwork
Smithing
Stonecraft
26
27
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 no Level bonuses 2. Dagger 2. Torch
to 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. Clothing 4. Oddities
Character funnels are starting 1. Heavy Coat 1. Dice
scenarios where players create 2. Nice Boots 2. Compass
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 of Level 1! 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 great rewards.
make it through go on to Level 1 to 3. Coliseum. The PCs are forced to
become adventurers. fight both man and beast for the
5. PCs who survive the funnel entertainment of the crowd!
should be rewarded with gold, 4. Octopus Game. A series of
items, and Level 1 status (thus deadly events designed to amuse an
granting Class bonuses). audience and kill contestants.
6. If players have multiple PCs that 5. Lost Expedition. PCs are part of
survive, they should choose one to a doomed expedition and must
be their main PC (unless playing survive the perils of the wilds.
multiple PCs, then go for it). 6. Goblin Caves. The PCs have
been captured by goblins and must
Funnels are a great way to build an survive the caves as they make their
adventure party. escape!

28
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
Light. Weapon (d6 dmg) dagger, sling, etc. 20gp
Medium Weapon (d8 dmg) bow, crossbow, sword, mace, etc. 30gp
Two-Handed Weapon (d10 dmg) two-hand sword, halberd, etc. 40gp
Giant Weapon (d12 dmg)

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

29
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.

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

30
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). New spells can be obtained by
More difficult or powerful spells finding them in ancient tomes,
may carry casting penalties. written on scrolls, carved into
dungeon walls, taught by other spell
Spell Effects casters, etc. Spells are not gained
Spells heal and damage at d6 per automatically when leveling up.
Level. Unless the effects happen New spells require 1d3 days to
instantly, combat spells have a learn.
duration of the encounter while
non-combat spells have a duration Optional Magic Rules
of one day. The range is room/area. Wizard Staff
Radius effect is the room/area or a A wizard can imbue a magical staff
number of people equal to the with two additional spells per day
caster’s level (whichever is (these must be spells the wizard has
appropriate). learned). The spells can be cast via
the staff in addition to the wizard’s
Spell Types normal spell allotment per day
Damage and Control. Spells that without penalty.
deal damage, control others, or
manipulate the environment to Wizard Robes
hinder enemies. Wizard robes grant +1 AC.
Healing and Restoration. Spells
that restore health, cure ailments, or Using OSR Spells
protect from harm. If using OSR spells, casters can cast
Summoning and Conjuration. spells equal to their Level or lower.
Spells that bring creatures, objects, If spells list specific ranges,
or forces into being or transport durations, or effects, GMs can
them. decide the appropriate use and
Divination and Detection. Spells parameters. Casting a spell with a
that provide information, reveal level equal to the PC’s level results
hidden truths, or predict future in (D).
events.
Utility and Enchantment. Spells
that serve a variety of practical,
transformative, or manipulative
purposes.
31
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.

32
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.
34
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 5gp
encounter. Rolls of 4,5 and 6 count 3-4 HD x 10gp
as Treasure Successes. Add up all 5-6 HD x 20gp
successes and multiply based on the 8-9 HD x 50gp
Monster’s HD. The total value is the 10+ HD x 100gp
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

36
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

37
MONSTERS

Monsters Magic. Unless noted otherwise,


Armor (AC). Natural or worn magical monsters have magical
armor. abilities which are always active and
Hit Dice (HD). d8 per HD. can be used at will. To regulate
Actions (#AT). 2 Actions. magic use, a monster can cast their
Additional Action at 4, 8, and 10 HD score + 2 spells per day.
HD.
Attacks (d20 + HD vs AC). Max Lairs. Monsters get (A) to all rolls
HD bonus is +10. while in their lairs.
Damage. d3, d6, 2d6+ depending
on size or other variables. Immunity, Resistance, and
Special. Any special ability the Weakness. Immune take no
monster has. damage from that attack type.
Saves (d20 + HD vs 15). GM Resistant half damage from attack.
determines when appropriate. Weakness double damage from
Morale (ML) (d20 + HD vs. 15). If attack.
a monster is reduced to half their
Attack Specials. The GM can
max HP and outnumbered, make a
decide if monsters get Attack
Morale check. A failed check results
Specials.
in the monster attempting to flee
combat.
38
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 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. 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
39
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 (d12)
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

40
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
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

41
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 magic 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. 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

42
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

43
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

44
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. Necromancer’s 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

45
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

46
47
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, HD (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.

48
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

49
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
50
3. AC (d20)
If unarmored, the AC is 11. 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 Quirk
1. Friendly 1. Wealth 1. Guild 1. Creepy
2. Indifferent 2. Revenge 2. Religious/Cult 2. Loud
3. Suspicious 3. Power 3. Nobles 3. Unsanitary
4. Hostile 4. Love 4. Criminals 4. Wild
5. Curious 5. Freedom 5. 5. Collects
6. Malicious 6. Knowledge 6. Catchphrase

7. Hirelings & Loyalty


Willingness to Work (2d6) Loyalty (2d6)
2-3. No one looking to work Roll when the NPC is under
4-5. 1 NPC, unreliable, shady, low morale stress. Modify the roll +1 if
6-8. 1 NPC, standard fare treated well or -1 if treated
9-10. 2 NPCs, standard fare poorly/low morale.
11-12. 1 NPC, skilled or loyal specialist 5 or less, flees/hides/betrays
6+ stays

51
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

52
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.

53
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

54
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

55
OH GAWD, I’M DEAD! 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

56
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 Torch Fail and other OSR-style games.
Level 1 PCs welcome!

By Dirk Stanley

© Copyright 2025 Dirk Stanley


57
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 when
up recently around the abandoned stepped on. Unwary adventurers are
ruins. A rich landowner’s child has plunged into a pit teeming with
gone missing and it is feared she has fungal folk (1 fungal folk per PC).
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!
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ZHUTHIL K’NOHL (GLORIOUS ROT)
Encounters Gold Reward
Fungal Folk Should the PCs rescue the child
Mossy, lurching humanoids of unhurt, the father will pay each PC
decayed wood and fungus. They 50gp. If the child is injured, he will
move with eerie silence. offer only 25gp each. If the child 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.
Dusty pouch containing pale spores. 3. Hallucinogenic Sweat. Physical
When sprinkled on a corpse within contact may cause vivid
1 hour of death, it returns to life at 1 hallucinations (1 in 6 chance, lasts
HP but is visibly infected and may 1d4 turns, Save vs. poison).
develop (5 in 6 chance) fungal traits 4. Fungal Instinct. Can sense
in time. Enough for 1 use. 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.
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GLORIOUS ROT ADVENTURE ACCESSORIES
Monster Tokens
Print/copy this page and cut out the tokens below and add them to your
monster token collection!

Fungal Folk Fungal Folk Fungal Folk

Fungal Fiend

Fungal Folk Fungal Folk Fungal Folk

Monster Cards
Print/copy this page and cut out the cards below and add them to your
monster card collection! Each card provides the monster name, AC/HP/
Actions (top right corner, just remember AHA), attack descriptions, special
abilities, and monster description.

Fungal Folk 12/1/2 Fungal Fiend 15/3/3

Attacks: Fungal lash (d3), spore cloud (Save Attacks: Slam (2d6), spore spray
vs. poison or d6 damage) Special: Choking spore spray. Save vs.
Special: once per encounter release a cloud poison or suffer (D) on all rolls for d6
of spores rounds. Regrowth. heals 1 HP per round
unless burned or exposed to strong light.
Mossy, lurching humanoids of decayed wood
and fungus. They move with eerie silence. Hulking, tripedal abomination of thick
mycelium.
.

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Blank Player Map
In case you need a blank map to handout to the players, simply print/copy
and cut out the map provided below! The map is 4x6 inches. Feel free to add
it to your map collection if you need an on-the-fly blank map in the future!

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TORCH FAIL LICENSE
1. If you adhere to these terms you are 7. Any legal disputes, controversies or
allowed to publish free or commercial claims related to this license shall be
material based upon and/or declaring governed by and construed in accordance
compatibility with the Torch FailTM Role- with the laws of the United States and
Playing Game without express permission settled in a United States court.
from Simian Circle Games LLC. or Dirk
Stanley. 8. The following text must be included in
the legal text, somewhere visible in the
2. Art and text from our books may not be publication, and on the website or
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of creatures, locations and entities of the “[Product name] is an independent
game world. production by [Author or Publisher] and is
not affiliated with Simian Circle Games LLC.
3. The mechanics and game rules of the Or Dirk Stanley. It is published under the
Torch FailTM Role-Playing Game may be Torch FailTM RPG Third Party License.
reused and referenced freely.
9. This copyright text must be legibly
4. You are required to use the Torch FailTM included somewhere in the product and on
Compatibility Logo. The logo must appear the storefront:
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that this is an official Torch FailTM RPG Dirk Stanley.”
product or that we (Simian Circle Games
LLC. or Dirk Stanley) endorse or sponsor General Guidelines
you in any way unless we’ve made special 1. When you create your product,
arrangements with you. remember to stick to the spirit of Torch
FailTM. Rules are lite and simple.
6. Simian Circle Games LLC. and Dirk
Stanley take no responsibility for any legal 2. Do not include sexist, racist,
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in your product. Do not include any hate
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