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5B Combined

The document outlines the rules and mechanics for a tabletop role-playing game called '5B', created by Lex Mandrake and Harald Maassen. It covers character creation, gameplay mechanics such as rolling dice, combat, and inventory management, as well as the legal terms for compatibility with the game's system. The text serves as a guide for players and Game Masters to engage in collaborative storytelling and gameplay experiences.

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knights.errant
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0% found this document useful (0 votes)
83 views35 pages

5B Combined

The document outlines the rules and mechanics for a tabletop role-playing game called '5B', created by Lex Mandrake and Harald Maassen. It covers character creation, gameplay mechanics such as rolling dice, combat, and inventory management, as well as the legal terms for compatibility with the game's system. The text serves as a guide for players and Game Masters to engage in collaborative storytelling and gameplay experiences.

Uploaded by

knights.errant
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 35

-

.. - ((
\~
~


' ( -
~-:

• •

,
by Lex Mandrake and Harald Maassen
CREDITS TABLE OF CONTENTS

WRITING BY: PAGE 1:


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

ART FROM: PAGE 2:


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

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

PG
RULES OF PLAY EXAMPLES OF PLAY

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


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

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

PG-2
CHARACTER CREATION EXAMPLES OF PLAY

Ability Scores and Modifiers:


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

Primary Trait Examples


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

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


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

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

THE CLERIC Class Talents


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

PG-6
CHARACTER CREATION WRAPPING UP

YOUR EQUIPMENT: - Take the highest number on your


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

MUNDANE ITEMS [grants space]


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

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

PG-8
,
.·-- t.- - ·-·
-:&,.=,

,
by Lex Mandrake and Harald Maassen
CREDITS TABLE OF CONTENTS

WRITING BY: PAGE 1:


Lex Mandrake Rulings Over Rules
and Safety Tools
Harald Maassen
PAGE 2:
LAYOUT BY: Procedure of Play
Lex Mandrake Play Procedure
Event Table
ART FROM:
The Public Domain PAGE 3:
A Word on Balancing Encounters
LEGALESE: Layers of Information
This work includes material taken from the Telegraphing
System Reference Document 5.1 (“SRD 5.1”) by Setting Difficulty Class
Wizards of the Coast LLC and available at Difficulty Classes
http://dnd.wizards.com/resources/systems-
reference-document PAGE 4:
The SRD 5.1 is licensed under the Creative Rolling Untrained
Commons Attribution 4.0 International License Disposition
available at Disposition Table
https://creativecommons.org/licenses/by/4.0/ Morale
legalcode Possible Morale Roll Triggers
Adjudicating Traits
Anyone may publish free or commercial material
based upon and/or declaring compatibility with PAGE 5:
"5B" without express written permission by Dank Creating Drama
Dungeons, as long as they adhere to the following Generating Prayers
terms: Potential Deity Response Table
If your product declares compatibility with "5B"
you must state the following in your legal text and PAGE 6:
on any websites from which a commercial Negotiating Spells
product is sold: "[product name] is an Advancement
independent production by [publisher name] and Gold Needed to Advance
is not affiliated with Dank Dungeons."
Dank Dungeons takes no responsibility for any PAGE 7:
legal claims against your product. Example Play Procedures

The mechanics of "5B" may be reused freely.

C&T
GM GUIDELINES EXAMPLES OF PLAY

RULINGS OVER RULES: 58 is intended to be a flexible Rulings Over Rules


system. Many character powers allow the Player or GM to create Player: I notch my Black Arrow and
their effect on the fly. Situations may arise that prompt bonuses aim for the spot where the dragon is
or penalties which the GM will need to implement at their own missing a scale, right over its evil
judgment. Key to this type of gameplay is keeping an open heart!
dialogue with everyone at the table. If the guidelines in the text GM: Whoa okay , that 's going to be
aren't the right fit, propose options that seem fair and adjust an incredibly hard shot. The dragon
depending on the group 's response. The following guide is flying far above you right now. I
provides optional tools GMs can use to run their games. have to give you at least
disadvantage , but I 'm also going to
SAFETY TOOLS: The first thing a group should do is establish raise its AC a few points. Does that
the boundaries of what is acceptable to happen during play. sound far? Also that arrow is one of
Some subject matter can ruin a Player or GMs experience. Since a kind and may be lost.
the objective of any game is for everyone to have fun , it's helpful Player: Yeah , totally. I roll.. .a 17
to define the things that would undermine that. Many useful and an 18! Those are way over 20
Safety Tool systems exist, but the one recommended here is after bonuses!
Lines and Veils. GM: You hit! The arrow pierces the
- Line: "a hard line ", content that should not appear in play. wyrm 's heart. Its body seizes , and
- Veil: "draw a veil over ", content that should appear only plummets from the sky , trailing fire.
briefly before transitioning to something else. It hits the earth with a boom!
Motionless.
Possible Lines and Veils Player: Wait ... I killed it!? What
- Children in Danger about its remaining HP? I didn 't
-Slavery even roll damage.
- Sexual Assa ult GM: You used your one-of-a-kind
- Extreme Gore item which you quested for, and
- Cruelty to Animals was specifically forged to slay a
dragon. You also used that info
about the missing scale the party
thief risked their life to discover last
week. I think you earned it.

Drawing a Veil
Player 1: I'm going to make this
assassin tell us who sent them. Let's
tie him up and get a branding iron.
Player 2: Hey , just a reminder that
I am really not cool role-playing
torture.
GM: No problem , do you want the
party to take a different course of
action?
Player 2: No , that's okay , I just
don 't want to see it, ya know?
GM: Okay , so Player 1 gets out the
branding iron and the last thing we
see is the terrified face of the
assassin, illuminated by the hot
metal. Then the door to the
chamber closes. We pick back up
the next morning , here 's what
you 've learned ...

GMG-1
GM GUIDELINES EXAMPLES OF PLAY

PROCEDURE OF PLAY: Adding a structure to the way a Action


party moves through the game world can help organize play. ,...,Fightingor fleeing a foe
This simple procedure allows the GM to generate events in the ,...,Persuading a noble for money
world, which the Players can react to. In 58 time is narrative , ,...,Searching a hallway for traps
meaning a significant amount of time passes either when Players ,...,Studying ancient wall carvings
perform an important task or choose to let it pass . Each cycle of ,...,Creating a disguise
environment actions and Player actions represents a phase. ,...,Setting a broken limb
A planned event , such as a boss battle , triggered encounter , or ,...,Sneaking down an unexplored
location specific detail , can be used in place of a phase. The corridor
procedure here is to allow for randomness between these ,...,Climbing a steep slope
moments.
Encounter
Play Procedure ,...,Assassinstrikes from the shadows
- Event Roll: Randomly determine something happening to the ,...,Wandering merchant offers wares
Players this phase , ranging from being attacked to discovering ,..,Hungry wolves discover the party
a clue. Roll on the Event Table below. ,..,Aghost appears , lamenting its
-Action: The Players decide what they are going to do in demise
response. Different members of the group can do different ,..,Lost commoner begs for
things , but these actions should feel meaningful and significant protection
in order to take up the bulk of the phase .
- Description: The GM weaves the first two steps together Discovery
narratively. This could be one event involving everyone. It ,..,Scroll case contains a map of the
could also be separate events if the group has split, both castle
happening simultaneously. ,..,Long-dead warrior clutches a
- End of Phase: Mark down any changes to the party and magical sword
consider how it may affect gameplay going forward. Note the ,...,Preciousgems are set into wall

passage of time. Then begin this procedure again as written. carvings
Alternatively, trigger a planned event , or start this procedure ,..,Riddle warns of future threats
again with a specific event outcome determined by the Players ,...,
The party has a vision of the
actions in the previous phase. queen 's past

Event Table (d4) Locality


1. Encounter: Someone or something crosses the Player 's ,...,
The party becomes lost
path. Randomly generate or decide on a wandering ,...,Monsters are summoned into the
monster or person that fits the area. If their motivations dungeon
would be unclear , see the Disposition Section. ,...,FJoodwaters rise significantly
2. Discovery: The party comes across some useful item or The halls of the maze rearrange
,...,
important information about the area they are in. Typically, ,..,Firespreads over half the castle
these results don 't involve characters the GM controls.
3. Locality: Something changes about the area. This can affect Time
how the party moves through it or certain events that are ,...,
The party is getting tired or hungry
unfolding nearby. Going forward , Event Table outcomes Torches are running low or gone
,...,
should be altered in some way. ,...,
The Magic-User 's speed spell ends
4. Time: A significant amount of time passes and it affects the ,...,Healingherbs have cured a
party in some way. This could hinder the group , prompting poisonous infection
them to spend their action to fix it. Or this may mark the end ,..,Apanicked character calms down
of something hindering them. Usually, this result drains
party supp lies. *full Procedure examples on Pg 7

GMG-2
GM GUIDELINES EXAMPLES OF PLAY

A WORD ON BALANCING ENCOUNTERS: Don't. Balancing Encounters


GMs should put challenges in the way of Players that feel GM: The ancient dragon stretches
appropriate given the world created. The important thing is to out upon its horde or gold and
give the Players an informed choice. That there may be more treasures. It 's tail is curled around a
than one avenue to completing their goal. Make sure they chest , next to which leans the
understand the risks, and that the world is not designed for them ancestral sword you seek! The
to surpass any obstacle any way they want. This gameplay puts creature seems asleep , but for how
an emphasis on Player creativity and problem solving , rather long you cannot say. What do you
than combat. do?
Player 1: Okay , so we 're 2nd level.
LAYERS OF INFORMATION: A key component to the There 's no way we can beat that
player 's ability to solve problems is what they know. The GM thing.
should know what knowledge to give when , what is obvious , Player 2: I could try sneaking over
and what should be hidden behind a roll. It usually helps to layer and stealing the sword?
this information with surface level data being what you see when Player 3: Wait, didn 't that wizard
glancing at something. Then a layer for if the player looks tell us the dragon has a missing
closely. Then perhaps a layer that can only be accessed by a scale near its heart? We could slay it
successful roll. If the hidden info is something like a trap , be sure in one stroke if we 're careful.
to telegraph the danger of looking closer with higher level hints . Player 4: Oh , but we found the
scale in the knight 's tomb! And the
Telegraphing wizard said the dragon was fond of
- Pit Trap: "The floor is covered in dust , except the ten feet of deals, maybe we can barter for the
the hallway in front of you." sword?
-Poison Dart Trap: "The walls of this chamber are pockmarked
with tiny holes. " Layers of Information
-Enemy Location: "As you explore the hallways you find Layer 1: A stone box decorated
footprints concentrated around the northeast of the dungeon. " with silver inlay sits in the ancient
- Magical Death Field: "Even outside the room you can feel the tomb.
pulses of magical energy as they cause your hairs to stand on Layer 2: Closer inspection reveals
end. Inside the room is a floating metallic orb surrounded by that there is a lid, but a ring of
skeletal remains. " melted lead along the seam gives
the container an airtight seal.
SETTING DIFFICULTY Layer 3: Peeling away the lead and
CLASS: The DC of a roll is throwing the lid off causes a
a sliding scale based on how noxious gas to spew forth ,
hard the task should be. poisoning any near enough to
Generally , something easy inhale it if they fail a DC 15
would only require a roll of 5 Constitution Save. Within is a
to overcome , while some- golden statuette.
thing hard would need a roll
of 20. A situation may in- Setting Difficulty Class
herently make the roll easier Player: I want to run across the
or more difficult. This may rooftop after the creature.
prompt you to move the DC GM: Sure, but it 's dark and icy.
up or down by a few points. Looks like you 'JIneed to beat a
DC20 Dex check to avoid slipping.
Difficulty Classes:
- 5 - Easy Setting Difficulty Class
- 10 - Moderate GM: The rope snaps and you grasp
- 15 - Difficult at the cliff face to stop yourself from
- 20 - Hard plummeting.
- 25 - Very Hard Player: Hey , since I 've been
- 30 - Nearly Impossible moving slowly could this be easier?
GM: Sure, I would say it 's just a
DC15 Str save.

GMG-3
GM GUIDELINES EXAMPLES OF PLAY

ROLLING UNTRAINED: As a general rule of thumb , Players Rolling Untrained


can attempt anything that seems possible within the world of the GM: Your last teammate falls to the
game. When you allow players to do this, it's important to undead horde. You 're now
establish degrees of difficulty. This way characters that may surrounded and injured. What do
specialize in that kind of action still get to feel effective. you do?
The first level of difficulty would be to make the Player roll with Player: I know I 'm a Thief but I
no Skill Bonus. Next , consider increasing a DC, or imposing want to try to call for divine aid. I
Disadvantage. Finally, a character may need some sort of grew up religious and we found this
in-game situation , item , or knowledge to attempt the roll. holy relic of the god I worship , so I
want to hold that up and pray for
DISPOSITION: If a creature encounters Players and has no help.
obvious attitude towards them, you may roll to discover that GM: Okay , since you 're in a life or
Disposition. Roll a d20 and add the Charisma Modifier of the death situation I would say you can
character making contact. Then consult the accompanying try making a Prayer roll just like a
table. The Disposition mechanic fosters a style of game in which Cleric would. However , you can
role play is just as important as combat preparedness. only add your Wisdom Bonus and
Remember , it's still important to consider the creature's wants you have to roll it at Disadvantage.
and needs when interpreting the roll.
Passive Powers
Disposition Table --Infravision
1 - Hostile, Attacks -Blend into crowds
- 2-6 - Unfriendly , may attack -Resist Fire Damage
- 7-14 - Neutral , uncertain Once Per Encounter Powers
- 15-19 - Indifferent, uninterested -Speak to animals
- 20+ - Friendly , helpful -Recall minute details
-Sense magic auras
MORALE: When an enemy thinks the tide is turning against Once Per Rest Powers
them, they should roll a Morale check. This roll is a straight d20 -Perform a Spell/Prayer
against a DC starting at 5 and increasing by 5 every subsequent -Call in a favor
roll. If the roll is failed, the opponent attempts to flee as their next -Rapidly heal
action. Particularly fearless foes may gain Advantage , while a
character being extremely intimidating may impose Dis- Level-Up Powers
advantage. Creatures of animal intelligence may be more likely --I spent an entire quest
to run , while mindless ones often fight until destroyed . polymorphed into a cat. Some of
those abilities stuck after I got
Possible Morale Roll Triggers changed back. (You have
-Taking damage while under half HP infravision.)
--Taking significant damage from one hit
--Creature 's ally falls in battle -So many enemies have failed to
--The Characters do something intimidating notice me that the party began
joking about it. Now I can make
ADJUDICATING TRAITS: Character Traits , particularly myself a blind spot. (Once Per
Powers, can be tricky to balance because they're so open Encounter , during a fight, an enemy
ended. It's easiest for Powers to fall into one of these categories: will prefer to attack another party
Passive , Once Per Encounter , and Once Per Rest. Passive member. Seemingly forgetting you
powers are always active and typically minor. Per encounter are there.)
Powers can happen once per phase and are generally less
powerful than similar Class Powers. Per rest Powers happen --Throughout the dungeon I 've
only once a day but are more impressive , roughly on par with a grabbed every slimy substance I can
Class Power. Avoid mechanical weight in favor of narrative find and thrown it into my pack.
drawbacks. Like an ongoing effect where the character must Now they have cultivated into
hold their breath or a powerful effect which causes the character something strange. (Once Per Rest ,
to be disoriented afterward . Dissuade mechanically focused roll on the Spellcasting Matrix as if
traits like gaining a t 1 Bonus or Advantage on a certain roll. you were trained in the School of
As characters level they will gain new Traits. Try to have these Conjuration. Whatever you create
Traits influenced by things the characters have done in play. must be slime themed.)
GMG-4
GM GUIDELINES EXAMPLES OF PLAY

CREATING DRAMA: While not fun in real life, dramatic Dramatic Motivations
moments in the game are great. Trying to set up some grand ,...,
Townsfolk are taking up arms to
narrative arc is difficult and often feels forced upon the Players. hunt down a monster that has been
Instead , set up a world full of different people who want and befouling their crops. The creature
know different things. Then let the Players loose in it to make is retaliating over settlements that
alliances , betrayals , and mistakes. This is a much easier way to have driven it from its home.
organically generate memorable moments in play.
With these motivations in place it's also easy to let the world ,...,
The thieves guild is paying
move on its own. If the Players come across a plot hook and handsomely for ritual components
decide not to interfere , you can later have it develop into they 're supplying to a nearby
something else , since you understand how all the relevant wizard. Little do they know , the
non-player characters will act. wizard is being tricked by a demon
into summoning it.
GENERATING PRAYERS: The important thing about Cleric
Prayers is that the Player states their problem. It's then up to the ,...,
The lizardfolk have invaded your
GM to figure out how the Deity would address it. Try to never kingdom because the egg of their
go with the most direct or obvious answer and use the Deity 's matriarch was stolen. This land's
Domain as a guide. As a general rule , Prayer effects should fall king calls his people to arms , unable
into the Awesome or Legendary Tiers of Power. While any deity to find the stolen egg. Meanwhile a
is technically capable of Godly Tier effects, it is unlikely they local baron was the one to steal the
would use one for a mortal follower. However , feel free to offer egg and frame the king in order to
an extremely powerful effect, like resurrection , if the Player rolls weaken him and claim the throne.
very high, the Domain makes sense , and there is some
supporting narrative. You may also use the table below to Domains and Effects
randomly determine the diety ' s or spark an idea. ,...,Destruction:sunder an
opponent's weapon , cause a
Potential Deity Response Table (2d6) cave-in , set everything on fire
2 Deity misinterprets the request , is offended by it, feels like ,...,
Trickery: randomly teleport
the cleric should show some more grit, or decides the something , make Party appear as
situation calls for vague hints rather than miraculous an enemies allies, cause everyone
action. In any case, the effect of the prayer is mostly to forget a specific thing
useless. ,...,Death:command undead , cause
3 A ridiculous coincidence ends up twisting fate in the cleric 's disease or aging, instill fear
favor. ,...,Protection:create a mystical
4 HelR_arrives in the form of R_rotective or curative miracles. barrier, drive away evil spirits,
5 Holy wisdom teaches the cleric how to best resolve the escape imminent death
problem (a chance to explain all those hints the party ,...,Nature:create entangling vines ,
missed). remove poison or disease , speak to
6 The cleric is divinely empowered to personally solve the and befriend animals
problem at hand. ,...,Luck:stumble upon useful
7 The most straightforward thing happens. information , perform an impossible
8 Whatever the problem is, it can be solved with a good old physical feat , avoid walking into a
holJ,l_
smiting! dangerous situation
9 Gaze upon me and despair! Enemies are weakened
somehow. If the problem is not monster-based then it
somehow becomes less severe.
10 A miraculous environmental change such as parting water,
an earthquake , a hail of fire and brimstone, or a doorway
where R_reviouslJ,l_
there was none.
11 An angelic (or demonic , or eldritch , etc.) being is sent to
aid the cleric.
12 The best possible outcome happens. Monsters explode in
a flash of holy light! Allies rise from the dead! All ailments
are cured! If damage is dealt, double it.

GMG-5
GM GUIDELINES EXAMPLES OF PLAY

NEGOTIATING SPELLS: The important thing about Power Tiers To Spell Level
Magic-User Spells is that the Player decides the effect. Spells are Equivalents*
most difficult when a Player decides on a big effect and then ~Mundane: Non-Damage Cantrip
doesn't make a roll high enough to achieve it. Here, it's up to the ~Supernatural: 1st and 2nd Level
GM and Player to collaborate on an effect that feels satisfying. ~Awesome: 3rd Level
Generally, a Spell will do one thing perfectly or a couple things ~Legendary: 4th and 5th Level
less well. For instance, an ice ray can just deal its damage, or it ~Epic: 6th, 7th, and 8th Level
can deal its damage and hold its target in place. If the Player ~Godly: 9th Level
wants the second option the spell could deal half damage and
hold until the Players next turn, or do full damage but allow for
a Saving Throw to avoid both effects. Consider the Tier of
Power and its limitations on factors like time, distance, and
targets.

Possible Spell Effects Per Power Tier


~Stopping An Opponent From Moving:
Mundane: A strong wind slows enemy for a moment
Supernatural: Ropes levitate and wrap around enemy
Awesome: Conjured iron chains anchor enemy to ground
Legendary: All strength drains from enemy until they say a
specific word
Epic: Enemy is frozen in stasis until a counter ritual is
performed
Godly: Enemy is trapped inside a gemstone until freed
~ Divining The Safest Course of Action:
Mundane: The sun shines brighter on the better path
Supernatural: A cryptic message tells you what to do
Awesome: Sporadic flashes of future insight until you rest Gold Needed to Advance
Legendary: Witness a significant future event Gold Level
Epic: See multiple futures and what steps lead to each
0 1
Godly: Alter reality to create a perfect outcome
~ Changing the Caster 's Physicality: 300 2
Mundane: Gain an animal's sense of smell 900 3
Supernatural: Grow or shrink significantly 2,700 4
Awesome: Breath fire like a dragon for a short time 6,500 5
Legendary: Transform into an natural animal 14,000 6
Epic: Become a great mythical creature 23,000 7
Godly: Take on god-like powers at the cost of your mind
34 , 000 8
ADVANCEMENT: As the creator of the world , it's the GM's 48,000 9
responsibility to fill it with opportunities for the Player's 64,000 10
characters to gain levels. This game recommends two different 85,000 11
methods for this, depending on desired playstyle. 100,000 12
~ Gold: When the characters find currency or non-magic items 120,000 13
of great value while adventuring, they can trade this gold in to
140,000 14
advance their level. They can only spend it in this way after
returning to safety , meaning they'll need to successfully 165,000 15
transport it as well. This method is great for emulating the play 195,000 16
styles of the early days of the hob by. 225,000 17
~ Milestone: When the characters successfully complete a quest 265,000 18
or achieve an important narrative moment, they may advance 305,000 19
their level. What counts as a dramatic enough climax to level 355,000 20
is ultimately decided by the GM and should involve escalating
stakes as the characters become more powerful. This method "'balanced for the fifth installment of
is great for emulating more modern story-focused play the world 's oldest RPG

GMG-6
EXAMPLE PLAY PROCEDURES

Example Phase 1 Example Phase 3


GM: The cyclopean stair seems to stretch on GM: You hear the shouts of angry goblins and
without end. Everyone is panting from the effort realize something must have awoken the whole
of climbing it. [Time Roll] clan. [Locality Roll]
Players: The prince is counting on us, we 've got Player 1: Okay , my Thief is going to sneak into
to push on! [Action] the tunnel and see if she can spot them. [Action
GM: Okay , but it 's going to be exhausting. A]
Players: Yeah , but he 'll be executed at dawn. Players 2-4: Try to lead them back here , we 'JI
Time isn 't on our side. set up a pit trap! [Action BJ
GM: Alright, you push through to the top of the GM: Okay , Player 1, roll to sneak. Meanwhile , I
stairs. You 've reached the entrance to a giant need everyone else to dig and disguise the pit.
maze on the plateau. [Description] [Player 1 succeeds sneak roll] [Player 's 2-4
Resolution: [GM marks average passage of time succeed a roll for digging the trap but fail to cover
for climbing for a while but not resting. Then it convincingly]
notes the Players didn 't use any resources but are Player 1: Once I find the horde , I'm going to
now tired, which will affect their rolls. A new throw a stone down the tunnel toward where
standard Phase begins in the maze. J everyone else dug the trap.
Players 2-4: Oh no , it's not ready yet!
Example Phase 2 GM: Your Thief wouldn 't know , and you don 't
GM: You round a building and come face to face have a way to tip her off The rock works like a
with a pair of city guards. They demand to know charm though , the goblins don 't see you but they
what you 're doing outside after curfew. hear the noise and charge off down the tunnel.
[Encounter Roll, Disposition determined by When they get to the cave mouth , [Rolls to see
scenario] how many notice] some of them plummet into
Players: We can 't have anyone know we 're out the pit while others steer clear. You 've now got a
here. We fight, hopefully knocking these two out half dozen goblins bearing down on the party!
before anyone else notices. [Action] [Description]
GM: [After Combat] Okay , so you knocked their Resolution: [GM marks longer passage of time
heads together and hid the bodies. It was only for construction of the trap. A new phase begins
one round of combat and you rolled really well to with a pre-determined combat event]
quickly stash them under the garments of that
market stall. I 'd say you 're in good shape.
[Description]
Resolution: [GM marks short passage of time for
quickly fighting and moving the bodies. A new
standard phase begins , with potential encounters
unaffected by the one this phase]

GMG-7
by Lex Mandrake and Harald Maassen
CREDITS TABLE OF CONTENTS

WRITING BY: PAGE 1:


Lex Mandrake The Stat Block
and Rules of
Harald Maassen Thumb
Creatures
LAYOUT BY: PAGE 8:
Lex Mandrake Treasure Tables
Rolling for Magic Items
ART FROM: Treasures
The Public Domain
PAGE 14:
LEGALESE: Quick Reference Lists
This work includes material taken from the
System Reference Document 5.1 (“SRD 5.1”) by
Wizards of the Coast LLC and available at
http://dnd.wizards.com/resources/systems-
reference-document
The SRD 5.1 is licensed under the Creative
Commons Attribution 4.0 International License
available at
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C&T
CREATURE RULES AMBER POLY. - ANIMATED, ARMOR

THE STAT BLOCK: AMBER POLYPHEME


-THE CREATURE'SNAME Hulking humanoid insect with large, shimmering ,
- A short description. multifaceted eyes.
- HP: the creature's Hit Point total. HP 90 , AC 18, Att 2 x Claw +8 (ld8+5),
-AC: the creature's Armor Class, this is calculated Mandibles +8 (2d8+5), Skill +8, Weak -2, TT 2
by either worn armor or a natural resistance, Motivation: to eat and build tunnel-networks
whichever makes more sense. Talents (+8): brute force, seeking prey, resisting
- Att: the creature's attacks and their damage. physical harm
Some attacks can be used more times than Weaknesses (-2): reasoning, bright light
others, indicated by a multiplier before the attack Confusing Gaze: those looking at this creature
itself. must save (DC15 Cha) on their turn or become
- Skill: Skill Bonus, applied to whatever the crea- confused. On failure roll ld4 and spend turn:
ture is good at, listed in Talents below. This 1-2: doing nothing, 3: moving in a random
bonus is already applied to the Attack values direction, 4: attacking a random creature.
above. Multiple failures wipe the affected's short term
-Weak: Weaknesses, the penalty applied when- memory.
ever the creature does something it isn't good at. Ambush Tunneler: can borrow and sense
-TT: Treasure Table, which may be rolled on to movement in the earth.
generate the monster's hoard (pg8).
- Motivation: what this creature primarily wants. ANIMAL, BEAR
-Talents: a list of things the creature is good at. Large land mammal. Calm unless provoked.
They can be specific or general. The GM can HP 34 , AC 11, Att Bite +6 (ld8+4), Claw +6
interpret these as proactive rolls (searching, (2d6t4), Skill +5, Weak -4, TT 1
sneaking, etc) or saves (resisting poison, dodging Motivation: to live in nature
a fireball, etc). Talents (+5): brute force
-Weaknesses: a list of things the creature is bad Weaknesses (-4): reasoning beyond animal
at. The GM interprets these similarly to Talents. thought
-Traits: any special features or abilities the
creature may possess. These are each listed as ANIMATED OBJECT, ARMOR
their own unique power with specific mech- Suit of armor brought to life by sorcery for a
anics in parentheses. specific purpose.
HP 25 , AC 18, Att 2 x Slam +4 (ld6t2),
RULES OF THUMB: Skill +4, Weak -5, TT 1
- If a creature seems like it would be unaffected Motivation: to complete its task
by a specific effect it probably is. (Ex. a creature Talents (+4): resisting damage, pretending to be
without eyes can't be blinded , a creature without inanimate
legs can't be tripped) Weaknesses (-5): reasoning, reflexes
- Creatures are not typically evil but may be Magically Animated: magic has brought this
biased against Player Characters. Remember to creature to life, dispelling it will destroy the
consider Disposition rolls and motivations. creature.
- Generally, creatures can see in darkness using Mindless: will only relentlessly follow the
infravision, the ability to see body heat. instructions of its maker, or else does nothing.

C&T-1
CREATURES BASILISK - DOPPELGANGER

BASILISK DIS ENCHANTER


Dog-sized lizard with glowing eyes that turns what Blue skinned , camel-like mammal with
they see into stone. anteater-like snout and tongue.
HP 50 , AC 14 , Att Bite +5 (2d8+3) , Skill +5 , HP 30 , AC 14 , Att Slam +3 (ld8+ 1 ), Skill +3 ,
Weak -3, TT 1 Weak -4, TT 0
Motivation: to devour its petrified prey Motivation: to eat magic
Talents (+5): hunting , hiding , keen sight Talents (+3): hiding , searching
Weaknesses (-3): reflexes , reasoning beyond Weaknesses (-4): reasoning beyond animal
animal thought thought
Petrify: if another creature makes eye contact Smell Magic: can sniff out magical auras from
with the Basilisk they must save (DC12 Con) or items or enchantments.
begin turning to stone. On the victim's next turn Drain Magic: can use an action to lick a source
they can barely move and must save again, on a of magic and consume the magic energy.
failure they turn to stone completely. Spellcasting characters can resist (DCll Con) or
lose a casting for that day. Items or ongoing
CHIMERA effects have a chance to become inert (50 %),
Large lion-like creature with a ram head growing losing their magic permanently.
from its back and a serpent head at the end of its
tail. DOPPELGANGER
HP 110, AC 14 , Att Bite +7 (2d6+4) , Horns + 7 Featureless humanoid fae who infiltrate societies
(ld12+4), Claws +7 (2d6+4) , Skill + 7, Weak -2, by taking on the appearance of a specific
TT2 member.
Motivation: to spread chaos and destruction HP 50 , AC 14 , Att 2 x Slam +6 (ld6+4),
Talents (+7): perception, brute force Skill +6 , Weak +O, TT 1
Weaknesses (-2): concentration , staying calm Motivation: to replace a person
Facing: each round , determine which end of the Talents (+6): deception , resisting magic
chimera is facing its opponents, limiting which Weaknesses (+O): empathy
attacks it uses. Bite for serpent, Horns for ram , Steal Identity: changes shape to become a
Claws for lion. perfect copy of a similarly sized humanoid they
Ram: the ram head hits for double damage with touch.
a running start. Read Thoughts: can hear the thoughts of nearby
Fire Breathing: each round there's a chance (2 creatures. Allows them to react as a Thief once
in 6) a random head will vomit flame on all per round, including Sneak Attacks (3d6
creatures it's facing (7d6 damage). damage).

CRONE
Fae creature disguised as an old woman.
HP 80, AC 17, Att Claws +6 (2d8+4), Skill +6 ,
Weak +O, TT 1
Motivation: to kidnap mortal children
Talents (+6): magic , sneaking , deception ,
resisting magic
Weaknesses (+O): brute force , resisting damage
Spellcasting: as their action , the Crone can roll
on the Spellcasting Matrix as a 5th level
character , using the schools of Illusion or
Necromancy.
Coven: when three or more Crones work
together they become more powerful (Skill
becomes + 10, TT becomes 2)

C&T-2
CREATURES DRAGON - ELEMENTAL,, WATER

DRAGON,, ANCIENT ELEMENTAL, EARTH


Giant winged lizard. Powerful, cunning, and A mass of sentient dirt and rocks, capable of
long-lived. taking vaguely humanoid form.
HP 250 , AC 19, Att 3 x Bite, Claw , or Tail+ 14 HP 125, AC 17 , Att 2 x Slam +8 (2d8+5),
(2dl0+8), Skill + 14, Weak +O, TT 4 Skill +8, Weak -2, TT 2
Motivation: to acquire and hoard treasure Motivation: to conserve and protect
Talents (+14): brute force, resisting damage , Talents (+8): brute force, resisting damage
resisting magic , intellect , persuasion, deception Weaknesses (-2): communication, acting quickly
Weaknesses (+O): reflexes, greed Earth Body: can meld and flow through earth
Flight: moves through air at incredible speed. when moving, becoming completely obscured.
Can attack with its claws or tail while moving. Takes half damage from physical attacks.
Ancient: may know any or all game world Demolish: double damage when attacking
secrets. May also know magic, at the GM 's structures or similar.
discretion (roll Skill on Spellcasting Matrix as a
13th level character, any school). ELEMENTAL, FIRE
Gigantic: this creature's massive size allows it to A large sentient flame, capable of taking vaguely
hit multiple targets , topple structures, and ignore humanoid form.
attacks (damage less than 20). The wind from its HP 100, AC 13 , Att 2 x Touch +8 (2d8+5)
wings can send most creatures flying (DC22 Dex Burn , Skill +8, Weak -2, TT 2
Save). It can however be climbed and attacked in Motivation: to spread and consume
weak points to avoid these effects, if the climber Talents (+8): reflexes, speed
can hold on (DC22 Str Save per round). Weaknesses (-2): communication, staying calm
Fire Breathing: each round there's a chance (2 Fire Body: acts as fire when going through or
in 6), it can breath a large cone of flame, around objects. Creates light. Takes half damage
damaging everything nearby (12d6). from physical attacks. Takes double damage from
Legendary: can act up to 3 times during the water attacks. Fire damage heals.
Player 's initiative. Burn: anything flammable touched by the
elemental starts burning (ldlO damage) each
ELEMENTAL, AIR round until extinguished.
A torrent of sentient wind, capable of taking
vaguely humanoid form. ELEMENTAL, WATER
HP 90, AC 15, Att 2 x Slam +8 (2d8+5), A mass of sentient water, capable of taking
Skill +8, Weak -2, TT 2 vaguely humanoid form.
Motivation: to seek new experiences and travel HP 115, AC 14 , Att 2 x Slam +8 (2d8+5),
freely Skill +8, Weak -2, TT 2
Talents (+8): reflexes , resisting damage Motivation: to wash over , quench, or aid
Weaknesses (-2): communication, paying Talents (+8): brute force, reflexes
attention Weaknesses (-2): communication, decisiveness
Air Body: acts as wind when going through or Water Body: acts as water when going through
around objects. Takes half damage from physical or around objects. Takes half damage from
attacks. Can fly at incredible speeds. physical attacks. Takes double damage from fire
Tomado: once per fight, can create a powerful attacks. Water damage heals.
vortex of wind that throws average sized Engulf: can flow into the space of an average
creatures and objects (DC13 Str Save) and sized creature and entrap it within the elemental' s
batters them with debris (3d8 damage). body until they break free on their turn (DC15
Str Save). Trapped creature begins to suffocate
(ld6 damage per round) and cannot move.

C&T-3
CREATURES ELVEN, MAGUS - GIANT

ELVEN, MAGUS GARGOYLE


Elder fae being, bedecked in wizardly ornaments. Winged grotesque humanoid perched in high
HP 100 , AC 12, Att Staff +9 (ld6+2), Skill +9, alcoves and seemingly made of stone
Weak +O, TT 3 HP 50 , AC 15 , Att 1 x Bite , and 2 x Claws +4
Motivation: to preserve the lore of their people (ld6t2) , Skill +4, Weak -2 , TT 1
Talents (+9): magic , insight, nature and arcane Motivation: to protect their homes
knowledge Talents (+4): intimidating , resisting damage ,
Weaknesses (+O): reflexes , fortitude , strength , pretending to be inanimate
resisting damage Weaknesses (-2): persuasion , diplomacy
Spellcasting: as their action , the Magus can roll Statuesque: their hide is similar to stone both in
on the Spellcasting Matrix as a 13th level appearance and strength (half damage from most
character , using the schools of Divination and attacks).
two others (GMs choice). Flight: moves through the air at average speed.
Foresight: glimpsing possible future interactions
allows the Magus to be prepared. Before GIANT
encountering the characters , the Magus may cast Huge humanoid , similar to a human but with
up to three spells they think would assist them. exaggerated proportions.
HP 100, AC 13 , Att 2 x Club +8 (3d8+5) or 1 x
EYE TYRANT Throw Object +8 (3dl2+5) , Skill +8, Weak -3 ,
A hovering ball of flesh containing a large central TT2
eye and mouth. A dozen tentacles sprout from its Motivation: to eat and relax
mass , each tipped with a human-sized eye. Talents (+8}: brute force
HP 180, AC 18 , Att Bite +5 (4d6) , 3 x Eye Rays Weaknesses (-3): reasoning, reflexes , remaining
(Save DC16) , Skill +8, Weak -2 , TT 3 calm
Motivation: to prove its mental mastery over all Gigantic: this creature 's massive size allows it to
creatures. hit multiple targets, topple structures , and ignore
Talents (+8): willpower , knowledge of other attacks (damage less than 20). It can however be
realms , perception climbed and attacked in weak points to avoid
Weaknesses (-2): empathy , insight these effects , if the climber can hold on (DC12
Hover: slow flight. Str Save per round).
All Seeing: perfect vision in all directions and
conditions.
Antimagic Gaze: all magic is nullified while in the
central eye 's field of vision.
Eye Rays: rays of colored light fire from its eye
stalks. Targets must save to avoid a randomly
rolled effect.
1. Charm - Cha Save or view the Tyrant as a
close friend for a long period
2. Telekinesis - Str Save or be moved a Near
distance and held there until the Tyrant's next
initiative, objects can also be moved
3. Seize - Int Save or take 36 damage and lose
next action, only take 18 damage with a
success
4. Sleep - Wis Save or fall unconscious for a short
time , can be awakened as normal
5. Petrify - Con Save or begin to turn to stone ,
repeat this saving throw on the target 's next
initiative to either end the effect or turn
completely
6. Disintegrate - Dex Save or take 45 damage , if
this damage reduces the target to O HP they
turn to dust
Legendary: can act up to 3 times during the
Player 's initiative.
C&T-4
CREATURES GIANT, FROG - IMITATOR

GIANT, FROG ICE CRAWLER


Horse-sized amphibian that requires larger prey Elephant-sized, blue-finned centipede that dwells
than its mundane counterpart. in arctic climates.
HP 20 , AC 11, Att Bite +3 (ld6+1) , Skill +3 , HP 200, AC 17 , Att Bite + 11 (9dl0), Skill +11,
Weak -4, TT 0 Weak -3, TT 3
Motivation: to live in nature Motivation: to hunt prey
Talents (+3): reflexes Talents (+11): resisting cold and heat, sensing
Weaknesses (-4): reasoning beyond animal movement
thought Weaknesses (-3): eyesight , reasoning beyond
Hop: can leap straight upward a far distance. animal thought
Tongue: instead of attacking, can extend a sticky Swallow: any average sized creature in the
tongue that wraps around a nearby average sized crawler's mouth (successful bite attack) is held
creature and drags them into its mouth (DClO there (DCl 7 Str or Dex to escape). On the
Str Save to break free). crawler's next turn it can choose to swallow the
Swallow: any appropriately sized creature in the creature in its mouth. Each round swallowed
frog's mouth (Bite or Tongue) is swallowed. Each creatures are burned by stomach acid (6d6) and
round they are burned by stomach acid (2d4) can barely move (Disadvantage) but can cut their
and can barely move (Disadvantage) but can cut way out. Dealing significant damage (30 or more
their way out. in one hit) from inside can cause the crawler to
vomit up its prey (DC15 Con Save to resist).
Tundra Burrower: the crawler's body is
superheated, allowing it to easily tunnel through
ice and snow. Anyone close to it is burned by the
intense heat it radiates (3d6 damage).

IMITATOR, LESSER
Slug-like invertebrate with large maw that
instinctually takes the form of inanimate objects.
GOBLIN HP 60 , AC 12 , Att Bite +5 (2d8+3), Skill +5 ,
Small, cowardly , green humanoids that dwell in Weak -3, TT 2
warrens and have a cruel sense of humor. Motivation: to lure prey to them
HP 7, AC 15 , Att 1 x Scimitar or Shortbow +4 Talents (+5}: resisting damage
(ld6+2) , Skill +4, Weak -2, TT 0 Weaknesses (-3}: reasoning, reflexes ,
Motivation: acquire wealth and expand domain communication
Talents (+4): reflexes , sneaking , hiding Imitate: can use an action to transform into a
Weaknesses (-2): persuasion, planning, courage similarly sized non-living object. Looks convincing
Nimble: may escape from melee combat after but becomes obvious if interacted with.
attacking Sticky: anything that comes in contact with this
Horde: often fight in groups, gaining Advantage creature is stuck and must use an action to
on attacks and morale when in a group (3 or separate (DC13 Str). Stuck creatures are easier
more). for the Imitator to eat (Advantage on Bite).

C&T-5
CREATURES MOSS MOUND - SWARM, BAT

MOSS MOUND PHOENIX


Large shambling piles of sentient rotting moss , Colossal bird made of flame.
weeds , and bark. Spawned long ago by eldritch HP 175, AC 18 , Att 2 x Beak and Talons t 13

magic. (2d8t8) , Skill + 13 , Weak -4, TT 3
HP 130 , AC 15 , Att 2 x Slam t 7 (2d8+4) , Motivation: to bring change or redemption
Skill t 7, Weak -3, TT 2 Talents (+13): reflexes , speed
Motivation: to fertilize itself with organic matter Weaknesses (-4): staying calm
Talents (+7): sneaking Flight: moves through air at incredible speed.
Weaknesses (-3): reasoning beyond animal Can attack with its talons while moving.
thought Fire Body: acts as fire when going through or
Plant-Matter:the mound is made of magically around objects. Creates light. Takes half damage
animated plants. They move slowly but are from physical attacks. Takes double damage from
otherwise identical to old forest growth. water attacks. Fire damage heals.
Envelope: an average sized or smaller creature Death and Rebirth: when killed explodes in
hit by both slam attacks is drawn into the mound. flame (6d6 fire damage). A new Phoenix will
Their restrained bodies are ground within the spawn from the ashes on the next sunrise.
creature until one is destroyed (DC14 Con Save However , if collected , ashes can bring the dead
each round or 2d8+4 damage). back to life.
Absorb Elements: elemental attacks heal rather Legendary: can act up to 3 times during the
than harm this creature. Player 's initiative.

OOZE, OCHRE SPIDERKIN


Large mass of mustard-colored sentient goo. Reclusive spider-headed humanoid that defends
HP 50 , AC 8 , Att Pseudopod +4 (3d6t2) , spiders as their kin.
Skill +4, Weak -5, TT 1 HP 40 , AC 13 , Att Bite +4 (2d8t2) , or Claws +4
Motivation: to consume (2d4t2) , Skill +4, Weak -2 , TT 1
Talents (+4): sneaking Motivation: protect spiders and their eggs
Weaknesses (-5): reasoning , thought , reflexes Bonuses (+4): sneaking , perception
Ooze: its shifting jelly-like form allows it to crawl Penalties (-2): communication
up walls, cling to ceilings, and squeeze through Spider's Keeper: shares the senses of common
small openings. Exudes acidic enzymes to spiders in their area.
dissolve prey and obstacles. Moves very slowly. Web Spinner: create webs to capture prey
Divide: if an attack would reasonably separate a (DCl 1 Str check to escape). Can choose to
chunk of the ooze from its main bulk , that piece throw webs rather than making an attack (DCll
becomes a smaller copy of the base creature (half Dex Save to avoid). Can climb and move
current HP). unhindered on webs and sense any vibration in
them.
ORC,MERCENARY
Pig-faced humanoids , often dressed in SWARM, BAT
mismatched armor. Group of small nocturnal flying mammals with
HP 15 , AC 13, Att Battleaxe +5 (ld10+3) , or leathery wings.
Spear +5 (ld6+3), Skill +5, Weak -2 , TT 0 HP 20 , AC 12 , Att Bites +4 (2d4) Skill +4 ,
Motivation: to fight for coin Weak -4, TT 0
Talents (+5): intimidation, brute force , planning Motivation: to drink blood or eat insects
Weaknesses (-2): persuasion, diplomacy Talents (+4): hearing, reflexes
Aggressive: attacks twice in the first round of Weaknesses (-4): sight, brute force , reasoning
combat. beyond animal thought
Resourceful: able to cobble together arms , Swarm: technically dozens of small creatures.
armor , and other tools from whatever they can Occupy the space of their target when attacking ,
find. risking that another attacker may hit their victim
instead of them (50 % chance). The swarm
decreases when hurt (half damage when at half
HP).
Flight: move quickly through the air.

C&T-6
CREATURES TROLL - UNDEAD, ZOMBIE

TROLL UNDEAD, POLTERGEIST


Large, lean, and crafty humanoid fae, with long Invisible spirits stuck between life and death.
thin noses and crooked posture. Unable to remember how they became this way.
HP 85, AC 15, Att 3 x Claw + 7 (2d6+4), HP 25 , AC 12 , Att Hurl Object +4 (3d6),
Skill+ 7, Weak -2, TT 2 Skill +5 , Weak -5, TT 1
Motivation: to trick people to their death Motivation: to lash out in anger and confusion
Talents (+7): riddles , puzzles, resisting damage Talents (+5): sensing life, hiding
Weaknesses (-2): deception Weaknesses (-2): reasoning, staying calm
Regeneration: regains lost health (lOHP) at the Undead: this living spirit does not need to eat or
start of its turn. sleep and will avoid daylight.
Adapt: after being harmed by something they Ethereal: can move through solid matter and
can become resilient to it (half damage) at the cannot be seen by normal means. Unaffected by
expense of something else (double damage). (ex. mundane weapons or effects.
Resistance to cold after being hurt by cold but Telekinesis: can mentally move an object or
also vulnerability to fire) creature up to as large as an average person.
Unwilling creatures can attempt to resist (DC12
UNDEAD, LYCH Str Save) , and can be slammed into hard
Ancient spellcaster, kept alive by dark sorcery. surf aces on failure (damage as attack , modified at
HP 135 , AC 17 , Att Chill Touch+ 12 (3d6), GMs discretion by distance).
Skill + 12 , Weak +O, TT 4
Motivation: to gain ultimate magical power UNDEAD, SKELETON
Talents (+12): magic, resisting magic, historical The reanimated bones of a normal human.
and arcane knowledge HP 15 , AC 13 , Att Shortsword or Shortbow +4
Weaknesses (+O): ego , short term planning (ld6+2), Skill +4, Weak -1 , TT 0
Spellcasting: as their action , the Lych can roll on Motivation: to kill the living
the Spellcasting Matrix as a 17th level character , Talents (+4): sensing life
using the schools of Necromancy and four others Weaknesses (-1): reasoning, communication
(GMs choice). Undead: this reanimated corpse does not need
Undying: when a Lych reaches O HP its body to eat or sleep and will avoid daylight.
crumbles to dust but will reform at full HP on a Brittle Bones: vulnerable to blunt force (double
certain trigger (next full moon, arcane ritual , item damage) but resistant to stabbing (half damage).
is activated). They can only be truly killed by
destroying their Spirit Vessel (see below). UNDEAD, ZOMBIE
Spirit Vessel: an object of any kind , crafted by The reanimated rotting body of a normal human.
the Lych to house their life force. Must be "fed" HP 25 , AC 8 , Att Claw or Bite +3 (ld6+ 1),
something regularly to keep the Lych in control Skill +3 , Weak -4, TT 0
of their magic (souls , gold, memories). Can only Motivation: to eat brains
be destroyed in a certain way (placed in sunlight , Talents (+3): sensing life, resisting damage
struck with a specific magic weapon , cast into a Weaknesses (-4): reasoning, communication
volcano). Undead: this reanimated corpse does not need
Legendary: can act up to 3 times during the to eat or sleep and will avoid daylight.
Player 's initiative. Dismemberment: if an attack could remove a
body part that part keeps moving (roll d6: 1.
Head - no movement and bite attack, 2. Arm -
claw attack, 3. Leg - zombie now slower, 4.
nothing). These parts are easy to destroy (5HP
each).

C&T-7
TREASURE RULES TREASURES

TREASURE TABLES:
Use these tables to determine the amount of
treasure appropriate for your dungeon. The in-
dividual creature table shows how much a single
creature might be carrying, and the hoard table
gives values for the total treasure to be found in a
dungeon appropriate for the given Player-level.
Note that the treasure hoards are set so that it
takes (on average) three treasure hoards for a
party of 4-6 characters to level up. You can roll on
the table to determine the relative wealth present
in the hoard or pick an appropriate one (dragons
tend to be on the high end, while mindless animals
tend to be on the low end). Roll ld6 to randomize.
Tier Single Creature Small Hoard (1) Medium Hoard (2-5) Large Hoard (6)
0 ld6 X 10 2d4 X 50 2d8 X 50 2d12 X 50
t 25 t 15 t 25 t 35
1 ld6 X 100 2d4 X 500 2d8 X 500 2d12 X 500
t 250 t 150 t 250 t 350
2 ld6 X 1,000 2d4 X 3,000 2d8 X 3,000 2d12 X 3,000
t 1,000 t 2,000 t 3,000
3 ld6 X 3,000 2d4 X 5,000 2d8 X 5,000 2d12 X 5,000
t 15,000 t 30,000 t 40,000
4 ld6 X 5,000 2d4 X 15,000 2d8 X 15,000 2d12 X 15,000
t 3,500 t 10,000 t 15,000 t 25,000
Note that using both the single and hoard tables AMULET OF TELE. - BELT OF FORT.
means you're effectively "doubling up" on
treasure, so this is not advised. Pick the one that AMULET OF TELEPATHY
best matches the situation at hand. Rare / Space: -
Consider the space this amount of gold will take copper medallion inscribed with a mind 's eye
up. Since each 100 gold pieces takes up 1 space, symbol
GM' s may want to put smaller luxury items into Use an action to establish a mental connection
the hoard (gems, jewelry, art objects, etc). Luxury with a nearby intelligent creature. Hear and share
items should take up 0-2 space and can be worth surf ace thoughts of connected creature. You may
100 - 1,000 gold each. attempt to control the creature's next action
(contested Wis check). On a failure you lose
ROLLING FOR MAGIC ITEMS: connection and can't mentally connect again until
Hoards can contain magic items as well. The four you rest.
rarities (uncommon, rare , very rare , legendary)
determine the power of the item. The higher the ARCANE INGREDIENTS
rarity of the item, the more spectacular its powers. Uncommon I Space: 2
Tier Dice Results case of pouches and vials holding strange
0 ld6 6: Uncommon spellcasting aids
1 ld8 7-8: Uncommon Roll a d6 when acquiring this item, it has that
2 ld20 16-18: Uncommon many uses. Expend a use to gain t 5 on your next
19: Two Uncommon Spellcasting roll.
20: Rare
3 ld12 7: Uncommon BELT OF FORTITUDE
8-9: Rare Rare / Space: 1
10-11: Very Rare thick leather belt bedecked with iron
12: Legendary Increase your Con score by 2 while wearing. Also,
4 ld8 4: Rare roll with Advantage against poison , disease , or
5: Very Rare similar physical ailment.
6-8: Legendary

C&T-8
TREASURES BOOTS OF WATER - LYRE OF UN.

BOOTS OF WATER WALKING GHOST LANTERN


Uncommon / Space: 1 Very Rare / Space: 1
dark blue waterproof leather shoes ornate silver lantern containing ghostly flame
Wearer can move across water or similar liquid as Contains a trapped spirit that can be conversed
if it were solid ground. with by the lantern-holder. The GM determines
the identity of the spirit within. Once per day the
CAPE OF OBSCUREMENT spirit can make the lantern and anyone touching it
Rare / Space: 1 able to pass through solid objects for a short
dark cape made from panther-like pelt period. If the lantern-holder would die, the spirit
This cloak creates an illusionary doubling effect can revive them. The spirit can be set free by the
around the wearer. All rolls to hit or physically lantern-holder whenever they wish.
interact with the wearer are made at disadvantage.
GRIM CAULDRON
CENSER OF DIVINE AUTHORITY Legendary / Space: 10
Very Rare / Space: 2 black iron vessel big enough to hold a person ,
silver incense burner on a swinging chain inscribed with a wicked visage
A cleric wielding this censer increases their divine Any dead being placed in the cauldron will
connection (base DC for Prayer set to 10). reanimate into an undead creature (typically
Additionally, any undead creature will avoid the skeleton or zombie , GM's discretion) on the next
smoke of the censer. If unable to escape it they will midnight hour. If a living being drains a few drops
be rendered immobile as long as they remain close of their own blood into the vessel they will have
to the smoke (DC 20 Wis to resist). However , if control of undead created within thereafter , but
the wielder of the censer is a cleric worshiper of a also suffer a curse. The more undead created the
death god (or similar) the undead can be more their controller will waste away (1 HP per
controlled by the smoke instead (same roll to servant) and upon their death they too will be
resist). risen as a mindless servant of the cauldron.

CHAMELEON CLOAK HELM OF TELEPORTATION


Uncommon / Space: 1 Rare / Space: 1
large cape made of slightly shifting fabric copper helmet wrought with strange interlocking
If the cape is touching a solid surface (wall, patterns
ground , or similar) it takes on the color and texture The wearer of this helm can travel vast distances in
of that surface. moments. After finding this item , roll a dlO to
determine the number of times it can be used.
DANCING ROPE Activate this helm to quickly transport the wearer ,
Uncommon / Space: 1 and any person they are touching , to a location
length of rope with scaly texture they have visited before , can see , or have studied
Performing music nearby the rope causes it to at length. If the location was only studied there is a
levitate itself into the air. Allowing average sized chance the teleportation will send them
creatures to climb it a far distance . When the somewhere similar (GM's discretion).
music stops it goes slack.
LYRE OF UNLOCKING
GEM OF IMPRISONMENT Very Rare / Space: 1
Legendary / Space: - painted u-shaped lute with silver strings
perfectly cut gemstone emitting a supernatural Playing this instrument well unlocks mundane
glow locks (Cha DC 10) , magical locks (Cha DC 15)
Any creature that touches this object with their and even dispels magical barriers (Cha DC 20).
bare skin is transported into an extra dimensional Failing to play it well results in broken strings. It
space within the gem . While inside they are in can only be played again after new strings are
suspended animation. The gem can only hold one wound on it (ld4x1000 Gold to buy).
creature at a time , the next person to touch it
switches places with any former occupant.

C&T-9
TREASURES MAGIC ARMS

MAGIC ARMS AND ARMOR 3. FROST


To generate , the GM rolls a d6 for item type. Uncommon - Enemies hit by this weapon can
Weapons and Armor work as they do in the only move or act on their turn.
Player 's Guide (pg7) with additional magic Rare - Enemies hit by this weapon have a
properties. chance to be encased in ice for a short period
Then they roll a d6 for magic property , applying (DC 10 Con Save to resist)
all the properties up to the rarity of the item (ex . a Very Rare - Once per long period wielder may
Rare item has both the Rare and Uncommon roll on the Spellcasting Matrix as their character
properties) . This assumes a Treasure Table is level, casting from the school of Abjuration. The
predetermining rarity. If not , rarity is GM' s choice. spell must be ice themed.
Legendary- Weapon is sentient , knows
MAGIC ARMS ancient secrets of the earth (GM's choice) and
Type (d6}: will tempt the wielder towards being cautious
1. Club , Dagger , or Sling (DC 10 Wis Save to resist).
2. Spear , Mace , or Shortbow
3. Shortsword or Scimitar 4. HOLY
4. Battleaxe , Flail, or Longbow Uncommon - Once per short period the
5. Longsword , Pike, or Crossbow wielder may have this weapon force undead
6. Greatsword or Maul creatures to retreat from it (DC 15 Wis Save to
resist). If so , they cannot move near the weapon.
MAGIC WEAPON PROPERTY (D6): Rare - +2d6 damage to undead creatures
Very Rare - Once per rest , for a long period,
1. BANE the wielder can chose to give those near them
Uncommon - +1d6 damage against a specific courage (Advantage on mental saves)
kind of creature (GM's choice) Legendary- Weapon is sentient , knows
Rare - Half the damage value dealt by this ancient holy secrets (GM's choice) and will tempt
weapon is restored to the wielders HP the wielder toward righteous deeds (DC 15 Wis
- Very Rare - Once per short period , wielder Save to resist)
may cause living creatures near them to flee from
the weapon (DC 15 Wis Save) 5. SHOCK
Legendary- Weapon is sentient , knows Uncommon - When an opponent is hit by this
ancient evil secrets (GM's choice) and will tempt weapon they may lose their next action (DC 10
the wielder toward wicked deeds (DC 15 Wis Con Save to resist)
Save to resist) Rare - +2d6 lightning damage
Very Rare - Wielder may have lightning
2. FLAMING damage rolled arc to one other close creature
Uncommon - On a critical hit this weapon Legendary- Weapon is sentient , knows
deals t4d6 fire damage ancient secrets of the sky (GM' s choice) and will
Rare - Any enemy damaged by this weapon make the wielder seek open spaces (Wis DC 10
takes ld6 fire damage each round unless they to resist)
spend a turn putting themselves out
Very Rare - Once per long period wielder may 6. SPECTRAL
roll on the Spellcasting Matrix at their character Uncommon - Once per rest the wielder may
level, casting from the school of Evocation. The become invisible for a short period
spell must be fire themed. Rare - This weapon ignores opponents AC
Legendary- Weapon is sentient , knows bonuses from mundane armor
ancient secrets of the earth (GM's choice) and Very Rare - Once per rest the wielder can
will tempt the wielder towards being impulsive become intangible for a short time and pass
(DC 10 Wis Save to resist). through solid objects
Legendary- Weapon is sentient , knows
ancient secrets of the afterlife (GM's choice) and
will make the wielder shun the living (DC 10 Wis
Save to resist)

C&T-10
TREASURES MAGIC ARMOR - ONYX FIG. DRAGON

MAGIC ARMOR 6. MYTHRIL


Type (d6}: Uncommon - Armor is weightless, heavy
1. Padded armor does not impose Disadvantage
2. Leather Rare- tl AC
3. Chain Shirt Very Rare - +1 AC
4. Breastplate Legendary- Armor starts each combat with a
5. Splint shimmering glamor, imposing Disadvantage on
6. Shield attacks against wearer until they are hit

MAGIC ARMOR PROPERTY (D6):

1. ADAMANTINE
Uncommon - +1 AC
Rare - Wearer ignores extra damage from
critical hits
Very Rare - +1 AC
Legendary - +1 AC

2. ANTIMAGIC
Uncommon - Any spell roll made close to the
wearer is at Disadvantage
Rare - Wearer gains Advantage on Saving
Throws made against magical effects
Very Rare - +1 AC
Legendary - The first time the wearer comes
into contact with an ongoing magical effect
there's a 1 in 4 chance it is dispelled

3. BARKGUARD
Uncommon - If damaged, armor repairs itself
after a rest
Rare - tl AC
Very Rare - Armor heals the wounds of the
wearer at 3d6 HP per long period
Legendary- Once per rest wearer can
command armor to grow a protective shell,
granting 50 extra HP

4. COLD IRON
Uncommon - +1 AC
Rare - Armor burns any fae creature close to it
for 3d6 HP per round
Very Rare - +1 AC ONYX FIGURINE, DRAGON
Legendary - +1 AC Very Rare / Space: -
tiny dragon carved from shimmering black stone
5. DRAGON SCALE Whispering a magic word (GM's choice) to the
Uncommon - Randomly determine an figurine causes it to transform into a real dragon
element (Fire, Cold, Lightning, Acid), the wearer (statistics as the Dragon, Ancient creature) that
can ignore all damage from this element once per obeys the speaker. After a short time it transforms
long period back into a figurine and cannot be used again until
Rare - tl AC a period of time has passed (next full moon,
Very Rare - +1 AC fortnight, season, etc, GM' s discretion). If the
Legendary - Armor can unfold wings and dragon is killed they will transform into a broken
allow wearer to fly at great speed figurine that is no longer magical.

C&T-11
TREASURES POTIONS - ROBE OF STARS

POTIONS RING OF MANA STORAGE


Randomly determine potion by rarity (d6) . Very Rare / Space: -
UNCOMMON: glyph-covered ring set with swirling gemstone
1. Courage: Until drinker 's next rest , they roll When finding this item roll to determine its current
against any fear related effect with Advantage magical energy (d20+5).
2. Growth: For a short period , drinker triples in A spellcasting capable wearer may expend all the

size ring's energy to cast a spell using the number in the
3. Healing: Drinker heals 4d4+4 HP ring as their casting result and not expend one of
4. Spider Climb: For a long period , drinker is their spells per rest.
able to stick to and climb sheer surfaces A spellcasting wearer may expend a spell and roll
5. Strength: For a long period , drinker 's Strength to cast , storing that number in the ring instead of
becomes 20 casting the spell. The ring's energy is cumulative .
6. Water Breathing: For a long period , drinker
can breath underwater RING OF RESISTANCE
RARE: Rare / Space: -
1. Diminution: For a short period , drinker is silver band set with specific gemstone
reduced to one fourth their size When finding this item roll a d4 to determine its
2. Dragon's Breath: Until drinker's next rest, they gemstone and element: 1. ruby I fire, 2. sapphire I
may breath fire at a nearby target (4d6 fire cold, 3. topaz I lightning, 4. emerald I acid.
damage) up to three times The wearer takes half damage from the assigned
3. Gaseous Form: For a short period , drinker element.
becomes cloud of sentient mist
4. Greater Healing: Drinker heals 8d4+4 HP ROBE OF STARS
5. Mind Reading: For a long period , they hear Legendary / Space: 2
surface thoughts of nearby creatures ornate cowled cloak adorned with shimmering
6. Restoration: Drinker instantly recovers from a constellations
physical ailment (poison , fatigue , etc) The wearer may use this cloak to shift themselves
VERY RARE: into a parallel plane of existence in which they are
1. Charisma: Until drinkers next rest , creatures weightless and intangible. While here they may
they meet have an initial Disposition of Friendly travel vast distances in moments and read the
2. Flying: For a long period , drinker can fly as fast thoughts and emotions of living things. Activate
as they can run this ability by concentrating for a short period once
3. Invisibility: For a short period, drinker cannot each rest.
be seen Additionally , the wearer is granted +5 AC and rolls
4. Mind Control: For a short period , drinker will with advantage when using or encountering spells
do whatever they are told or prayers.
5. Speed: For a short period , drinker takes two
actions each round
6. Supreme Healing: Drinker heals 10d4t20 HP
LEGENDARY:
1. Deep Slumber: Drinker is put into a deep
sleep , only to reawaken from a specific trigger
(hundred years , a kiss, etc , GM's choice)
2. Experience: Drinker immediately gains a level
3. Foresight: For a quick period , drinker can see
future possibilities (GM answers any questions
on outcomes of actions)
4. Invulnerability: For a short period , drinker
cannot be harmed
5. Polymorph: For a long period , drinker
transforms into any one creatures they can
• •
1mag1ne
6. Reincarnation: Drinker is restored to full HP
but also rerolls all their ability scores , rewrites
relevant traits , and changes their appearance

C&T-12
TREASURES ROD OF IMM. - WIZARD'S HAT

ROD OF IMMOBILITY
Uncommon / Space: 1
plain steel cylinder set with a single button
Clicking the button on this rod causes it to become
fixed in space until the button is clicked again. It
will withstand heavy weight without budging.

SILVER BRANCH
Uncommon / Space: 1
two foot tree branch cast in silver
Plants can be directed to grow or move rapidly in
a direction indicated by the wielder. Sentient
plants may roll to resist (DC12 Wis). Once the
plant moves the branch loses its power for a short
time.

STAFF OF STORMS
Legendary / Space: 1
unbreakable glass staff formed by lightning
The wielder of this staff can call upon the effects of
a storm, After each rest, roll a d6 to determine the
number of times the staff can be used. Spend a
use to roll on the Spellcasting Matrix (As a 17th
Level Magic-User, Int Check +5) using the TWINE OF EGRESS
Conjuration S chool. S pells cast in this way must Rare / Space: -
be storm themed (torrents of wind, sleet, rain, spool of golden thread
lightning). Place this thread on the floor and it will unspool in
the direction of the nearest exit. The string has no
STASIS GLASS end but can be destroyed as normal thread and is
Legendary / Space: 1 confused by magical misdirection.
beautiful hourglass with golden frame and
glittering sand WAND OF DETECTION
Turning over this sand timer stops time for Uncommon / Space: -
everything nearby except whoever is touching it rune-painted divining rod
for a short period. This rod will guide the holder toward the nearest
source of magic or secret door. Once the source is
TREMOR G AUNTLETS found the rod's magic is dormant for a long
Very Rare / Space: 1 period.
hand gear fitted with rune-stones
The wearer of these gauntlets can produce a WIZARD'S HAT
powerful shockwave. After each rest, roll a d4 to Rare / Space: 1
determine the number of times the gauntlets can green cloth conical hat
be used. Spend a use and strike a solid surface to Reach into this hat and roll a d6. On a 2-6 pull out
create a minor earthquake. Everything up to a far a mundane item of your choice. On a 1 pull out a
distance is affected (stone split, structures toppled, Magic item of the GM's choice.
and creatures knocked prone, at GM's discretion). Reaching into the hat again causes the last item
pulled to disappear.
TROLL'S FINGER
Rare / Space: -
green, clawed, mummified finger on a leather
cord
The wearer of this necklace restores 2d8 HP each
long time period or phase (GM's discretion).
Additionally, they cannot bleed out while at O HP,
but will still die if attacked while unconscious.

C&T-13
QUICK REFERENCE: CREATURES QUICK REFERENCE: TREASURES

CREATURES BY TREASURE TABLE: TREASURES BY RARITY:


0 Uncommon
Disenchanter 1. Arcane Ingredients
Giant , Frog 2. Boots of Water Walking
Goblin 3. Chameleon Cloak
Ore , Mercenary 4. Dancing Rope
Swarm , Bat 5. Magic Arms or Armor , Uncommon
Undead , Skeleton 6. Potions , Uncommon
Undead , Zombie 7. Rod of Immobility
1 8. Silver Branch
Animal , Bear 9. Wand of Detection
Animated Object , Armor
Basilisk Rare
Crone 1. Amulet of Telepathy
Doppelganger 2. Belt of Fortitude
Gargoyle 3. Cape of Obscurement
Ooze , Ochre 4. Helm of T eleportation
Spiderkin 5. Magic Arms or Armor , Rare
Undead , Poltergeist 6. Potions , Rare
2 7. Ring of Resistance
Amber Brute 8. Troll 's Finger
Chimera 9. Twine of Egress
Crone (Coven) IO.Wizard's Hat
Elemental , Air
Elemental , Earth Very Rare
Elemental , Fire 1. Censer of Divine Authority
Elemental , Water 2. Ghost Lantern
Giant 3. Lyre of Unlocking
Imitator , Lesser 4. Magic Arms or Armor , Very Rare
Moss Mound 5. Onyx Figurine , Dragon
Troll 6. Potion , Very Rare
3 7. Ring of Mana Storage
Elven , Magus 8. Tremor Gauntlets
Eye Tyrant
Ice Crawler Legendary
Phoenix 1. Gem of Imprisonment
4 2. Grim Cauldron
Dragon , Ancient 3. Magic Arms or Armor , Legendary
Undead , Lych 4. Potion , Legendary
5. Robe of Stars
6. Staff of Storms
7. Stasis Glass

C&T-14

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