You are on page 1of 58

THE 52 PAGES

Illustrated rules outline for refereed fantasy adventures

Rules for character levels 1-3,


dungeon and town/village settings
Version 2.0 * Roger SG Sorolla March 2016

INTRODUCTION
Its been over two years since I released these rules for
adventure gaming. Scores of play sessions have gone by: at my
home table, conventions, even with other brave game masters.
This test of fire has revealed which rules made sense, but also
which were less useful or even detrimental to fun. If I found
myself skipping over a procedure, or having to make up a ruling
on the spot repeatedly, that was a good sign that something
needed to change.
Hence this first revision of the 52 Pages Basic rules. The
Expert rules for levels 4-6 have also been very well developed
over the last two years of play on the character side, not so
much in terms of campaign rule ideas. Rather than wait for the
complete Expert vision, I plan to release two works later this
year: the 52 Pages Next character book (more like 26 pages,
introducing new character class options and new spells and
abilities for levels 4-6); and the Wilderness system I use,
designed to handle both hexcrawl and journey-based play.
It bear repeating that many ideas here have been inspired by
the original rules or from Old School bloggers and publishers
productions, with special recognition to Dave Arneson, James
Raggi, Scrap Princess, Zak S, FrDave, and Paolo of Lost Pages.
Roger SG Sorolla
Canterbury, UK, March 2016

CHANGES FROM VERSION 1.0


In general: Class skills and armor and weapon use moved around.
Prophets just start with zero Notice and Hear, instead of having
their wisdom not count toward those skills. Spells per day and other
spellcasting stats presented more clearly for all classes.
Pages 6-7: Spell casting procedure switched with stress casting.
Making clear that casters can end their own spells.
Spells (8-10, 12-13): Cards now have duration as a stat. Disguise
can be cast on others; Sleep is simplified; Magic Mouth now allows
ventriloquism; Fire Dart si more useful; Augury works better for
wizards. Abjure Evil (spell-ified Turn Undead) replaces Blessing.
Prayer is more interesting. Nature Form replaces Hold Beast.
Page 15: Lady gnome silhouette added!
Page 17: Skills have a reroll system instead of d12/d20 roll .
Page 18: Rules for carrying and dragging bodies added.
Page 22: Rules about standing/kneeling/prone shooting added.
Heavy crossbows are somewhat quicker to load.
Page 23: Charisma limits on hireling numbers removed.
Page 29: Slight changes to bending bars and damage vs. objects.
Page 34: Overwatch becomes "held" spells/shots; added second
Move as major action; removed charging rule; added "wait and
see" rule to resolve initiative/chasing paradox
Page 36: Added missile breaking rule; grenade rules simplified and
extended to "arcing shots"
Page 38: Crits now have size limitation; leg crit affects 4+ legged
creatures differently; eye crit also does 2x damage.
Page 41: Slight change to monster attack bonuses and resistances.
Page 46: Slight rearrangement of special weapons table.
Page 47: Experience from exploring replaced with experience from
monsters and unworthy foes rule.

WHAT IS THIS GAME?


Who do you need?

What do you need?


d4

GM

Game master (GM) and


1 or more players
(collectively, the party)

d6

d8

d10

d12

Hobby dice with different sides,


referred to as d + number of
sides (d3 = d6, round up)

Character sheets (p. 25);


Cut out spell cards (2-3
sets, pp. 8-10 and 12-13);
Paper and pencil for
making notes and
diagrams

How do you play?


Game master
prepares scenarios
of adventure in a
fantasy setting

Each player creates a


player character (PC)
and guides him or her
through the adventure.

The GM tells the


players what is
happening in
the adventure

The players tell


the GM what
their characters
are doing

How do you win?


A character gains experience points from
adventures, which leads to higher, more
powerful levels. Each adventure a character
stays alive, each level gained, is a small victory!

Treasure also helps achieve the party goal for


these starter rules, which cover levels 1-3: to buy
and maintain a secure base in the local town.

The GM uses the games rules to run


combat, round by round, and to resolve
some common situations.
Otherwise, the GMs ruling is final:
Yes, you can do that
Say more about what youre doing
Lets roll dice and see if you can
No, you cant do that

GAME STATS, HIT AND SAVE

All beings

Characters only
P3

Attack bonus:
separate for
hand-to-hand
(melee) and
missile combat

Class and level

Abilities: How much


a character can...
STR
DEX
INT
WIS

Hit hard, push,


lift, carry

SAVE

Move quickly,
accurately

Sense and
focus the mind

CON

Defy death
heroically

CHA

Make a good
impression

Save bonuses:
Resistance to danger
by Mind, Speed, Body
Skills: roll high
on d6 to notice, do or
know something

Learn and
remember

HP

Hit Points: characters


heroic resources to
avoid damage

Size: humans are 1,


3
each point up doubles
mass, down halves
-2
Move: Maximum number of
5 spaces per move action
AC Armor Class:
V
difficulty to be hit

Roll to hit: d20 + attack bonus;


a score >= enemys AC hits

AC
>= V

Roll to save: d20 + save bonus;


a score >= 20 saves vs. danger

SAVE

>= 20

Creatures only

HP

Hit Points:
creatures ability
to take damage

HD

3+1

Hit Dice: base number of d8


rolled for HP, plus bonus HP
0 HD = roll d4 for HP

WHO ARE YOU?

Roll 3d6 for each ability box on your sheet & write the total in pencil.
You can
switch one
pair of abilities
after rolling
them all.
9
12

Write each
abilitys modifier
under its name.

3
-3

4-5 6-8
-2

-1

9-12

13-15

16-17

18

+1

+2

+3

Classes go best with


these high scores:

Play this class if you like:

STRength

STR: Fighter

Straight-ahead fighting
and shooting

DEXterity

DEX: Rogue

Sneaky fighting,
special skills
Using magic to help fight
and solve problems
Healing harm and
confronting evil

+0
+0

11

INTellect

INT: Wizard

16

WISdom

WIS: Prophet

CONfidence

CON: Fighter,
Dwarf

Dwarf class: hand-to-hand


fighting, underground skills

CHArisma

CHA: Elf or any


other class

Elf class: good at shooting,


limited magic use

+0

+2

-1

+0

Skill boxes starting from left 4


(max. +/- from abilities is 1)

Rogue
Wizard

Elf
Dwarf

+/- 1

DEX

+/- 1

+/-1

STR

+/-1
DEX

+/-1

XX

+1

+3 / +9 / +7

XX XX XX X XX XX

+0 / +0

+5 / +5 / +7

XX
X

+1

+0 / +0

+5 / +5 / +9

XX

+0

+0 / +2

+7 / +7 / +7

XX XX XX

+2

+2 / +0

+3 / +5 / +11

DEX

+/ -

+/ -

+2
+0

+2 / +2
DEX

+/ - +1 /
for melee

-1

MIND
SAVE

WIS

+/ -

BODY
SAVE

DEX

+/ -

CON

+/ -

Athletics

+3 / +5 / +7

CON

Min. 1 HP

Prophet

SPEED
SAVE

WIS

Stealth

Fighter

Starting
HP
modifier Melee / Missile

Save bonuses

INT

Hear

Starting
HP:
highest
of 3d6

Basic to hit
bonuses

Notice

+/ -

= ability
modifier

Knowledge

XXX

Handiwork

STATS OF LEVEL 1 CHARACTERS

XX

FIGHTER POWERS

5
ATTACK 1

Level 1: Follow Through


After your melee attack reduces an enemy to 0 HP or less,
you may step toward another enemy (5 move) and
immediately melee attack again. Maximum extra attacks

KILL
ATTACK 3
F3

ATTACK 2
KILL

per round (from this and other powers) = your level.

Level 3: Merciless Strike

STOP

2dX

If your initial damage die roll on any attack is an unmodified 1, roll two dice of that kind
and substitute the result for the 1. Only apply modifiers once, to the final result.

ROGUE POWERS
Level 1: Steal Away
If your Move is 12+, you can melee attack
and disengage in the same round.

Level 3: Steal Past

Level 1: Ambush
If you attack from behind, or enemy
is unaware of you, your hit does d6
extra damage (unless enemy has no
vitals, p. 41). Extra d6 at level 5.

+1d6

Level 3: Deadly Strike


max

Spend 12 Move to pass through an enemy


to a free space (can put you behind them).

+1d6

+dX

If your initial unmodified damage die roll on


any attack is the die maximum, add an extra
damage die of the same type (no modifiers).

SPELL CASTING
Max. range, feet:
i = Touch

= Hearing

e = Needs line
of sight to target
No icon = Self only

Spells are on cards

CHARM PERSON (2)


e 30
p 1d

MIND
SAVE

Rank: difficulty of
spell; compare to
casters power
based on level

TO CAST A SPELL:

Icon is magic school

Caster must
speak audibly

One hand
must be free

What kind of save


a target makes to
Character or humanoid
avoid spells effects
target considers caster
Duration: days, hours, minutes or 6 second rounds; casters can
his or her friend for 1 day.
end their own spell effects any time unless Instant or Permanent.

Cant have
taken damage
this round

Each different spell can only be cast once/day. Classes have different rules for:
MEMORY: Caster has a set CASTING: Apply cards effects, turn it face RECOVERY: Turn
of cards for known spells.
cast spells face up.
down, up to casters maximum per day.
CAST

RECOVER

SPELL FAILURE EFFECTS (d6; see Wizard p. 5, Gnome p. 15 for rules)


1 Spell has no effect and is used up
4 Different random spell known by caster is
2 Spells target chosen at random from
cast (even if already cast today)
possible targets (if cast at a place, random
5 Random spell of same level not known by
direction and distance in range from caster)
caster (any school) is cast
3 Spell cast, caster stunned, rounds = spell level 6 GM adds or changes 1 word in spell effects

WIZARD POWERS & SPELLS

Wizards can use all magic schools except x g t


STARTING SPELLS

=2+

INT

A level 1 wizard may choose 1 starting spell


from all level 1 through 3 spells (if over level 1,
may fail when cast). He or she draws the rest
from the remaining Level 1 spells at random.
SPELLBOOK
A wizard starts with a book of
starting spells, 1 spell rank = 1 page.
It costs 100 / page for rare inks to
write a new spell in the book (p. 21).

SPELLS PER DAY

INT

Wizards can cast spells from memory (or


directly from books or scrolls) equal to their
level plus INT bonus.
POWER (max. spell rank)
W
Equals wizard level
STRESS CASTING:
If wizards power is below
the spells rank, he or she
can cast, but must make
MIND
SAVE

+ caster level
- spell rank

or suffer Spell Failure (p. 6)

Each book can hold up to 20 spell levels.


GAINING SPELLS
RECOVERY
At each new level, a wizard can copy 1 new
After eight hours sleep and
random spell of that level from scholars in a one hour per spellbook
town. Books found as treasure and deals
studying, a wizard recovers all
with other wizards can also give new spells.
cast spells from those books.

8
1

SPELL CARDS : Wizard rank 1


FEATHERWEIGHT (1)

p 1h

BODY
SAVE

e 30
p 3h

SPEED
SAVE

UNSEEN SERVANT (1)

e 30

p 12h

TRANSLATE (1)

Self

p 1m

Caster understands one


spoken or written
language. This does not
allow speaking or writing
the language.

SLEEP (1)
e 30

FORCE SHIELD (1)


e 5

PHANTASM (1)
e 30 MIND

GREASE/GLUE (1)
e 30

p 1m

p 1h

p 3m

p 1h

All vertebrate beings


within 10 radius of the
target point fall asleep if
they are awake and have
2 or fewer levels/HD.

Creates a horizontal or
vertical force disc 3
wide. It can move with
the caster, block a
portal, give +5 AC to 1
being vs. attacks from
one side (max. AC 20),
or carry 100 lb.

SAVE

Creates illusion in 1
sense (sight, sound).
Beings save to
disbelieve if they are
spellcasters or if the
illusion is not normal for
what they know about
the environment.

SAVE

Liquid covers area up to


5 square. Grease: Twofooted beings make
Speed save on entry or
fall. Glue: Beings Size 3
or less stop on entry,
Body save +Size x 3 to
break free next move.

l Energy K Planar

Summons an invisible,
untouchable, mute force
with normal human
strength and movement.
It does 30 minutes
worth of work, but wont
fight or interfere with
enemies.

E Creation

Object glows, lighting a


60 radius. If cast near a
beings eyes, it saves to
avoid being blinded.

W Change H Mental

Being up to size 2, or
object up to 300 lb, is
weightless until it moves
10. Save only if
unwilling. Can be cast
quickly on falling target,
who drops 5 then turns
weightless.

o Knowledge M Illusion

e 30

LIGHT (1)

SPELL CARDS : Wizard ranks 1-2


AUGURY (1)
Self

Splash of fire strikes


target, does d6 damage.
Will ignite flammable
things. If you do 3 or
less damage, or target
saves, you may repeat
the effect next round.

p 1m
Strong wind blows in 30
wide x 90 area; dispels
gas, stops flying beings
and small projectiles,
slows human-sized
creatures by 3 moves or
smaller creatures by 6.

SAVE

p Perm
Creates 5 stone cube.
Falling stone can be
made within vertical and
horizontal distances
that add up to 30; one
being underneath saves,
or takes d6 damage per
full10 fallen.

SAVE

p 3m

MIND
SAVE

Animates object of soft


material no more than 1
weight for 1 minute. It
can trip and entangle
(Speed save to avoid) or
choke (Body save or
breathing being takes
1d3 nonlethal damage.)

Caster changes
appearance of own or
willing others face and
hair. All who know any
specific person
impersonated get a
Mind save (once) to see
through the disguise.

CHARM PERSON (2)

MAGIC MOUTH(2)
e 30

e 30

MIND
SAVE

p 1d
Character or humanoid
target considers caster
his or her friend.

p Delay
Prepares an illusion of a
mouth in a surface. It
appears and utters a
message up to 1 minute
spoken by the caster
when a condition is met
within 10. Effect ends
until triggered.

l Energy K Planar

p 1m

E Creation

CONJURE WIND (2) CREATE ROCK (2)


e 30
e 30 SPEED
E

e 30

DISGUISE (1)

W Change H Mental

Caster asks a yes-no


question. If caster is
prophet, GM gives
cryptic clue. Otherwise,
GM rolls d8 secretly: 1-2
= yes; 3-4 = no; 5-8
= GMs bast answer at
the time.

Inst

SAVE

ANIMATE OBJECT (1)

o Knowledge M Illusion

Inst

FIRE DART (1)


e 30 SPEED

SPELL CARDS : Wizard ranks 2-3


MAGIC MISSILE (2)
e 100

Caster becomes aware


of any nonliving hazards
in a 10 wide x 30
moving area in front of
you.

Create webs in up to 6
adjacent 5 squares,
anchored10 or less
apart. Move within at 1
round +/- size, STR
modifier. Burning: 1d3
damage to all within.

Perm
Either magically lock an
opening, or open a
normal or magic lock. If
you are lower level than a
magic locks caster, it
gets a save at +3 plus its
casters level minus your
level.

HIDING PLACE (3)

e 30
p 3m

Creates a 10 cube in
another dimension that
can hold up to 8 humansized creatures.
Entrance is open but
only visible from one
direction.

TONGUE TIE/LOOSE (3)

e 100 MIND

p 3m SAVE
Target either cannot
make vocal sounds
(blocking character spell
casting), or babbles
uncontrollably in a
stream of consciousness
(possibly revealing
secrets).

l Energy K Planar

Mammal target must


save or flee from caster
at top speed. Save is
modified by targets
morale bonus, or +2 if
target is a player
character.

p 3r

E Creation

p 3m

You sense the location


of magical objects or
beings within range, and
get a one-word clue to
the nature of one of
them (GM decides what
the clue is).

WIZARD LOCK/KEY (3)

WEB (3)
e 30

FIND DANGER (3)


Special

W Change H Mental

Arrow-like force strikes a


target in range, doing
1d6+1 damage, no
attack roll needed. 1
extra missile, separately
targeted, appears for
each odd numbered
caster level after 2nd.

DETECT MAGIC (2)


FEAR (3)
30
e 30 MIND
o
Inst
p 3r SAVE

o Knowledge M Illusion

Inst

10

PROPHET SPELLS

xt

g
Prophets choose a religion at the start,
which determines their spell schools.
Each religion has a sacred weapon; prophets
Religious
have -4 to hit with any other weapon.
spell schools

EXAMPLE RELIGIONS

Power
Starting
spells, rank 1 (max. spell
rank) =
(random)

2 +

1
111

WIS

+/-

Spells per day

THE CHURCH: x g o weapons: mace, staff; symbol: cross


WIS
=
+
P
+/Motto: Help the faithful and do not harm the blameless
OLD WAY: t g o weapon: sword; symbol: oak leaves
Can cast more spells/day, but
Motto: Protect and respect the natural order
must make
THE GOD CROM: g t W weapon/symbol: hammer or axe
MIND + P - spell rank
Motto:
SAVE
before each time
THE GOD YGG: o t M weapon/symbol: serpent spear
: no casting until recovery
Motto:
Recovery: After 8 hours sleep; but GM asks prophet to justify any of their recent actions that
contradict the religions motto. If they dont convince GM, no recovery.
Gaining spells: As gifts of the gods, on reaching each new level gain 1 random spell
with rank = that level and 1 random spell of the next lower rank.

Prophets are specially inspired followers of a religion.


They may be respected, feared or envied by its normal clergy.
Other characters can follow a religion, with only social consequences for breaking the motto.

SPELL CARDS : Prophet levels 1-2


MINOR CURE (1)
i

Restore d4+1 HP to
target being.

e 30
p 1m

GUARD (1)
p 3h

Roll d6+caster level.


Willing target gains that
many temporary HP
(damage subtracts
those first; any
remaining disappear at
end of spell duration).

p 3m

p 3m

Caster becomes aware


of natural obstacles and
perils (including natural
creatures) in range.

Caster can converse


with a normal,
vertebrate animal in its
own language.

BEFRIEND BEAST (2)

HOLY LIGHT (2)


i

30

p 3h

Perm

Casters holy symbol


glows with a 60 radius
light. Evil beings within
the radius have -2
attack and AC.

A normal, vertebrate
animal becomes
casters friend,
indefinitely. Cannot
have more HD of such
beasts than casters
level at any time.

t Nature

Var

BEAST TONGUE (1)


Self

x Abjuration

Halves target beings


remaining recovery time
from negative bodily
effects, including
injuries, and gives them
+4 to Body saves for an
hour.

While showing holy


symbol as major action,
each unholy being
before it flees and
cannot advance on
caster. If beings HD >
caster level, save +10.

HEALING AID (1)


i

MIND
SAVE

NATURE SENSE (1)


100

g Restoration

Inst

ABJURE EVIL (1)

12
12

SPELL CARDS : Prophet levels 2-3


LIGHT CURE (2)
i

Restore d6+caster level


HP to target being.

e 30

For a single target


being, the first d20
rolled each round to
attack, save, or be
attacked is rolled twice
and the preferred result
used.

e 5
p Var

MIND
SAVE

e 5
Perm

Person with serious


injury has HP raised to
1, and injury will go
away after 1 nights
sleep.

As long as willing target


does not attack or cast
harmful spells, beings
must save to target him
or her with attacks and
harmful effects.

Caster creates food,


water enough for 1 day
and night, for 2
persons/caster level.
Eating the first meal
restores 1HP for each
HD/level the eater has.

ABSORB HARM (3)

AID OF EARTH (3)


e 100

NATURE FORM (3)


e 30

p 3h

p 1h

i
Inst

Caster either takes from


1 to 3 d6 damage and
restores the same
amount of HP in target;
or takes on targets
injury, poison or
disease, with new saves.

Soil and/or plants either


allow move at full rate,
or reduce beings land
movement to 3 Move per
Size point. Effects apply
in a 20 square that
caster may move.

Caster turns self and up


to 5 willing others into
trees or boulders with
normal senses . Caster
can end effect at will.

t Nature

p 1m

Inst

NATURES GIFT (2)

x Abjuration

PRAYER (3)

SANCTUARY (2)

g Restoration

Inst

MINOR HEALING (2)

13
13

DWARF AND ELF

Elves: Slender, human-sized


14
woods dwellers, aloof but curious.

Dwarves: 4 tall underground


dwellers, miners and metal
workers, friendly to humanity

-4 to hit and no spells if in heavy


armor or their weapons in hand
weigh a total of 2
or more.

A dwarf is Size 0 (1/2 human size) and


has a maximum Move of 9.
DWARF POWERS
Heat Vision: Can tell walls from air
in the dark at 30, spot warm bodies
at 60. Doesnt work if dwarf is in
normal light.
Active Defense : Dwarf gets
Defense bonus vs. one attack per
round, equal to lower of: dwarfs
level or opponents size.
D

DB =
V

ELF POWERS
Charm Resistance: Cant be affected by
mental ( H ) spells or powers.
Spell Casting: Mental, illusion
and knowledge schools.
No book used.

H
o
M

Power
Starting
spells, level (max. spell
rank) =
1, random

Spells
per day

Minimum

A dwarf also can carry encumbering


items as a STR 18 character (see p. 18)

CHA

E /2
E /2 + +/Rounded up
Rounded down
.
(At 1st level, elf needs CHA 13+ to cast spells)

1+

CHA

+/-

Recovery: After 4 hours of sleep.


Learning: At each character level, gain 1
random usable spell of characters maximum
power, through insight.

GNOME

You may only play a gnome if none of your


ability scores has a positive modifier.

Gnomes: 3 tall hairless


underground dwellers,
mysterious and furtive
HP

Attack modifiers

per level
(min. 1)

d6 +

Gnomes stat advancement, weapon


and armor use are like a rogues.

CON

+0

DEX

+2

DEX

MIND
SAVE

SPEED
SAVE

BODY
SAVE

WIS

DEX

CON

+7

SPELL CASTING: Illusion, Change or Planar schools, no


book used. All spell casting is stress casting (must save
to succeed, else roll for spell failure):
K
MIND
W
+ INT- + 2 - (spell level)
SAVE
M
Starting
spells, rank
1, random

2+

Power
(max.
rank) =

INT

+/-

Spells
per day
G

INT

+9

+9

15

Starting skills
(before modifiers)
Knowledge 3
Notice Detail 2
Hear Noise 2
Handiwork 3
Stealth 3
Athletics 1

A gnome is Size 0 (1/2 human size)


and has a base Move of 12.
Languages: Gnomish, Dark Tongue
(speech of goblins, kobolds, etc.),
Dwarvish runes
Backgrounds: Underground
required

Recovery: After 8 hours of sleep.


Learning: At each character level, gain 1 random
usable spell of that level through insight.

Heat Vision: See walls in 30, warm


bodies within 60, as a dwarf (p. 14).

LANGUAGES & BACKGROUNDS


Communicating is easy: all player
characters speak the language of
people in the starting realm (Common).
You can eventually know up to INT
4 extra languages, modified by +/-

16
16

STARTING EXTRA LANGUAGES


Elvish & Elvish script elvensongs
Dwarvish & Dwarvish runes dwarvish
Writing, Hieratic, Hieratic script scripture
Writing, Arcane, Arcane script wizardspel s

Reading/writing is rare: you have to INT = # of additional


= +1 starting language
+
know Writing as an extra language.
starting languages
GM defines other campaign languages: nonhuman, foreign, secret societies, slang

BACKGROUND: Two words that describe your


Required backgrounds for:
adventurers studies, home, and/or partial training.
: Magic
: Underground
Scholarly: Magic, Religion, History, Heraldry,
: Religion
: Woodland
Monsters, Etiquette, Law, Medicine, etc.
Helps know relevant facts (Knowledge),
Profession: Blacksmith, Jeweler, Architect,
but not to do or make things.
Stoneworker, Alchemist, Mechanic, Burglar,
Environment: Underground, Woodland,
Plains, Sea, City, Mountain, Swamp, etc.
Know relevant facts; bonuses to environmentrelevant physical acts (Athletics), notice
natural details (Notice), make crude things
from materials in environment (Handiwork)

Horse(wo)man, Healer, Musician, etc.


Appraise relevant objects (Knowledge);
bonuses to disable and repair them
(Handiwork), and to relevant feats
(Athletics); +1 to reactions from fellow
professionals, 25% discount if friendly.

SKILLS

Mark off skill boxes on


6 5 4 3 2 Reroll
XX
character sheet, left ->
right for greater skill.
XXXX X X
Rerolls marked at right.
For each Reroll mark, or each bonus point
after the skill is at 5 marks, you can reroll the
die once per skill check after a failure.
Recall obscure fact
Knowledge
about your background

When the GM isnt sure if your


character can sense, know or do a
thing, make the appropriate skill
check: roll d6, success if you roll a
number at or above the last mark.

17

EXAMPLES: GM decides difficulty


Easy (+2 to skill) / Normal / Hard (-2)
Magic: Identify School of written spell /
spell being cast / legendary magic item

Notice Detail/
Hear Noise

Sense something hard to


see or hear; Notice +2 if
background involved

Handiwork

Repair, jury-rig or disable;


+2 if background involved

Stealth

Move silently and hide

Move silently (in soft boots) over


stone floor / wood floor / dry leaves
(see p. 32 for more)

Athletics

Jump, climb, etc.; +2 if


background involved

Climb rough wall / Jump 10 from standing,


20 from running/ Climb close-set wall

Spot enemy hiding behind bushes / thick


tree trunk / low brick wall
(see p. 32 for more)
+2 with Mechanics: Build crude trap /
Open simple lock / Disable complex trap

STARTING EQUIPMENT
Coinage (prices in $ilver)

Encumbrance : 1

x 10 = $ x 10 = G
Copper
Silver
Gold
Players
starting $

Staff, dagger,
spellbook

1 weapon, holy
symbol (light item)
2 weapons,
light armor
2 weapons, partial
medium armor

= 5-10 lb, or hard to carry.

Size 1 body = 15
to carry (1 hand), 10
to drag (2
hands). Half or double
for each size lower or higher.

Starting items (can buy more):

2 weapons,
light armor

18

List encumbering items (1 or more


) on the line on
the character sheet next to characters STR, or top line if
a Dwarf. Use extra lines under items with 2 or more
.

= d6 x d6

3 weapons, partial
medium armor

Equipment list encumbrance

Party starts by
dividing up:

x6
x3
x10
x2
x5

x6
x5

Sword
Shield
*
Short spear
4 daggers
3 torches
3 torches
Sack, 600 sp
*

Non-encumbering
items (including
group of items less
than one
) go
in a separate list.
Add up each
movement penalty
reached by the list.

This character has STR 11. Her load gives her


-3 move, unless she drops the sack of coins.
Armor worn doesnt go on the list; armor
thats carried weighs 1
for each AC+.

COMMON EQUIPMENT
Torches 2 +3
30 radius light for 30 min
1
Lantern* 3 +2
40 radius light, 1 hr/oil flask
Flask of oil 1 +2
1/3
Can soak rags for 10 min fire
2
10 pole 2 +3
Use to find danger ahead
Iron spikes x 10 2 +2
1
+1 resistance to door (max +3)
1
50 rope 5 +3
Hundreds of uses ...
Twine, 200 2 +1
1/5
Useful for threading labyrinths
1/3
Mallet /chisel 2 +3
Small tools to pound or open
Pick or shovel 2 +3
1
Break stone, dig dirt
1
Crowbar 2 +1
+1 man-strength to open hinge
1/3

Weight:

Cost:

Availability: +X

19
19

Wagon & harness 40 +1


Horse pulls 200 weight, move 3
Saddle & tack 10 +2
1
For riding horses and mules
1
Panniers 5 +1
Horse or mule carries 20 weight
1/3
Leash & collar 2 +2
For dogs ... Maybe goblins ...
1/3
Food rations 2 +4
1 day for 1 person
Water skin 1 +3
1/2
1 days water for 1
Sack 1 +3
1/10
Holds 5 weight: coins, small items
Writing paper x 5 1 -1
For notes and map making
1/3
Vigor potion 50 -1
Restores 1d6+1 HP to uninjured
1/3
Holy water 10 +0
vial: 1d4 damage to unholy

50

UNCOMMON EQUIPMENT
Bear trap 15 -3
1d6 damage (leg) if trod on
1
Caltrops (10) 10 -4
Spread in 5 area, 1d3 (leg)
1 Music instrument 10
-2
To make sweet or sour sounds
Elven steel arms x10 -7
+1 to hit; mail/plate +3 move
Dwarven steel arms x20 -7
+1 damage; mail/plate +1 AC
Silver weapons x20 -5
-1 damage, sharp get -1 after hit
Grappling hook 3 -2
1
With rope, snag to climb
1
Chain, 20 5 -1
Stronger than rope
Climbing gear 10 -2
1
+1 skill to climb, +5 save from fall
Net 2 -2/+1
1
Speed save or entangled

Weight:

Cost:

Price
based on
original
weapon
or armor

20
20

Silver mirror 10 -1
For discreet looks
2
Iron cage 10 -2
2x weight, cost per size > -1 held
Lock & key 20 -1
Security, as good as it gets
Manacles 5 -2
1/2
Restrain hands or feet
Spellbook 50 -3
1
Pages for 20 spell levels
Sorcerers inks 100 -3
1/2
Write 1 spellbook page
Chest 5 -1
2
Holds 10 weight: coins, small items
Fine tools 10 -3
Allows Mechanics vs. small device
1/3
Phlogestic vial 30 -5
Instant fire if lit in 5 area
1/3
Alkahest vial 50 -5
Acid (flung: Speed save or take d8)
-

Availability: +x

Damage type & die:


= edged
[Numbers]: maximum to hit and
= piercing
damage bonus/penalty from STR
= blunt
$ Avail
One-handed
(in primary hand)
Dagger (c) d4
[0] Brawl; Throw 1/4 2 +0
Short sword d6
[0] Brawl d4
1/2 10 -3
Long sword d8
[1] Brawl d6
1 20 -3
Hand axe (c) d6
[1]
1/2 2 +0
Battle axe d8
[2]
1
5 -2
Club (c)
[2]
1
Free
d6
d6 +1 [2]
Mace
1
5 -3
d4 +1 [1] Throw
Hammer
1/2 2 +0
Short spear d6
[0] Throw
1
3 -3
d3
Shield
[2] +2 defense
2 15 -3
Two-handed (rogue, dwarf, gnome use at -4 to hit)
Great sword d10
[3]
2 40 -4
Long spear d6 +1 [1] Long
2 5 -3
d8
Pole arm
[2] Long
2 10 -3
d6
Staff (c)
[1] +2 defense
1
Free
Great axe d8 +1 [3]
2 12 -4

MELEE WEAPONS

Wizards & civilians:

21
21

-4 to hit, no defense, with


all but civilian weapons (c)
Brawl: use in brawl (p. 37)
Throw: range 100, -4 to hit at
30+
Long: can attack at 10 (even
through friends); strikes first in
first round engaged.
Weapon in second hand
Non-wizards can have a
weapon in their off-hand:
in off-hand: Defense +2
in off-hand:
attack with the
higher hit bonus and higher
damage roll of the 2 weapons
(after modifiers & rerolls).
in off-hand = defense +1

MISSILES, ARMOR, MOVE


Sling: shoot
standing only
Missile Weapon
Sling

Bow: standing,
kneeling
Ammo Damage
d4
stone

bullet

d4

Bow

arrow

d6

Light crossbow (c)

bolt

d6

Heavy crossbow (c)

bolt

d8

Armor
Bonus

Move

Skill

+1

20

+1

+2

Max. DB
from DEX

1 move

-2

move

30

-4

50

-5

1 major
1 major,
1 move

+10 =

11

ARMOR

Missile weapon range: 22


-2 to hit at 30-100, -5 at
Crossbow:
100 +, maximum = 200
Any position
$
Hands
Avail 20 ammo Reload
1
0
Free
Free
1 move

Armor
Defense
Armor
+/Bonus (AB) Bonus (DB)
Class
DEX
DEX
Light
+2
12 - 0
+2
40
+2
Minimum 0;
Armor,
DEX
weapon AC DEX
magic
Medium
+4
9 DEX- -2
+1
240
+1
protection bonuses and +/DEX
DEX
Heavy
+6
6
-4
+0
600
+0
Unaware & rear attacks ignore DB
Attacks to merely contact ignore AB
Skill penalty: to Stealth, Athletics, Hear Noise
Too heavy for class: Check exhaustion on major action (p. 34)
Partial armor, any type:
None

+0

Light: padded,
hard leather

12

DEX

DEX
+3
+3

Medium: mail,
scale, brigandine

Heavy:
plate+mail

AB -1, Move +1 (max. 12),


Skill penalty 1 less, cost 1/2

FOLLOWERS
Hirelings:
level 0 characters

SAVE

Mind/
Speed/
Body

HP

23

Hiring bonus/ pay


Modifiers
at end of week (in
safe place) or day (only GM knows)
(adventuring) Morale Loyalty

Civilians: porters,
torch bearers, etc.

d4

+0

+0

+2/+4/+6

d6

-4

d6

-3

Soldiers: guards,
mercenaries

d6

+1

+1

+3/+5/+7

10

d4 -2

d6

-3

Henchmen: apprentice adventurer followers, start as level 1 characters, d20 for class.
a PCs
PCs CHA:
share of
d6 -1
50 /
May not have
CHA
xp, treasure
3-8 henchmen.
1-8 9-13 14-16 17-18 19 20
from adventure

d6

-2

CHA

9-12

Maximum 1 henchman.

Maximum 2 henchmen,
13-14 start with civilian.
Maximum 3 henchmen,
CHA
15-16 start with soldier.
Maximum 4 henchmen,
CHA
17-18 start with henchman.
CHA

+equipment

Follower availability modifiers (p. 27)


Civilian: +0 Soldier: -1 Henchman: -3
Follower morale: Check as morale (p. 32).
Loyalty: Check as reaction, when singled out for
dangerous or trusted duty. Negative = refuses/betrays.
Both checks modified by employers CHA bonus CHA
+/ as well as by treatment so far: good +1, bad -2

DOMESTIC ANIMALS
MOUNTS (AC 10)
Donkey

Cost
+Avail.
15 +0

24
Hoof attack

Training

Size HD+HP

MV

1+1

d2 Rear

Pull cart, walk with rider

Mule

30 -1

2+1

12

d3 Rear

Pull cart, walk with rider

Cart horse

40 +0

12

d2 Rear

Pull cart, walk with rider

Riding horse

80 -3

18

d3 Rear

Walk & run with rider

Warhorse

240 -4

2+2

18

d6

Heavy warhorse 480 -6

3+3

15

d6 +1 Front Walk, run, attack w/rider

Carrying 1 human = 12

load =

-3

Dogs have loyalty and morale stats


as a follower; other animals avoid
danger unless attack trained
Loyalty =
Morale =

d6

d6

Pulling cart =

Front

-3

&

-3

Walk, run, attack w/rider

per 3 passengers or 90

Non-fighting animals (AC10)

-2
-3 or -1 if attack dog

Sheep

2 +2

d4

Cat

2 +2

-2

1 HP

12

Chicken

2 +3

-2

1 HP

DOGS (AC 11)

Bite attack

Watch dog

10 +0 -1

15

d3

Bites in defense

Attack dog

30 -3

1+3 15

d6

Bites on command

ONE PAGE STARTING CAMPAIGN

Ruin or cave mouth 26


1
?

Town with
better goods
and services

1-3 days thru Characters join 1-4 hours thru


wilderness
civilization up in a village

1
2
3

For each of these areas, GM prepares:


Short list of notable people and features
Table of 8 encounters, events, hazards
GM rolls d6 per journey or day;
1, roll d8 for encounter
2, roll d8 for relevant clue
CAMPAIGN GOAL:
Survive to level 3 and
buy a secure building in
town to be the partys
adventuring base

DEPTH
An areas challenge,
comparable
#
to character
level; players can get
hints about danger

GM prepares map of
dungeon: ruins, caves,
passages, chambers
with monsters, obstacles,
hazards, treasure
for characters to explore

Citizenship is required to own property. GM


prepares adventure at depth 3, in the dungeon or
elsewhere; success helps town, grants citizenship.

Money: 1000 sp per party member to buy a house


with enough space (+500 sp per henchman)

SETTLEMENTS

Population:
Modifier:

In villages, towns and cities, parties:

Rest and heal


Buy equipment (availability)
Recruit followers (availability)
Sell treasure goods
For equipment and followers, add
the settlement modifier and items
availability modifier to d6:
d6 Availability table
2-

Unavailable

Poor quality substitute

Personal deal: Make friendly


Reaction roll or 2x price to buy

5+

Available, quantity = 1 and


doubling for each number
above 5, so 7 = 4x

100
+0

200
+1

500
+2

1000
+3

2K
+4

5K
+5

10K

50K 100K

+6

+7

27

+8

City
Town
Village
For each item of treasure, you can find a buyer if its
listed value is <= 1/10 the settlements population.
Special institutions or characters may also want to buy.
Sell equipment at 50% of listed value.
Sell treasure at its value (determined by the GM, p. 45).
Spending for XP (experience points; p. 47)
Each week, you can spend up to 100 (town) or 500 sp
(city), taking 1 day or night/100 sp, for that many XP.
GM rolls d20 in secret at end to determine side effects.

Revelry (not
Training
Research

) 6-13

14-16

17

18

19

20

17

18

19-20

19

20

13-16
15-19 20

Charity (to 100 xp/level) 17


BODY

SAVE or out of action 1 day


! Find useful knowledge
? Find false knowledge

18

H Make a friend
I Make an enemy
Contest/brawl/duel

EXPLORATION
Exploration time in adventure sites
passes in turns of 5 minutes in the game
world. Each turn players pass a caller token
left; determine randomly who starts.
Caller
Rolls party initiative
die in combat
GM
Decides on action if
party cant agree

28
GM prepares a map of the adventure site.
As the party moves, GM describes what the
characters can see.
Bright:
Can search
Light in dark areas (5 sq)
Shadow:
Can see dimly
Torch 30
Lantern 40
Magic 60

Use the passage of the token to track time


and resources (example: torches last 6 turns)
1 turn passes when:

Spot concealed features:


Search or Notice Detail
Spot secret features:
Search and Notice Detail

The party has moved about 200


cautiously, or 100 if searching
The party has explored a room
up to 50x50, more turns if larger

There has been combat or a chase,


with rest afterward (fights rarely last
more than 2 minutes)
Other tasks take time as ruled by GM;
noise = 1 extra monster check/minute

Secret doors also have a


secret/concealed opening
device, discovered as a
detail or by trial and error
If site has free-roaming wandering
monsters, roll d6 each turn.
1 = encounter with monster
2 = clue to presence (sound, tracks)

OBSTACLES & BREAKAGE

29

Breaking Objects

Feats of Strength
In terms of number of average-strength
people to achieve the feat. If exactly
equal, takes two tries.
STR

STR

Each STR bonus = as 1 extra person


Any STR penalty = as person

Objects, if hit, break on damage of:


3+

Fragile
9+

5+

7+

Wooden haft Reinforced wood


11+

11+

Pushing doors open


of masonry
Metal blade Metal plate
Narrow or pulling: 1 person maximum can try
Weapon damage to objects is modified
Normal: 2 people Wide: 4 With ram: 8
+1
Piercing 2 handed pick
Axes
Number of people to
or hammer vs.
Other
-4
-1
open a door (resistance)
stone
edged
d12
Stuck: 1
Bolted: 4
Attacking a static object: you
Swollen: 2
Blocked: 6
hit 1x/round without needing to roll
Rusted: 3
Barred: 8
If number of people pushing is 2x or more
# breaks 2x
6x
4x
required, they rush in and will be surprised.
to open
Bending bars
Bronze: 11+d6 Fire: full damage
Dropped/ thrown
(1 person, roll once
Iron: 13+d6
to thin wood,
fragile object takes
to determine STR required) Steel: 15+d6
to thick
d3, d6 on stone/metal

HAZARDS
Falling
SPEED
SAVE

to avoid falling if you can


hang on or jump away

10

damage hitting hard


surface; if soft, take half
(round down) & save +4

d6

20
2d6

30
40
50

BODY
SAVE

or serious injury (p. 40)

(Make all cumulative Body


3d6
saves when you hit)
4d6

BODY
SAVE

-2 or critical injury

BODY
SAVE

-4 or mortal injury

BODY
SAVE

-6 or mortal injury

80
8d6

30/
rd.

Trap triggers:
PULL

Obvious
Concealed
Secret
Handiwork skill check to disarm, 1 try
Mechanics background +2; no fine tools, -2
Some trap effects:
Gas:

60

100
+ 10d6

60/round

Weapon attack:

5d6
6d6

Climbing &
precarious
movement

30
Athletics skill check
each round:
: advance
: if not holding
a rope,
SPEED
or fall
SAVE

BODY
SAVE

or

at +5 to hit

hold breath, poison (p. 33) if

Pit: fall 10-30 ; if spiked,


Falling block: SPEED ; if ,

+5, damage d8
per 10 drop
d6
SAVE
per 3 wide
Traps can also lock doors, close passages,
release monsters, tangle you in a net

ENCOUNTER START
1. Determine encounter distance.
Underground & indoors:
map determines distance

Outdoors:
Roll d6,
according
to terrain

Flat:
1-6: Distant (1000)
Rough: 1-3: Long (200)
4-6: Far (500)
Dense: 1-3: Short (30)
4-6: Medium (100)

2. At what distance is each side aware of each other?

31

Whats the
enemy doing?
Inconspicuous
Near Partial cover Light cover
GM decides, or roll d6,
total Whispering Speaking softly Normal voices Obvious
+3 if on watch or
Moving, med./ Loud noise
Moving
cover Moving,
outside lair:
heavy armor
normally
speed
Still
1-2: asleep
3: distracted, noisy
4: distracted
Melee & Short Medium
Long & Far
Distant
5+: alert
(5-30)
(30-100)
(100-500) (line of sight/ = 1 column less
hearing)
aware
Modifiers for skill success:
Hear Noise, Notice Detail (if group, use 2 best skills): improve own awareness one column.
Stealth (if group, use worst skill): reduces enemy awareness one column.
3. Both sides not aware: Check awareness again if distance class changes.
Only one side aware: They get a free ambush round: move, then shoot, spell or melee.
If the other side becomes aware from this, start the encounter.
Both sides aware: Start the encounter, going to First Meetings table.

FIRST MEETINGS

32

Example morale +/Cowardly: -1 to -3


Brave/confident: +1 to +3
: Higher/lower
social rank: +3/-3
: Total Size of others
twice as much as own
groups -3, half as much +3
: Total levels/ HD of
others twice as much as
own group -3, half as
much +3

REACTION ROLL (2d6)

When the players meet beings


with a mind, GM determines the
beings reaction and morale,
from rolls if not obvious.
Example reaction +/Hostile race -3
CHA
CHA modifier +/Others from -3 to +3
as judged by GM
(gifts, etc.)

: non-speaking beasts
: speaking beings
: beings in civilization
In battle, check morale again for enemies and individual
followers at points when their side has taken 1/3 casualties
(including lost hit points) and 2/3 casualties (morale -2).

MORALE ROLL (2d6)


5 or less

6-8

9 or more

5 or
less

Flee or Attack,
surrender
dont pursue
Withdraw Ignore

Attack and
pursue
Order to leave

6-8

Plead
Yield

Bargain
Defend

Obstruct
Defend

Propose
mutual aid
Allow
passage

Request
service
Allow
passage for food

Offer
9 or
service
Allow
more
passage

For reaction rolls of 9+, beings always act in their own


interest, but choose to act cooperatively.

DAMAGE
HP Subtract damage
from targets HP;
d6
Direct injury (falling,
poison, etc.) reduces HP to 0
CHARACTERS
After each time damage
leaves HP <=0, roll
for injury (p. 39)
OTHER BEINGS
When HP = 0 , roll Injury
When HP < 0, dead

Nonlethal damage d6
If it leaves HP <= 0, no
injury, but target cant
act or move until HP > 0.

POISON gives injuries

Melee attackers can


choose to subdue with
nonlethal blunt damage
instead (1/2, round down)

= mortal

= no effect
= serious injury,

BODY
SAVE

and
2nd

BODY
SAVE

injury
Injury location by poison

Fatigue damage d3
will not take HP below 1.

Reptile:
random
(d6, p. 39)

Plant:
torso

Invertebrate:
head

Alchemy:
vitals

DEPRIVATION damage = 1 HP/character level


Restoring HP
8 hours restful sleep restores 1
HP/character level or HD, but
only 1 HP total if sleep disturbed.
Restoring cannot raise HP above
beings maximum HP.

BODY
SAVE

1st


2nd

1/L

1/L

No air: every 2 rounds


No sleep: everyday
If 3 deprivation

33

3rd

1/L

4th+

1/L

No water: every 12 hours


No food: every 2 days

in a row, 4th is automatically

COMBAT: SEQUENCE & POSITIONING


Follow this phase sequence each 6
second combat round. One major
action per figure per round
(including multiple attacks).
1. GM and caller roll d6: initiative.
1. ties. side goes first each phase.
Winning
Ties: GM wins odd, party wins even.

34

Combat positioning can be abstract, or exact


(using miniatures or drawing). Either way, you
need to track locations by depth and width.
DEPTH

2. Engaged: either melee attack or


disengage (retreat 5 after attacks)

Backfield:
2nd 1st Enemy Enemy backfield:
shooters & spells rank rank ranks
shooters & spells

3. Shoot missile weapon or hold a


missile weapon shot.

WIDTH
Each figure can block 5 width (10 if
size 4+) and guard an adjacent 5.

4. If not hit this round, cast spell,


or name and hold a spell to cast.
5. Unengaged: move up to 5 per
Move point, or reload missile.
Figures may take held actions as
they, or targets, move.
6.

2nd

move up to 5 per Move.

7. Change facing, and change


weapons or other items in hand.

Enemies stop in
guarded space,
can move to
backfield next
round.

Facing an enemy within 5 at start of round


engages it, while its there and you can attack.
15

Wait and See: Figures that won


initiative may spend 3 Move
points to hold movement until
after the other side has gone.

Won Lost
Now
init; init, 45 moves
holds move 30

COMBAT: MELEE

35

Melee attacks may be made against another


figure (defender) engaged by the attacker.
Side Roll to hit (see p. 2); roll damage against
Side
defender if attacker hits.
Behind
Standing on 2
+1
?
higher surface:
-1
Defender
unaware of
attacker
Defender
aware,
attacked
from behind
Defender
aware,
attacked
from side

+4

Standing on 4+
higher surface:

AC

No Defense

Standing vs.
prone:

+2

+2
+2

-2
-2

AC

No Defense

ZZZ

+1

Attacker
cant see
-4
defender
(invisible, blind, dark)

Sleeping, unconscious or
paralyzed defenders can be
killed by an unengaged, armed
attacker in 1 round, plus 1 round
for each size class the defender is
larger than the attacker.

Which character will the


enemy attack?
34
56

12

?
Mindless or Animal mind:
Choose among multiple
targets using d6

Low mind (or enemy


character with <=8 INT):
Attacks whoever last hit or
taunted it, otherwise use d6
Normal mind (or 9-12 INT):
Attacks lowest HP, or obvious
danger (like wizard)
High+ mind (or 13+ INT):
GM chooses, whatever will
hurt the party most!

COMBAT: MISSILE

ACCIDENTAL TARGETS

Missile attacks: target


a figure in the front 90
front
degree arc with line of
sight (obstacles must
OK, but
interfering
be shorter than target
figure
or shooter).
Blocked
OK
MISSILE TO HIT MODIFIERS
Out
of arc

Defender unaware of
attacker or attacked
from behind

+2

AC
Passive

Defender directly behind cover:


25% hard or 50% soft
-2
cover
50% hard or 100%
soft cover (max.
cover if target is
shooting)
90% hard cover
(max. cover if target
is looking/ casting)

-4

-8

36

Roll to hit vs. each


interfering figure: d20
-X
subtracting, not
adding, positive
Hit vs. AC 10:
attack bonus.
missile stops,
A missile that misses
damage or no.
and isnt stopped
attacks the next figure
0
in line, no attack bonus.

Arrows and bolts break if they damage


a being but leave it at 1+ HP. Pick up
unbroken missiles after the fight.
ARCING SHOTS
Bows and throwers (not slings or
crossbows) can shoot over obstacles
and cover with 3+ overhead room.
Roll to hit AC 12. If a miss, roll d8 to
see where, 5 away, missile lands.
Missile then attacks any figure in
that space, no attack bonus.

3
6

5
d8

COMBAT: BRAWLING

37

What if you have no weapon in a fight, or you want to pin or knock down your enemy?
Use a disengage to move into or out of range. Up to 4
Moving
figures can brawl in a 5 space. After you move in, if enemy
to/from
didnt hit you or you are 2+ sizes bigger, you can attack.
brawl range
Only close range weapons and unarmed attacks can be used while in a brawl.
Unarmed attack
to hurt

Unarmed attack
to hold (brawl only)

If you hit:

>=

SPEED

>=

AC

Nonlethal blunt damage


d3

10+
DB

STR

+/ -

OOPS!
If an attack from outside
misses a brawling targets
Armor Class without
Armor Bonus, roll to hit a
random other figure in
the brawl; no attack or
defense bonuses.

No Armor Bonus to AC, enemy SAVE , if you hit + save fails:


Enemy equal or bigger by 1 size: You hold the enemy:
it cant leave the brawl, you hit it at +4. and if it hits
it breaks the hold instead of doing damage.

Enemy smaller: As above, and you may throw


it 5 for each size it is smaller than you.
Unarmed attack
to climb on enemy
2+ sizes bigger

Small foes
can climb
on you!

Instead of attack, get on. While there, you have +2 to hit vs.
enemy, and it cant hit you, but instead of attacking can throw
you 10 (random direction) if you fail SPEED
SAVE

CRITICAL HITS & FUMBLES


Unmodified
Enemy X+ sizes
X bigger than you
to hit die,
= no effect unless youre melee or
missile
climbing it (p. 37).

Lower
of 2d6

Arm

higher die
even=R, odd=L

4
2
3 Body 2
4 Head 3
Vitals or no
5 such location
6 Eyes 3

Critical hit
affects
enemy

Test held item in that


hand for breakage vs.
hits damage (p.29) ;
if it doesnt break or
hand is empty, cant
use that arm for 1 rd

38
Unmodified
Fumble
to hit die,
affects
melee
self
(missile:
attacks friend in arc, no bonus)
Drop held item
in that hand; if
tied on or hand
empty, cant use
that arm for 1 rd

2 legs: fall down, major action to get up


More than 2 legs: cant move next turn

Legs

5 ft, direction of
enemys choice

10 ft back if wall is hit


Stun: no move or action, -2 defense,
until next move phase
Hit friend (self if none in range)
Hit does
damage
2x
for damage
2x

and blinded for


2 rounds

( -4 attack & defense, not


aware of surroundings)

INJURY & CHARACTER DEATH


Injury location:
roll d6
(On a limb injury,
roll another d6: if
odd, left limb,
even, right; 5, 6 =
hand/ foot)

1
2
3
4
5
6

Arm
Leg
Body
Head
Vitals
Eyes

39

Each time they take an injury (p. 33), characters roll d10,
subtracting any HP below 0 from die roll.
5-10

Serious
injury

: Stunned (no major


actions, +2 to be hit) : 1 rd
Effect heals in 2d6 days
Cant use limb until
effect heals; if leg,
crawl/limp at Move 3.

1-4

Critical
injury

: 2d6 rounds
Heals in 2d6 weeks
Cant use limb until
effect heals; if hand,
lose a finger

Cant take major actions until effect heals


Unconscious, d6 min; then, can only move/act
every other round until effect heals
Cant move or take major
actions until effect heals
Cant see until
Cant see until effect
effect heals
heals, lose an eye

<1

Mortal
injury

: 2d6 rounds;
death is possible
Maimed/lost;
in d6x5 min if not
bound or cauterized
Cant move or act;
in d6x5 min
Coma;
in d6 min
Instant
Instant

Healer background: Handiwork , once / injury / day = mortal becomes critical, speed
recovery by 1 day. +2 to roll with herbs and Medicine Knowledge . Healers cant restore HP!

CHASES
What if one group flees, and the other pursues?
Each chasing figure rolls
3 = d6
one d6 for every 3 Move
each round of chase.

2345

Move that number x 10

Save to move 60; if you fail, move 30


and lose 1 Move until you rest 1 round

BODY
SAVE

40
Ending the chase: catching up
At end of round, if
within 5, figures
engage and can
start melee combat.

Ending the chase: losing sight


e--- X

200

Move 30; but you run across an obstacle, if the GM


hasnt mapped obstacles in the area and you rolled:

111
11

1
SPEED
SAVE

50

In easy going (meadow, clear passage, road)


In rough going (stones, bushes, light
traffic in city, but clear paths through)
In very rough going (woods, broken
ground, swamp, crowds), 1 obstacle per
1 . Two 1s = major obstacle.

2000

20
Then the fleeing figure can
hide, or make pursuers guess
which way to go.

If you fail: obstacle sets you back


30; major obstacle stops you
If following another exactly,
completely, try again next round. use his/her obstacles, not yours.

Tracking relative
distances makes
things easier.

CREATURES: BASICS
Satyr
AC

HD+HP

15 (DB3)

4+1

Size

41

SAMPLE CREATURE LISTING


+2 to saves and skills; 4 spells
Attacks
Morale Reaction
Wits
MV
cast with pipes 1x/day, each
d4
or
-1 +1 level 1d6, M / H / W
4
Headbutt Wpn 15
STATS NOT LISTED
Attack Bonus = +1 for each HD up to 6, +1 for each
2 HD after, 0 if 1-1 or , +1 if any bonus HP

LISTED STATS
AC: Armor Class; subtract DB if
attacked unaware or from behind.
HD+HP: Hit Dice plus bonus Hit
Points. At 0 HD, roll d4 for HP.

BODY
SAVE

SAVE

Size: Size class (as chart)


Attacks: type of damage, always
melee and close unless weapon
MV: Move speed

Wits: Rating of intellect


0 = Mindless; 1 = Animal; 2 = Low;
3 = Average; 4 = High; 5 = Genius
Morale/Reaction: Modifiers to
encounters (p. 32)
Size
Size
Size
1
2
0

+7, +1 per 2 HD, +1 if any bonus HP


+5, +1 per 2 HD, -1 per Size > 1, +1 if any bonus
SPEED

MIND
SAVE

HP, +3 if Move 15 or more, -3 if Move 6 or less


+3, +1 per 2 HD unless Low wits, +1 if any bonus HP,
+1 if High wits, +3 if Genius wits
Skills: if sensible for being to have, base of 2 ticks

1 resist =
No flesh: resist
and fire/cold
damage; 2 resists =
No vitals: resist
and lightning
No damage
No bones or shell: 2 resists
No body: only hurt by spells, magic weapons
Size 6
Size
3

Size
4

CREATURES: HUMANOIDS

42

Humanoid races have different strength and tactics. To make your world unique, combine a
base type with a template (examples below). If hostile, reaction -4, otherwise reaction +0.
Size

Skulker

AC

12 (DB1)

HD+HP

Attacks

Light weapons

MV

12

Wits

Morale

3 -2 +2 to saves and skills


Examples
Skirmisher
0 12
0+1 Light weapons
9
2 -1
Goblin:
Soldier
1 14
1
1H weapon
9
2 +0
Darkfolk skirmisher
Stormtrooper 1 16
1+1 1H weapon
9
3 +2
Gnoll:
Stomper
2 14
2
Weapon, +1 damage 9
2 +1
Beastfolk stomper
Savage
2 12 (DB1)
2+1 Weapon, +1 damage 12 3 +1
Lizardman:
Reptilian savage
Slayer
2 14
3+1 Weapon, +2 damage 12 3 +0
Bugbear:
Smasher
3 14
4
Weapon, +3 damage 9
2 +1
Darkfolk/
Base creature, +1 HD, Wits, d6 spells each level d6: K Ht
+Shaman
Feyfolk slayer
Darkfolk: Evil; Dark vision 60; -1 to attack, AC, morale in daylight
Metalloid:
Beastfolk: +2 to skills, can scent in 60 radius or downwind
Construct soldier
Reptilian: +2 AC natural armor, Mind save +2
Hawkman:
Insectoid: +4 AC natural armor, -1 wits, Mind save +4
Avian savage
Feyfolk: +2 to move, saves, defense AC and skills.
(fly at 18 move)
Construct: +4 AC natural armor; no flesh or vitals; magical; mindless

CREATURES: ANIMALS

Base hit dice:


Tame, non-combat = -1 HD Fierce = +1 HP per HD
Weird (giant invertebrate, mutant) = +1 HD
Size,
weight

1 hp

Examples
with HD
giant

-1, 35

1-1

1-1

2-1

0, 75

1-1

-2, 15 lb

Eats Mixed
plants diet

Eats
meat

1 huge 2

1+1

1+1

2, 300

3, 600

4, 1200

5, 2400

10

7, 9600

11

14

4+4
6+6

giant

+1

+2

+3

+4

Move / Defense Bonus


Fast Normal Slow

1, 150

Armor Class = 10+AB+DB


43
Armor Bonus
Skin Fur Thick skin Scales Shell

8
enormous
8 mutant
14+14

15/+2

12

24/+1

18

36/+2

24/+1

12

+6

Height
> 8:
+3 MV
< 5:
-3 MV

ATTACKS: (all Close)


Claw/bite: d6 , d8 if fierce, +Size
Horn/tusk: d4 + Size
Hoof/trample: d6 + Size, 2 attacks if
overrunning, only vs. beings 2+ Size less
Examples of special attacks:
Poison: upon successful bite/sting
Maul: gets bite attack after claws hit
Hug/constrict: on hit of 16+, pins and
does automatic damage each round

CREATURES: MONSTERS

44

To make your world unique, invent or adapt stats for new creatures. If enemies are too strong
for the party to fight (such as troll), they should avoid, flee, trick, or appease them instead.
Size

Skeleton 1

Ghoul

AC

HD+HP

13

12 (DB1)

Attacks

Weapon
2x d3
Claws*

per 3 HD
3 to 9 Acid slap

MV

12

15

Wits

Morale

Reaction

Mindless

+1 -6

Evil, undead. If its claws do you


3+ damage in 1 round, body
save or paralyzed 10 min

Mindless

No body, no vitals;
immune/damaged/healed by
fire/lightning/acid (at random)

1d6

Blob

Stirge -2
Living
statue

11

d4

13 (DB2)

1+2

Beak*
+1 or
Fist W

9
15
flying

0
1

d6

17

-6

17

1 to 4

Point
d6

Troll

15

6+6

3+

12

Mindless

Hops up to 20 to attack from


floor or ceiling

+1

Evil; heals 3hp/rd (even after


death) except from fire, acid

2d6

Claw Bite

If it does 3+ damage, attaches


and hits each round thereafter

No flesh, no vitals, magical,


Mindless not living

d8

Piercer

No flesh, no vitals, unholy,


undead, magical

-3

TREASURE

1. A trove may have several finds. Make value roll for first find.
2. If non-magic: type roll, use adjustments so that the row matches value roll.
3. Keep rolling for new finds until you hit red, or total trove > 2000$ x depth.

Treasure troves
should be guarded
1 0
or hidden.
1 Silver
Value roll:
(1$)
2d10 + area 2
depth (p. 26)
3-4
10$ 3
5-6
20$
7
30$ 4 Silver
8
60$
9-10 100$ 5 Semi11
200$
precious
12-13 300$ 6 Gold
14
600$
15
1K$ 7
16
2K$
17
3K$ 8
18
6K$
19-20
21+

Type roll: d8 for row, d6 for column


2

1/3

3-4
Hide

Bronze
Empty
glass
Alchemy
(p. 46)
Silver
Scent
Gold
Drugs
(p.46)

XXX
Lt

Copper
(0.1$)
Special
(p. 46)
Silver
(1$)
Electrum
(5$)
Gold
(10$)

Fur
Med
Hvy

Tapestry
Art

Special
(p. 46)

300 coins = 1
Magic: Use magic item table (p. 46)
Grand Hoard: 3 types of treasure, each d6 x 1000$, or magic item on 6

45

Adjustments (rows)
3x amount: +1
10x amount: +2
1/3 (coins): -1
1/10 (coins): -2
Craft or material
Good: +1; Great: +2
Exquisite: +3
Wondrous: +4
Poor quality: -1
Damaged: -2
Broken -3; Fake -4
Example
Value roll 12: 300$
Type roll: column
2/row 3, glass.
From row 3 to row 6
(300$), need +3.
Ten (+2) vases, of
good craft (+1)

SPECIAL & MAGIC ITEMS

46

Special substances (*: see p. 20)


Drugs (d6)
Alchemy (d6)
1-3: Rare herbs 1-2: Poison (see p. 33)
3-4: All-heal (reduces an injury
or spices
by 1 grade, see p. 39)
4: Vigor
5: Pixie dust (+3 move, 12 hrs)
draught*
5: Phlogestic* 6: Trance root (sleep 8 hrs, give
spell casters +1 spell on waking)
6: Alkahest*

Special weapons, tools, armor (*: see p. 20)


2d6, take lower
1: Elven steel*
2: Dwarven steel*
3-4: Monster hide light armor: +3 AC
or wormstooth weapon: +1 to hit & damage
5-6: Dragon scale medium armor: +6 AC
or adamant weapon: +2 to hit and damage

MAGIC ITEMS, DEPTH 1-3


These are only guides to power level, GM should be creative
Spell items: casts a random wizard or prophet spell, level = d3;
re : must read Arcane Script
: must say command word u : must know school of spell
d20

Spell item

d20

Other item

# powers

1-4

Potion, one use

5-6

Weapon

+1 to hit and damage

7-8

Scroll, one use re

9-10

Armor

+1 Armor bonus

11

Clothing, once/day:

12

Clothing

+1 Defense bonus

13

Amulet, d12+1 uses u

14

Implement

15

Ring, once/day

16

Jewelry

+3 to one save type

17

Staff, once/day u

18

Weapon

+3 hit/damage vs. foe type

19

Wand, at will u

20

Armor

+2 to one skill roll type

+1 Armor bonus, 1 class lighter

Characters gain experience points


from adventuring activities.

EXPERIENCE POINTS

Party gains XP for winning (kill, capture, run off)


conflict vs. hostile beings (not friendly or peaceful).
Example:
Magelizard
HD

6+4

Each level 3+ character


negates xp from 1 monster
worth 100 xp, or 2 worth 50
xp, per encounter; +1 such
monster per excess level.

6
L4
frogs,
each
100

Party gains XP for


treasure only if gained
while adventuring.
Coin: XP = amount in silver pieces on
reaching safety.

700

+ only hit by
200
Abilities (including AC 17+)
silver/magic =
+100XP per HD/4;
Lethal abilities
+ poison
100
(poison, charm, etc.)
bite =
+100 XP per HD/2
x3 (7HD)
(round up)
TOTAL XP = 1200

Unworthy foes

47

From treasure

From monsters

100 XP/HD, /3 extra HP


50 if less than 1 HD

XP

L3

Valuable items: Only if sold, XP =


amount in silver pieces they were sold for

Dividing experience
Divide XP among all conscious player
and allied characters who are level 1+ ;
henchmen get half share.

Bonus experience
L1 Characters get +10% to all
experience if they have a +1 or
hgher modifier from either of:
Total:
and not WIS and not
INT
+1 prophet
+1 wizard
300
or elf

LEVEL ADVANCEMENT

48
To advance, spend a
number of days = new level
in a safe place, training.
Then gain HP, bonuses and
new spells or powers.

Characters advance to:


Level 2 when they have 1,000 total xp, then
Level 3 when they have 3,000 total xp.

Additional Hit Points CON


at each level (min. 1) +/ 1 on hit point die: also gain
+1 to an ability you choose.

Fighter
Rogue
Wizard

Prophet
Elf
Dwarf

Melee
+1

Missile
+1

d6 +2

Every second level


(L2, L4, L6 )

d6

Every second level


(L2, L4, L6 )

d6 -1
d6 +1

d6
d6 +2

None
Every fourth level
(L4, L8 )
Every fourth Every second
level
level
Every second Every fourth
level
level

If your character
dies, roll up a new
one, who starts with half
the xp of the dead one.
MIND
SAVE

SPEED
SAVE

BODY
SAVE

+1 to each save at
every odd level (3,5,7)

1 Skill box, language


or script each level

XXXXX X
If skill is at 5, add a
reroll mark instead

X 1 extra box/level
(different skill)

SPELLS & POWERS for enemy characters: LEVELS 4-5

49

W4
E

STINKING CLOUD
30 e p 3m Body

W4
M

INVISIBILITY
30 e p 3m

Target, or self, becomes invisible until he or she takes a major action


(attack, cast spell).

W5
l

FIREBALL
90 e Inst Speed

All beings within 20 of blast point in range take 1d6 fire damage per
caster level, save for half damage. Combustible objects in area ignite.

W5
H

HOLD PERSON
90 e p 1m Mind

Up to three characters or humanoid monsters within a 30 square area


save or are immobile.

P4
t
P4
g
P5
g

INSECT CLOUD
90 e p 3r
CURE DISEASE
i Inst
CURE WOUNDS
i Inst

Stinging insects make all in 20 square area take 2 hp nonlethal


damage/round, -2 to hit rolls and no casting.
Caster removes targets disease.

P5
x

DISPEL MAGIC
90 e Inst Mind

Ends and prevents magical effects of a spell, even one being cast if you
have initiative. Spell saves as its caster, -1 for each level the caster has.

Creates a 20 square cloud; breathing beings save or be sick (half move,


no attack, 3 rounds). Intelligent beings may hold breath moving in.

Caster restores 2d6 + caster level HP to target.

F5 RELIABLE ATTACK: On an unmodified to hit roll of 2-6, get an extra attack.


R5 OPPORTUNISTIC ATTACK: On an unmodified to hit die roll of 15-19, get an extra attack.
R5 STEAL INITIATIVE: If the difference in initiative rolls is 0 or 1, and your move is 12+, you act first.

EXAMPLE SETTING

Adventure location: old well in the


woods, builders unknown. Marbury
the gnome saw goblins there.

50

ENCOUNTERS: Roll d10 on area table; R = area boss; appears on first repeat of a roll 1
1 Psychedelic mushrooms (100$)
5 d6 rangers: L1 fighter, lt. armor
Track
2 Poison mushrooms (look like 1)
6 d6 deer, fight between males
through
3 2 wolves (hungry 1/3 of time)
7 2d6 deer, running fast
woods,
4 d6 wild swine, aggressive
8 Marbury, unreliable L4 gnome
1 hr
9+ d8 twice: 2 encounters meeting
R Zela, druid, P6 (Old Way), on trip
1 Fud, weepy drunk, will leave for 1$ 5 1-shot level-1 spell charms, 50$!
Village
2 d4+1 village watch, young, unsure 6 Nannerl, mushroom buyer
of
3 Myla, soldier for hire, 0 level
7 Priest: well was once cult hideout
Trossley
4 Escaped pig, bumpkins in pursuit 8 Ogmo, bully, L2 fighter, axe
9+ d8 twice: 2 encounters meeting
R Nereis, shy teenage wererat
Journey by
1 Village character on the run
5 River gods wrath swells waters
river (4 hr,
2 Giant beaver, only threatens boat 6 Zezzi, gambler, honest but vain
2$/head)
3 30 drunken rampaging peasants 7 Town character, on business
or foot
4 Knight, L6 fighter, goblin-killer
8 Giant worms, only if on foot
(8 hr)
9+ d8 twice: 2 encounters meeting
R River gods mischievous daughter
1 Festival day, no businesses open
5 Trio of brazen strumpets
2 Barons soldiers, seeking trouble
6 Wizard Yog seeks tower guards
3 Unhappy marriage to cad
7 Merchants settle eating bet
Town of
4 Barons guards, keeping peace
8 Break-it, bought-it scam
Utherton
9+ d8 twice: 2 encounters meeting
R The Baron, incognito

EXAMPLE ADVENTURE: THE OLD WELL

10 feet

51
(sound source)
< light source >

6. Cult chambers entry, rooms faced with


worked stone. Magic green flame in floor
hole, 3 goblin guards cooking pig, hand
N
axes (AC12), goblin attack dog (1+3 HD,
5
MV15, AC12, d6 damage). One wears
copper and agate crown shaped like
(4)
3
<6>
x
demon claw grabbing head, 200$.
7. Long corridor, rocks and logs piled to
<1>
2
block east door, partially erased cult sigil
8
7 10
S
in dried blood opposite door; if finished in
9
1. Daylight from well, 10 shaft down to 5 high
blood, repels the demon in 10.
ceiling, earth walls and floor, tree roots, slug trails 8. Goblin boss (1+1 HD, mace, shield, AC15)
(some huge!) Noise from goblins in room 4.
with 2 goblins (short sword, 3 throwing daggers, AC13.) Two demon
2. Goblin trash (bones, husks, dung) being eaten by statues each on north and south wall; left claw of SW demon
8 huge 2 slugs on walls, ceiling (0 HD, d4 hp, spit twists left to open secret door, right to blast with fire (d8 damage,
acid 10 for 1 damage, bite d2, AC10, MV 3).
Speed save). Box in corner has 5000 copper pieces.
3. Floor heaped with leaves, concealing tripwire for 9. Ebony bed (weight 8, 200$) and stool (wt.2, 50$) kicked out
goblin trap at X: sharp rake swings down from
under hanged cult leader, with gold slug in mouth (50$) and
ceiling, hits at +4, d4+1 damage and Body save or demon-claw brass ring giving +2 to Mind save. Anyone touching
contract disease fatal in d6+1 days.
him must make a Mind save or attack friends for 5 rounds.
4. 5 goblin guards telling tall stories, 3 with club + 10. Bloodstained altar, mirror in front, which if gazed into will
shield (AC 14), 3 with longspear (AC 12).
release gray warty demonet (3 HD, AC 15, MV 12, claw d6, fear ,
5. 10 climb down to rock-walled room. Handholds fire dart at will, immune to sharp weapons), speaks Arcane, wears
in cliff face, 5th from top has cross-adder (1HP,
2 gold bracelets and collar, each 200$. Will retreat into mirror if at
AC10, MV6, attack +0, 1 damage, poison). Goblins 4 HP or less. Anyone breaking mirror has bad luck for 7 weeks
know of it. Wooden door, demon face carved in it. (unmodified d20 rolls of 20 become 1 instead).
Above ground: Well in beech grove, goblin
guard (0+1 HD,d4+1hp, sling, dagger, AC
12, MV 9) distracted by slugs on well.
Carved under roof is cult sigil.

GM ADVICE
You are the law.
If the rules lead to an absurd situation,
or dont cover something you or the
players want to do, make a ruling. If
you make a bad ruling, tell the players
you are reversing it.
Characters should risk death.
This system is not overly lethal, but
characters can die, especially from
incautious play. Knowing this makes the
adventure more meaningful.

This is a game of exploration.


Beyond monsters and problem solving,
adventure locations should have areas
that just give clues to the history of the
area or world.

52

Surprise yourself!
Let the players interact freely with the setting.
Prepare many things in outline, then work in
depth as players choices become clear.
Roll dice to decide what happens
Yes/no: odd/even on d6
Coincidence = 6 on d6
Preposterous coincidence = two 6es on d6
You are not telling a story, you are developing
one from the choices of the player characters.
Your world has its own life.
Work out what the monsters and non-player
characters would do when theyre not dealing
with the players.
p

Monsters with intelligence have strategies, may


want to negotiate, wont always fight to the
death, might capture instead of kill intruders.

THE 52 PAGES INDEX 1 (Abilities-Hirelings)


Abilities
and classes, 3
definition, 2
modifiers, 3
modifier icon, 4
Advancement, 48
Adventures, 27
example, 51
Alchemy items, 46
Ammunition, 22
Animals
creatures, 43
domestic, 25
Arcing shots, 36
Armor
class use, 22
encumbrance, 18
special, 21, 46
stats & prices, 22
Armor class
by armor type, 22
definition, 2
Attack bonus
definition, 2
starting, 4

Availability, 27
Background, 16
Bars,bending, 29
Brawl
combat, 37
weapons, 21
Breakage, 29
of missiles, 35
Caller , 28
Campaign,. 26
example, 51
Carrying bodies, 18
Character sheet, 25
Characters
creation, 3
advancement, 48
high level, 49
Charisma, 2
Chases, 40
Chests, breaking, 29
Citizenship, 26
City, see Settlements
Civilian weapons, 22

Class
armor use, 22
definition, 2
and abilities, 3
starting stats, 4
weapon use, 11, 21
Climbing, 30
on enemy (combat), 37
Close weapons, 21
Combat, 34-38
sequence, 34
Concealed features, 28
Confidence, 2
Creatures, 41-44
stats, 41
experience, 47
Critical hits, 38
Damage, 33
falling, 30
resistance, 41
weapons, 21-22
Death, 33, 39, 52
Defense bonus, 22
Deprivation damage, 33
Depth (adventure), 26
Dexterity, 2

Dice, 1
Disengaging, 34
Dual weapons, 21
Doors, opening, 29
Drug items, 46
Dwarf
powers, 14
starting stats, 4
Dwarven steel, 20, 46
Elf
powers & spells, 14
starting stats, 4
Elven steel, 20, 46
Encounter
start, 31
reactions, 32
wandering, 28
Encumbrance, 18
Engaging, 34
Equipment
availability, 27
breaking, 29
lists & prices, 19-20
starting, 18

Experience, 47
level advancement, 48
spending for, 27
Exploration, 28, 52
Falling, 30
Fatigue damage, 33
Fighter
powers, 5
starting stats, 4
Followers, 24
Fumbles, 38
Game Master, 1
advice, 52
Gnome
powers & spells, 15
starting stats, 14
Heat vision, 14
Henchmen, 24
Hirelings, 24

THE 52 PAGES INDEX 2 (Hit dice-XP)


Hit dice
Melee bonus
definition, 2
advancement, 48
Hit points
character, 4
advancement, 48
in combat, 35
definition, 2
Missile bonus
starting, 4
advancement, 48
recovering, 33
character, 4
zero, 39
in combat, 36
Humanoid creatures, 42 Missile ranges, 22
Initiative, 34
Money
Injury, 39
spending for xp, 27
Intellect, 2
starting, 18
Killing the unconscious, 35 Monsters, 44 (more
Languages, 16
generally see Creatures)
Level
Morale
definition, 2
animals, 25
advancement, 48
followers, 24
Light, 28
in encounter, 31
Line of sight, 36
Move
Long weapons, 21
definition, 2
Loyalty
Nonlethal damage, 33
animals, 25
Obstacles, 29
followers, 24
in chases, 40
Magic items, 46
Partial armor, 22
Players, 1
Poison, 33

Powers, 5, 49
Prophet
spell use, 11
restrictions, 11
starting stats, 4
Rank (spells)
definition, 6
Reactions, 31
Religions, 11
Rerolls (skills), 18
Resistance (damage), 41
Rogue
powers, 5
starting stats, 4
Round, 34
Rulings, 1, 52
Save bonuses
advancement, 48
definition, 2
starting, 4
Save roll
definntion, 2
Second weapon, 21
Secret features, 28
Setting,. 26
example, 51
Settlements, 27

Size
definition, 2
Skills, 18
advancement, 48
armor penalty, 22
definition, 2
difficulty, 18
in encounter start, 31
starting, 4
use, 18
Spells
cards, 8-10, 12-13, 49
casting, 6
gaining, per day,
recovering: see

class rules
inks, 7, 21
failure, 6
schools, 8, 12
spellbooks, 7, 21
Strength, 1
combat bonuses, 21
feats of, 29
Stress casting, 7
Subduing, 33
Surprise, 31

To hit roll
definition, 2
Town, see Settlements
Traps, 30
Treasure, 45
selling, 27
experience from, 47
Turns (exploration), 28
Village, see Settlements
Wait and See, 34
Wandering encounters, 28
example, 50
Weapons
breaking ,29
Special, 21, 46
stats & prices, melee,
21
stats & prices, missile,
22
Winning, 1, 26
Wisdom, 2
Wizard
spell use, 7
starting stats, 4
Writing, 16
XP, see Experience

LICENSING INFORMATION
Open Game Content may only be used under and in terms of the Open Game License
Version 1.0a. The 52 Pages is Open Game Content in its entirety except for the following
elements which are Product Identity: The title The 52 Pages; the trade dress of the
product (fonts, layout, design).
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards
of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have
contributed Open Game Content; (b)"Derivative Material" means copyrighted material
including derivative works and translations (including into other computer languages),
potation, modification, correction, addition, extension, upgrade, improvement,
compilation, abridgment or other form in which an existing work may be recast,
transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell,
broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content"
means the game mechanic and includes the methods, procedures, processes and routines
to the extent such content does not embody the Product Identity and is an enhancement
over the prior art and any additional content clearly identified as Open Game Content by
the Contributor, and means any work covered by this License, including translations and
derivative works under copyright law, but specifically excludes Product Identity. (e)
"Product Identity" means product and product line names, logos and identifying marks
including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic
elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses,
formats, poses, concepts, themes and graphic, photographic and other visual or audio
representations; names and descriptions of characters, spells, enchantments,
personalities, teams, personas, likenesses and special abilities; places, locations,
environments, creatures, equipment, magical or supernatural abilities or effects, logos,
symbols, or graphic designs; and any other trademark or registered trademark clearly
identified as Product identity by the owner of the Product Identity, and which specifically
excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign,
motto, designs that are used by a Contributor to identify itself or its products or the
associated products contributed to the Open Game License by the Contributor (g) "Use",
"Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and
otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means
the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice
indicating that the Open Game Content may only be Used under and in terms of this
License. You must affix such a notice to any Open Game Content that you Use. No terms
may be added to or subtracted from this License except as described by the License itself.
No other terms or conditions may be applied to any Open Game Content distributed using
this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance
of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with

the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as
Open Game Content, You represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this
License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content
You are copying, modifying or distributing, and You must add the title, the copyright date,
and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game
Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an
indication as to compatibility, except as expressly licensed in another, independent
Agreement with the owner of each element of that Product Identity. You agree not to
indicate compatibility or co-adaptability with any Trademark or Registered Trademark in
conjunction with a work containing Open Game Content except as expressly licensed in
another, independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does not constitute a
challenge to the ownership of that Product Identity. The owner of any Product Identity
used in Open Game Content shall retain all rights, title and interest in and to that Product
Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which
portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of
this License. You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the
Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content
using the name of any Contributor unless You have written permission from the
Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this
License with respect to some or all of the Open Game Content due to statute, judicial
order, or governmental regulation then You may not Use any Open Game Material so
affected.
13. Termination: This License will terminate automatically if You fail to comply with all
terms herein and fail to cure such breach within 30 days of becoming aware of the breach.
All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such
provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0, Copyright 2000, Wizards of the Coast, Inc.
The 52 Pages, Copyright 2011-2012, Roger S. G. Sorolla.
System Reference Document, Copyright 2000-2003, Wizards of the Coast, Inc.; Authors
Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich
Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original
material by E. Gary Gygax and Dave Arneson.

THE 52 PAGES: TABLE OF CONTENTS


MAKING CHARACTERS
1. What is this game?
2. Game stats, hit and save
3. Who are you?
4. Starting character stats
5. Fighter and rogue powers
6. Spell casting
7. Wizard powers
8. Wizard spell cards 1
9. Wizard spell cards 2
10. Wizard spell cards 3
11. Prophet spells
12. Prophet spell cards
13. Prophet spell cards 2
14. Dwarf and Elf
15. Gnome
16. Languages and background
17. Skills
18. Starting equipment

19. Common equipment


20. Uncommon equipment
21. Melee weapons
22. Missiles, Armor, Move
23. Followers
24. Domestic animals
25. Character sheet

36. Combat: missile


37. Combat: brawling
38. Critical hits and fumbles
39. Injury and character death
40. Chases
41. Creatures: basics
42. Creatures: humanoids
43. Creatures: animals
HAVING ADVENTURES
44. Creatures: monsters
26. The starting campaign
45. Treasure
27. Settlements
46. Special & magic items
28. Exploration
47. Experience points
29. Obstacles and breakage
48. Level advancement
30. Hazards
49. High level NPC spells & powers
31. Encounter start
32. First meetings
50. Example setting map and notes
33. Damage
51. Example adventure
34. Combat: sequence & position 52. GM advice
35. Combat: melee

You might also like