Uncommon Dungeons, Traditional RPG Adventuring Rules

(These rules have been cribbed together from innumerable sources.  It’s my personal old school heartbreaker ruleset, that I have mostly used while running the Barrowmaze megadungeon. The work in progress g doc is here.)



Fools play on a darkened stage,
Swords sharp, and torches high,
Face our doom, prepare our lies,
The underworld will take its tithe.


Uncommon Dungeons

Traditional game rules for fantasy adventure role-playing


Rules

ROLL HIGH in WAR
ATTACK: d20 +modifiers  ≥ ARMOR CLASS

ROLL LOW in PEACE
& DESPERATE SAVING THROWS to avoid spells or dragon fire
Roll Ability Score
Novice: d30
Expert: d24
Master: d20

Difficult actions are represented by or +/- 1d (ex. d24/d16 instead of d20)
or
Advantage/Disadvantage (roll twice, use higher/lower roll)

Dice Chain: d3, d4, d5, d6, d7, d8, d10, d12, d16, d20, d24, d30
DUNGEON EXPLORATION

One Turn ~ After 10 minutes of Travel, a battle, a thorough search (treasure, secrets, traps etc), eating rations, examining a strange feature, an extended debate = Roll d6

1
Encounter
Roll for Encounter Distance
(d6: melee 1, short 2-3, medium 4-5, long 6) & Surprise (2 in 6)
2
Expiration
Spell or  Potion expires. Long duration spell reduced ½
3
Torch
A fickle torch or candle gutters & burns out
4
Lantern
Lantern use ½ flask of oil
5
Exhaustion
The party is weary and gains one Exhaustion Point (-1 all rolls)
6
Discovery
A clue, secret or curious event

Exhaustion, Fear & Fatigue
  • -1 to all rolls, cumulative.
  • 1 ration or 1 dram of wine + 1 turn removes one point (2 drams add 1pt)
  • 2 Turns of Rest ~20 minutes, or two rolls of the Doom Die (ignore 5-6)


Light
  • Torches and lanterns provide 30’ of light.
  • Candles provide 30’ (Dim Light: d16); Surprise is possible (1 in 6)
  • Darkness: Melee and Missile attacks are rolled on a d12
    • Infravision is only works in Darkness, as Dim light

Search
  • Intelligence Check modified by player actions

Movement
  • Exploration speed = slowest party member.  
  • Chase and Pursuit: Runners roll d6 + Movement Score x 10ft

Plate Armor: 0 (20’)
Chain Armor: 1 (30’)
Leather Armor: 2 (90’)
Unarmored: 3 (120’)
Beast: 4 (150’)
Bird: 5 (180’)
Encumbered -1 MV
Carry Significant Items = Str
Run = MV x 3
UNCOMMON ENCOUNTERS

      0. Surprise   No actions  (ambush, burst door, no light = 1 on d6)
  1. Reactions and Morale  The DM rolls 2d6 to determine reactions
  2. Initiative  If battle begins, one player rolls vs the DM.  Winning side goes first
  3. Actions  Each character, foe, or monster may act and move.  Repeat, 1, 2, 3 each round
    • Swing a sword, cast a spell, drink a potion, make a speech, reload crossbow, retreat

Melee    d20 + Attack Bonus ≥ Armor Class = HIT (Roll damage + Strength Bonus)
Missile d20 + Attack Bonus + Dexterity Bonus ≥ Armor Class = HIT (Roll damage)
  • Exploding dice: When missile rolls maximum damage, roll again and total
    • MISSILES into MELEE  d16; Natural 1 Hits an ally
    • Long Range: d16; Extreme Range d12 (no crits)
Critical Hit  Natural 20!  (20 or 24 on d24)
    • Maximum damage + roll (4+d4; 6+d6; 8+d8; etc)
Fumble  on a roll of 1, reroll & consult the Fumble Table
1
Break weapon
2-3
Wild Swing:   Hit nearby ally for 1d4
4-6
Ouch!: 1d4 damage to yourself
7-9
Disarmed:  Your weapon goes flying
10+
Lower your guard: Foes roll d24 next round
  • Parry  A defender may choose to Parry instead of Attack.  Make a to-hit roll, which replaces AC, if higher, for the rest of the round.   
  • Two-Weapons  +1 to Attack.  Advantage on Parry.  d6 weapons only
  • Reckless Attack   Roll d24 to Hit but foes roll a d24 as well
  • Shields will be Splintered!  Shields may be sacrificed to ward one blow.  Must be declared before damage is dealt.  Magical shields may be repaired
  • Retreat!   Move 1d6 + MV x 10ft.  Ex. Wizard runs d6 + 30’; Knight runs 10’-60’
  • Taking Prisoners A character may choose to inflict KNOCKOUT damage with a final blow, in order to take a prisoner alive.  Victim rolls Constitution Save
Healing  Recover 1 hit point per day for each character level, double with Bed Rest, triple if under the care of a hospitalar. Recover 1 Ability Score point per week
  • Liquid Courage  Once per day, a dram of wine = +1d6 Hit Points
  • Bind Wounds  Heal d3 Hit Points once after each combat (One Turn)
Deathblows At 0 Hit Points, roll d2d6 on Death & Dismemberment Table  
Saving Throws
  • Desperate attempts to save oneself from certain doom: d30 ≥ Ability Score
  • Monsters roll ≤ 8+HD on a d30.  Eldritch foes roll d24

Parlay
Attempts to parlay with intelligent creatures are influenced by initial attitudes, circumstance, character Charisma and players’ roleplay.  DM rolls for creatures.


2d6 + Charisma modifier
0-2 Hostile,  violent
3-4 Unfriendly, easily provoked
5-9 Uncertain, neutral
10-11 Approachable, curious
12+ Friendly, helpful

Morale Check
  • Hirelings: 2d6 + Charisma bonus of paymaster ≥ Morale score.  
  • Monsters: 2d6 ≥ Morale score.

Henchmen
Torch-bearer: AC10; HP4; Dagger +0/d4; SV8; ML6; Cost 5sp/day
Man at Arms: AC15 (Leather & Shield); HP5; Axe +1/ d6; SV9;  ML8; Cost: 1gp/day
War Dog: AC15; HP8; Bite +1 2d4; SV10; ML12(8 v Undead); Cost: 25 gp

Horror
Many Undead cause Fear at their approach.  Make a Wisdom Saving Throw or Flee, unable to fight.
Powerful Undead sap the sanity from their foes:  -1d8 Wisdom Score per Hit.
  • 1-3 Wisdom: Afflicted by Madness.  
  • 0 Wisdom: doomed to rise again as a GHOUL at the next new moon.
Ability points are regained by resting: 1/day, or by Healing Spell: 1/level


Poison
Kills in 1d100 minutes.  Poisoned creatures are helpless during that time.

Knock Down
  • d24 to hit foes on the ground
  • d16 to attack from the ground
  • One action to get up


Arms & Armour
Unarmoured
AC 10
GP
Movement Rate 120’
Move 3
Leather & Hide
AC 12
20gp
90’
2
Chain
AC 15 (-1d Stealth)
150gp
60’
1
Plate
AC 17 (-2d Stealth, Search)
500gp
30’
0
Shield
+3 (no torch or lantern)
10gp
-
-
Helm
Absorb one Critical Hit
5gp
-
-



GP
Damage
Short Range
Long (-1d)
Arrows & Bolts
Quiver of 20
5gp
--
--
--
Battle axe
2-handed, 2 Stone
7gp
1d12
--
--
Claymore
2-handed, 2 Stone
15gp
1d12
--
--
Club

3gp
1d4
--
--
Crossbow
2 handed, reload = 1 round
30gp
1d8 (reroll 8s)
5’-80’
80’-240’
Dagger

3gp
1d4
5’-20’
21’-30’
Dart

2gp
1d3
5’-20’
21’-30’
Hand axe

4gp
1d6
5’-20’
21’-30’
Javelin

1gp
1d4
5’-40’
41’-60’
Lance
Cavalry charge, 2 Stone
5gp
1d6 (2d6)
--
--
Mace

5gp
1d6
--
--
Long bow
2-handed
40gp
1d6 (reroll 6s)
5’-140’
141’-210’
Long sword

10gp
1d8
--
--
Short bow
2-handed
25gp
1d6 (reroll 6s)
5’-100’
101’-150’
Short sword

7gp
1d6
--
--
Sling

2gp
1d4 (reroll 4s)
5’-80’
81’-160’
Spear
Reach from 2nd rank
4gp
1d6
5’-40’
41’-60’
Quarterstaff
2 handed, Reach
2gp
1d4
--
--
Warhammer

5gp
1d6
--
--
Maul
2 handed, 2 Stone
7gp
1d12
--
--
Pike
2H, 2S, Set v Charge, Reach
7gp
1d8 (2d8)
--
--
Silver Dagger
May harm eldritch foes
30gp
1d4
5’-20’
21’-30’

Equipment                          COINAGE: 1pp = 10gp = 100sp = 1000cp
Haversack (holds 500 coins)    
5gp
Holy Symbol                              
10gp
Sack, large (holds 500 coins)    
5sp
Holy Water
25gp
Sack, small (holds 250 coins)     
5cp
Wolfsbane (lycanthropes avoid)
10gp
Chest, small  (holds 500 coins)  
1gp
Rations, per day
5sp
Candle (10) (30’ dim light)
1sp
Wine (1 dram)  
1gp
Torch, 10 (30’ radius for 3 people)
5cp
Waterskin    
1sp
Lantern (30’ radius for 3 people)     
6gp
Quill, Ink & Parchment      
5gp
Oil, 1 flask (1d8 for 2 rnds)       
1gp
Chalk or Charcoal
5cp
Flint & steel                      
1gp
Whistle
1sp
Mirror
30gp
Horn
3gp
Rope, 50’
1gp
Soap
1sp
Grappling hook
10gp
Common room in an inn
1cp
Mallet & 3 Wooden Stakes
1gp
Private room in an inn
1sp
Crowbar                       
2gp
Hearty Meal
1cp
Sledgehammer (2 Stone)
3gp
Ale & Mead
1cp
Shovel  
5sp
Elven Dream Wine
1gp
10ft Pole
1sp
Weekly Expenses:
  Beggar = 1sp
  Commoner = 1gp
  Noble = 10gp
Tinker Tools
20gp
Caltrops (Dex SV or d4 & ½ MV)     
1gp

*Handy Haversacks
  1. 10 torches, 5 oil flasks, 50’ rope, shovel, 3 wooden spikes, mallet, large sack, d30cp (5 Stone)
  2. Lantern, 5 oil flasks, chalk & charcoal, blank scroll, soap, whistle, mirror, small sack, d24sp (2 Stone)
  3. 5 torches, 50’ rope, grappling hook, 10’ pole, crowbar, large sack, d20cp (5 Stone)
Animals of Burden
Cost (gp)
Movement Rate
Strength
Horse (riding)
75
240’ (80’)
20 (8 with rider)
Horse (war)
250
120’ (40’)
20 (8 with rider
Mule
40
120’ (40’)
24
Barding (AC15): 150gp, Saddle and bridle: 25gp, Saddle bags (holds 3000): 5gp

Equipment Notes
  • Haversack: Worn on the back. Carries 10 stone
  • Sack, large: Can hold up to 5 stone
  • Sack, small: Can hold up to 2 stone
  • Crowbar: 2 or 3 feet long, solid iron. Pry open doors and chests -1d Strength check
  • Grappling hook: These can be used for anchoring a rope and often have 3 to 4 prongs
  • Holy symbol: Clerics must have a holy symbol to cast spells. Often worn as a necklace
  • Holy water: Water that has been blessed by a holy person for 88  holy days on hallowed ground.  A formidable weapon against the undead, 1d8 damage for two rounds
  • Tinder box: 2-in-6 chance per round to light a torch
  • Torch: bright light 30’ radius for 3 people. In combat, 1d4 damage. Goes out if dropped, 3 in 6.
  • Lantern: Can be closed to hide the light. Can be set down.  Bright light 30’ radius.  
  • Oil flask: Lantern fuel and missile weapon: 1d8 damage for two rounds. Oil must be lit and thrown or poured and lit.  Oil on the ground covers 3’ diameter and burns for two rounds
  • Rope: 50ft.  Can hold the weight of three humans
  • Tinkers’ tools: All tools needed to pick locks
  • Rations: Dried and preserved food  
  • Waterskin: Holds 2 drams of fluid
  • Wolfsbane: Repels lycanthropes if presented proudly
  • Mirror: For vanity, blind corners or reflecting a medusa’s gaze

Encumbrance   
  • Encumbered=  -1 MV, -1 on all rolls per Stone over Strength score, up to x1.5
  • Stones > Strength Score = Encumbered  
  • Dropping haversacks takes one combat action
Jewelry
Insignificant Weight
Coins
Insignificant up to 500 (1 Stone per 500)
Heavy Weapons, medium chest, amphora
2 Stone
Tinker Tools, Lantern, Shield, Rope
1 Stone
Torches, oil, holy water, candles, potions
5 to a bundle (+1 Stone per bundle)
Small Weapons: Dagger, Handaxe, Javelin
2 to a brace (+1 Stone per brace)
Tiny Weapons: Arrows, Bolts, Darts, Stones
20 to a quiver (+1 Stone per quiver)
PEOPLES of THE REALM
Elf, Dwarf, Gnome, Hobbit and Human.

  • HUMAN  Choose 1 Skill of Expertise or Weapon to Master.  +10% Experience Points per game session
  • ELF  Begin with 1 Spell, d24 Wisdom Saves, Search Expert, Master of swords & bows, Allergic to Iron, Infravision 60’, Chaotic, -2 Constitution
  • DWARF  Begin with +1d4 hit points, d24 Constitution Saves, Miner Profession Skill, Smell Gold 10’, Infravision 60’, Cannot Swim, Slow(-1 MV), Max Lift = Str x 2, -2 Charisma
  • GNOME  Begin with 1 Spell, Iron Allergy, d24 Charisma Saves, Wildcraft Skill, Small Weapons only (d8 weapons must be used in two hands), Speak with Small Woodland Creatures, Infravision 60’, -2 Constitution, -2 Strength
  • HOBBIT  +1 AC, d24 all Saves, Stealth & Performance Skills, Small Weapons only (d8 weapons must be used in two hands), -2 Strength
Alignment, Name, Distinction:  Who is this?
  • Are you an ally of Law and Light? Or Chaos and Darkness? Neutral in the cosmic struggle?
  • Distinctive flair: green cloak, red hair, long mustache, purple eyes, tattoo, scar, etc
  • Take a name: Pogba, Mainz, Shaw, Delph, Olympiakos, Manchester, Fener, etc

Experience Points
Experience Points are gained by finding treasure (1gp=1xp) and defeating foes
Additionally, the following options are available in taverns and towns:
  • Funeral Pyres: PCs may donate up to 50gp per hireling or 100gp/level of fallen PC and earn an equivalent number of experience points
  • Written Session Narrative: +100xp per character level

Level 1
XP
0
Level Up
  1. Roll Hit Points
  2. Roll d6: +1 to random Ability Score
  3. Choose ONE of the following:
    • Improve a Skill (d30 to d24 or d24 to 20)
Athletics, Legerdemain, Tinker, Stealth, Lore, Wildcraft, Perform, or Craft
    • Improve a Saving Throw (d30 to d24 or d24 to 20)
  • Thieves improve one extra skill.
  • Wizards & Clerics: Roll for new spell (highest Order possible)
Level 2
XP
1,000
Level 3
XP
3,000
Level 4
XP
6,000
Level 5
XP
10,000
Level 6
XP
15,000

  1. Roll 3d6 for each Ability Score.
  2. Choose Class and Culture
    • Roll for spells if playing a Wizard, Cleric, Elf or Gnome
  3. Choose Equipment
  4. Choose Alignment, Name and Description



Ability Scores: Saving Throw Bonuses add to scores and skills:
Strength: Save vs Mighty Blows Melee Damage, Encumbrance, Athletics
Dexterity: Save vs Traps Armor Class, Archery, Stealth, Legerdemain
Constitution: Save vs Poison Hitpoints
Intelligence: Save vs Illusion Languages, Lore, Tinker, Profession
Wisdom: Save vs Fear Sanity, Wildcraft
Charisma: Save vs Magic Performance, Hirelings & Morale


Ability Score Bonuses:
3 -2
4-7 -1
8-14 0
15-17 +1
18 +2


Skills
Athletics, Legerdemain, Tinker, Stealth, Lore, Wildcraft, Perform, Craft (Miner, Smith, Brewer, Bowyer, Sailor, Carpenter, Scribe etc), Language (Elven, Dwarven, Dark Speech, Draconic)





FIGHTER “By Crom!”
Soldier, Sellsword, Reaver, Slayer
  • Hit Points 1d8 per level
  • +1d3 Attack & Damage (+1d4 at 2nd,                                                                                                                     +1d5 at 3rd, +1d6 at 4th, +1d8 at 5th)
  • Strength & Constitution Saves d24
  • Master of all arms and armors
  • Begin with one weapon, leather or                                                                                                                                                  hide armor, shield, dagger, bedroll, waterskin, tinderbox, 10 rations, and one haversack*


THIEF “Quickly, quietly, carefully”
Explorer, Charlatan, Assassin, Thief
  • Hit Points 1d6 per level
  • +1 to Attack per level.
  • Dexterity & Intelligence Saves d24
  • Master of leather armor, weapons (d6) and crossbows
  • Backstab a surprised, unaware, or helpless foe: d24 to hit; x2 dmg
  • Choose 3 skills of Expertise (d24)
  • At each level choose 1 skill to upgrade: Novice(d30) - Expert(d24) - Master(d20) or            improve Backstab damage (x3, x4 etc)
  • Begin with tinker’s tools, dagger, bedroll, waterskin, tinderbox, 10 rations, haversack*



WIZARD “The eldritch arts are not for the faint of heart”
Explorer of the Chaos  
  • Hit Points 1d4 per level
  • Intelligence & Charisma Saves d24
  • Lore Expert, Master of staves, darts, daggers, and clubs
  • Iron disrupts the eldritch vibrations required for magic.  Iron armaments and tools must be dropped in order to cast magic spells.
  • Wizards begin their career with a 20 page Spellbook containing 3d8 random spells, of which they have mastered three spells of the First Order.  Through constant experimentation and research, one spell is translated with each level the Wizard gains.  
  • Spells may also be added to the book at the cost of 1d6 days and 50gp per Order of the spell.  Scrolls are scribed at the cost of d6 days and 100gp per Order of the spell
  • Wizards may prepare to cast one spell per level per day + Intelligence modifier.  The wizard must study the spellbook each morning to commit the mind-bending syllables to memory  
  • Wizards’ power is limited to spells of Order ≤ ½ level, rounded up.  A wizard may never cast more higher order spells than lower.  Ex. a 3rd level wizard may cast one 2nd Order spell and two 1st; at 4th level: 3 & 1 or 2 & 2
    • Eldritch Conflagration: Any spell may be sacrificed for 1d6 / Spell Order, range 30’.  Target rolls a Saving Throw for ½  
    • Dangerous Sorcery: Attempt to cast spells beyond the daily limit with a Intelligence Check, d20 + Spell Order.  Failure = Lose 1pt from random ability score. Others who attempt the reading of scrolls and spells roll d30
  • Begin with spellbook, dagger, bedroll, waterskin, tinderbox, 10 rations, and one haversack*

CLERIC “Drive back the darkness!”
Serve the Church of Law: St. Ygg, St. Cuthbert, or The One True God
  • Hit Points 1d6 per level
  • +1 Attack per level
  • Wisdom & Charisma Saves d24
  • Medicine Expert and Master of Bludgeons, and Armor
  • Clerics begin with 1 spell.  Spells are gifted by the Abbots of the Order according to their own inscrutable divinations
  • Beseech deity for more spells with a tithe of 200gp per spell Order
  • Scrolls may be scribed: 1d6 days & 100gp/Order  
  • Clerics prepare to cast 1 Spell Order per Level per Day + Wisdom modifier  
    • Clerics must pray each dawn to affirm the holy orisons  
  • Clerics’ power is limited to spells of Order ≤ ½ level, rounded up.  A cleric may never cast more higher than lower.  Ex. a 3rd level cleric may cast one 2nd Order spell and two 1st; at 4th level: 3 & 1 or 2 & 2
    • Healing: Clerics may sacrifice any spell to Heal HP 1d6+1/Order
    • Banish Undead: Clerics may sacrifice a spell for this purpose: For each Order sacrificed, cause 2d6 HD of Undead Creature to Save (8+HD-Spell Order) or flee for 1 Turn, or as long as the cleric presents their holy symbol
      • Attacking breaks the enchantment      
    • Divine Petition: Attempt to cast spells beyond the daily limit with a Wisdom Check, d20 + Spell Order.  Failure = Lose 1pt from random ability score.  Others who attempt the reading of scrolls and spells roll d30
  • Begin with a holy symbol of the faith, chain armor, quarterstaff, dagger, bedroll, waterskin, tinderbox, 10 rations, and one haversack*



MONK “Om”
Mystic of the Monastery of Law
  • Hit Points 1d8 per level
  • +1d3 Armor Class, Attack & Damage (+1d4, +1d5 ,+1d6, +1d8, 1d10)
  • 2 Fists of Fury per round (1d6)
  • Deadly Strike: Deed Die 3+ = Stun 1 round (8+ = Instant Death)
  • Dexterity, Constitution & Wisdom Saving Throws (d24)
  • Master of All weapons; No Armor
  • Master of Athletics, Lore & Stealth
  • May only meditate in town (50gp/level)
  • Begin with only simple clothing
  • Roll d24 when attempting to utilize spells & eldritch items
All spells affect one creature unless otherwise indicated.  Spells last until Expiration roll.  



1st Order
1. Bless (+1, all allies)
2. Invisibility to Undead
3. Detect Evil 30’
4. Protection from Evil -1d Saves/+1 AC
5. Purify Food & Drink
6. Remove Fear / Cause Fear (like Turn)
7. Light or Dark (30’ or blind)
8. Divine Oratory (Amplified speech as if Charisma 18)

2nd Order
1. Augury (Weal or Woe)
2. Delay Poison (1 day)
3. Heat Metal (drop weapon, +1d damage each round  to those wearing  metal armour)
4. Resist Cold or Fire (½ damage)
5. Sooth the Savage Beast (animals will not attack)
6. Silence 15' Radius
7. Hold Person: d4 Paralyzed
8. Speak with Animals

3rd Order
1. Cure Disease
2. Dispel Magic
3. Holy Strike (enchant +1d3)
4. Remove Curse
5. Sacrifice (give HP to others) or Drain Life (1d8+level on hit)
6. Water Walk
7. Animal Growth (x2)
8. Locate Object
9. Speak with Dead
10. Shield the Elements 10’

4th Order
1.  Feast of Food and Water
2. Divination (d20 Wisdom)
3. Neutralize Poison
4. Protection from Evil 10'
5.  Eldritch Immunity (-2d on all Saves vs Magic)
6. Speak with Plants
7. Sticks to Snakes





5th Order
1. Commune (3 questions)
3. Dispel Evil (banish evil creatures, dispel curses)
4. Insect Plague (120’ diameter, obscures all sight, 1 damage/round, no spellcasting)
5. Quest
6. True Seeing
7. Raise Dead or Finger of Death
8. Summon Guardian Angel

6th Order
1. Anti-Magic Shell 10’
2. Find the Path
3. Forbiddance
4. Heal (everything & everybody)
5. Tongues
6. Word of Recall

7th Order
1. Control Weather
2. Earthquake
3. Holy Word
4. Part Water


All spells affect one creature unless otherwise indicated.  Spells last until Expiration roll.  



1st Order
1. Bookspeak
2. Charm Person
3. Comprehend Languages
4. Detect Magic
5. Enlarge/Shrink (20%/lvl)
6. Faerie Fire (+1d to hit)
7. Feather Fall
8. Floating Disc
9. Hold Portal
10. Identify
11. Light/Darkness
12. Magic Aura / Obscure
13. Burning Hands(2d6, 15’
14. Mending
15. Message (1 phrase, 10 miles with response)
16. Shield AC 17
17. Sleep (2d8HD affected, or one 4HD, 30’)
18. Spider Climb (MV20’)
19. Summon (Unique demon)
20. Unseen Servant

2nd Order
1. Audible Glamour
2. Change Self
3. Detect Invisible
4. ESP
5. Forget (up to 3 forget 1 minute per level)
6. Invisibility
7. Knock
8. Levitate
9. Locate Object
10. Lightning Bolt (2d6, 10’x60’ line from caster)
11. Mirror Image (1d3+level)
12. Phantasmal Force
13. Enfeeblement (-2d)
14. Speak with Animals
15. Stinking Cloud (20’ radius, helpless nausea)
16. Wall of Fog
17. Web (20’ radius)
18. Wizard Lock
19. Ray of Frost (1d10, Stunned until CON Save)
20. Force of Forbidment (“Thou shall not pass!” Concentration)

3rd Order
1. Army of One (attack every foe in melee)
2. Clairvoyance (60’)
3. Detect Illusion
4. Dispel Magic
5. Explosive Runes 2d6, 10’)
6. False Alignment
7. Fly (40’)
8. Gaseous Form (incorporeal, MV20’)
9. Gust of Wind (move man-sized things d6 x 10’)
10. Haste / Slow
11. Hold Person (d4 people)
12. Howl of the Moon (Beast +1d6 claws, MV40, animal intelligence)
13. Invisibility 10' Radius
14. Phantasmal Psychedelia (illusionary creature)
15. Protection from Missiles
16. Fireball (6d6, 120’ range, 60’ radius)
17. Speak with Dead
18. Strange Waters II (see LORFP p152)
19. Suggestion
20. Water Breathing

4th Order
1. Charm Monster
2. Confusion
3. Creation, Minor
4. Dig
5. Dimension Door
6. Extension
7. Globe of Invulnerability, Minor
8. Hallucinatory Terrain
9. Invisibility, Improved
10. Mnemonic Enhancer
11. Plant Growth
12. Polymorph Others
13. Polymorph Self
14. Invulnerability
15. Seven Gates
16. Shadow Monsters
17. Speak with Plants
18. Wall of Fire
19. Wall of Ice
20. Wizard Eye
21. Ice Storm

5th Order
1. Airy Water
2. Animate Dead
3. Chaos
4. Cloudkill
5. Contact Outer Sphere
6. Creation, Major
7. Faithful Hound
8. Feeblemind
9. Hold Monster
10. Interposing Hand
11. Magic Jar
12. Passwall
13. Secret Chest
14. Stone Shape
15. Telekinesis
16. Teleport
17. Transmute Rock to Mud
18. Wall of Force
19. Wall of Iron
20. Wall of Stone

6th Order
1. Animate Dead Monsters
2. Barrier
3. Contingency
4. Death Spell
5. Disintegrate
6. Geas
7. Glass Eye
8. Globe of Invulnerability, Major
9. Legend Lore
10. Lucubration
11. Mind Switch
12. Move Earth
13. Phantasmal Supergoria
14. Projected Image
15. Shades
16. Speak with Monsters
17. Stone to Flesh
18. Suggestion, Mass
19. Veil
20. Weird Vortex

7th Order
1. Animated Artwork
2. Bestow Spell Ability
3. Duo-Dimension
4. Grasping Hand
5. Instant Summons
6. Invisibility, Mass
7. Magic Sword
8. Phase Door
9. Power Word Stun
10. Prismatic Sphere
11. Prismatic Spray
12. Prismatic Wall
13. Remote Surveillance
14. Reverse Gravity
15. Simulacrum
16. Spell Turning
17. Statue
18. Vanish
19. Vision
20. Witchlamp Aura

8th Order
1. Antipathy/Sympathy
2. Charm Person, Mass
3. Clone
4. Demand
5. Maze
6. Mind Blank
7. Permanency
8. Polymorph Any Object
9. Symbol
10. Trap the Soul

9th Order
1. Imprisonment
2. Lost Dweomer
3. Power Word Kill
4. Shape Change
5. Temporal Stasis
6. Time Stop






DEATH & DISMEMBERMENT

A character reduced to less than zero hit points is considered at zero hit points.
Roll on this table in the following circumstances:
  • When a character takes a hit bringing him to zero hit points or less
  • Each time a character at zero hit points or less receives another hit
  • Once per 10 feet fallen, in lieu of hp damage

2d6
RESULTS
2
Horrific Demise!  You are decapitated, torn into pieces, disemboweled, or crushed.  Allies make Wisdom Saving Throws or stunned for 1 round
3
Fatality (gutted, stabbed through lung, broken back, etc.) Unconscious. Die in 1d6 turns
4
Severed limb: die in 3d6 rounds unless tourniquet applied, wound cauterized with fire, or 3rd Order Heal is used.  This will not restore lost hp) -1d6 DEX or STR
5, 6
Broken bone (DM's choice),  -1d6 DEX or STR, 2d4+9 weeks to heal
7, 8
Knocked out for 1d6 rounds, unless wearing a helm. With helm, stunned for 1 round
9
Stunned for 1 round, unless wearing helm. With helm, only knocked down
10
Knocked down
11
Someone Is Watching Over You, and doesn't want you to die yet for some cosmological reason.  Roll a die.  Even it is a benign or benevolent being, Odd it is a creature of Chaos...  You have 1 Hit Point... but you aren't alone anymore.
12+
Surge of adrenaline returns 1d4 hp per level.  At the end of the combat, the adrenaline drains away, hit points are reduced to zero, and the PC faints for 2d6 turns














       UNCOMMON DUNGEONS

UNCOMMON DUNGEONS

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