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. This is copied and pasted so the forma is pretty messed up. The nicely laid out work in progress g doc is here.)



Uncommon Dungeons
A Fantastic Roleplaying Game
By Daren Commons



Welcome to Neradia
A howl of bestial rage broke the stygian silence of the cave. A slavering ape thing bigger than any man swung a crude mattock into the helm of Gerrard the Red, who slipped to one knee.  Brother Cantona leapt to protect the fallen warrior, taking the killing blow on his wood & hide shield. Zanzibar the Magnificent acted decisively to save his stalwart friends. Summoning a magic, he recited an eldritch litany of obscure incantations as he cast the slumbering sands of Lethe into the red eyes of the towering ape. It tottered, swayed & crashed to the ground, snoring. Gerrard stood & shook his head, happy to have survived the melee.
How long had this solitary creature lurked in this abandoned old ruin & why?  What fascination held sway in it’s savage brain? Did primal urges compel it? Were there others?
Now all eyes turned to the idol so precious to its fallen guardian. It loomed grimly over the scene, a carnivorous demon headed statue sheathed in un-tarnished gold.  Red gleaming jewels rested upon its gaping tongue. Who would be so bold as to put their hand in the demon’s maw?
Laca the Eager spoke first, “This is what we fought for.  Spot me. I’m going to climb this unholy thing & snatch our reward.”


This Is A Roleplaying Game
Uncommon Dungeons is a fantasy adventure game of group creativity. A roleplaying game (or RPG) is unlike other tabletop games. Players can choose to do whatever they like within this fictional world, limited only by their  imaginations, the markings on their character sheets & the understanding of the Dungeon Master. Here players imagine themselves as protagonists in a tale set in an imagined medieval land, exploring the mysteries of crumbled castles, ruined temples, ancient tombs, haunted forests & towering mountains.  
The host of the event, the Dungeon Master, uses dice & careful planning to present a unique world & to adjudicate the actions & effects of weird monsters, strange peoples, impossible landscapes, fabulous treasures & powerful magic as players’ characters find adventure in search for gold & glory. Inexperienced at first, by dint of hard fighting & clever deeds, group co-operation & individual achievement player characters advance in ability to become great heroes of legend - lords & magi.  Should they fail there is always the option to begin again with a new would be hero. Thus, the fantasy adventure game is open-ended. There is no “winner”, no final objective. The adventure is ever onward...


Design
Uncommon Dungeons is based on a lifetime of rpg inquiry.  It is specifically meant to scale back the complexity & scale of contemporary Dungeons & Dragons.  Characters, players & referee interact imaginatively, negotiating a fantastical world with players wits as well as characters’ swords & spells. Solutions to problems within the game are discovered through creative thinking, negotiation & clever use of the detritus of play.  Numbers are small & uncomplicated so that on the spot math is kept to a minimum. Character options are straightforward & evocative. The intention is to create a fast moving play experience that balances creativity, luck & strategy within a clear structure of play. Neither players nor DM should ever be certain of the outcome of an evening’s adventure.  


Dice
A variety of polyhedral dice are used to determine the vagaries of fate in Uncommon Dungeons, more than in most rpgs.  The icosahedron, noted as a d20, is the core die is used most often used to determine success & failure. The classic d6 is often thrown as well.  In addition Uncommons Dungeons makes use of the full “dice chain”: d3, d4, d6, d8, d10, d12, d14, d16, d20, d24, & d30. This is to accommodate a wide range of variability.  Instead of fiddling with arithmetic, Uncommon players fiddle with dice, searching for just the right one.
A notation of  “+1d” or “-1d” signifies moving up or down on the dice chain.  For example, swinging a sword while lying on the ground is more difficult than normal, thus subject to a penalty of -1d.  This means one would throw a d16 instead of the normal d20 to attack. Let the dice fall as they may.  
Knaves natter on a darkened dias, 
Shields shouldered & spirits sigh,
Face their fate with sharpened shiv,
The underworld will take its tithe.




Principles of Play


ROLL HIGH in WAR
Attack: d20 + Bonus  ≥ Armor Class (AC)


ROLL LOW in PEACE 
 Die result  ≤ Attribute Score to perform daring feats or to resist spells, avoid dragon fire & worse


NOMENCLATURE
d20+1 = throw one 20 sided die & add 1 to the result.  
3d6 = throw three six- sided dice & add them together
D100 = throw two 10 sided dice, designating one die as the “tens” & the other as “ones”
+1d/-1d = move up or down in the dice chain. Ex. from d6 up to d8, or down to d4
Advantage = throw twice & use best number  Disadvantage = throw twice & use worst number!
POLYHEDRAL DICE 
d3, d4, d6, d8, d10, d12, d14, d16, d20, d24, d30, d100

Dungeon Exploration
Gold, sorcery & secrets can be found by those who dare the depths of the earth & ruins of fallen empires.  The uncommon exploration is a cautious creep through enemy terrain, desperate eyes straining to see the danger lurking around every corner.


Actions during a Dungeon Turn (about 10 minutes) 
  • Move cautiously a distance based on your speed & encumbrance 
  • Search a 10′ section of wall or floor for traps or secret doors, tinker with a lock or strange object (d30 Intelligence check)
    • Undiscovered Traps (pits, crumbling floors, pressure plates) are triggered on 1-2 on d6
    • Listening at doors requires a d30 Intelligence check
  • Gather scattered treasure
  • Rest, eat, bandage wounds, decipher scrolls, perform a ritual
1
Encounter
Distance d6: Close 1, Nearby 2-3, Far 4-5, Distant 6 -Roll Surprise (1-2 on d6) 
2
Weariness
Rest one turn & eat one ration of food or lose 1 HP.  Throw again
3
Time Passes
Torches burn out, lantern oil burns down ½
4
Expiration
Torches & lanterns burn out, all spells, potions & effects end
5
Environment
Detritus, tracks, graffiti, rubble, stench, noise, other dungeon feature
6
Discovery
Free turn: Find treasure, secret or clue to nearby danger


Doors in dungeons must generally be forced open (d24 Strength check). Two characters can force a door simultaneously (d20).  
Light in the Darkness
Light sources are crucial for exploring the underworld, but natives of the depths often have no need of them; thus light becomes a beacon to predators.
  • Torches & Lanterns 30’ for 3 people.  Candles 10’ for 1 person
  • Dim Light: Moonlight, Infravision, distant or dropped light source.  Attacks throws at Disadvantage; Search +1d
  • Darkness: Attacks throw 1d16 to hit
Movement & Distance
The marching order of an expedition is necessary for determining the detection of ambush, hazards & melee in close quarters.
  • Movement Score (MV) = Feet explored in one turn or movement during combat
  • Two may fight side by side per 10ft.  
  • Retreat & Pursuit: Runners throw (1d6 +Dex mod +MV) x30ft. Monsters cease pursuit on 1 in 6 each round, +1 per corner turned or item dropped (food, coins, gear etc)
Encumbrance
Hauling tools, weapons & treasure out of caves is hard work; requires hard choices.  Explorers can carry items equal to their Strength score. Armor does not count as an item but determines speed.


Plate Armor: 1 (30ft)
Chain Armor: 2 (60ft)
Leather Armor: 3 (90ft)
Unarmored: 4 (120ft)
Beast: 5 (150ft)
Bird: 6 (180ft)
Encumbered -1 MV/-30ft/-1d
Carry Significant Items = Str
Hustle = MV x2, always surprised


  • Items > Strength score = Encumbered  
  • Encumbered = -1 MV, -1 all throws per Item over Strength score
  • Items = Medium object(axe), a brace of 3 small objects (darts, scrolls, etc), or a quiver of 20
  • Stored items take 1d4 rounds to access. Sheathed weapons or things attached to belts, etc. may be used immediately. 
  • Stored items require the use of a haversack or a large sack


Saving Throws
Some events are left in the hands of fate.  Deadly poison, sheets of dragon fire, the deathly touch of wraiths & the mind bending effects of Mystic Spells are avoided in such a manner.
  • Desperate attempts to avoid certain doom: d30 ≤ Attribute Score
  • Monsters throw d30 ≤ 8+HD  
  • Some monsters are immune to particular forms of violence


Fear 
  • In the face of supernatural horror, d30 Wisdom Saving Throw. Failure =flee or throw on Preternatural Horror spell table 


Falling
Pits, cliffs, castle walls & treacherous stairs are all hazards explorers may encounter. 
Make a Dexterity Saving Throw to catch your balance before certain doom.
  • d6 damage per 10 feet
Poison
Venomous snakes, powder of the Black Lotus, & spoiled provender threaten the health of delvers.
  • Throw d30 under Constitution or lose hit points, suffer attribute damage or worse

When strange denizens of wilderness and dungeon are encountered, follow this sequence.


  1. Illuminations?  Who can see who? Who made noise? Who is hidden?  
  2. Surprise! Each unaware group throws the d6.  1-2 indicates a missed turn 
  3. Reactions?  Referee throws 2d6 to determine intelligent creatures’ initial attitude
Reaction Roll
      2d6 + Charisma modifier
0-2 Hostile /  Volatile
3-5 Unfriendly /  Provoked
6-8 Uncertain / Resolute
9-11 Approachable / Considered
12+ Friendly / Amenable
    1. Parlay?  An opportunity to ask questions, offer treasure or food, or retreat
  1. Battle!  Use the following sequence for each roughly 10 second combat round
    1. Initiative: Throw Battle Die (d6)
    2. Movement & Archery: Each side moves or shoots with readied arrow & spear
    3. Melee: Hand to hand attacks resolve in initiative order
    4. Spells & Volleys: Spells (if no movement) & 2nd Archery (if no melee)


Swords     d20 + Attack Bonus ≥ Armor Class = Hit (throw damage + Strength bonus)
  • Two may fight side by side per 10ft.  
  • Reach weapons such as pikes & spears may strike from the 2nd rank
Arrows d20 + Attack Bonus + Wisdom Bonus ≥ Armor Class = Hit (throw damage) 
  • Bows & hurled weapons resolve at the beginning & end of each round 
  • Exploding Damage Dice: When highest number is rolled, throw again & total
  • Shooting into the swirl of battle strikes random target unless a perfect shot (20+)


Battle Die
1
Grave Danger
Opponents act first & reinforcements arrive (if available)
2
Tides of Battle
Opponents act first, change tactics, light goes out etc
3
Weary
All suffer -1 HP.  Morale Check for foes & allies. Party acts first
4
Expiration
Effect ends: spell, potion, stun, etc. Party acts first
5
Discovery
Clue to foes weakness, story, or treasure. Party acts first
6
Foes Falter!
Party acts first & gains one extra action,  foe checks morale (2d6) 
Critical Hit   Throw a 20! = Maximum + die result 
Fumble               A 1… oh no, throw again...
1-2
Break weapon or damage armor (-1AC)
3-5
Wild Swing:  Hit nearby friend for 1d4
6-9
Ouch!: 1d4 damage to yourself
10-14
Disarmed:  Your weapon goes flying
15-20
Lower guard: Foe makes immediate attack
  • Parry!  Combatant defends without attacking.  Attacker throws a d16
  • Reckless Charge!  d24 to hit but foe throws d24  as well 
  • Fighting with Two-Weapons: One attack at +1 to hit
  • Tackle & Grapple: Both foes throw d20 +Attack +STR/DEX bonus. Winner chooses to disarm, hold, push away, or harm (fist, foot or dagger). Held foes throw -1d
  • Fighting Withdrawal: Move 30’. May still engage in melee if pursued
  • Retreat: Full movement. No melee. Foe may attack once or pursue


Healing
  • Hit Points return at the rate of 1hp per day of rest
  • Attribute losses heal 1pt per week of rest
  • Spend one turn to consume one ration (1 Hit Points) or drink one dram (d6 Hit Points)
    • Effective once per day or between battles
  • Cure Wounds Spell: +d6 Hit Points or +1 Attribute
Parlay
Intelligent creatures are influenced by initial attitudes, character Charisma & players’ roleplay.  
  • Referee throws 2d6 Reaction Roll


Morale Check
Friends & enemies have second thoughts when they are injured & their companions fall
  • Hirelings: 2d6 + Charisma bonus of paymaster ≥ Morale score 
  • Foes: 2d6 ≥ Morale score


Henchmen & Hirelings
  • Torch-bearer: AC10; HP4; Dagger +0/d4; SV8; Morale 6; Cost 5sp/day
  • Man at Arms: AC15 (Leather & Shield); HP5; Axe +1/d6; SV9;  Morale 8; Cost: 1gp/day


Animals
Cost (gp)
Movement Rate
Strength
Horse 
75
150’ (MV5)
20 (8 with rider)
Hound
25
150’ (MV5)
AC15; HP8; Bite +1 2d4; SV10; ML12
Mule
40
120’ (MV4)
24
Saddle & bridle: 25gp, Saddle bags (holds 3000): 5gp 


Arms & Armour
COINAGE: 1 platinum piece = 10 gold pieces = 100 silver pieces = 1000  copper pieces
Unarmoured
AC 10
Gold Pieces
Movement Rate 120’
Move 4
Leather
AC 12
75gp
90’
3
Chain
AC 13 (+1d Stealth)^
250gp
60’
2
Plate
AC 15 (+1d Stealth)^^
1000gp
30’
1
Shield
+2 AC (no torch)
30gp
-
-
Helmet
+1 AC (+1d Search)
10gp
-
-


Unarmed fists & kicks = 1 dmg
GP
Damage 
Close
Longº
Arrows & Bolts
Quiver of 20
5gp
--
--
--
Battle axe
2-handed^
50gp
d10
--
--
Claymore
2-handed^
100gp
d10
--
--
Club

3gp
d3
--
--
Crossbow
2 handed^
30gp
2d4(reroll 4s)
5’-80’
80’-240’
Dagger
2 thrown per round* §
3gp
d4
10’-20’
21’-50’
Dart
2 thrown per round* §
2gp
d3 (reroll 3s)
10’-20’
21’-50’
Hand axe

4gp
d6
10’-20’
21’-50’
Lance
Cavalry charge^
25gp
d6 (2d6)
--
--
Flail 

8gp
d8
--
--
Longbow
2 arrows per round*
60gp
d6 (reroll 6s)
10’-80’
81’-200’
Long sword

80gp
d8
--
--
Short bow
2 arrows per round*
30gp
d6 (reroll 6s)
10’-50’
51-100’
Short sword

30gp
d6
--
--
Sling
2 stones per round* §
1gp
d4 (reroll 4s)
5’-50’
51’-100’
Spear
Reach from 2nd rank
4gp
d6 
10’-30’
31’-80’
Quarterstaff
2 handed
2gp
d4
--
--
Mace or Warhammer

5gp
d6
--
--
Maul
2 handed^
7gp
d10
--
--
Pike^
2H, Set v Charge, Reach
15gp
d8 (2d8)
--
--
Silver Dagger
Harms eldritch foes §
150gp
d4
5’-20’
21’-30’
º Long range = -1d
* If the archer does not move during the round, two shots may be taken; crossbows may be reloaded.
^  +1 item when calculating encumbrance
 §  small,  3 = 1 item


Equipment  & Curios      
Haversack (holds 3000 coins)    
5gp
Holy Symbol §                             
10gp
Large Sack (holds 2000 coins)    
5sp
Holy Water §
25gp
Satchel (holds 500 coins)     
5cp
Wolfsbane §
10gp
Chest, small  (holds 1000 coins)^
1gp
Iron Ration (1 meal) §
3sp
Candle (10) (30’ dim light) § 
1sp
Wine (1 dram)  
1gp
Torches   (30’ radius for 3 people) § 
5cp
Waterskin    
1sp
Lantern (30’ radius for 3 people)     
6gp
Quill, Ink & Parchment §     
5gp
Oil, 1 ceramic flask (1d6/ 2 rnds
1gp
Chalk or Charcoal §
5cp
Flint & steel (2 in 6 chance to light) §                       
1gp
Whistle §
1sp
Mirror
30gp
Horn
3gp
Rope, 50’
1gp
Soap §
1sp
Grappling hook 
10gp
Common room in an inn
5cp
Mallet & 3 Wooden Stakes 
1gp
Private room in an inn
1gp
Crowbar                        
2gp
Hearty Meal
1sp
Sledgehammer^
3gp
Ale & Mead
1cp
Shovel  
5sp
Elven Dream Flower Wine
20gp
10ft Pole^
1sp
Caltrops (Dex SV or d4 & ½ MV)  
1gp
Tinker Tools (lock picks, saws, chisels, etc)
20gp
Weekly Expenses:  Vagrant       Free
                                    Comfortable        5gp 
                                    Splendid               50gp
Sample venture packs: 
7gp: Haversack with shovel, 3 wooden spikes, mallet, large sack  (3 items)
22gp: Haversack w/ Lantern, 3 oil flasks, chalk & charcoal, quill & parchment, soap  (3 items)
18gp: Haversack with 50’ rope, grappling hook, crowbar, large sack  (3 items)


Arms & Equipment Notes
*Strength attribute = number of items a PC can carry
*500 coins = 5bs = 1 Item
*Sacks & armor do not count as items for encumbrance


  • Haversack: Holds 6 items (3000 coins)
  • Sack: Can hold 4 items (2000 coins)
  • Satchel: Can hold 1 item (500 coins)
  • Helm: Wards some critical hits. +1AC
  • Crossbow: Reloaded with a crank lever
  • Daggers, Darts & Handaxes: May be used in close combat or 
       thrown
  • Flails & Morning-stars: Vicious chain weapons, effective against 
               plate armor & skeletons  
  • Spears & polearms may attack from the second rank or set 
               against incoming attack
  • Silver & Cold Iron weapons harms lycanthropes, elves & demons 
               that normal weapons cannot touch.  Few smiths know how
  • Crowbar: 2 or 3 feet long, solid iron. Pry open doors & chests 
         with a d20 Strength check
  • Sledgehammer: Break through stone doors (2 turns) & brick 
         walls (3 turns)
  • Grappling hook: Used for anchoring a rope
  • Holy symbol: Clerics must have a holy symbol to cast spells. Often  worn as a medallion
  • Holy water: Water that has been blessed by a holy person for 88  holy days. A formidable weapon against the undead: 2d6 damage
  • Tinderbox: 2-in-6 chance per round to light a torch.  

  • Torch: bright light 30’ radius for 2 people. In combat, d4 damage. 3 in 6 chance of extinguishing on the ground.  3 torches = 1 item slot
  • Lantern: Light 30’ radius for 3 people. May be shuttered to dim light; placed on the ground.
  • Oil flask: Lantern fuel or  thrown weapon: 1d6 damage for Rounds. Oil must be prepared with a wick & thrown or poured on the ground & lit. Poured oil covers 5’ diameter & burns for up to one turn
  • Mirror: Polished steel or glass, for spying around corners & reflecting the Medusa’s gaze
  • Tinkers’ tools: Chisels, hammers, files drills & saws  needed to pick locks & make weird stuff
  • Rations: A meal of biscuits, jerky, nuts, cheese, etc. Brace of 3 rations per encumbrance slot.  Heals 1 hp if eaten after battle 
  • Wolfsbane: An herb whose smell repels werewolves 
  • Horn: a trumpet, 3 feet long. Can be heard at great distance
  • Dream Flower Wine: A lovely evening; a difficult morning.  Heals 1d6 hp once per day
  • Vagrancy: Free, but perilous (recover 1 hp per day only)
  • Comfortable Living: Fully fed & well rested (recover 3hp per day, 1 Attribute per week)
  • Splendid Living: Only the finest things in life (recover 5hp per day, 1 Attribute per week)

Character Creation
To prepare for a life of adventure, follow these simple steps


  1. Throw 3d6 for each Attribute
  2. Choose Class & People
    • Adjust Attributes, note class features & equipment. Starting gold = Charisma score
    • Throw for spells if playing a Wizard, Cleric, Witcher, Half-Elf or Gnome
  3. Choose Name, Distinction & Alignment
  4. Draw a portrait, symbol or character illustration


    Attribute Modifiers
3 -2
4-7 -1
8-14 0
15-17 +1
18 +2

Attributes Saving Throw Bonuses
Strength Save vs Mighty Blows Sword Damage 
Dexterity Save vs Traps Speed & Armor Class
Constitution Save vs Poisons Health & Hit Points
Intelligence Save vs Illusions Discernment, Erudition, & Literacy
Wisdom Save vs Fear Steady Hands & Willpower
Charisma Save vs Magic Parlay, Hireling Morale, Starting Gold


Alignment, Name, & Distinction  
  • Are you an ally of Law & Light, or Chaos & Darkness?  Or Neutral in the cosmic struggle?
  • Distinctive flair: green cloak, red hair, long mustache, purple eyes, tattoo, scar, etc
  • Choose a name: Granit, Semaj, Nerad, Delph, Ellenaj, Vela, Xerdan, Sterling, Ragnar etc


Experience Points
Experience Points are won by recovering lost treasures from dangerous places (1gp =1xp), defeating foes & performing great deeds.  Drawings or accounts of game sessions earn bonus xp, as does Carousing, Tithing, Researching & Gourmandizing


Level 1
XP
0
          


         GAIN A LEVEL



  1. Throw Hit Die, add result to total Hit Points
  2. Throw  d6: +1 to random Attribute (max 18)
  3. Choose one Saving Throw to advance (d30 to d24 until 7th)
  4. Increase Attack Bonus
  5. Thieves choose one new Skill
  6. Wizards & Clerics: Choose or throw for new Spell
Level 2
XP
1,000
Level 3
XP
3,000
Level 4
XP
6,000
Level 5
XP
12,000
Level 6
XP
25,000
Level 7
XP
50,000
Level 8
XP
100,000
Level 9
XP
120,000
Level 10
XP
240,000


Uncommon People of Neradia
MAN or WOMAN of the REALM  
The most common people of the realm: farmers, builders of cities & conquerors of the wild lands
+1 to THREE attributes (maximum 18) & throw for a previous Occupation 


Half-ELF 
Also called changelings, some were raised in Elfland; others in mundane circumstances, either as fairy touched progeny or doorstep delivery
Throw for random wizard spell (d20 Intelligence check to cast), keen senses (Intelligence check to find secrets & avoid surprise), allergy to iron (may not use most swords or armor),  -2 Constitution, d24 Intelligence Save


DWARF  
Short and dense, dwarves have mined & smelted the veins of the earth since ancient times.
Smell gold within 10’, direction sense underground, master of stonecraft, cannot swim, stumpy legs (-1/10’ MV), -2 Charisma, d24 Constitution Saving Throw


GNOME 
Gnomes are woodland creatures living in the half spaces between this world & Elfland
Cone hat, throw for random wizard spell (Intelligence check to cast), child size (d8 weapons require two hands), Speak with Woodland Creatures, -2 Strength, -1 Constitution, d24 Wisdom Saving Throw


HOBBIT  
Small & simple folk, most hobbits only take up the adventuring life if they’ve gotten into a spot of bother in their home community
Portly, d24 on all Saving Throws, child sized (d8 weapons must be used in two hands), -2 Strength




FIGHTER “By Crom!”
Reaver, Sellsword, Soldier, Warlord
  • Hit Points d8 per level 
  • War Dice +d3 Attack & Damage: +d4 at 2nd, +d5 at 3rd, +d6 at 4th, +d7 at 5th, +d8 at 6th, +d10 at 7th, +d12 at 8th
  • Mighty Deed on 3+: disarm, knock down, intimidate, etc
  • Begin with a sword (or hammer, axe, etc), spear & dagger, leather armor, shield, helmet, waterskin, tinderbox, 3 rations, 5 torches, haversack, 3d6 gold pieces (8 items, MV3, 90’)


WIZARD “The eldritch arts are not for the faint of heart”
Sailor on the Sea of Stars 
  • Hit Points d4 per level
  • +1 Attack per level
  • Read & write the Empirical Script & Dark Speech
  • Wizards begin their career with a Spellbook containing three spells. Choose from the 1st Order or roll d100. With constant experimentation & research, a wizard learns one free spell with each level gained. Wizards must study their spellbooks daily to maintain the eldritch syllables in memory
  • Wizards have Spell Points equal to Level + Intelligence bonus  
  • Spend one point per Order to cast a spell
    • Ex. 3rd level wizard Melf the Super Genius has 5 spell points. Each day he may safely cast two 2nd Order spells & one 1st Order spell, or three 1st & one 2nd
  • Wizards’ may safely cast spells of Order ≤ ½ level, rounded up (e.g. 5th Wizards may cast spells of the 3rd Order without fear)  
  • Dangerous Sorcery:  Magicians may attempt to cast spells beyond the limits of their level or in difficult circumstances by sacrificing one Attribute point & risking a 
throw of d20 + Spell Order ≤ Intelligence. Failure = -1 Intelligence (for a total of -2 Attribute Points) & spell misfire
  • Eldritch Flame : Range 30ft attack for d8 damage. Target throws a Dexterity Save for ½ damage.  Cost = 1 Spell Point
  • Iron disrupts the eldritch vibrations required for magic.  Iron weapons & tools may not be held while casting magic spells
  • Begin with spellbook, silver knife (d3), waterskin, 3 rations, 10 candles, quill & ink, parchment, haversack, 3d12 gold pieces (6 items MV4, 120’)
CLERIC “In the name of St. Ygg!”
Guardian of the Lawful Church of the Redeemer, The One True God 
  • Hit Points d6 per level 
  • +1 Attack per level
  • Read & write the Empirical Script
  • The Church forbids their holy warriors to wield magical swords 
  • At first level, Clerics roll to know 1 spell of the 1st Order. Adding one each level.  Clerics pray for their spells each sunrise  
  • Clerics may safely cast spells of Order ≤ ½ level, rounded up (e.g. 5th Cleric may cast spells of the 3rd Order without fear) 
  • Clerics have Spell Points equal to Level + Wisdom bonus  
  • Heal: 1 Spell Point: Restore 1d6 Hit Points or 1 Attribute
  • Banish: Clerics step forward brandishing their holy symbol to hold back undead & devils: 2d6 Hit Dice per Spell Point of fiends cower for 10 minutes, as long as the holy symbol is held high.  Attacking the Banished breaks the spell. Saving Throw for those with Hit Dice ≥3.     
  • Divine Petition: Clerics may attempt to cast spells beyond the limits of their level or in difficult circumstances by sacrificing one Attribute point & risking a throw of d20 + Spell Order ≤ Wisdom. Failure = -1 Wisdom (for a total of -2 Attribute Points) & spell misfire
  • Begin with a holy symbol of the faith, chain armor, quarterstaff, dagger, waterskin, tinderbox, 3 rations, 10 candles, book of prayer, haversack, 3d12 gold pieces (9 items, MV2, 60’)


THIEF “Quickly, quietly, carefully”
Explorer, Charlatan, Assassin, Thief 
  • Hit Points d6 per level
  • +1 to Attack per level.
  • Backstab a surprised or helpless foe: +d24 for a critical hit
  • Speak Thieves’ Cant with other rogues
  • Choose  four skills (d24): Stealth, Tinker, Climb, Acrobatics, Legerdemain, Eldritch Arcana, Theatre, Haggle, Ventriloquism, Track
    • Use Dexterity, Intelligence or Charisma as appropriate
    • One new skill (d24) each level.  At 4th level Thieves may improve skills to d20
  • Begin with tinker tools, 2 daggers, waterskin, tinderbox, 3 rations, 3 flasks of oil, lantern, 50’ rope, haversack, 3d4 gold pieces (7 items, MV3, 120’)
WITCHER “Chaos will corrupt me no further!”
Apostate, Monster Hunter, Puritan
  • Hit Points d6 per level 
  • +1 Attack per level
  • Demon Slayer: Throw War Dice as a Fighter vs Undead, Demons & Creatures of Chaos (d3, d4, d5, d6, etc)
  • Save d24 vs all Fear & Mind Control
  • Cold Stare: Know the true alignment of a creature after 1 minute of intense scrutiny.  Evil creatures are discomfited & struggle to speak lies (Charisma Save)
  • Puritanical: May not Carouse for XP
  • Cast spells of Order ≤ ½ level, rounded down (1pt at 2nd, 2pts at 4th etc)
  • Spell Points equal to ½ Level + Wisdom bonus
  • Witchers may take no other actions during the same round they cast a spell
  • Heal: 1 Spell Point = 1d6 Hit Points  or 1 Attribute
  • Banish: Witchers step forward brandishing their holy symbol to hold back undead & devils: 2d6 Hit Dice per Spell Point of fiends cower for 10 minutes, as long as the holy symbol is held high.  Attacking the Banished breaks the spell. Saving Throw for those with Hit Dice ≥3. 
  • Divine Petition: Witchers may attempt to cast spells beyond the limits of their level or in difficult circumstances by sacrificing one Attribute point & risking a throw of d20 + Spell Order ≤ Wisdom. Failure = -1 Wisdom (for a total of -2 Attribute Points) & spell misfire  
  • Begin with a Cold Iron short sword, Holy Symbol of Ygg, prayer book, dagger, leather armor, waterskin, tinderbox, 3 ration, 3 torches, haversack, 3d8 gold pieces (9 items, MV3, 90’)


BARBARIAN Crush your enemies, see them driven before you & hear the lamentation of the women!”
Berserker, Wild Man 
  • Hit Points d10 per level 
  • +1 Attack per level
  • Warp Fury: Slay all & never retreat!  No shield. Throw War Dice as Fighter & d20 for all Saving Throws . Ends when no foe is in sight, then Weakened for one turn: -1MV & 1d penalty on penalty all throws
  • Illiterate
  • Begin with battleaxe, helmet, waterskin, 3 rations, haversack (4 items, MV4, 120’)

RANGER   “The wilderlands are not conquered, only held at bay”
Huntsman, Scout, Watcher in the Wood
  • Hit Points d6 per level
  • +1 Attack per level
  • Sneak attack a surprised foe: throw d24 for a critical hit
  • Guile of the Fox: Throw d24 Intelligence to hunt, find tracks & detect snares.  Throw d24 Dexterity for stealth
  • Druidcraft: A ritual of one Turn casts a Spell of Order ≤ ½ level, rounded up 
    • 1st Order: Soothe the Savage Beast (animals will not attack), Speak with Animals, Purify Food & Water
    • 2nd Order: Silence, Delay Poison, Charm Animal, Message, Obscuring Mist, Detect Invisible 
    • 3rd Order: Cure Poison & Disease, Locate Object, Resist Fire & Cold, Gust of Wind, Howl at the Moon
    • 4th Order: Feast, Speak with Plants, Summon Animals, Charm Monster, Wall of Fog
  • Spell Points equal to ½ Level + Wisdom bonus rounded down
  • Divine Petition: Attempt to cast spells quickly, beyond the limits of level or available spell points at the cost of one Attribute point & risk a throw of d20 + Spell Order ≤ Wisdom. Failure = -1 Wisdom (for a total of -2 Attribute Points) & spell misfire
  • Begin with a shortbow, quiver, dagger, leather armor, 50’ rope, waterskin, tinderbox, 3 rations, 3 torches, haversack, 3d4 gold pieces (8 items, MV3, 60’)


CAVALIER   “I challenge thee!” 
Knight, Noble, Chevalier
  • Hit Points d8 per level 
  • +1 Attack per level
  • Chivalric Challenge: The cavalier boldly challenges evil doers to change their ways, offering parlay & penance before battle.  Foe must check Morale. If foe chooses to fight, the knight throws War Dice as a Fighter & all allies gain +1 to attack.  
  • Coat of Arms: The cavalier’s reputation precedes them.  Level bonus to Reaction Rolls from Lawful folk. Negative bonus for Chaotic foes
  • Cavaliers wear plate armor, heraldry & maintain a splendid lifestyle (50gp per week)
  • Begin with a sword, lance, dagger, chain armor, shield, helmet, heraldic tabard, horse, saddlebags, 3d20 gold pieces (5 items, MV1, 30’)



Disciple of the 36 Chambers
“Liquid Swordsman”
Wandering Monk, Martial Artist
  • Hit Points d6 per level
  • +d3 Attack & Damage (+d4 at 2nd, +d5 at 3rd, +d6 at 4th, +d7 at 5th, +d8 at 6th, +d10 at 8th, +d12 at 10th)
  • Feat of Art on 3+ (throw, disarm, evade, dodge until next round, second attack, store Qi for +1 strike next round, etc)
  • +1 to Armor Class per Level
  • Fists of Fury: d4
  • d24 for All Saving Throws, Sneaking, Climbing, Acrobatics
  • No Armor is allowed
  • Begin with simple clothing, chess set, 1 gold coin (1 item, MV4, 120’)

The Rules of Magic
Practitioners of the mystic arts use a combination of ritual formula & rigorous mental preparation to create miracles minor & profound  
Casting spells requires intense concentration taxes a person’s inner fortitude.  Frequent wizardry quickly becomes haphazard; the danger increases with each effort 
Casting Constraints
Wizards & holy men must be able to move their hands & speak in order to make the gestures & speak the magical phrases that bring magic effects into being. As a result, a wizard cannot cast spells if they are gagged, hands are tied, or in an area under the effects of a silence spell. 
Wizards may take no other actions during the same round they intend to cast a spell.  
Taking damage in the same round as casting a spell requires a Dangerous Sorcery throw to finish the spell.  Unused spell points are not lost.
Spell Points  
  • Casting spells costs Points equal to the spell’s Order
Wizards & Clerics have spell points equal to their level plus a bonus for high scores in Intelligence & Wisdom respectively.  (SP = Level + Int/Wis). Spell points are recovered after a night of rest & morning of studious contemplation. Attempting magic beyond limits is dangerous sorcery


Dangerous Sorcery
  1. Sacrifice one attribute point of choice
  2. Throw d20 + Spell Order ≤ Intelligence or Wisdom
Failure = -1 point from prime attribute (Intelligence or Wisdom) & spell misfire
Dangerous Sorcery checks are made under the following conditions: 
    • Lack of spell points (+1  per spell point needed)
    • Higher Order (+1d per Order above ½ level)
    • From another wizard’s spellbook 
    • Encumbered (+1 per item > Str)
    • Touching iron (armor, swords, manacles, etc)
    • Same round as taking a wound
    • Same round as moving
Use Magic: Any character may attempt to use a scroll or magic item with a d30 Charisma roll
Adding spells to the Book: Research spell of Order = ½ level or throw d100.  111gp per Order. Intelligence Save + Order to learn spell from a book or scroll



WIZARDS SPELL COMPENDIUM
1st Order 
1. Bookspeak 
2. Charm Person 
3. Comprehend Languages 
4. Detect Magic 
5. Enlarge or Shrink 
6. Faerie Fire 
7. Feather Fall
 8. Floating Disc 
9. Wizard Lock
10. Identify 
11. Light or Darkness 
12. Animate Rope
13. Burning Hands 
14. Mend 
15. Message 
16. Shield 
17. Sleep 
18. Spider Climb 
19. Summon Demon
20. Unseen Servant 


2nd Order 
21. Fearless or Preternatural Horror
22. Change Self
23. Infravision 
24. ESP
25. Forget 
26. Invisibility 
27. Knock 
28. Levitate 
29. Locate Object 
30. Lightning Bolt
31. Mirror Image
32. Phantasmal Force 
33. Ray of Enfeeblement
34. Speak with Animals 
35. Stinking Cloud
36. Wall of Fog
37. Web
38. Djriixim’s Purple Haze 
39. Ray of Frost
40. Force of Forbidment 


3rd Order 
41. Army of One 
42. Clairvoyance


43. Detect Illusion 
44. Dispel Magic 
45. Explosive Runes 
46. Fly 
47. Gaseous Form 
48. Gust of Wind 
49. Haste or Slow
50. Hold Person 
51. Howl at the Moon
52. Invisibility 10' Radius 
53. Phantasmal Psychedelia 
54. Protection from Arrows
55. Fireball 
56. Speak with Plants & Stones 
57. Silence
58. Exquisite Strangulation
59. Suggestion 
60. Water Breathing 


4th Order 
61. Charm Monster 
62. Confusion 
63. Creation, Minor 
64. Dig 
65. Dimension Door 
66. Extension 
67. Minor Invulnerability
68. Hallucinatory Terrain 
69. Invisibility, Improved 
70. Mnemonic Enhancer
71. Plant Growth 
72. Polymorph 
73. Solid Fog
74. Massmorph
75. Shadow Monsters 
76. Speak with Dead 
77. Wall of Fire 
78. Wall of Ice 
79. Wizard Eye
80. Ice Storm 


5th Order 
81. Airy Water 
82. Animate Dead 
83. Chaos 
84. Cloudkill
85. Contact Outer Sphere 
86. Creation, Major 


87. Faithful Hound 
88. Feeblemind 
89. Hold Monster 
90. Interposing Hand 
91. Magic Jar 
92. Passwall 
93. Secret Strongbox 
94. Stone Shape 
95. Telekinesis 
96. Teleport 
97. Transmute Rock to Mud 
98. Wall of Force 
99. Wall of Iron 
100. Wall of Stone 


Use the table below when a known spell is rolled.


6th Order 
1. Animate Dead Monsters 
2. Blade Barrier 
3. Contingency 
4. Death Spell 
5. Disintegrate 
6. Geas 
7. Glass Eye 
8. Globe of Invulnerability
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. Enchantments


7th Order 
21. Banishment 
22. Bestow Spell Ability 
23. Duo-Dimension 
24. Bigby’s Grasping Hand 
25. Instant Summons 
26. Invisibility, Mass 
27. Magic Sword 
28. Control Weather
29. Power Word Stun 
30. Prismatic Sphere 
31. Prismatic Spray 
32. Prismatic Wall 
33. Remote Vigilance 
34. Reverse Gravity 
35. Simulacrum 
36. Spell Turning 
37. Statue 
38. Vanish 
39. Vision of Hecate
40. Plane Shift


8th Order 
41. Antipathy or Sympathy 
42. Charm Person, Mass 
43. Clone 
44. Demand 
45. Maze 
46. Mind Blank 
47. Permanency 
48. Polymorph Any Object 
49. Symbol(s) 
50. Trap the Soul 


9th Order 
51. Imprisonment 
52. Teleport Circle 
53. Power Word Kill 
54. Shape Change 
55. Temporal Stasis 
56. Time Stop
57. Wish


58-100. Roll Twice on 1-5 table


CLERIC SPELL CODEX
1st Order 
1-3. Soothe the Savage Beast 
4-5 Invisible to Undead
6-10. Cause Fear/Fearless
11-13. Detect Evil 
14-17. Protection from Evil 18-21. Purify Food & Water 
22-26. Light (30ft or blind)
27-28. Speak with Animals 


2nd Order 
28-32. Augury (Weal or Woe)
33-34. Delay Poison (1 day)
35-36. Heat Metal
37-41. Resist Cold/Fire
42-46. Bless
47-51. Silence 
52-56.  Hold Person
57-58. Divine Oratory 


3rd Order 
59-63. Cure Disease/Poison 
64-65. Dispel Magic 
66-70. Holy Strike (+3d6)
71-75. Remove Curse 
76-77. Sacrifice or Drain Life 
78-79. Water Walk 
80-84. Animal Growth (x2)
85-89. Locate Object
90-94. Speak with Dead
95-100. Shield Elements (10ft)


Use the table below when a known spell is rolled.


4th Order 
1-2. Feast of Food & Water
3-4. Divination
5-6. Make Whole
7-8. Protective Circle
9-10.  Eldritch Immunity 
11-12. Speak with Plants
13-14. Sticks to Snakes (2d6)


5th Order 
15. Commune
16-17. Dispel Evil
18. Insect Plague 
19. Quest 
20-21. True Seeing 
22-23. Raise Dead (1000gp)
24.  Finger of Death 
25-26. Summon Guardian Angel


6th Order 
27. Anti-Magic Shell 10’
28. Find the Path 
29. Forbiddance 
30. Make Whole 
31-35. Tongues 
36. Word of Recall 
37. Divine Wrath


7th Order 
39-40. Control Weather 
41. Earthquake 
42. Holy Word 
43. Part Water 
44. Travel This Dimension & Beyond
45. Miracle
46. Wizardry
47. Summon Divinity


48-100 Roll Twice (1st table)
Beyond the Dungeon: Doom Dice
Wild Die: Doom of Travel by Land & Sea
Wilderness Turn = One day & night
1
Encounter
Throw to determine encounter, distance & reactions (if creatures)
2
Weariness
Rest one turn & consume extra rations (1/person) or suffer minor harm (1 HP)
3
Expiration
End various conditions, spells, effects
4
Environs
Change in weather or terrain
5
Discovery
Tracks, spoor, ruins, or clue to nearby encounter
6
Wildcraft
Lucky break, faster than expected travel, shortcut, freshwater or food
  • Wilderness turns represent travel & making camp 
  • Consume a ration or -1hp per character per Wilderness Turn 
  • Determine randomly whether setbacks occur during day or night
  • Lost travelers move in a random direction 


Things to do in the Wilderness
  1. Travel to new area (up to 24 miles per depending on terrain)
  2. Hunt or Forage: Catch game or find food = 1d6 rations
  3. Search to locate a landmark, find a path, or orientation
  4. Make a camp & rest: Heal 1d12 hp


Haven Die: Time Spent at Rest Between Adventures
Haven Turn = weeks or months of rest & recovery
1
Disaster
1 invasion, 2 insurrection, 3 fire, 4 earthquake, 5 flood, 6 falling star
2
Shortage
1 medicine, 2-3 drought, 4-5 famine, 6 trust
3
Expiration
End one or more Haven Turn spells or conditions
4
Season
Time passes: Fall becomes Winter & Spring gives way to Summer
5
Foreshadowing
Sign, prophecy or early warning of looming disaster
6
Peaceful days
Full recovery of all maladies


Things to do in a haven
  • Train new levels, prepare spells, heal hit points & attributes, recruit hirelings, resupply
  • Craft gear, scribe scrolls, construct buildings
  • Carouse, Tithe, Research, Gourmandize

Fallen in Battle


  • When a character is laid low - 0 hp - throw for Death & Dismemberment
  • 0 hp character is helpless
  • -1 for each additional throw before fully healed


2d6
Death & Dismemberment
2
Horrific Demise!  You are decapitated, torn to pieces, disemboweled, or crushed.  
3
Fatality (gutted, stabbed through lung, broken back, etc.)  Unconscious. Death in 1 round unless magically healed (unconscious, 0hp)  -1d6 CON
4-5
Severed Limb:  CON Save each round or die unless tourniquet, or Healing magic is used (unconscious, 0hp); -2d6 DEX/STR.  Limb restored by Make Whole spell (6th Order)
6-7
Wounded.  1 HP. Throw 1d6:  1 head, 2 back, 3 chest, 4 guts, 5 foot, 6 leg,  7 arm, 8 hand -1d8 DEX & STR: healed by 3rd Order prayer. If head & no helm CON Save.  Success = knocked out for 1 turn (10 mins); Fail = Coma 2d6 days
8-9
Knocked out. CON Save each round to recover. With helm, stunned for 1 round. Wake with 1 HP & -1d to all rolls until fully healed. Wicked scar.
10
Stunned. CON Save each round. 1 HP. No helmet = CON Save or Coma 2d6 days.  
11
Someone is watching over you & doesn't want you to die yet for some inscrutable cosmic reason.  Either a benevolent being, or a creature of Chaos... 1 Hit Point… -1 CON
12
Surge of adrenaline! +1d6 hit points.  At the end of the combat the adrenaline drains away & you faint.  CON Save each Turn to awake.
     
O! Wanderers in the shadowed land
despair not! For though dark they stand,
all woods there be must end at last,
and see the open sun go past:
the setting sun, the rising sun,
the day's end, or the day begun.
For east or west all woods must fail...


UNCOMMON DUNGEONS


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