by Jarrah James1
Today is the day Robert the Fighter and Sarah theSorceress are to be married. The sun is bright, theweather is perfect. The music is playing as the bridewalks down the aisle.Slipp the Rogue is standing as best man, while Johnthe cleric is officiating...*CRACKOOM*The dungeon is dark, and as usual, rather dank. It
bears all the hallmarks of the party’s nemesis, Dark
Lord Anthrax Skullhelm. To confirm this, his voicemagically booms out from the very stones.
ve insulted me for the last time, weakling
adventurers! This dungeon shall be your doom!”
The party look at one another as he trails off into hisusual maniacal laughter. Cold feet and ornately-
decorated cakes will have to wait. There’s a dungeon
to escape from, traps to best, monsters to slay.Hopefully all this can be done without ruining the
Right, so, that bit up there is the opening to theadventure. You should probably read it to your
players. But it’s also here so you as GM can read
and get a feel for my style, and what’s gonna be
happening. The adventure continues in a few pages,but until then... RULES AND WHATNOT!
What you’ll need:
A complete set of dice
d4, d6, d8, d10, d12, d20.Multiples would be good, but not absolutely essential.A copy of this document.A copy of the character sheets for the players.Pencils.Suitably awesome players.
This is, in essence, the D&D/d20 System, cleaving
most closely to the 3.5 iteration thereof. If you’veplayed that, you’ll
be vaguely familiar with this. If you
The basic mechanic works like so: the person doingsomething rolls a d20, and adds either an ability scoremodifier, or a skill bonus, or a save modifier, or anattack bonus to it, as appropriate. You then comparethis to the Difficulty Class (DC) of the task, or theArmour Class (AC) of the target. If the roll it equal or
over, it’s a success. Otherwise it’s a failure.
If it’s some
kind of contest between two people, they both roll,and whoever gets the higher result wins.
If the d20 comes up a 20 (before modifiers), it’s
always a success, and an impressively awesome one atthat. Attacks do maximum damage, other thingsmanage something extra cool.Likewise, a roll of 1 (before modifiers) is extra bad.The action always fails, and in a particularlyspectacular way.
Damage and Hit Points (HP).
HP represent a mixture of actual structural integrity,
fatigue, luck and ability to keep one’s cool when
somebody is trying to jam a sword into your chest.Damage rolls are usually some kind of dice, plussomething, and are subtracted from HP. When a
player character is on 0 hp or less, they’reunconscious and slowly dying. They probably won’tbleed out or anything, they’re the main charactersafter all, but they can’t d
o anything. If they get to -10
hp, they’re properly dead.
Un-named villains die at 0 hp. Named ones areincapacitated, at 0 hp, but can still monologue in asuitably pained voice until killed at -10 hp.