Professional Documents
Culture Documents
fil
Corruptions25
PLAYER CHARACTERS 5
Character Basics 6 MAGIC27
DEEP Character Creation 6 Spellcasting28
PC Race 6 Preparing Spells 29
PC Abilities 7 Components29
PC Class 7 Potions29
Experience7 Converting Spells 29
Levels7 Converting Magic Items 29
Game By: Ben Dutter Warrior Class 8 Item Mods 29
Jessica Dutter
Thief Class 9 Scrolls & Wands 29
Zealot Class 10 Focuses29
e
Art: Per Folmer Mage Class 11 Arcane Spell List 30
Sebastian Rodriguez Divine Spell List 31
EQUIPMENT13
Graphic Sam Mameli Armor & Shields 14 NPCS & MONSTERS 33
Design: Weapons14 Retainers34
Graphic
Consultant:
Design
Consultant:
Jean Adaser
Ben Milton
pl Load & Encumbrance
Magic Items & Attunement
Supply16
Durability & Sundering
Repairs17
Crafting17
GAMEPLAY19
15
15
17
Orders34
Renown34
Reactions34
Monsters35
Monster Math Table
Monster Tactics
Hoards37
Converting Monsters
Monster Alignment
35
37
37
37
m
Saves & Checks 20
Contributors & Emily Diehl-Reader, Will Building Monsters 38
PC Actions 20
Playtesting: “Worst Luck” Diamante, Example Monsters 39
Initiative20
David Brewster, Harrigan, Positioning20
Peter Mazzeo, Tim Kirk, Joe PC Attacks 21 RUNNING THE GAME 41
England, Justin Dwyer, John
NPC Attacks 21 Game Master 42
Tague, Eric Vulgaris, Shawn
Critical Hits 21 Framework42
Tomkin, Alan Bahr, Rich
Harkraker, Josh del Villar, Death & Injury 21 Preparation42
David Schirduan, Joshua Healing & HP 21 Principles43
Morale22 Generator44
Sa
e
Five Torches Deep (FTD) strips 5e to its The old-school renaissance or revival (OSR) The main differences between FTD and 5e
skeleton and fleshes it out with OSR ele- is a category of adventure game rpgs that are summarized below:
ments. The goal is to provide an old-school focuses on perilous quests for loot and
fil
experience to those familiar with 5e. It’s
self-contained and playable as is, assuming
glory, eschewing the modern epic fantasy
norms of the current edition. FTD adheres to Weaker PCs
familiarity with fantasy rpgs. the principles and mechanics below:
Ability scores are, on average, much lower
than in 5e. Proficiency bonuses scale the
WHY? Danger Is Real same, but apply in fewer instances. HP is
similar to 5e, but damage is often higher.
The world is legitimately dangerous, PC Rest and healing are more demanding, while
FTD is meant to ease the introduction of death is always around the corner, and even checks to carry on through exhaustion and
OSR mechanics and principles to those a small mistake can lead to disaster. arduous travel more frequent.
familiar with 5e. The classes and monsters
e
are (largely) compatible with 5e, and can be
plugged in and out as you see fit. The more Cunning Over Crunch Default DC 11
FTD you add, the more “OSR” it feels.
The game relies on a certain amount of DCs don’t change much, and the assumption
QUICK PRIMER
player ingenuity, cleverness, and cunning. is most things (other than AC) are DC 11. The
Basics
•
•
•
•
•
•
Core mechanics based on 5e
Four OSR-related classes
Four OSR-common races
Race and class restrictions
STR, DEX, CON, INT, WIS, CHA
Ascending AC
pl
You shouldn’t brute force your way through
every obstacle because you have a high skill
modifier. The game demands a thoughtful
approach that minimizes the need to roll.
Magic Is Haphazard
GM is encouraged to minimize the need to
roll checks at all given the PC’s approach.
No Dump Stats
Ability scores play just as much role in the
game as ability modifiers (such as a PC’s
m
Magic can be plenty common, but it’s hard STR score determining how much they can
• Rolled abilities and HP
to wield with any consistency. Even mages carry, or their CON score showing how many
• Skills reduced and simplified
of the highest order must face the strange hours they can travel without rest, or their
• Magic system re-tooled, flattened
mutations and dire mishaps from their CHA score limiting their max retainers). The
• Spells can cause magical mishaps
eldritch energies and hope to survive. “sub-optimal” abilities of other games have
• Semi-compatible with 5e math
been bolstered to encourage ability variety.
• Semi-compatible with B/X math
• Load and encumbrance Travel & Resources
• Incorporates dis/advantage New Mechanics
Sa
• Slower and weaker rest and healing A significant portion of the game and its
• Equipment can be broken rules focus on traveling through predatory New and reincorporated mechanics that
• Ability scores determine limits wilderness; managing rations, light, and reinforce the tropes of old-school games
• Retainers, morale, and reactions rest; keeping morale high; and trying not to and the neo-clones that explicitly lean into
get yourself killed from harsh terrain. the tolling, souls-esque grindhouse.
3
CORE MECHANIC
e
Any time a character attempts a risky action
fil
that has a chance of failure, the player rolls A party of four PCs - a warrior, thief, zealot, GM: your dice are cursed. Oh well, Warrior
a check. Roll 1d20 + modifier and compare and mage - head deeper into a cave. roll for damage and double it. The warrior
against the action’s Difficulty Class (DC). rolls 1d12 + 3 (STR mod), 7. Doubled is 14.
GM: the party descends into the massive
Both the GM and the PC roll checks depend- cavern; the only sound they can hear is GM: one goblin falls, but now the ambush
ing on who is acting in the fiction. If a the snapping of their torches and the is over and we’re into initiative. Their DEX
character has an overwhelming advantage, constant dripping of stalactites. An hour is 12, so Thief you’re first, then Warrior.
they can roll 2d20 and take the better. Like- passes so mark one travel turn.
wise, disadvantage forces them to roll 2d20 Thief: Quick action to hide. Succeeds with a
and take the lesser. The warrior, thief, zealot, and mage each 16, and moves around to flank the goblins.
e
subtract 1 Resilience and 1 torch. The GM
Let it ride: only a single roll is permitted rolls for the travel turn’s outcome. Since it’s Warrior: I charge in. Full movement,
until circumstances significantly change. low, there’s an approaching enemy patrol. swap to my sword and shield, then attack
Core Mechanic
the closest one. They roll and kill another.
Thief: I just hit my CON limit, so I’m out
DCs
The DC is determined by the GM and based
or subtract a number to the base 1d20 roll Each PC rolls a ranged attack (even the mage GM: okay with Zealot’s healing, you’re
(listed as 1d20 + N). PC checks have ability fires a bow). Since it’s advantage, they roll back up to 6 HP Warrior. Roll on the Injury
and proficiency modifiers, which represent 2d20 a piece. The warrior is the only one to Table. Warrior rolls a 17. Right, so that
their capability. Whenever a PC is proficient, land a hit with a natural 20. means you get disadvantage on all checks.
they add their proficiency bonus to checks.
Each modifier source is added once per roll.
Sa
m
pl
e
fil
e
e
fil
e
pl
m
Sa
PLAYER CHARACTERS
6
CHARACTER PC RACE
e
BASICS PCs are usually human, but may be another race. Each race has a different way to determine
ability scores, and has ability requirements by class. Races have no other mechanical impact.
fil
Players take on the role of player characters
(PCs). Each PC belongs to a race and class.
The group of PCs is a party, which may have
non-player characters (NPCs) as retainers.
e
PC’s max commandable retainers) while the
modifier adjusts rolls. Ability Scores Class Restrictions Ability Scores Class Restrictions
Character Creation
Hit points (HP), equipment, spells, and Roll 3d6 in order: STR, None CON and STR are 13. Thief: 13+ DEX
special techniques (such as class features) DEX, CON, INT, WIS, Roll 2d6+3 in DEX, Mage: 13+ INT
further define a PC. As PCs gain experience
points (XP), they level up and gain benefits.
CHARACTER
pl
CHA. Swap up to two. INT, WIS, CHA order.
m
CREATION H alfling
E lf
Follow the steps below to make a PC:
1. Pick race Ability Scores Class Restrictions Ability Scores Class Restrictions
2. Roll abilities
DEX and INT are 13. Warrior: 13+ STR WIS and CHA are 13. Warrior: 13+ STR
Sa
3. Pick class
Roll 2d6+3 in STR, Zealot: 13+ WIS Roll 2d6+3 in STR, Mage: 13+ INT
4. Define or pick equipment CON, WIS, CHA order. DEX, CON, INT order.
5. Decide on supply (SUP) carried
6. Determine total load Make note of your race’s abilities and class restrictions. You must have a high enough ability
7. Pick spells if applicable score to take that race’s restricted classes (e.g. a halfling needs 13 or higher INT to qualify to
8. Fill out your character sheet become a mage). Classes without restrictions can be taken by any PC of that race.
7
e
The abilities are Strength (STR), Dexterity There are four classes: Warrior, Thief, PCs gain experience points (XP) for each
(DEX), Constitution (CON), Intelligence Zealot, Mage. Your class determines your gold piece of treasure safely captured. Simply
(INT), Wisdom (WIS), and Charisma (CHA). hardiness, skillset, equipment, and profi- discovering the gold or holding it for a while
fil
ciencies. Classes are detailed on pages 8-11. doesn’t earn XP. Optionally, the GM can
e
can be that class without requirements. up, per their class. PCs are unable to level up
in more than one class. Max PC level is 9.
Player Characters
1-3 -4 • Dwarf: Thief 13 DEX. Mage 13 INT
• Elf: Zealot 13 WIS. Warrior 13 STR In general, a PC earns more HP, can improve
• Halfling: Mage 13 INT. Warrior 13 STR their stats, and gain new class features with
4-5
6-7
8-9
10 - 11
-3
-2
-1
+0
pl
Using Classes
Each PC picks a class at first level. A PC that
is proficient due to class features gains their
proficiency bonus to related checks. The GM
says when a proficiency bonus applies.
each level up. Refer to your class rules for
specifics (such as dice rolled for HP, etc).
Level
2
XP Required
2,500
m
Each class has three archetypes. A PC picks 3 5,000
12 - 13 +1
one at level 3. At levels 3 and 7 the PC gains
the benefits of that archetype, including its 4 10,000
14 - 15 +2 listed proficiency uses and one of the arche-
type features in the boxes below each. The 5 20,000
PC can’t select the same feature twice.
16 - 17 +3 6 30,000
Sa
WARRIOR CLASS
e
Barbarian Archetype
You’re quick, strong, and militant. Combat is your specialty, and you’re able to deal and You gain your proficiency bonus to intimi-
sustain more damage than any other.
fil
dation, endurance, and travel related checks.
Gain one feature at level 3 and 7.
2 +2 Counter-attack in melee as a quick action up to twice a fight Rage: +3 dmg dealt and taken while active
e
4 +2 +1 to an ability score of your choice
5 +3 Make two full attacks as one active action You gain your proficiency bonus to med-
icine, engineering, and diplomacy related
6 +3 +1 to an ability score of your choice
Warrior
Warrior Basics
+3
+3
+4
pl
Pick one new feature from your archetype
+1 to an ability score of your choice
Make three full attacks as one active action
Warrior Equipment
+1 permanent AC
+1 dmg all attacks
Adv to diplomacy
Adv to strategy
Orders: movement, ally can active action
Phalanx: allies gain +1 AC when near you
m
Starting HP 6 + CON mod • Armor of your choice Ranger Archetype
• Shield
HP each level up 1d10 + CON mod You gain your proficiency bonus to wilder-
• 2 one handed weapons
Armor allowed All • 1 two handed weapon ness, creatures, and perception checks. Gain
• Smith’s kit (1 load, 2 SUP to refill) one feature at level 3 and 7.
Proficient weapons All • Healer’s kit (1 load, 2 SUP to refill)
Sa
THIEF CLASS
e
Assassin Archetype
You’re sly, cunning, and precise. Stealth is your specialty, and you can bypass obstacles, You gain your proficiency bonus to intimi-
patrols, and locks better than anyone.
fil
dation, insight, and tracking related checks.
Gain one feature at level 3 and 7.
Level Proficiency Class Features Craft custom poison Stealth crit 18-20
Bonus Adv to stealth Adv to disguise
1 +2 Starting HP, thief equipment Stealth after attack Adv to track target
2 +2 Try to stealth as a quick action instead of an active action Backstab: +2d6 damage vs unaware target
e
4 +2 +1 to an ability score of your choice
5 +3 Use a quick action to halve one hit’s damage against you You gain your proficiency bonus to perform,
inspire, and diplomacy related checks. Gain
6 +3 +1 to an ability score of your choice one feature at level 3 and 7.
Thief
7
8
9
Thief Basics
+3
+3
+4
pl
Pick one new feature from your archetype
+1 to an ability score of your choice
Proficiency bonus is doubled for your archetype checks
Thief Equipment
Immune to charm
Adv to lie or deceive
Know CHA tongues
Adv to charm
Adv to perform
Auto-detect magic
Healing song: allies heal +1d8 HP per rest
m
Starting HP 4 + CON mod • Light armor Rogue Archetype
• 2 one handed weapons
HP each level up 1d6 + CON mod You gain your proficiency bonus to infil-
• 1 ranged weapon
Armor allowed Light, shields • Ammunition (1 load, 1 SUP to refill) tration, athletics, and investigation related
• 1 use poison (0 load, 2 SUP to refill) checks. Gain one feature at level 3 and 7.
Proficient weapons All • Thief’s kit (1 load, 5 SUP to refill)
Sa
ZEALOT CLASS
e
Cleric Archetype
You’re devoted, stalwart, and divine. Fervor is your specialty, and your commitment You gain your proficiency bonus to healing,
grants you providential powers. You gain divine spellcasting. See more on page 31.
fil
politics, and divine magic related checks.
Gain one feature at level 3 and 7.
1 +2 Starting HP, zealot equipment. Gain divine spellcasting Allies adv vs Injury +4 damage vs evil
2 +2 1/safe rest, heal an ally for 1d6/level HP as an active action Bless: active action, ally has +2 next check
e
4 +2 +1 to an ability score of your choice
5 +3 Innately sense evildoers, sadists, and agents of chaos You gain your proficiency bonus to wilder-
ness, creatures, and druidic magic related
6 +3 +1 to an ability score of your choice
Zealot
Zealot Basics
+3
+3
+4
pl
Pick one new feature from your archetype
+1 to an ability score of your choice
Enemies roll morale at disadvantage while you’re conscious
Zealot Equipment
Speak with nature
Leave no trail
Immune to poison
No need to eat
Wildskin: 1/rest,
active. Become a
1HP bird, rat, frog,
or tiny creature
Adv to wilderness
m
Starting HP 5 + CON mod • Armor of your choice Paladin Archetype
• Shield
HP each level up 1d8 + CON mod You gain your proficiency bonus to instinct,
• 1 one handed simple weapon
Armor allowed All • Holy symbol (divine focus) endurance, and athletics related checks.
• Healer’s kit (1 load, 2 SUP to refill) Gain one feature at level 3 and 7.
Proficient weapons Simple • 5 rations (1 load, 5 SUP to refill)
Sa
MAGE CLASS
e
Sorcerer Archetype
You’re clever, powerful, and mysterious. You delve into arcane teachings and demonic You gain your proficiency bonus to charm,
sacrifices, untapping eldritch energy. You gain arcane spellcasting. See more on page 30.
fil
chaos magic, and willpower related checks.
Gain one feature at level 3 and 7.
2 +2 1/rest, reduce next damage by INT mod; quick, concentration Adv to charm +4 permanent HP
e
4 +2 +1 to an ability score of your choice
5 +3 1/safe rest, spend 10 min and dispel any spell below your level You gain your proficiency bonus to profane
magic, intimidate, and stealth related
6 +3 +1 to an ability score of your choice checks. Gain one feature at level 3 and 7.
Mage
9
7
8
Mage Basics
+3
+3
+4
pl
Pick one new feature from your archetype
+1 to an ability score of your choice
Pick 1 known spell up to spell level 3. It is now a cantrip for you
Mage Equipment
Wear light armor
Martial proficiency
Adv to intimidate
No need to eat
Sacrifice: damage
self (max lvl) to
gain an equal bonus
to next damage
Darksight
m
Starting HP 4 + CON mod • 1 one handed simple weapon Wizard Archetype
• A shield or 1 hunting bow
HP each level up 1d6 + CON mod You gain your proficiency bonus to diplo-
• Potionery glassware
Armor allowed Shields • Scribe’s kit (0 load, 5 SUP to refill) macy, insight, and arcane magic related
• Spell components (3 levels, 6 SUP) checks. Gain one feature at level 3 and 7.
Proficient weapons Simple • 2 rations (0 load, 2 SUP to refill)
Pick +1 cantrip Adv to potions
Sa
e
SHIELDS Weapons are broken out into categories
based on their function and training needed.
Weapon descriptors can change a weapon’s
fil
Most PCs wear armor, which makes you
more difficult to hit. There is heavy armor function. Your class describes what weapons
and light armor. Any PC (and most NPCs) it can use proficiently (which grants a pro-
can wield a shield, which simply increases ficiency bonus). Attacking with a weapon
your AC at the expense of an unusable hand. you’re not proficient with grants no bonus.
The table below details armor, shields, their Unarmed attacks usually don’t deal damage
requirements by class, and load. and can be treated as physical checks.
e
Every combatant - PC or NPC - has an Effective Range
armor class (AC), or the number needed to
Descriptors grant weapons special narrative
Armor & Weapons
meet or beat in order to land a hit in combat. Melee Works in close range (5’);
AC is effectively the DC to hurt a target, some have reach (10’) and mechanical alterations, such as magical,
which triggers damage. slashing, blessed, silver, masterworked,
artifact, etc. These descriptors alter permis-
Armor Types
Heavy
Armor
AC 15
Disadv to stealth and
stamina checks
Weighs 5 load
Proficiency Required
Simple Easy to use but weak
• One hand: 1d6 damage
sions (like blessed weapons can deal damage
against wraiths) or modify damage (e.g.
slashing damage is halved vs skeletons).
Weapon Load
One handed are 1 load, two handed are 2
m
• Two hand: 1d8 damage load. Load counts when wielded or stowed.
• Dual 1h: 2d6 dmg, take
Light AC 12 + DEX mod Warrior best single d6 result
Armor Weighs 2 load Zealot
Clubs, spears, hunting bows
Weapon Damage
Thief
Lamellar, gambeson
Martial More complex and powerful A weapon’s damage lists the ability modifier
• One hand: 1d10 damage used for damage. Ranged weapons usually
Shield +2 AC when wielded All
(occupies 1 hand) • Two hand: 1d12 damage add DEX mod to damage, while melee add
• Dual 1h: 2d10 dmg, take
Sa
e
Weapon Descriptors ENCUMBRANCE
fil
Arming sword 1d10 + STR mod, 1h, martial, melee, slashing Items and weight are tracked in terms of
load. Each item the size of a human head or 5
Club 1d6 + STR mod, 1h, simple, melee, bludgeoning lbs is considered 1 load. PCs are able to carry
Crossbow 1d12 + DEX/WIS mod, 2h, martial, ranged, piercing, action to reload load equal to their STR score without issue.
Dagger 1d6 + STR/DEX mod, 1h, simple, melee, piercing, slashing, stealthy Heavy armor is 5 load, light armor is 2 load.
Items and weapons are 1 load each hand used
Halberd 1d12 + STR/INT mod, 2h, martial, melee, slashing, piercing, 10’ reach when holding or wielding that item. Other
Hatchet 1d6 + STR mod, 1h, simple, melee, slashing, bludgeoning miscellany can be stacked into 1 load.
Hunting bow 1d8 + DEX mod, 2h, simple, ranged, piercing Carrying load over your STR causes you to be
e
encumbered, which reduces your speed by 5’
Javelin 1d6 + STR mod, 1h, simple, melee, ranged, piercing
every point of load over your STR, and forces
SUPPLY
e
Each PC has supply (SUP) up to their INT
score. This is how much resupply the PC Example SUP by Gear Foraging
brought and represents their ability to plan
fil
ahead with what they might need to bring. Below are common SUP costs to replace or A PC can spend an hour in a fertile region
refill the listed item. and forage 1 SUP without making a check. A
You lose some SUP each time you replenish check produces more forage worth 1 SUP per
an expendable item (like a torch). You regain rolled result over DC 11 (e.g. 13 = 2 SUP).
SUP by succeeding at a check to forage or Item SUP
cannibalize an item. You can buy supply in a
town or caravan (usually 1 gp per SUP). Arrows - 1 fight, or 10 arrows 1 A PC is carrying arrows, torches, and
rations in their backpack. They decided
Torches - 1 hour duration 1 to carry 12 SUP on their adventure.
SUP can’t create new things while adven-
turing. SUP can only replenish or replace the Rations - 1 day 1
While out on their quest, the PC fights
e
spent, consumed, or lost. SUP only works for
items that the PC stated were brought prior Parchment - 1 magic scroll 1 several battles and is out of arrows. The
to the start of the adventure (not serve as PC spends 5 SUP toward 50 arrows, and
Lockpicks - 1 failed check 1 now has only 7 SUP remaining.
“quantum equipment”).
Lantern oil - 3 hours 1
Supply
11 SUP is 2 load). SUP can be split among the ration, the PC won’t be able to replen-
Alchemical grenade - 1 use 7 ish any of their consumable equipment
party, so long as no one exceeds their max.
Dragon’s breath bomb - 1 use 9 until they refill their SUP.
17
DURABILITY &
e
SUNDERING A PC has 10 HP and a wooden shield
with 2 durability. The PC gets hit and
A warrior PC has chainmail armor
with 1 out of 3 max DUR. While in a
takes 11 damage, but sacrifices their dungeon, they use 2 SUP to attempt to
fil
Equipment - gear, weapons, armor - have
shield’s 2 durability to reduce the repair it. They have a smith’s kit, and
durability between 1 and 5; the higher the
incoming damage by 2, taking only 9 so roll at advantage against the DC 12
sturdier. Glass and cloth have 1 durability,
damage. This allows them to remain check. They roll twice with a high of 9.
wood and bone 2-3, metal or mythical 3+.
standing at the cost of a shattered After two hours and wasting 2 SUP, the
shield, which is no longer usable. armor’s DUR remains at 1 of 3.
When an item is used as part of a check
(weapon for attack, armor for defense) it
Later, the PC is firing a wooden bow.
might take sundering damage. Rolling a
The PC rolls a 1 on their attack, which
CRAFTING
critical failure or suffering from an enemy’s
causes the bow string to snap and
critical success reduces the item’s durability
reduce its durability by 1 (now 1).
e
Only repairs can restore durability. Crafting items from scratch takes many
Another time, the PC is fighting a bear.
The GM rolls for the bear’s attack and hours and materials. A character must be
Shields can trade HP damage for sundering proficient in the tool or its use to attempt to
gets a natural 20. The PC’s chainmail
damage, preventing HP damage at the craft it. Crafting requires a series of checks:
armor takes sundering damage, and its
expense of the item’s durability. The PC
must declare that they are sacrificing their
shield in this way.
Item
Boiled leather armor
Padded gambeson
DUR
2
2
pl durability is reduced by 1 (now 2).
REPAIRS
Repairing equipment is possible during rest
or when in a stronghold. Items with less
Forge: construct the disposable work station
such as a crucible or saw horse