Professional Documents
Culture Documents
1
What Is This? 2 Timekeeping23
Why?2 Light24
Quick Primer 2 Darksight24
OSR2 Chases24
FTD vs. 5E 2 Retreat25
Core Mechanic 3 Resilience & Exhaustion 25
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
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
Load & Encumbrance 15 Orders34
Magic Items & Attunement 15 Renown34
Graphic Jean Adaser Supply16 Reactions34
Consultant: Durability & Sundering 17 Monsters35
Repairs17 Monster Math Table 35
Crafting17 Monster Tactics 37
Design Ben Milton Hoards37
Consultant: Converting Monsters 37
GAMEPLAY19 Monster Alignment 37
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
“Truthseeker” Rigrod, Kelce Morale22 Generator44
Casey, Neil Benson, and Traps22 Random Maps 45
many others. Treasure22 Quick Reference 46
Travel Turns 22
Overland Travel 23
Overwater Travel 23
Rolling To Return 23
2
QUICK PRIMER
player ingenuity, cleverness, and cunning. is most things (other than AC) are DC 11. The
Basics
You shouldn’t brute force your way through GM is encouraged to minimize the need to
every obstacle because you have a high skill roll checks at all given the PC’s approach.
• Core mechanics based on 5e modifier. The game demands a thoughtful
•
•
Four OSR-related classes
Four OSR-common races
approach that minimizes the need to roll.
No Dump Stats
•
•
Race and class restrictions
STR, DEX, CON, INT, WIS, CHA
Magic Is Haphazard Ability scores play just as much role in the
game as ability modifiers (such as a PC’s
• Ascending AC
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
Slower and weaker rest and healing
New Mechanics
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
Any time a character attempts a risky action
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.
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 of Resilience right? I’ll make a check. They GM: okay, so now it’s the four goblins’
roll 1d20 + CON mod and get a 13, pass. turn. Checking morale... they hold the line.
The DC is determined by the GM and based Since the thief is hidden and the others
on the difficulty of the action; it can either GM: you feel weary, but carry on for now. are far away, the goblins attack you four
be static (based on an obstacle) or opposed As you swap out your torches, the party times Warrior. The GM rolls four attacks,
(like rolling against another character). hears the faint slapping of bare feet. comparing to the Warrior’s AC. Four hits!
You succeed if you meet or exceed the DC. Warrior: goblins! Let’s form up to fight. Zealot: you shouldn’t have run in!
The default DC is 11, but may range between The GM allows the thief to roll for the entire GM: sorry; Warrior is knocked to 0 HP.
5 and 20. The GM can state if a task is party’s collective chance to hide. They get a But now it’s your turn Zealot.
impossible or doesn’t require a check. 12, just enough to pass. They set an ambush.
Zealot: I’ll heal you. I get into range and
Check Modifiers GM: the goblins approach, wary. It seems
they heard you before, but now lost you.
cast Suture. That needs a check right?
Zealot rolls 1d20 + WIS mod + proficiency
You all get to attack with advantage. against the spell DC of 12. A 17, success!
Each check can have modifiers which add
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.
PLAYER CHARACTERS
6
CHARACTER PC RACE
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.
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.
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
CHA. Swap up to two. INT, WIS, CHA order.
further define a PC. As PCs gain experience
points (XP), they level up and gain benefits.
CHARACTER
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
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
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 -3 each level up. Refer to your class rules for
specifics (such as dice rolled for HP, etc).
6-7 -2 Using Classes
8-9 -1
Each PC picks a class at first level. A PC that
is proficient due to class features gains their
Level XP Required
proficiency bonus to related checks. The GM
10 - 11 +0 says when a proficiency bonus applies. 2 2,500
2 +2 Counter-attack in melee as a quick action up to twice a fight Rage: +3 dmg dealt and taken while active
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
Thief
7 +3 Pick one new feature from your archetype
Immune to charm Adv to charm
8 +3 +1 to an ability score of your choice
Adv to lie or deceive Adv to perform
9 +4 Proficiency bonus is doubled for your archetype checks
Know CHA tongues Auto-detect magic
Healing song: allies heal +1d8 HP per rest
Thief Basics Thief Equipment
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)
• 5 rations (1 load, 5 SUP to refill) Always know value Adv to lockpicking
Ability proficiency DEX, INT
• 5 rolls on Sundries (pg. 47)
• Max SUP (1 load per 5; INT score) Natural climb speed Adv vs traps
Stealth, decep-
Proficient checks tion, senses, +4 max load Stealth at full speed
tools, archetype
Dodge: trap and area damage is halved
10
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
2 +2 1/rest, reduce next damage by INT mod; quick, concentration Adv to charm +4 permanent HP
Mage
7 +3 Pick one new feature from your archetype
Wear light armor Sacrifice: damage
8 +3 +1 to an ability score of your choice
self (max lvl) to
Martial proficiency
9 +4 Pick 1 known spell up to spell level 3. It is now a cantrip for you gain an equal bonus
Adv to intimidate to next damage
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,
Ranged Suited for ranged distances artifact, etc. These descriptors alter permis-
(15-300’) disadv in melee sions (like blessed weapons can deal damage
Armor Types against wraiths) or modify damage (e.g.
slashing damage is halved vs skeletons).
Heavy AC 15 Warrior
Armor Disadv to stealth and Proficiency Required
stamina checks
Weighs 5 load
Zealot
Weapon Load
Simple Easy to use but weak
Mail hauberk and helm • One hand: 1d6 damage One handed are 1 load, two handed are 2
• 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
Weighs 1 load • Dual 1h: 2d10 dmg, take STR mod to damage. The GM can rule if a
best single d10 result weapon’s qualities or descriptors alter this.
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
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
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
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
spent, consumed, or lost. SUP only works for While out on their quest, the PC fights
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
The GM has the final say on how much SUP Later, the PC’s party is out of torches
something costs, keeping in mind its rarity, Rope - 100’ 1 and other light sources. Since this PC
value, and size. An antitoxin is small but decided to bring along torches, they
Nails or pitons - 10 pieces 1 spend another 5 SUP to replenish the
because of its specificity it has a high SUP.
party’s cache (now 2 SUP remaining).
Healing kit - 1 use 2
Once a PC has insufficient SUP to replenish
their item of choice, they can no longer use Smith’s kit - 1 use 2 Finally, the PC tries to spend some SUP
that item. Reaching 0 SUP prevents the PC toward replenishing rope. However,
Spell components - per level 2 the GM notes that the PC didn’t bring
from replenishing any consumable gear. A
PC can choose to carry less than their max Potion, weak - 1 use 3 any rope and so can’t use SUP toward
SUP prior to leaving on a quest. any more or “new” rope. Instead, the
Potion, strong - 1 use 5 PC can only spend their remaining SUP
toward arrows, torches, or rations.
Supply and Load Antitoxin or poison - 1 use 5
Eventually, the PC is completely out
Quicksilver - 1 application 5
Five SUP is one load. SUP is rounded to the of SUP. Once they fire their last arrow,
nearest 5 per load (e.g. 14 SUP is 3 load, and Holy water - 1 application 5 burn their last torch, and eat their last
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 &
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
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).
PC ACTIONS
Stealth: a character successfully in stealth
Some forms of special movement - swim- can’t be directly targeted. Once they attack
ming, crawling, climbing, or traveling in their stealth ends. Stealth DCs can vary by
When every second matters - such as difficult terrain - force you to move at half circumstances, or can even be impossible.
combat - players take turns describing their speed (a PC with 30’ speed can climb 15’).
character’s actions. Many actions require Range: all weapons and spells have a
a check of some kind (attacking, casting a Each load you carry above your STR score listed range, or what distance they work
spell, intimidating an enemy into retreat), reduces your speed by 5’ and forces disad- in combat. Distance is measured in feet
each with its own DC and modifiers. vantage on all checks. A 10 STR, 30’ speed on a battlemat or grid, or can be broken
PC carrying 11 load would move at 25’ speed. into three categories: close, ranged, and
A PC can only take one of each action per A PC at 0’ speed is completely encumbered far. Close allows melee attacks and causes
round, but might be forced to make checks and can’t move at all. A movement action ranged attacks to suffer disadvantage;
that don’t count as actions. can be “traded down” to a quick action. ranged is beyond melee reach but ideal for
most ranged weapons; and far is beyond
• Active: most proactive actions that The most common form of quick action Tactical Superiority
require a check (stealth, attack, cast). is a readied action, such as when waiting
• Movement: you can move up to your to spring an ambush. Drawing items or The players’ choices and cleverness should
speed (usually 30’). You can split up this weapons, casting certain spells, maintaining be rewarded in play, with GMs granting
distance throughout your turn. concentration, and some class features are advantage or even automatic success. If one
• Quick: brief actions, actions triggered quick actions. The GM can rule that certain side’s position, weapons, or environment
off others, anything that takes a second. other basic actions are quick actions. are wildly superior then no rolls are needed.
21
INJURY
rative repercussions as fitting of any other to be creative and logical, tying in threats
PCs and NPCs can roll with advantage or dangerous check or monster. There may that pertain to the area, quest, or dungeon.
disadvantage based on the circumstances be multiple ways to avoid, disarm, or move
(such as being outnumbered). through a trap.
Travel Turn Table
When To Check
Morale
TREASURE 1 Terrible, immediate threat
• Accidental encounter
As gold (gp) is the primary source of XP, PCs • Devastating ambush
The GM can call for one or more morale are expected to be able to acquire treasure. • Environment worsens
checks; generally when: All coins have the same weight; there are
100 coins per pound, and 500 coins per load. 2-10 Something bad happens soon
• the battle begins
• after the first combatant is killed • A subtle trap or poison
10 copper (cp) = 1 silver (sp); 10 sp = 1 gp. • Cautious enemies prep to
• when the leader or expert is killed attack any moment
• when the tide of the battle is obvious. Gold and precious metals are a source of • Retainer flees / betrays
magical power. An enemy’s carried loot is
Side, Group, or
worth 1d20gp per HD; this is separate from
any hoards (chests, piles, altars, etc).
11-19 Threat worsens or draws near
LIGHT CHASES
There are four levels of light. Light affects different checks in different environments, both The party can chase fleeing enemies by
for PCs and NPCs. Torches last 1 hour, lanterns last 3. They cast 30’ of dim light. making a check. Flat and open terrain uses
STR, uneven terrain uses DEX. The faster the
The GM must describe the current level of light, and clarify what light sources exist. Players enemy, the higher the DC. Most creatures
keep track of their own light sources. The GM calls out hours as they pass with travel turns have a 30’ movement speed (DC 11 to catch).
and time keeping, but the PCs must note when torches and lanterns expire. The DC is modified by 1 per 5’ under or over
30’ movement. The DC is lessened if the
Darkness Well Lit pursuers are trying to get into bow range.
Stealth, hiding All attacks able to easily break line of sight (such as in
darkness, dense foliage, or twisting halls).
Listening checks All defense checks Blindingly bright light, such as high sun
They roll at advantage if they have a better
reflected upon undisturbed snow.
position (such as surrounding the enemy).
Sight (impossible)
The quarry can try to stall their pursuer -
Predicting danger Advantage Disadvantage which might affect the DC - by throwing
caltrops, impediments, false trails, or bait.
Finesse, precision Tracking, trails Stealth, hiding
Overland chases over the course of hours or
Morale for surfacers Seeing movement Long-range attacks
days can be handled the same way, but use
CON if endurance is more important than
Dim Light DARKSIGHT short bursts of speed. Attempting to out-
maneuver an enemy force might instead use
the commander’s CHA or NPCs’ morale.
30’ around a torch or a lantern. Moonlight. Some creatures - especially nefarious,
ancient, or subterranean ones - can see with The process is reversed if the party is trying
darksight. Their sight functions in reverse to flee. The players still roll, only to escape.
Advantage Disadvantage of humans or other lightsight creatures. The
Stealth, hiding Ranged attacks disadvantages a human suffers in darkness
are advantages to these creatures. An enemy scout with 40’ speed flees
Listening checks Defense vs ranged the party through a dense thicket. A
Darksight can often come from some other PC rolls a DC 13 DEX check at disad-
Sight checks
natural or magical source - such as sensing vantage. They get a 4, and the scout
heat, movement, or an acute sense of sound manages to elude capture.
“mapping” or echolocation.
25
SPELLCASTING
Zealots and mages gain spellcasting, which
allows them to cast spells per the arcane and
Spells Known Spells As Rites
divine spell lists on page 30. Casting a spell
Spellcasting PCs know a number of spells Spellcasters can cast any known spell as a
requires a spellcasting check, at least one
based on the PC’s and spell level. Known rite. This takes 1 hour per spell level of con-
free hand, and some components. Spells are
spells can be cast by the spellcaster. centration, but doesn’t require a check.
more or less powerful, noted by spell level.
Failure triggers a mishap with unintended 4 4 2 0 0 0 PCs can’t improvise spells, but might be able
consequences, and the spellcaster can’t to cast from a never-before-seen scroll or
attempt spells of that spell level again until 5 5 3 1 0 0 other magical artifact. Further, PCs can’t
they take a safe rest. The GM can require a research “new” spells; they must hunt for
1d20 roll on the Magical Mishap Table or 6 5 4 2 0 0
spellbooks and artifacts to discover spells.
simply describe what malady the PC suffers. 7 5 5 3 1 0
A level 4 zealot PC attempts to cast 8-9 Caster emits blinding bright light to all
Impassable (level 2 divine). They roll + Cantrips 10-11 The spell affects the wrong target
WIS mod and prof vs DC 12, getting a 14
and successfully cast the spell. The 14 Spellcasting PCs know and can cast 3 12-13 Significant collateral damage
is compared vs the targets (HD1 goblins cantrips. These are rote, simple, relatively
14-16 Caster is stunned, CON check to resist
with +1 relevant modifier, or 11 defense weak spells that the PC has mastered. They
to resist the effect). The goblins fail and require no spellcasting check or components 17-19 Caster is weak, STR check to resist
their speed is reduced to 0’. and can always be used. The list of cantrips
is beneath each of the spell lists on page 30. 20 A different, random spell is cast
29
Spells often require components: certain reactive and force an enemy save (such as
words, movements, or materials in order to
trigger the spell’s magical effects. These are
the creation of traps, zones, or other static
magical effects) can be used as described. SCROLLS &
WANDS
Telekinesis. Move up to 5lbs 2HD/level worth of targets in Enemies in 15’ cone knocked
Subtle Force Sleep Gust of Force
30’ away. Concentration 30’ fall asleep. Attack. 8 hrs back 10’ and prone. Attack
Send a brief psychic message Fire a magic bolt up to 100’. A 20’ area forces 5’ speed.
Whispermind Arcane Arrow Amplify Gravity
to 1 target in line of sight Deal 1d4/level dmg. Attack Enemy resist. 1 min/level
Weakly transfer heat; light a You sense all near magic. Roll A mundane door or lock in
Flickerheat Discern Magic Knock
candle, cool cup of water check to learn its function line of sight opens
Arcane Spell List
Perform subtle illusions: Check to ignore a damaging Blanket a 30’ area in magical
Legerdemain Abjure Shadowfield
teleport coin, change colors area effect (trap). Quick darkness. 1 min/level
Remove one spell or effect up One target in 30’ goes to 4 One target/lvl in 30’ goes to 4
Dispel Arcanum Enervate Confound
to your highest spell level STR (-3). Attack. 1 min/lvl INT (-3). Attack. 10 mins
All (including allies) in 20’ Conjure or control 1 element. One target or object you
Furyfire Sculpt Element Dissolve
area take 1d6/lvl damage. Atk Concentration. 1 min/lvl touch melts and/or dies. Atk
You can speak and read any Teleport an object you touch Targets in 20’ area resist or
Lexicon Astral Rift Deadly Mist
language (GM disc). 1 hr/lvl to a point in sight. DC for size take 2d6/lvl dmg. 10 mins
Immobile illusion up to a 10’ You and 1 ally/lvl ignore dark Summon a demon of your lvl.
Apparition Truesight Infernal Call
cube. Enemy resist. 1 min/lvl and invisibility. 10 mins Check for obedience. 1 hour
31
Mend or repair a mundane Undead targets of HD less Cure poison or blight from an
Reforge Turn Undead Purify
object up to a human in size than lvl and in 30’ flee. Atk area. Roll check for size
You or one touched ally gets a Advantage to resist attacks Allies that hear you gain +1 to
Providence Sacrosanct Divine Vigor
+1 to next check. Quick and effects from evil enemies all checks. Concentration
Remove one curse or disease Kill all undead targets of HD Ask god questions. They
Hexbreak Lay to Rest Commune
from 1 object. Check vs DC less than lvl in 30’. Atk answer up to lvl in words
All targets in 30’ have no You or 1 touched ally can All cursed or poisoned allies
Pacify Wrath Sanctify
wish to fight. Atk. 1 min/lvl attack as a quick. 1 min in 30’ are cured. Magic check
You or 1 ally gain advantage Light fills the area. 1d4 dmg Create 20’ divine area. Enemy
Smite Holy Dawn Sanctuary
to all atks vs evil. 1 turn/lvl to evil targets. Atk. 10 min resist to enter. Concentration
All forms of sound in 30’ are If you or 1 ally get hit, enemy Target 30’ area. Allies within
Field of Quiet Retribution Transcendence
silenced. Concentration takes 1d8 dmg. 1 min/lvl heal 4d8. Enemies take 4d8
NPCS & MONSTERS
34
that the ordered retainers gain advantage on result) or disadvantage (the NPC is unlikely).
A PC can’t command more than their CHA
their next roll or are able to execute a special
retainers. Elite retainers, hench, are earned
maneuver as a single unit:
equal to ((CHA mod + level) - 5). A level 5 A level 7 PC with STR +4 has 11 renown.
PC with CHA mod +1 attracts 1 hench (1 + The GM says this obviates a roll, and
• Charge: move forward and attack
5 - 5 = 1). The same PC at level 9 could have that the PC’s reputation precedes them
• Form Up: get +2AC until next turn
attracted 5 hench. Hench work for free and as they enter a small hamlet.
• Kite: move away and attack
have superior morale and check modifiers,
• Focus Fire: attack 1 target if possible
generally starting at 3HD or higher. Later, the PC goes to confront a
• Reposition: move twice their speed
• Retrieve: move to, grab, and retreat warlord. The GM rolls to determine if
Retainer Checks Each ordered retainer’s turn ends once the
the warlord knows of the PC, and gives
them advantage - making it more likely
maneuver is complete, even if they have not that they do - to the roll due to the
Retainers are built in a similar fashion to
yet acted. Those who can’t follow orders PC’s martial background. The GM rolls
monsters (see page 35). Retainers (usually)
(e.g. out of range, immobile, etc) may still 2d20, 4 and 17, and selects the 4. The
fall into one of four categories:
act as independent NPCs. warlord knows of the PC.
• Laborer: diligent and athletic
• Expert: educated or experienced
•
•
Militia: capable in a fight
Adept: an acolyte priest or conjurer
A PC commands 10 retainers; 5 don’t
have bows. The PC uses their active REACTIONS
action and passes a command check.
The GM rolls for retainer checks (including The PC orders their unit to Focus Fire The GM can roll 1d20 to determine an NPC’s
attacks, morale, and ability checks) with an orc 80’ away. The 5 without bows reaction to a PC when confronted, with
modifiers based on their HD and category can’t reach the orc and so don’t act. the higher the roll the more favorable. A
(such as a 4HD Laborer gets +6 to hauling The 5 with bows fire, and the GM rolls 5 result of 1-5 is hostile, 6-10 cautious, 11-15
load). A retainer’s mod should change based times (once for each attacker). curious, 16-20 positive or even friendly.
on their category’s relevance to the check. Renown or other factors can modify the roll.
35
Monsters
7 29 +1 +5 +9 2d12
A 5HD monster has a +0 check modifier
8 33 +2 +6 +10 3d8
(1/2 of 5 = 2; 2-2 = 0)
9 37 +2 +6 +11 3d8 + 1
NORMAL As good as you’d expect 10 41 +3 +7 +12 3d8 + 2
Modifier 1/2 HD + 2 (max +10) 11 45 +3 +7 +12 3d10
Assume unlisted actions or abilities have a Monsters that have multiple dice worth of average damage can split that damage up across
“normal” modifier for that monster. multiple targets (such as by multiple attacks, aura effects, counter-attacks, and so forth).
36
BUILDING MONSTERS
Building a monster is done in steps: Category
1. Concept: a sentence or phrase
2. Threat: its HD and danger level Refer back to the monster’s concept: is it a
3. Category: what monster category it is natural beast or predator; an intelligent and
4. Techniques: which, if any capable leader; a simple brute or member of
5. Monster math: HP, AC, mods, etc a larger, organized unit? Simply assign the
most fitting category, or roll 1d6:
Concept
1 Brute 4 Shaper
What is the monster’s function, description,
and theme? What should the party feel when 2 Leader 5 Sniper
seeing it, entering its lair, fighting it? The Concept: an etheral dragon made up of
3 Predator 6 Soldier
concept is an important aspect of creating magically unified smoke and energy.
a monster as it defines all of the later steps. It’s on the hunt for tasty living souls.
Define it in prose or a simple bullet list.
Techniques
Building Monsters
Threat consists of HD and a description of important and therefore warrants at least Category: the GM can’t decide which
the monster’s level of danger. A GM can one technique. GMs, note that each added category makes the most sense, and so
fully or partially randomize a monster’s HD: technique notably increases lethality. By rolls, getting a 5: Sniper. That changes
default, a single technique is enough to the way the dragon can fight its prey.
Fully random: roll 1d20, with HD equal to differentiate a monster without making it
the result - 2 (a natural result of 1 is 1/4 HD more threatening than intended. Always Techniques: to get this concept across,
and of 2 is 1/2 HD; see Monster Math table). adhere to what’s interesting rather than the GM needs to use a few techniques.
“balanced.” The players’ll figure it out. A misty breath (Blast, 50’, 5d6), move
Partially random: determine how similar like smoke (Special Movement), and an
the monster is to the party’s level: close is
1d6, medium is 2d6, far is 3d6. Roll and sum
Monster Math incorporeal form (Immunity to non-
magical damage).
the dice pool twice, subtracting the second
Refer to the Monster Math table on page
result from the first. The remaining number Monster Math: 41 HP, +3 / +7 / +12. As
35 to determine your creation’s relevant
is then applied to the PCs’ average level. a Sniper and smoke dragon, it’ll gain
mods, AC, HP, and average damage. Use the
the +12 bonus to perception and ranged
original concept and monster category to
attacks, but only +3 to keep the PCs
determine what types of actions or events
The GM rolls for a medium monster away from it in melee or to resist their
are considered weak or strong mods. These
(2d6) getting a 9 (6, 3) and 5 (1, 4). 9-5 ability to force morale checks. If it must
actions should be immediately clear and
is 4, and the GM adds 4 to the party’s use an attack out of its breath weapon,
useful to the GM, requiring as little time as
average level of 3; this monster is 7 HD. it still packs a punch at 3d8+2.
possible to note when the mod applies.
39
EXAMPLE MONSTERS
Junglecat, 1HD [Predator] Orc Raider, 2HD [Brute] Brigand, 3HD [Sniper]
Special movement: CON: -2 Resistance: take 1/2 INT/DEX: -1 Extra When: deal STR/CON: -1
Example Monsters
in forest, ignore Morale: -2 damage vs all non Perception: -1 double damage with Resistance: -1
harsh terrain magical or physical bow vs unaware PC
Fearful, quick to attacks Dumb, loud, clumsy Weak, cowardly,
Force condition: run and hide, sus- poor in melee
hit PC is prone ceptible to magic
Hobgoblin, 4HD [Soldier] Archcultist, 7HD [Leader] Stone Drake, 9HD [Shaper]
Extra When: +2 AC vs Magic: +0 Blast: 15’ cone, 3d6 STR/CON: +1 Special Movement: STR/CON: +2
when in formation Stealth: +0 damage, 2 uses Combat: +1 80’ move in stone Combat: +2
Shove: hit pushes Needs a leader, slow Ability Drain: atk, Vulnerable when Alter Environment: Loud, fragile, weak
PC back 10’ 30’, 1 PC -1d6 STR alone, feeble shape or alter 270’ when out of lair
of rock or soil
RUNNING THE GAME
42
(sometimes called a module); multiple the party should be given an obvious fork
adventures constitute a campaign. The GM in the road: a time-sensitive choice that One camp has fewer than a dozen, and
prioritizes their attention by focusing on compels them to go down one (potentially) emits noxious clouds of fulvous yellow
sessions, then adventures, then campaigns. irreversible path. Do they join the lawless smoke into the air. Another camp clear
rebels or the cruel knights? Do they take the cuts a swath of forest and builds boats
The centerpiece of any OSR game is a slow and safe path, or the dangerous one? and barracks with militant precision.
charged situation with opposing forces and The third camp is less noticeable, more
conflicting goals. The PCs are the agitators Obstacles: one or more passive blocks, an a series of small stone structures and
and their influence should be felt. The GM is environmental or external impediment that interconnected tunnels, too small for
responsible for producing this scenario, but makes their goal more difficult to achieve. even halflings to fit through.
not responsible for its solution or the PC’s Weather, terrain, time, resources, etc.
involvement in its outcome. Obstacles: the flies, the intense fumes
Threats: who directly opposes the party’s of the corpse, the dozens of other scav-
This template can be applied to any level of goals? The active threats that will violently engers and beasts that come to feast.
the game (from sessions to campaigns). The pursue or reject the PCs? What do they
story and narrative will naturally emerge want? When and how do they strike? Threats: will the PCs side with one of
from its tension. The GM’s job is to hook the three factions? Will they try to cut
and pull the PCs into this conflict, but not Climax and resolution: how can the session their own path? Others might view
through brute narrative force. The PCs need dovetail to a satisfying conclusion? What’s them as interlopers deserving death.
a few obvious entry points that require little the final confrontation or challenge that the
analysis; the session and adventure should PCs must overcome that leads to the gold? Climax: the PCs discover what caused
only become complicated as it progresses Importantly, what happens if the party the Titan to get stuck and drown in the
and evolves from their influence, not at its doesn’t achieve this end? lake, a force of great magical gravity
onset. In other words, make it easy for them that the locals call “the Heavy.” Can
to get involved, and hard to get out. The players, if not their characters, should they dispel it and free the giant body?
see the impact of their efforts (or failures).
43
PRINCIPLES
FTD is assumed to be played and run by Making sure choices are meaningful That exploration could be navigating a
following a series of principles which help demands complex and dramatic situations. single region, even a single dungeon. But it
the GM to make rulings over rules. There’s no “right” answer or single solution should be able to be explored, delved into,
- everything comes at the expense of some- examined. And not simply as an excuse
GM Principles
push farther, dig deeper, and uncover even
PCs in some kind of plotline, instead the GM greater and greater secrets.
presents a challenging world full of threat To make those meaningful choices, the
and consistency, and lets the PCs die if they players have to understand the world
don’t treat it with the respect it deserves. through their characters. Fill their senses Facilitating Play
with practical details, realistic and ugly
Impact & Ingenuity truths. Let them immerse. The GM is often the host, the ruleskeeper,
the one who provides the means to play.
Fundamental truths of your world should They need to be aware of each of their
The PCs want to feel their impact on the mean something; breaking them should be players’ preferences, their goals in and out
world, the scene, the session. As they act, even more meaningful. The GM must strive of the game, and their level of experience.
things should naturally and rapidly escalate. to maintain this sense of consistency. Only
If the players are clever and ingenious, the if things are consistent and cogent are they As a social construct, the game is often
GM should reward them. Give them plenty able to be leveraged in interesting ways. interrupted by social issues; and the GM has
of opportunities to have an influence, to to step in as arbiter to resolve these issues.
solve a problem, to approach a challenge
with many different methods. Discovery While not an obligation, the GM is seen as a
figure of authority in today’s play culture.
Use that authority wisely, and attempt
Meaningful Choices The characters are adventurers. There’s a
certain assumption that they’ll be tran-
to develop a table “contract” of mutual
respect, fun, and equality.
sients, nomads, freebooters on the frigid
The PCs’ decisions are all that really drive frontier. FTD doesn’t assume what your As always: ask your players questions,
the story of the game. There’s no metaplot, game is actually about, but it does insist that listen to their answers, and adhere to their
no three-act structure. There’s simply the game has a sense of exploration, discov- requests for content safety.
choice, action, and reaction. ery, and wonder. Play to find out.
44
GENERATOR
GMs can use these inspiration tables as an
adventure or landmark generator. Roll 1d12 Descriptor Table
for each column on the Connections Table in Roll 1d20 one or more times for each element from the Connections Table (such as a Purified,
order: Thing > Action > Thing > Fallout. Dancing, Lodestone, Remorseful, Pulsing warlord from the previous example).
9 Artifact Move Slavery 17 Nurturing Worshipping Cut gemstone Serenity Intense hunger
10 Stranger Weaken Tyranny 18 Kind Loving Glowing bronze Aggression Deathly thirst
RANDOM MAPS
GMs can generate a dungeon, city block, or
wilderness map by using a common puzzle
The GM needs to quickly and randomly
cube (six colors, nine squares per side).
map a dungeon for tonight’s session. The
Scramble the cube and roll it like a d6. The
GM jots down a few high-level ideas:
top face of the cube is the result for the map.
Each colored square on the result face is a • Concept: a collapsed necropolis N
type of terrain, obstacle, or location; each is accidentally found by miners
commonly enclosed or has a distinct border. • Contents: natural veins of copper,
the exterior mine entrance, the NW
1. White: open path, entrance, or clearing miners who are converted into
2. Blue: alternative path (water, ascent) undead guardians, the tomb itself
3. Green: a key destination (treasure) NE
4. Yellow: passive threat, hazards, terrain The GM scrambles and rolls a puzzle cube
5. Orange: danger, enemy convergences getting the results on the left. Starting
6. Red: blocked or locked, can’t travel by
any normal means (door, wall, etc) in the top left as northwest and working
QUICK REFERENCE
Make A PC Load Combat
Pick race, roll abilities, pick class, define or Max Load: STR score Initiative: high DEX score acts first
pick equipment, decide on SUP carried, add Armor: light is 2, heavy is 5, shield is 1 Rounds: every combatant gets 1 turn
up total Load, pick spells if applicable, and Weapons: one handed is 1, two handed is 2 Turn: every combatant gets 3 actions
fill out your character sheet. Coins: 500 (any kind) per 1 load
Weight: 5lbs or 1 human head size per 1 load Actions: three default types of actions
Race only affects abilities, not mechanics. Gear: most gear is 1-3 load (GM discretion) • Active: attack, cast, or make a check
Warriors are tough, thieves stealthy, zealots SUP Load: rounded nearest 5 SUP per 1 load • Movement: move your speed (30’)
use divine magic, mages use arcane. A party • Quick: activate feature, draw weapon
should have two or more classes, usually. Encumbered: over max load; -5’ speed per 1
load over; disadv all checks; 0’ can’t move Attack: roll 1d20 + ability mod + proficiency
Experience Points (XP): Earn XP equal to bonus if applicable. Meet or beat AC to hit.
each gold piece (gp) safely captured, spent,
or used in some way (GM fiat). XP is shared Weapons & Armor Deal damage of weapon or spell with hit.
equally by each PC involved in capturing it. Hit Points (HP): 0 HP means incapacitated;
You gain a level once you have enough XP. Light armor: AC 12 + DEX mod; 2 load 1 min or end of encounter at 0 means death.
Heavy armor: AC 15; 5 load If PC is stabilized roll on Injury Table. Heal 1
Quick Reference
Advantage: roll 2d20 and take the highest. Gear: any non-combat equipment, tracked Orders: active action to order retainers to:
Disadvantage: roll 2d20 and take the lowest. Supply (SUP): abstract amount of resupply • Charge: move forward and attack
GM can grant advantage when appropriate. for consumable items (torches, arrows, etc) • Form Up: get +2AC until next turn
• Kite: move away and attack
• 1 fight of ammo: 1 SUP to resupply • Focus Fire: attack single target
PC Proficiency By Level • 1 hour of torches: 1 SUP to resupply • Reposition: move twice their speed
1-4 +2 bonus to proficient checks • 1 day of rations: 1 SUP to resupply • Retrieve: move to, grab, and retreat
• 100’ of rope: 1 SUP to resupply
5-8 +3 bonus to proficient checks
• Special (potions): 2-10 SUP to resupply Ordered retainers act as a single unit. A DC 11
9 +4 bonus to proficient checks • 1 use of most kits: 2 SUP to resupply CHA check is common for giving orders.
47
Quick Reference
ships 5 miles / hour. Conditions alter this. cast. A focus obviates component needs. GM Avg. Dmg Per round, roughly = HD + 4
can track specific components for flavor.
Roll to Return: each PC rolls best modifier
and proficiency vs DC 10 + Travel Turns.
Failure means losing loot or taking damage.
Magic Items: wield up to CHA mod magic
items (min 1). Scrolls, wands, potions, and Sundries
other consumable items don’t count.
Retreat: full round action, make a check, PCs roll per their class at creation. GMs can
roll for random useful tools in a dungeon.
success retreats from danger but can’t act. Magical Mishap Table
Failure means stuck in a bad position.
Chases: STR check on flat terrain, DEX check 1 Caster takes 1d6/spell level damage 1 100’ rope 11 30’ copper wire
on rough terrain. DC based on enemy speed. 2-3 All nearby non-magical metal melts 2 10’ iron chain 12 Noisemaker, auto
Light
4-5 Orb of darkness surrounds the party 3 Iron manacles 13 Thread, needle
NAME: CLASS:
PROFICIENT CHECKS
DEEP ADV
RACE: EXPERIENCE:
LVL
SPELLS / FEATURES
!!
Melee Ranged Per
WEAPONS & DAMAGE
MAX MAX
LOAD AC HP
HVY SHLD
MAX
LT NO
RES Arcane Divine M. Items
LOAD ITEM & DESCRIPTION SUP DUR LOAD ITEM & DESCRIPTION SUP DUR NOTES