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Welcome to Pugmire!

Imagine our world, but far in the future. Count- Monarchies of Mau, have different perspectives
less centuries have gone by, and everything looks on what came before, but all species recognize
very different than it does now. Most buildings there was a world before this one, even though
have crumbled to dust, and broken roads are buried it’s now populated with mysteries and dangers.
deep beneath dense forests and layers of rocks. Here As the dogs explore the world, they create
and there, the occasional ancient ruin or incompre- and invent many new things, but also use what
hensible object surfaces, giving tantalizing glimpses they can salvage. Some have even learned how to
of a world that once was. The work of mankind has use the strange artifacts left behind by the Old
been reclaimed by nature, but we’re all gone. Hu- Ones. They see these as literal gifts from their
manity is no more. And those that remain — our gods — rare and unusual magic relics, spells, and
best friends — start to reclaim our legacy. enchantments. We might dimly recognize them
That’s Pugmire. It’s a fantasy game with as the results of some far-flung futuristic inven-
evolved dogs as the main characters. They live tion, but any sufficiently-advanced technology is
in the ruins of our world, using tools, language, indistinguishable from magic.
and ingenuity to build a new civilization in their These heroic dogs, eager for mystery and
image. And the kingdom of Pugmire is a center danger, are the characters you portray. As you
of that civilization. Many of these dogs strive to explore this world — a world that is and yet isn’t
learn about Man (also known as “the Old Ones”). the one we know — one question will follow your
They deify humanity as examples all should strive every decision: Are you a good dog?
to emulate. Other nations, such as the cats in the
4 Welcome to Pugmire!
How do get started? Ability Scores
This jumpstart has just about everything you Every character, from the most heroic war-
need — rules, a short adventure, and some charac- rior to the lowliest cur, has six abilities. Even mon-
ters to get you started. You’ll need to find some peo- sters and people from other species have abilities!
ple to play the game with you. The person with the Nearly every roll you make in Pugmire is based on
most experience playing tabletop roleplaying games one of these abilities, so they’re important for ev-
should probably act as Guide, though if none of eryone. Each ability has a score and a modifier. The
the group is experienced, the person who picked up scores generally range from 1-20, and modifiers
this jumpstart or who is most familiar with the rules range from -5 to +5.
should give it a try. Each player will need a pencil, Strength: The ability to apply physical force.
a sheet or two of scratch paper, and their character Dexterity: Physical coordination and agility.
sheet. Players require dice, but they can share until
everyone buys their own set. Typically, players will Constitution: Overall hardiness and resis-
need a set of dice including one each of a 4-sided, tance to pain.
6-sided, 8-sided, 10-sided, and 12-sided, along with Intelligence: Mental skill and knowledge.
two 20-sided dice. The 20-sided dice — also called Wisdom: Wit and common sense.
"d20" for short — will be used most often, so those Charisma: Personality and likability.
are most important.
Each character has two of the abilities
To help you out in reading this book, there marked as primary abilities. These two abilities are
are a few different kinds of text boxes (or sidebars, the ones the character uses the most. They also
as we call them) to point you in the right direc- allow the dog to use her proficiency bonus for
tion or call attention to something important. saving throws (p. 7).

Hi! I’m Princess Yosha Pug, Other Core Concepts


and I try to be a good, Every time a dog is hurt, he loses stamina. Once
helpful dog whenever
I can. I’m here to help his stamina runs out, he is unconscious and possibly
explain anything that could dying. In Pugmire you track how healthy your dog is
be hard to understand. through both stamina points and stamina dice.
Your dog’s defense represents how well he
avoids being wounded in battle. Without armor
And I’m Pan Dachshund. I’ve or a shield, your dog’s defense equals 10 + his Dex-
been an adventurous dog terity modifier. Some spells and tricks give you a
for a long time now, so I’ve different way to calculate your dog’s defense. If he
learned a thing or two. I’m has multiple tricks, spells, or items that impact his
here to point out some more
defense, you choose which one to use.
advanced options in the game.
A dog’s initiative determines how fast she acts
at the start of a fight.
This is a section of text you read out loud to Speed is how far a dog can move during her
everyone at the table. Only the Guide sees turn. All dogs can move at a speed of 30 feet per
these, to help her describe or explain something turn. If they drop to all fours to run, they can
to her players. increase their speed to 40 feet per turn.
Skills are things your dog can do well. Think of
Defining Characters them as verbs — when your character is asked what
she is good at, she might say “I can balance, notice
The Pugmire characters (starting on p. 32) are
things, perform, and I know about history.” Skills
detailed using a variety of statistics, attributes, and
are binary: you either have a skill or you don’t.
descriptions.

Core Concepts 5
Tricks are the special abilities and powers • Step 3. Roll the die or dice. If the char-
dogs get. Each of the ready-made-characters pre- acter has an advantage, use the higher re-
sented in this jumpstart have several tricks. sult. If the character has a disadvantage,
use the lower roll. A higher number is
Every dog’s personality is reflected through
generally better.
personality traits. By playing up your dog’s per-
sonality traits, such as voluntarily failing a roll at • Step 4. Add (or subtract) any relevant
appropriate times, you build up and spend the modifiers to the roll: usually an ability
group’s fortune (pp. 7-8). modifier, sometimes a proficiency bonus,
and occasionally a bonus from a trick.
Adventurous dogs are assumed to be well-
equipped as they head out to explore. Everything • Step 5. Compare the total to the difficulty
they have on them is part of their rucksack. Each of the task. If it equals or exceeds the dif-
character has some starting equipment in her ficulty number, the action is a successful!
rucksack, listed on their character sheet.
Three Different Rolls
There are three distinct kinds of rolls in Pug-
The dogs of Pugmire mire.
mine plastic (a mystical
material left in the earth Ability Checks
by Man) and mint it into Ability checks (or sometimes just “checks”) are
currency. I’m lucky to get a the most common form of dice roll. Whenever
few plastic coins from time your dog attempts to accomplish something that
to time, but Pugmire isn’t a game about isn’t an attack, you roll a check based on her most
keeping a ledger of expenses. Your relevant ability. For example, if your dog wants to
rucksack for your background tells you
try and climb a slippery wall, that’s a Dexterity
if your dog has a few, some, or many
ability check.
coins, which may be useful during your
adventure. If you want to use money Attack Rolls
for anything, ask your Guide and she’ll Whenever your dog wants to try and hurt
let you know if you have enough.
another character, you need to make a different
kind of roll called an attack roll. Even though an
attack roll uses an ability, it’s not the same thing
The Rules as an ability check. If your dog wanted to shoot
The core rules of the game are simple. Most a rampaging giant ant with a bow, for example,
of the game takes the form of a conversation be- you’d make a Dexterity attack roll, not a Dexterity
tween the Guide and the players. The Guide de- ability check.
scribes the setting or the situation the characters Saving Throws
are in, and the players respond with what their
characters say or do in response. The Guide then Sometimes, a dog isn’t doing something so
gives new information, and the conversation con- much as avoiding something. If the dog is trying
tinues, all the while creating a new Pugmire story. to avoid damage, conditions (pp. 16-17), or just a
bad effect, she makes a roll called a saving throw.
The dice and the rules only come out when
Saving throws are distinct from both ability
a character takes an action where the outcome is
checks and attack rolls — needing to dodge away
uncertain and interesting. When that happens,
from a cloud of gas, for example, is a Dexterity
the player or the Guide takes the following steps
saving throw, not an ability check or an attack
in order:
roll.
• Step 1. Pick up a d20.
• Step 2. Determine if the character has an
advantage or a disadvantage. If so, pick up
another d20.

6 Welcome to Pugmire!
you three minutes before she will sound the alarm).
Remember, these kinds of Botch: If the number on the d20 is a 1, regard-
dice rolls are different,
so make sure to read less of modifiers, then the action fails in a particu-
the rules carefully! If larly bad way, called a botch (or, sometimes, a “nat-
something gives you an ural 1”). The result may be obvious (such as falling
advantage to all ability off a wall and losing stamina points), or the Guide
checks that use Dexterity,
for example, that doesn’t mean it may need to interpret the results (such as the guard
gives you an advantage on checks refusing the bribe and drawing her sword to attack).
using any other ability. It also doesn’t
apply to Dexterity-based attack rolls Triumph: If the number on the d20 is a 20,
or Dexterity-based saving throws. regardless of modifiers, then the action succeeds in
a particularly good way, called a triumph (or, alter-
natively, a “natural 20”). The result may be obvious
Proficiency Bonus (such as climbing over a wall very quickly), or the
Guide may need to interpret the results (such as a
The proficiency bonus represents your dog’s
bribed guard deciding to quit her job and leave with
growth in knowledge and experience. If your dog
the bribe money before she’s discovered).
is skilled in something, you can add her profi-
ciency bonus to appropriate die rolls: Fortune and the Fortune Bowl
• Attack rolls using weapons for which she
Fortune is a measure of enthusiasm, inspi-
has an appropriate Aptitude trick
ration, and teamwork. As characters overcome
• Attack rolls with spells she casts obstacles, portray their characters in interesting
• Ability checks using skills she has ways, or otherwise contribute to interesting sto-
ries, they build up fortune in their fortune bowl.
• Saving throws, based on her calling’s pri- When things get tough or a particularly critical
mary abilities
roll needs to succeed, the players use fortune to
• Saving throw difficulties for spells she casts push the odds in their favor.
Your dog’s proficiency bonus can’t be added At the start of every adventure, the fortune
more than once to a single die roll or to another bowl has two points in it. The Guide can put for-
number. However, the proficiency bonus might tune in the bowl as players play to their personality
occasionally be modified (doubled or halved, for traits in a way that makes the story more complicat-
example) before you apply it. ed or interesting. The Guide can also give out for-
tune at her discretion if a player at the table makes
Results of d20 rolls someone laugh, comes up with a good plan, or acts
When rolling a d20 against a difficulty, there in a way that everyone agrees is a “good dog.”
are four possible results. Further, a player can force the Guide to put
Failure: If the total result of the roll after all fortune into the bowl by intentionally failing. If he’s
modifiers is less than the difficulty, the action about to make a roll that one of his dog’s personality
fails. In some cases, this might simply mean that traits would impact (such as “be nice to cats” when
nothing happens (such as failing to climb over a a diplomat from the Monarchies of Mau is trying
wall), but other times it might make things worse to get secret information out of him), the player can
(such as failing to bribe a guard). choose to fail before he rolls any dice. If he chooses
Success: If the total result of the roll after all failure, the Guide adds a fortune to the bowl, and the
modifiers is equal to or greater than the difficulty, result counts as if the player rolled a botch.
the action succeeds. Usually this means that what- Whenever a character is in a tight spot, the
ever the player declared happens (such as climbing player can ask the group if it’s okay to use fortune
over the wall), but sometimes the Guide interprets from the bowl. If no one disagrees, he takes one
the results (such as bribing a guard, but she only gives fortune out of the bowl and gives it back to the
Guide — it’s gone. The fortunate player then re-

The Rules 7
rolls any die (including a damage or stamina die), Working Together
choosing the higher roll. This isn’t the same as
having an advantage — the player can choose to Sometimes, two or more dogs team up direct-
reroll either d20 on a roll with an advantage or ly to attempt something. It can be a joint effort
a disadvantage, and pick whichever result works to knock down a locked door, solve an ancient
best for him. Whether the player succeeds or fails, puzzle, or convince a servant to let them into his
though, the point of fortune is gone from the master’s house. The dog leading the effort, or the
bowl. one with the highest ability modifier, can make
There are other uses for fortune besides re- an ability check with an advantage, reflecting the
rolling a die. Spellcasting characters can use a help provided by the other dogs. In combat, this
point of fortune to cast a spell even if they are requires the helping character to use the Help ac-
out of spell slots. A character can spend a for- tion (p. 12).
tune to interrupt initiative and take their action A dog can only provide help if the task is one
immediately (p. 14). Also, some tricks require the that she could attempt alone — for example, no
expenditure of fortune. In each of these cases, matter how well intentioned, a dog can’t help
the player must ask the group if it’s okay, as with with magical research if she doesn’t have Know
any other use of fortune. Arcana. Moreover, a dog can help only when two
If the Guide chooses, she can add fortune to or more individuals working together would ac-
the bowl once per scene on behalf of a non-player tually be productive — for example, if two dogs
character. That character can use the fortune in fell overboard from a ship, neither can help the
the same ways as a player character (rerolling a other to swim better.
die, casting a spell without spell slots, interrupt- When several individuals are trying to ac-
ing initiative, or activating a trick). complish something as a group (such as everyone

8 Welcome to Pugmire!
trying to sneak past a suit of possessed armor), all day on the road traveling to a ruin. Whenev-
the Guide might ask for a group ability check. er the general location changes (out of the tav-
Everyone in the group makes the requisite ability ern drinking area and up to bed) or the general
check. If at least half of the group succeeds, the timeframe changes (night falls as everyone stops
whole group is considered to have succeeded at on the road to camp), the previous scene ends
the check. Otherwise, the whole group fails. and a new one begins.
Time Session
Time in a Pugmire game doesn’t always work The time from when you start playing a sin-
the same for characters as it does for the play- gle game of Pugmire until you stop. When it’s
ers. When everyone’s character is involved in a time for everyone to pack up their things, that
conversation, time generally flows as normal, but means the session is over.
the Guide might suddenly jump to the follow- Story
ing morning, or she might spend several minutes
working out each moment in a tense conflict. As A collection of scenes that lead to some sort
such, Pugmire uses six special units of time to help of conclusion is called a story or an adventure. A
keep things clear. story can be as simple as “the heroes leave Pug-
mire, fight some monsters, and bring back an
Action artifact of Man,” or could be as complex as “the
The shortest unit of time is an action. When- heroes uncover a conspiracy inside Pugmire, seek
ever a character does something, like asking a out the villains, and bring them before the crown
question, throwing a switch, or swinging a sword, to stand trial for their crimes.” In general, a story
that’s generally an action. Complex tasks might lasts about one to three game sessions.
be several actions put together. In general, if you Distance
make an ability check or attack roll for it, it’s
probably an action. Sometimes, how fast a character is or how far
away she is from someone else is important. All dis-
Turn tances in Pugmire are given in feet, but that doesn’t
When in the middle of combat, it’s helpful mean you should worry about precise measure-
to know who has taken an action and who hasn’t. ments. A lot of times the Guide will use distance and
When a character has done everything she can measurements to give everyone at the table a general
in a reasonable span of time (generally around a idea of how long something is, or how far something
few seconds), then she’s taken her turn. Turns in can reach. In fact, you could even change three feet
Pugmire are a lot like turns in other games — when into one meter, if that’s more comfortable.
your turn is over, it’s someone else’s turn. Never feel constrained by the numbers. If one
Round dog runs at 30 feet per turn and is being chased by
another that runs at 40 feet per turn, the second
When everyone has taken a turn in com- dog is faster and will catch up unless the first dog
bat, that’s called a round. Sometimes particular does something else — that’s all you need to know.
characters can’t take an action — usually they’ll If a hole is more than 50 feet deep, a 50-foot rope
be able to act again after a round, or after a few won’t reach a dog trapped at the bottom. Only use
rounds. Once a round is over, all active charac- measurements if they add something to the story
ters take another turn. — otherwise, just make a guess and move on.
Scene
Equipment
A scene covers all the action within a partic-
ular place and time. This is more flexible than Dogs are assumed to be adequately equipped,
the previous definitions, but it’s easy to get the armed, and armored per their capabilities. At the be-
hang of. Sitting at a tavern for a few hours shar- ginning of each story, each character can pick one ad-
ing stories might be a scene, but so is spending ditional piece of mundane equipment, based on the

The Rules 9
needs of the adventure and what’s available based strenuous than eating, drinking, reading, napping,
on the area they’re in. If they want more equipment, and tending to wounds. At the end of a rest, a dog
each player can ask the Guide to switch one of her can spend one or more of her remaining stamina
existing pieces of equipment for a second piece. dice. For each stamina die spent in this way, the
If the dog would have a piece of equipment that player rolls the die, adds the dog’s Constitution
wasn’t detailed ahead of time, the player can make modifier, and heals that many stamina points (or,
a Wisdom saving throw, with a difficulty equivalent if the dog prefers, spell slots). The player can de-
to how unlikely it is for the dog to have the item cide to spend additional stamina dice after each
in question (default difficulty is 15). Success means roll, up to the number she has at her level.
the dog suddenly remembers that she packed the Sleeping can be any extended period of down-
item, and the player adds it to her sheet. time, at least eight hours long. Aside from sleep-
The Guide can create circumstances where ing, a dog can do light activity: talking, eating,
dogs are unarmed, unarmored, or do not have reading, or standing watch for a couple of hours.
access to their usual equipment. In these cases, Once the dog wakes up, she regains all lost stami-
dogs regain the benefits of their equipment once na points, spell slots, and expended stamina dice.
they can recover it, or when they rest in an area Every time the party sleeps outdoors while
where they could conceivably re-equip them- traveling in the wilderness, each player makes
selves, such as a town. a Constitution saving throw for her character
at difficulty 10. If the roll fails, she regains her
Resting, Sleeping, stamina dice and spell slots, but not her stami-
and Healing na points. The player can choose to expend her
character’s rations from her rucksack (if she has
Resting is a period of downtime, at least one
any) to reroll.
hour long, during which a dog does nothing more
10 Welcome to Pugmire!
Vision Botch: You are completely flatfooted. The
trap might be particularly effective, or you might
Some spells, tricks, and relics can give a dog grant an advantage to your ambushers.
the ability to see in darkness. Some enemies can Triumph: You were expecting trouble. You
do this as well. There are two kinds of special have an advantage on avoiding the trap (if it acti-
vision: Darkvision and Low-light Vision. vates) or on your first turn of combat.
Darkvision: Darkvision allows for a char-
acter to see without any light at all. Characters Getting Lost
that use Darkvision in darkness can only see in No matter how good your senses are or what
black and white (they can’t discern any colors). kind of vision you might have, one of the biggest
It doesn’t give them any ability to see things they hazards of exploration is getting lost. Following a
normally wouldn’t be able to see in the light, road, trail, or obvious feature like a river or shore-
such as invisible characters. line makes it hard to become lost, but when trav-
Low-light Vision: Low-light Vision allows elers head off cross-country, things become more
a character to see twice as far as normal in dim difficult, particularly in cases of poor visibility or
light. They can see in color and discern detail as traveling in difficult terrain (such as a dense for-
if the area were brightly lit. They do need to take est, a moor, or in the mountains).
a few seconds to adjust, however — a character If the conditions could lead to a group be-
with Low-light Vision who suddenly has bright coming lost, the Guide may require that the char-
light in their eyes may get the Blind condition (p. acter leading the way make a Wisdom check a few
16) for a few minutes. times during each day of travel. The difficulty of
Traps and Ambushes the check depends on the terrain, the visibility
conditions, and whether any of the characters
Sometimes, danger is hidden. The pit with has a map, but 15 is a good default difficulty.
spikes might be covered with a thin layer of If the roll fails, the group is lost. The Guide
leaves, or an enemy might lurk behind a thick can randomly determine in which direction the
curtain, waiting for the perfect moment to strike. party is actually moving — roll a d12 and use a
However, requiring rolls to check every 10 feet of clock face (with 12 as north) as an indication
an ancient ruin can become tedious very quickly. of which direction the group is now moving in.
Instead of requiring players need to be con- They will continue to move in that direction
stantly alert, assume that the characters are. until they get some indication that they are lost,
Whenever a character stumbles across a trap or is such as finding a landmark or moving into new
led into an ambush, have them make a Wisdom terrain that isn’t expected (for Guides, a short
saving throw. The difficulty depends on the qual- but flavorful description of the journey between
ity of the subterfuge — an intricately-concealed rolls not only acts as a clue that the characters are
panel containing an ancient flame trap might lost, but also helps to alleviate what could be just
need a difficulty of 20, while a pair of bandits in a series of dice rolls). Once they realize they are
shiny armor hiding in a pile of leaves by the side lost, the leader can make another Wisdom check
of the road might only require a difficulty of 5. to reorient.
Failure: You are surprised. The trap acti-
vates, or you are unable to act in the first round
of combat (p. 12).
Combat
Sometimes, dogs must fight. When they
Success: You notice the surprise and can act do, the game moves into combat, which requires
to avoid it. If the trap is sprung (such as by the a more structured system of determining what
actions of another character who failed his saving each character does. Use the following steps to
throw), you may be able to make another saving manage what your character can do in combat —
throw, such as a Dexterity saving throw, to avoid each step is explained below.
being hurt. In combat, you can act normally.

The Rules 11
1. Determine surprise. Step 4. Take A Turn
2. Establish positions.
Whether it’s a character controlled by a play-
3. Roll initiative and start the first round. er or the Guide, each participant in the battle
4. Each character takes a turn, and can do takes a turn. On her turn, a character can do one
one of each of the following per turn: of each of the following.
º Regain reaction, if necessary. Regain Reaction
º Move up to the character’s maximum Some effects allow the character to act during a re-
speed. action. This is usually after the character has taken her
turn, but before she takes her next turn. Opportunity
º Take one action.
attacks, Ready actions, tricks, and spell effects are all
º Take one free action. examples of things that may take place during a reac-
º Take one bonus action, if available. tion. However, each character only has one reaction
until her next turn. Some tricks or other actions call
5. Once a turn is over, choose who goes for a reaction from a character before it succeeds. If
next.
that character has already used her reaction, the thing
6. Once everyone has taken a turn, a new in question automatically succeeds.
round begins. The player of the final During step four, if the character has spent
character to act in the last round chooses
her reaction, she regains it at the start of her turn.
who starts the new round.
Move
Step 1. Determine Surprise Move any distance up to the character’s maxi-
The Guide determines whether anyone in- mum speed. Movement can be broken up between
volved in the combat is surprised. If a character other actions, if the total movement for the turn does
has the potential to be surprised, the Guide may not exceed the character’s speed. Characters can also
require that some characters involved make Wis- use their move to stand up if rendered Prone (p. 17).
dom saving throws against an opponent’s Dexter-
ity check or a set difficulty.
Take One Action
If a character is surprised, that character does An action is one significant thing the char-
not take a turn during the first round — treat acter is doing on their turn, usually involving an
them as if they have already acted. ability check. The action can take place before,
during, or after moving. Some possible actions
Step 2. Establish Positions that a character can take include:
The Guide describes where all the dogs and • Attack: Attempt to damage an enemy (see
other characters are located, including how far “Attack Rolls,” p. 14).
away the characters are from each other. The • Cast: Use a spell with a casting time of
players can suggest what their characters might “one action,” or add time to a spell with a
be doing, but in the end the Guide makes the longer casting time.
final decision. • Change: Replace one item in your paw(s)
Step 3. Roll Initiative with one in your rucksack.
• Defend: Defend yourself more effectively.
Now everyone needs to know who goes first.
All attacks against you are at a disadvan-
Every character (that isn’t surprised) in the combat tage until your next turn, and you make
makes a Dexterity check, including all non-player Dexterity saving throws at an advantage.
characters. The character that rolls the highest gets
to go first. If the highest roll is tied between two or • Disengage: Movement after taking this
more characters, compare their Dexterity scores — action doesn’t provoke an attack of op-
portunity (p. 14).
the highest score goes first. If there’s still a tie, the
Guide decides who goes first. • Help: Give a nearby (within 20 feet) ally
12 Welcome to Pugmire!
an advantage on an attack roll or ability tions are:
check before your next turn. • Ask or answer a question
• Hide: Make a Dexterity check (using the • Banter
Sneak skill) to be or remain unseen.
• Flip a switch
• Ready: Decide on a triggering event (such
as, “Once that cat gets within five feet of • Open an unlocked door
me…”). Then, decide on an action (such • Press a button
as, “… I will use my action to attack.”) If
the trigger happens, you can spend your • Scream something
reaction to take the proscribed action, or
ignore it and let the trigger expire. Arti- Take One Bonus Action
sans and shepherds can ready a spell with Sometimes, a character will have a trick, a
the casting time of one action in this way spell, or some other ability that allows them to do
as well. something using a bonus action. This is just like an
• Run: Move again up to your speed — in action, but it allows you to do a second, specific
effect, you are moving twice. thing during a turn. If a character has multiple
opportunities to take a bonus action, however,
• Search: Look through a nearby area (usu-
ally a Wisdom check). only one can be used per turn. Something that
requires a bonus action cannot be taken as a nor-
• Use: Use an item or object. mal action, a free action, or a reaction.
Take One Free Action Step 5. Choose Who Goes Next
A free action is something your dog does that Once a character has taken her turn, the play-
is quick and not significant — i.e., it does not re- er or Guide who controls her can decide which
quire any checks or rolls. Examples of quick ac-
Combat 13
character goes next. Sometimes it’s best to pick player or Guide of the character that went last in
someone on your side, but occasionally it can be the previous round chooses which character goes
advantageous to pick someone on the opposite first in the new round. She can choose her own
side. A character who is surprised or has already character to go again, if she wishes.
taken a turn this round cannot be chosen. The
chosen character then goes to step four. Attack Rolls
There is one exception: Once the next char- Whenever one character attacks another,
acter is chosen, a player whose character hasn’t the player or Guide makes an attack roll to see
gone can decide to interrupt the order. They if she hits or misses. To make an attack, roll a
spend a fortune from the bowl (as always, subject d20 and add any appropriate modifiers (such as
to group approval) and that player immediately a proficiency bonus, and the Strength modifier
goes to step four. Then they get to choose who if it’s a melee attack or the Dexterity modifier if
goes next in step five, as if they were originally it’s ranged). If the total of the roll plus modifiers
selected. Similarly, a character can choose the equals or exceeds the target’s defense, the attack
Ready action earlier in the round, and if a char- hits and does damage.
acter performs the appropriate triggering action, Failure: Your attack misses.
the Ready character can interrupt for free! Success: Roll the appropriate damage dice,
The Guide can also interrupt, if they have add in all modifiers (such as the Strength or Dex-
non-player characters who haven’t taken a turn. terity modifier, but not the proficiency bonus),
If the Guide chooses to interrupt, she adds a for- modify the results if needed (such as if a character
tune to the fortune bowl, and then her chosen is resistant or weak to that damage type), and sub-
non-player character goes to step four, as if that tract the total from the target’s stamina points.
character was selected. Non-player characters can Botch: The attack misses regardless of any
also take the Ready action as well. modifiers or the target’s defense. In addition, the
Once either a player or a Guide has spent Guide might give the attacker a disadvantage or
fortune to interrupt the order, however, that’s it her opponents an advantage on a future roll.
until the turn is over. No one else can spend for- Triumph: The attack hits regardless of the
tune to interrupt the interrupt. Only a previous- target’s defense. Double the number of the at-
ly-announced Ready action can interrupt, if the tack’s damage dice, roll them, and add them all
trigger condition is met. together before adding any relevant damage mod-
ifiers as normal.
When things are
getting dangerous, it’s Attack of Opportunity
sometimes hard to keep Characters can make an attack of opportunity
track of who has taken
a turn. I once got so when a visible hostile character moves away from
excited that I accidentally the attacker without disengaging first. The attack-
took my turn twice! An easy er can use his reaction to make a melee attack
way to keep track of who has gone
and who is yet to go is to use playing against the provoking character — think of it as
cards. Everyone gets one card, face a quick slash at the character’s back before the
up, and the Guide gets a card for moving character continues their turn.
each enemy or group of enemies.
Once you’ve taken your turn, flip the If something or someone moves a character
card over so the back is showing. without them using a movement, action, bonus
If everyone’s card is face down, it’s action, or reaction, then they don’t provoke an
time to start a new round!
attack of opportunity.
Cover
Step 6. Begin the Next Round A target with some cover has a +2 bonus
Once everyone who can take a turn this to defense and an advantage on relevant saving
round has done so, a new round begins. The throws. A target with total cover can’t be targeted
14 Welcome to Pugmire!
directly by an attack or spell (although indirect ing throw. If the roll beats difficulty 10, the dog
spells, such as those with an area of effect, may recovers or conserves enough ammunition to use
still affect her). it again next combat. Otherwise, the container of
ammunition is expended, although the dog can
Ranged Attacks
carry more than one container. A weapon with
Ranged attacks have a couple of additional the ammunition quality is assumed to have one
considerations unique to them. container of ammunition at the start of a story —
First, all ranged attacks are best performed any ammunition listed in the dog’s rucksack are
away from opponents. If the attacker is attempt- assumed to be extra containers.
ing a ranged attack, and an active enemy is with- Finesse: When making an attack with this
in five feet, the ranged attack is at a disadvantage. weapon, you can use either your Strength or Dex-
Second, some ranged weapons have ammuni- terity modifier for the attack and damage rolls.
tion. If the attacker uses a ranged weapon more You must use the same modifier for both rolls.
than once during a combat, the attacker must Light: A light weapon is small and easy to
make an ammunition check at the end of the fight handle, which means a dog can use one light
to see if they can use that weapon again (see be- weapon in each paw. A character with two weap-
low). ons only gets one attack, however.
Damage Types Loading: This weapon takes a long time to
load. As such, you can fire this weapon only once
Damage comes in many forms — although a per turn, regardless of how many attacks you can
fire and a fall will both hurt, they do it in differ- normally make (such as through tricks).
ent ways. This kind of damage is called a damage
Ranged: This is a ranged weapon, and is
type. All damage has a type — if you’re not sure,
listed with two numbers. The first is the weap-
it’s probably bludgeoning, piercing, or slashing.
on’s normal range in feet, and the second is the
Sometimes, a trick or enemy ability referenc- weapon’s maximum range. When attacking a
es being resistant to a particular damage type. In target beyond normal range, the roll has a dis-
such cases, the final damage result is divided in advantage. You can’t attack a target beyond the
half (drop the remainder) before being applied to weapon’s maximum range.
the target’s stamina points. Conversely, if some-
Thrown: Thrown weapons are melee weap-
thing is listed as being weak to a damage type, the
ons that can be turned into ranged weapons. Use
damage result is doubled before being applied.
the same ability modifier for the attack and dam-
Finally, if a character is immune to something, all
age roll that you would use for a melee attack:
damage from that type is ignored.
Strength, or Strength/Dexterity for weapons
Weapons and Qualities with the finesse quality.
For each weapon your dog wields, she uses Two-pawed: This weapon requires two paws
an ability modifier when attacking with it, a pro- to use.
ficiency bonus if she has the right aptitude trick, Zero Stamina Points
and an amount and type of damage she deals
when she hits. Some weapons also have addition- and Dying
al rules, known as qualities. When a character’s current stamina points
Ammunition: You can make a ranged attack drop to 0, the character falls Unconscious (p. 17)
only if you have ammunition to fire from the and is dying. If something (such as a healing spell
weapon. Drawing the ammunition from a quiv- or trick) raises the character’s stamina points
er, case, or other container is part of the attack. above 0, the character stops dying and is fully con-
After every combat in which the ranged weapon scious again, just as if he’d never been reduced to
was used more than once, make a Dexterity sav- 0 stamina points. Nothing can cause a character
or enemy to fall below 0 stamina points.

Combat 15
Whenever a dying character starts her turn sight. Attack rolls against you have an advantage,
with 0 stamina points, the player or Guide must and your attack rolls are at a disadvantage.
make a death save. This is a Constitution saving Charmed: You can’t attack the charmer or
throw at difficulty 15. target the charmer with harmful abilities or ef-
Failure: The character takes one step to the fects. The charmer has an advantage on ability
grave. She can fail three times before dying. The checks to interact socially with you. You perceive
character can choose to spend a stamina die to the charmer’s words and actions in the most fa-
prevent one death save failure. vorable way, but an opposed Charisma check is
Success: She is no longer dying and becomes necessary to convince you to do anything you
stable (see below). In addition, she can choose wouldn’t ordinarily do. You never obey suicidal
to spend a stamina die and roll it to recover that or obviously harmful orders, but you might be
many stamina points. convinced that something dangerous is worth do-
ing. Any act by the charmer or the charmer’s ap-
Botch: A botch counts as two death save fail-
parent allies that threatens you breaks the effect.
ures. The player can spend a single stamina die to
prevent one of these, as with a normal failed roll. Confused: You can’t make opportunity at-
tacks or use calling tricks. Your next attack roll
Triumph: The character is stable and gains a
will be against any nearby character, determined
stamina die (if she’s used or lost any). She can use
randomly.
this stamina die immediately to recover stamina
points, as with a successful save. Deaf: You can’t hear and automatically fail
any ability check that requires hearing.
If the character takes any damage while dy-
ing, that counts as another death save failure, Incapacitated: You can’t take actions, bonus
although the player can spend a stamina die to actions, free actions, or reactions.
prevent that failure, as if she had rolled the fail- Immobile: You cannot move. Attack rolls
ure herself. If the character crosses off her third against you have an advantage, and your attack
death save failure, she dies. rolls are at a disadvantage. You also have a disad-
vantage on Dexterity saving throws.
Stabilizing
Invisible: You cannot be sensed without the
A dog can use his action to help a dying char- aid of magic or a special sense. Your general loca-
acter by administering medical aid. The assisting tion can be detected by any loud noises you make,
character makes a Wisdom check at difficulty 10. If obvious tracks you leave, or powerful smells you
successful, the character is no longer dying. He now have, but it is much harder to determine your ex-
has 1 stamina point, and is no longer Unconscious. act position. Attack rolls against you are at a disad-
Conditions vantage, and your attack rolls have an advantage.
Paralyzed: You can’t move or speak, and you
Conditions alter a character’s capabilities in a
can’t take actions, bonus actions, free actions,
variety of ways. They can be the result of a spell,
or reactions. You automatically fail Strength and
a trick, a monster’s attack, or some other effect.
Dexterity saving throws, and attack rolls against
A condition lasts either until it is removed you have an advantage. Any attack that hits you
(such as standing up after being knocked prone), counts as a triumph.
or for a duration specified by the effect that im-
Petrified: You are turned into a solid sub-
posed the condition. If multiple effects impose
stance (usually stone), along with anything you
the same condition, each instance has its own du-
are wearing or carrying. You can’t move or speak,
ration, but the effects don’t get any worse — you
are unaware of your surroundings and you can’t
either have the condition or you don’t.
take actions, bonus actions, free actions, or re-
Anosmic: You can’t smell, and automatically fail actions. Attack rolls against you have an advan-
any ability check, trick, or spell that requires smell. tage, and you automatically fail all Strength and
Blind: You can’t see, and automatically fail Dexterity saving throws. You are resistant to all
any ability check, trick, or spell that requires damage, and immune to poison damage.

16 Welcome to Pugmire!
Possessed: You can’t attack the possessor or
target the possessor with harmful abilities or ef- Spells
fects. The possessor has an advantage on ability Artisans and shepherds are known collec-
checks to interact socially with you. You perceive tively as spellcasters. All spellcasters learn several
the possessor’s words and actions in the most fa- spells throughout their studies. The power of a
vorable way, no matter what. You will even obey spell is enumerated in the spell level, with level
suicidal or obviously harmful orders until the 1 as the weakest spells, level 2 as slightly more
condition is removed. powerful, and so on.
Prone: Your only movement option is to Each spellcaster has several spell slots, which
crawl, unless you use your move to stand up determines how often she can cast spells before
(which can provoke an attack of opportunity). needing to rest. Casting a spell expends spell
While Prone, you are at a disadvantage on attack slots equal to its spell level. (The three basic
rolls. An attack roll against you has an advantage spells granted with the spellcasting trick do not
if the attacker is within five feet. Otherwise, the use spell slots when cast.) A spellcaster can spend
attack roll has a disadvantage. stamina dice to recover spell slots, just like recov-
Repelled: You must spend all your actions ering stamina points, and she recovers all her
getting as far away from the source of the repul- slots after sleeping. In desperate times, a dog can
sion as possible. You will continue to avoid it for spend fortune to cast a single spell of any level.
the reminder of the combat or until the condi- Most spells, once they are cast, don’t require
tion ends. a roll — they simply happen. Some spells require
Scared: You have a disadvantage on ability a target to make a saving throw to avoid some or
checks and attack rolls while the source of the all a spell’s effects. The difficulty to resist a spell-
fear is in sight. You can’t willingly move closer to caster’s spells is always the same: 8 + the spellcast-
the source of the fear. er’s ability modifier + the spellcaster’s proficiency
bonus.
Sickly: You have a disadvantage on attack
rolls and ability checks. Other spells may require an attack roll to
determine if the caster hits the intended target.
Stunned: You can’t take actions, bonus actions, Making an attack roll with a spell is much like
free actions, or reactions. In addition, you can’t making any other attack roll: Roll a d20, and add
move, and can speak only falteringly. You automat- the spellcaster’s ability modifier + proficiency
ically fail Strength and Dexterity saving throws, and bonus (spellcasters are assumed to be proficient
attack rolls against you have an advantage. in magic). Ranged spell attacks are like normal
Unconscious: You can’t take actions, bonus ranged attacks (see p. 15) and follow all the same
actions, free actions, or reactions. In addition, you limitations.
can’t move or speak, and are unaware of your sur- Some spells require concentration. This means
roundings. You drop whatever you’re holding and that while the spell is active, the spellcaster must
fall prone if circumstances allow (gaining the Prone use a bonus action every subsequent turn to keep
condition as well). You automatically fail Strength such a spell active. That means, the next time
and Dexterity saving throws. Attack rolls against it’s the spellcaster’s turn after the spell was cast,
you have an advantage. Any attack that hits you is she has to use her bonus action to keep the spell
a triumph if the attacker is within five feet of you. going. If she doesn’t use a bonus action for this
purpose, the spell immediately ends.

Spells 17

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