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GLOGhack: GOOSEFLESH Game Guide

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0% found this document useful (0 votes)
38 views12 pages

GLOGhack: GOOSEFLESH Game Guide

Uploaded by

Brian McDaniel
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

GOOSEFLESH 0.

1 Contents
– a GLOGhack – How To Play ‹1›
Advice for Game Masters ‹1›
Advice for Players ‹1›
Character Creation ‹2›
Starting Items ‹2›
Dungeon Crawling Procedures ‹3›
Marching Order ‹3›
Light ‹3›
Exploration ‹3›
Reactions ‹3›
Rests, Healing, & Exhaustion ‹4›
Skills ‹4›
Languages ‹4›
Sneaking Around ‹4›
Climbing ‹4›
Encumbrance ‹4›
Hirelings ‹5›
Random Encounters ‹5›
Experience Points ‹5›
Learning Skills ‹5›
– by Velexiraptor of A Blasted, Cratered Land – Occult Procedures ‹6›
(map from dysonlogos.blog)
Spellcasting ‹6›
Prayer ‹6›
How To Play Magic Items ‹7›
1. The Game Master describes the situation.
Combat Procedures ‹8›
2. Players ask questions and describe their actions.
Turns ‹8›
3. The GM adjudicates players’ actions, consulting procedures,
Maneuvers ‹8›
making rulings, and calling for rolls.
Reactions ‹8›
4. The GM describes the new situation.
Full Attacks ‹8›
5. Return to step 1.
Death & Dismemberment ‹9›
Resolve ‹9›
Advice for Game Masters Fleeing & Chases ‹9›
1. Be a fan of your players. Weapons ‹9›
2. Telegraph risk, telegraph reward. Gear ‹ 10 ›
3. Follow the rules you’re when out of ideas. Enemy Types ‹ 10 ›
4. Break rules if you have better ideas.
Wilderness Procedures ‹ 11 ›
5. Make new rules where rules are sparse.
Overland Travel ‹ 11 ›
6. Only plan one session in advance.
Wilderness Exploration ‹ 11 ›
Shelter ‹ 11 ›
Advice for Players Foraging ‹ 11 ›
1. It’s a conversation, not a competition.
Town Procedures ‹ 12 ›
2. Your character is a tool. Plan solutions, not stories.
Carousing ‹ 12 ›
3. Ask questions. Take notes. Interact with the world.
Contacts ‹ 12 ›
4. The greater the risk, the greater the reward.
Negotiation ‹ 12 ›
5. Improvise. Rules are the start, not the limit.
Organizations ‹ 12 ›
6. The world is dangerous. Fight dirty. Run away. Die.
Building Community ‹ 12 ›

‹1›
Character Creation
Roll 3d6 for each ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma). If the total of
the scores is below 60, reroll the lowest score – repeat until the total is 60 or greater. Then, the player may swap
two scores of their choice.

To succeed at a task with an interesting chance of failure, roll d20+score and try to meet or beat 20 (or
d12+score if it’s really hard). Skills let players automatically succeed on relevant d20 rolls, or roll a d20 on d12
rolls. Ties always go to the player.

Derived scores equal score -10, and are used to calculate the following stats.
‣ Hit Points equals the max of base hit die (d6 by default), plus derived Con.
‣ Skill slots derive from Int. Slots can be filled with skills or languages, either at the start of the game or during
play. Treat a negative as 0 for all purposes except learning new skills.
‣ Initiative is derived from Wis, and determines the order that characters act in during combat.
‣ Bond is derived from Cha, and influences the reaction of other characters in the game world.
‣ Attack Bonus is the higher of derived Str or Dex, and applies to melee, ranged, and magical attacks.
‣ Armor Class is 10 plus armor bonus. See gear section for details.

Pick a background. Backgrounds provide one perk and one drawback.

Choose a character class. Classes have four templates, labeled A, B, C, and D. Characters start with template A in a
class of their choice. Gain templates by spending the specified amount of Experience Points: A. 250 XP, B. 250
XP, C. 500 XP, D. 1000 XP. Templates must be gained in order – A, then B, then C, and finally D. Classes can be
found on any blog that mentions the GLOG.

Starting Items
Roll 3 tables and pick 1 item from each, then roll 3 times on tables of your choice. Classes may provide their own
equipment, but these are the tools of a committed adventurer. All characters are assumed to have practical
clothing, camping gear, and bags to carry their items. Items are detailed in later sections.
1. Weapons 2. Defense 3. Tools
1.1. Light melee weapons, pair 2.1. Leather gambeson 3.1. Crowbar
1.2. Medium melee weapon & shield 2.2. Chain shirt 3.2. Rope, grapple, & pitons
1.3. Heavy melee weapon 2.3. Single plate 3.3. Lockpicks
1.4. Bow & quiver of arrows (12) 2.4. Helmet & shield 3.4. Chalk
1.5. Concealed light melee weapon 2.5. Dark cloak 3.5. Bandages, 6
1.6. Sanctified weapon 2.6. Gloves, fire- & acid-proof 3.6. Silver pieces, 10
4. Expedition 5. Flasks 6. Magic
4.1. Torches, 3 5.1. Liquor, 3 shots (half-full) 6.1. Occult tattoo
4.2. Rations, 3 5.2. Leeches, 3 doses 6.2. Prayer book & holy symbol
4.3. Shovel 5.3. Lantern & oil, 3 flasks 6.3. Spell scrolls, 2, stolen
4.4. Local almanac 5.4. Poison, 3 vials 6.4. Bag of d6 wizard teeth
4.5. Spyglass 5.5. Alchemist’s fire, 1 can 6.5. Devil’s contract
4.6. Small, loyal pet 5.6. Holy water, 1 bottle 6.6. Tome of forbidden secrets

‹2›
Dungeon Crawling Procedures
Marching Order
When the party ventures into a dangerous location, name a party leader. Their stats are used for party-wide
procedural rolls. The party may change its leader during a rest. Some classes of character modify the exploration
roll when they’re the party leader.
‣ Warrior: Party leader goes first in initiative order in this room.
‣ Explorer: The party does not alert denizens, and notices hazards and traps instead of succumbing to them.
‣ Occult: In addition to other questions, the party may also ask "What, if anything, is magical here?"
‣ Holy: Before the exploration roll, the leader may pray for 1 specific complication to not occur. The GM must
choose other complications.

Light
So long as the party has at least one light source, they have sufficient light to see by. Without light, the party rolls
d12s instead of d20s for actions that require sight unless they have a relevant skill or can see in the dark.
‣ When an encounter starts in a dark area or it otherwise becomes relevant, determine who is holding the light
source (if it hasn’t been previously established).
‣ In the dark, the party asks one fewer question during exploration, and can’t discern reaction roll complications.
‣ Lights can be voluntarily extinguished to sneak, and if so may be re-lit without penalty.

Exploration
When the party enters a new area (usually a room, perhaps a hallway, or a new part of a vast cavern), roll 2d6 to
explore, minus 1 for each point of exhaustion. Based on the result, the players can ask questions and receive
truthful, helpful answers – but will also incur complications of the GM’s choice.
‣ Players may choose to ask one fewer question to negate one complication, but must make this choice before
asking questions and learning complications.
‣ Each light source and unit of rations takes up 1 inventory slot. They can be easily shared among the party.
‣ Additional exploration requires diegetic interaction with the environment.
Exploration (2d6-Exh.) Questions Complications
2-3. Two complications. ‣ Where are we? ‣ Deplete party's light by 1.
4-5. One question, two ‣ What recently happened here? ‣ Deplete party's food by 1.
complications. ‣ What's the greatest danger here? ‣ Party gains a point of exhaustion.
6-8. One Q, one C. ‣ What's the most obscure danger here? ‣ Alert denizens to party leader’s presence.
9-10. Two Qs, one C. ‣ What's been deliberately hidden here? ‣ Area denizens are hostile.
11-12+. Two questions. ‣ How can we make this area safe? ‣ Party leader succumbs to hazard or trap.

Reactions
The party leader rolls 2d6+Bond, minus 1 for each point of exhaustion, when encountering new denizens of the
dungeon. They may make first impressions on the encountered denizens. Based on the roll, there may be
complications of the GM’s choice – if in the dark, the GM doesn’t need to share this information with the party.
Reaction Roll (2d6+Bond) Impressions Complications
2-3. Two complications. ‣ You seem trustworthy. ‣ They have a tactical advantage.
4-5. One impression, two ‣ You seem familiar. ‣ They’re ready to run.
complications. ‣ You seem nonthreatening. ‣ They knew you were coming.
6-8. One I, two Cs. ‣ You seem dangerous. ‣ There’s more of them than expected.
9-10. Two Is, one C. ‣ You seem powerful. ‣ They’ve hidden.
11-12+. Two impressions. ‣ You seem valuable. ‣ They’re immediately hostile.

‹3›
Rests, Healing, & Exhaustion
When resting, the party may take either a short rest (between fifteen minutes and an hour) or a long rest (a full
night’s sleep, approximately eight hours). Short rests require at least 1 of light, food, or safety; long rests require at
least 2. For each condition met, each player rolls their hit dice once, and restores hit points equal to the highest
amount rolled. Short rests also clear 1 exhaustion. Long rests also clear all exhaustion and restore magic dice.
‣ If light or food are guaranteed for a rest using resources from the party’s inventory, they deplete by 1 on a short
rest, or 2 on a long rest.
‣ During a long rest, all cleared rooms restock if measures have not been taken to prevent this.
‣ Outside of rests, characters can heal with medical attention, by drinking alcohol, with magic, or by receiving an
inspiring speech. Each of these heals d4 hit points, and automatically works once per day per character
‣ Healing through medical attention may be performed multiple times so long as the healer has resources; the
first time is a success, the second requires a d20 Int roll, the third and beyond require a d12 Int roll.
‣ Each point of exhaustion subtracts 1 from exploration and reaction rolls, and is shared by the whole party.

Skills
Skills let players automatically succeed on relevant d20 rolls, or roll a d20 when they would otherwise roll a d12.
There is no set list of skills, but some valuable ones include: Athletics (including Climbing, Swimming, and
Running), Acrobatics (including Climbing, Balancing, and Contortion), Stealth, Field Medicine, Wilderness
Survival, Night Vision, Languages, The Occult, Bullshitting, Beseeching the Divine, Sailing, Leadership,
Marksmanship, Performance, Alchemy, Animal Empathy.

Languages
When encountering an unfamiliar language, a player may expend an open skill slot to remember the language. If
they couldn’t conceivably have learned it, or no player expends a skill slot, the characters with the highest relevant
stat or relevant skill may roll d12+Int (if reading) or d12+Cha (if listening/speaking) to grasp its meaning.

Sneaking Around
When the party is moving stealthily, they only need to roll if one of the following is true: they have a light source,
they’re in line of sight, the party leader has less than 1 derived Dex, they’re accompanied by hirelings, or they’re
noisy. If the party leader can see in the dark or is skilled in stealth, darkness does not make the rolled die a d12.

Climbing
The climber rolls Dex or Str, whichever is higher. They get +1 if they have pitons, +1 if the surface has
handholds, and +1 if the surface has a rope.
‣ Climber rolls a d12 instead of a d20 if the surface is totally sheer, they have more items in their inventory than
their Str, or if the surface is angled inwards towards the climber.
‣ Each character at the top of the surface who helps pull provides an additional +1.
‣ Falling inflicts d6 damage per 10’ of distance fallen, minus 1 if the falling character’s derived Con is positive.
The falling player may roll Dex to safely land and reduce dice by a further 1 on a success.

Encumbrance
When a player picks up new items that can’t fit in their pockets, if they have more items in their inventory than
their Str, they roll Str. If they fail, they must immediately unload items in excess of their Str. They may
automatically succeed if they can describe exactly how their items fit on their person, including the new items; all
characters are assumed to have practical amounts of pockets and a backpack.

‹4›
Hirelings
Hirelings have a resolve stat. To convince hirelings to act against their own interest and safety, the party leader must
roll 2d6+Bond and meet or beat the hirelings’ resolve. May promise extra rewards for +1 to the roll; hirelings will
remember the promise when it’s time to dole out the loot.
‣ Basic hirelings have 6 HP, no armor, 6 resolve, and 10 in every score. They avoid fighting or checking for traps,
but will carry items like torches and spare shields, and do hard labor in exchange for a half-share of the
treasure.
‣ Advanced hirelings include mercenaries, scouts, and hedge mages. All demand a full share, and will follow
dangerous but reasonable orders.
‣ Mercenaries have 8 HP, chain armor, 10 resolve, 14 Str, 12 Dex and Con, and 10 in other scores. They’re
heavily armed, skilled in athletics and small-unit tactics, and cautious.
‣ Scouts have 6 HP, leather armor, 8 resolve, 14 Dex, 12 Wis, 12 Cha, and 10 in other scores. They’re
moderately armed, skilled in acrobatics and stealth, and are willing to act as the party leader.
‣ Hedge mages have 4 HP, no armor, 6 resolve, 16 Int, 12 Wis, and 8 in all other scores. They know two
spells, and are skilled in languages and the occult.
‣ Fellow adventurers do not use hireling rules, and bristle at being “hired” – they will settle for nothing less than
an equal partnership or full membership in the group.

Random Encounters
Dungeons have random encounter tables of omens and corresponding encounters. When exploring a new room
the GM rolls on the Random Encounter table and describes the rolled omen in addition to the listed denizens. If
they have rolled that omen before, they instead include the listed encounter in the room.
‣ Players can attempt to follow up on omens they’ve discovered; if so, decide where the encounter is likely to be
(its lair), and place it there to reward players for engaging with the game. If the lair has been determined but
the random encounter roll places it elsewhere, it’s recently wandered to that room from its lair.

Experience Points
At the end of a session, each player checks the following conditions and gains the corresponding amount of XP.
Players can also convert money into XP through Carousing.
‣ +25 per new ally made (+100 if the ally rules a location or runs an organization)
‣ +25 for helping a non-player character in the course of play if there was no other reward.
‣ +50 per mark on the world, like starting a religious sect, building a fort, or murdering someone famous (+500
if the effects are immediate and widespread)
‣ +50 for venturing into a new region – once the character returns to tell the tale.
‣ +100 per secret uncovered (+250 if it's been lost to all living memory)
‣ +100 per threat vanquished for good (+250 if other adventurers have tried and failed before)

Learning Skills
To gain a new skill or language, find someone who’s willing and able to teach it, and spend downtime training with
them. At the end of the downtime, roll the stat relevant to skill, and spend 50 XP for each negative skill slot the
character has. On a success, learn the skill and subtract one skill slot (this can cause the number of skill slots to go
into the negatives). XP spent this way is lost even on a failure.

‹5›
Occult Procedures
Spellcasting
There are as many methods of magic as there are practitioners. The most common involves magic dice. To cast a
spell, roll any number of d6s, up to the character’s total number of templates in casting classes. Sum the die
results; this determines how powerful the spell is. Three potential casting methods are described below; decide
which the character’s class is most likely to use.

1. Dice Pool. The character has a pool of magic dice equal to their number of templates in casting classes. When
casting a spell, if a die shows a 4, 5, or 6, remove it die from the pool until the character’s next long rest. When
rolling 2 or more dice for a spell, if doubles are rolled, resolve that entry on the mishap table.

2. Risk. Each time the character casts a particular spell beyond the first, they mark one risk. If any rolled dice
show values equal to or less than their risk, resolve those entries on the mishap table. Clear one risk after a short
rest, and all risk after a long rest.

3. Drain. Spellcasting inflicts dice damage on the caster for each die rolled. 1-die spells incur 1 damage, 2-die
spells incur 4, 3-die spells incur 9, etc. This damage can be mitigated by 1 for each preparation made. Each can be
made only once per die of the spell, to a minimum damage of dice.

Mishaps Preparations
1. Off-balance. Mark an additional risk. 1. Ritual. Carefully draw a magic circle to protect from
2. Spell-burn. Take sum damage. backlash; takes several minutes, requires chalk/blood.
3. Fizzle. Highest doesn't count towards sum. 2. Participants. Have someone aid in the casting.
4. Ricochet. Bounces to dice additional random targets. Damage is split equally between spellcaster participants.
5. Amnesia. Can't cast this spell again today. 3. Bloodletting. Reduce max HP by 1 until downtime.
6. Detonation. sum damage to the caster and everything 4. Components. Burn an inventory slot of occult
within 50’. reagents (worth 1 gold piece or 10 silver pieces).
5. Personal sacrifice. Sacrifice 10*dice XP.
6. Charms. Wear items that will protect from drain.

Prayer
Anyone can pray for aid, and any power may listen. To pray, name what you pray to, make any preparations, then
the GM secretly rolls a d100. If it’s equal to or below the % success chance, it succeeds. The GM does not reveal
the result of the roll, only the effects of the prayer. Success chances start at 0%, and increase in a variety of ways.

Augury. Ask a question. The power will show approval, disapproval, or a fell omen of disaster. Success gets a true
answer, failure gets a random one. A priest may coax out more detailed answers or even portents.

Blessings & Curses. The power will provide aid within its purview, or hinder someone likewise. Blessings last until
the blessed displeases the power or the power is satisfied with what has been done in its name; curses last until the
cursed atones or the power tires of it.
‣ Blessings provided on short notice tend to be equivalent to a skill, rerolls on specific actions, a damage bonus of
+1d4, a mundane but well-crafted item, or a single guaranteed success on a roll. Curses tend to be the
opposite – hindering a roll type, damage penalties, unlucky item breakage, or a single guaranteed roll failure.

Oath. Swear a binding oath enforced by the power. If swearing on a holy symbol, +50%. On a success, all who
swear will be cursed if they break the oath.

‹6›
Calling. Make a prayer roll to call a supernatural entity. Calling requires a magic circle, the entity’s true name, or
being near the entity (physically or conceptually). On a success, it appears by the caller’s side, and will obey the
caller’s commands until it gets bored, hurt, or recalled by its superiors. The more powerful the entity, the more
likely its services will be recalled swiftly.
‣ While an entity is at one’s service , the caller may make a prayer roll to bind it. On a success, further rolls to call
it are made at +50%, and the caller is always conceptually near it. On a failure, it departs immediately.
‣ Failing to call an entity repeatedly annoys it, like ringing a doorbell incessantly. It will act accordingly should you
succeed at calling it to your side.
‣ Entities exist on three levels; minor, major, and total.
Minor, like a bird, a sword, or a familiar. Base chance 0%. Will aid the caller for a few days.
Major, like a person, a demon, or an angel. Base chance -50%. Will aid the caller for a single service.
Total. Bring the full force of a divinity into the world. Reality distorts around the caller in accordance with the
power’s will. Base chance -100%.

Intervention. In the direst straits, a desperate petitioner can pray for salvation. Divide all bonus %s by 10. The
petitioner may make oaths of devotion or promise future sacrifices to increase their chances as if those
preparations had already been made. If the roll succeeds, the petitioner will be saved, but all oaths and promises
made to increase survival chances are binding.

Preparations
‣ +10% if a priest (or equivalent) performs or oversees the prayer.
‣ +10% if petitioner is devoted to the power.
‣ +1% for each experience point spent to bolster the prayer.
‣ +5-10% if in possession of sacred items like icons, holy books, vestments, incenses, saints' knucklebones, etc.
‣ +10-50% if praying at a holy site. Only counts if they're dedicated to the relevant power.
If the site is a shrine, +10%.
If the site is a temple, or another gathering place for worship, +25%.
If the site is uniquely wondrous, +50%.
‣ +10-100% by making a sacrifice. If the power has reason to especially favor the specific sacrifice, double the
bonus. Can’t make multiple sacrifices of the same level for the same prayer.
Minor, like a bottle of good wine: +10%.
Major, like a cow: +25%.
Epic, like the leader of an enemy army: +50%.

Magic Items
These are the options available on the starting item table. More items are out there in the world, just waiting for
players to find and misuse them.
‣ Occult tattoo. +1 bonus to depicted action. Reduces max hit points by 1. Illegal in most jurisdictions.
‣ Prayer book. +5% prayer chance while reading out loud.
‣ Holy symbol. +5% prayer chance while brandishing.
‣ Spell scroll. Contains instructions on how to cast one specific spell; can be followed even by non-casters. Scrolls
are not consumed on use, but are both large and fragile, making them easy targets.
‣ Bag of d6 wizard teeth. Each wizard tooth, when ground to powder and rubbed on a mucous membrane,
provides 1 temporary magic die for a single casting of a spell.
‣ Devil’s contract. The contracted entity is bound for prayers of Calling.
‣ Tome of forbidden secrets. Counts as both a sacred item and a holy site for Augury and Callings to the contents
of the book.

‹7›
Combat Procedures
Turns
Characters take turns from highest to lowest initiative scores. Characters with the same score resolve actions
simultaneously; players may declare actions before or after enemies with the same score. Ambushers each get a free
turn before ambushees. On a character’s turn, they may take one of the following sets of actions:
‣ Move twice. May substitute moves for non-attack actions – taking cover, healing, pulling a lever, etc.
‣ Light attack and move. May be sequenced in any order. For a light attack, roll d20+Attack Bonus. The attack
hits if it meets or beats target’s Armor Class.
‣ Full attack. Choose an option from the full attack list. Some weapons have unique full attacks.

When an attack hits, roll the weapon’s damage die and deal that much damage to the defender. When a defender is
hit, they may choose to splinter their shield or helmet before damage is rolled. The splintered item breaks, and the
attacker rolls 1 fewer damage die. A natural 20 on a to-hit roll inflicts maximum damage and immediately succeeds
on a follow-up maneuver.
Maneuvers Reactions
After hitting, a character may follow through with a Whenever an attacker rolls a 1 (whether on to-hit,
combat maneuver. They make a roll, and apply an damage, or maneuver), the defender may immediately
effect to the defender if they succeed. react for free.
‣ Push (Str): Target is pushed out of melee range. 1. Defender makes a light attack against the attacker.
‣ Grapple (Str): Target cannot act unless breaking 2. Defender performs a maneuver against the attacker.
free from grapple or attacking grappler. When 3. Defender moves in any direction.
grappler moves, they drag the target with them. 4. Defender takes no damage from the attack.
‣ Trip (Dex): Target falls to the floor. 5. Attacker's weapon falls out of their hand, breaks,
‣ Disarm (Dex): Target's weapon falls from their grip. or runs out of ammunition (whichever makes
‣ Lure (Wis): Target moves in a direction of lurer’s sense).
choice while remaining within range. 6. A nearby ally of the defender immediately takes
‣ Challenge (Cha): Target cannot attack anyone their turn for the round.
besides challenger on their next turn.
Full Attacks
‣ Heavy Attack: Automatically hits. Halve damage if defender’s AC is greater than attacker's Str.
‣ Called Shot: Roll d20+AB to hit. Add AB to damage; specify location on a hit. On a miss, deal half damage.
‣ Sneak Attack: If target is distracted, automatically hits.
‣ Feint: Make a light attack; follow-through maneuvers automatically succeed; may be made even if attack misses.
‣ Charge: Close at least 30’ towards enemy and heavy attack them in melee. If too close, can’t charge. Plunges
count as charges and prevent falling damage equal to damage dealt.
‣ Sunder: Automatically hits. Break weapon and target's armor. Reduce enemy AC by damage dealt instead of HP.
‣ Guarded Attack (requires shield): Make a light attack, gain +2 additional AC from shield until next turn.
‣ Dual Attack (requires dual-wielding): Make two light attacks. The second is at d12+AB to-hit. If both miss,
deal AB damage anyway.
‣ Cleave (requires two-handed weapon): As heavy attack; inflict overflow damage to another enemy adjacent to
target. May continue overflowing until damage or enemies run out.
‣ Flurry of Blows (requires martial arts training): Make a number of unarmed light attacks equal to AB.

Spells may count as attacks or moves, depending on whether or not they’re used against opponents. Attack spells
can be used to make any kind of attack that weapons can, but do not allow follow-up maneuvers unless the casting
character has both martial and magical talents.

‹8›
Death & Dismemberment
Attacks that reduce a player character from positive to negative HP cause the corresponding wound on the table
(for example, being reduced to -2 makes the character Haunted). Whenever a player character is hit while at or
below 0 hit points, they roll a d12 on the following table and add the total HP they’re at below 0 before the hit
(ex. A character hit at -4 HP rolls a d12. If they roll 7, 7+4=11, and their leg is ruined. Then they take damage.)
‣ Characters can continue acting in combat while at or below 0 HP, but each action taken incurs 1 damage.
‣ Healing from wounds requires bed rest in a safe town. Some wounds can’t be healed. Bed rest means no
carousing, no side-adventures, and no training – all the character’s downtime is devoted to getting better.
-1. Easy prey. Become preferred enemy attack target. -7. Broken arm. All Str/Dex rolls are d12s.
-2. Haunted. Cannot restore HP by resting. -8. Broken leg. Movement requires d12+Con roll.
-3. The shakes. Lose fine motor control. -9. Lose an eye. Ranged attacks are d12s, can’t heal.
-4. Blood loss. Halve max HP. -10. Lose a hand/arm. As broken arm, can’t heal.
-5. Broken ribs. All Str/Con rolls are d12s. -11. Ruined leg. As broken leg, can’t heal.
-6. Concussed. All Int/Wis/Cha rolls are d12s. -12. Near-death experience. Gain a cool cosmetic scar.
-13+. Instant death. Roll a new character.
Resolve
Dungeon denizens (and hirelings) have a resolve score that determines how likely they are to continue fighting in
the face of losses. When the first creature on the enemy side is killed, when the enemy side is halved, and when the
enemy side is reduced to one creature, the party leader rolls 2d6+Bond. If the roll is equal to or greater than the
enemy’s resolve, the enemy either stands down or flees, whichever is more in its disposition.
‣ Check resolve when killing the first enemy, when enemy forces are halved, and when only one enemy is left.
‣ If fighting a single enemy instead of a group, roll when first blood is drawn on the enemy, when they are reduced
to half hit points, and when they are reduced to 0 hit points or below (if not immediately killed).

Fleeing & Chases


Every participant in the chase rolls Dex, and stumbles if they fail. Each character who succeeds can make a
character of their choice stumble. Once a character has more stumbles than their initiative, they’re out of the chase
– either caught by the opposition, or falling too far behind to pursue. Continue until either one side escapes,
doubles back, or is caught.
‣ Each chase round, characters may take one action besides running.
‣ Characters carrying more items than their Str roll d12s instead of d20s.
‣ Characters may discard heavy items to recover their balance and remove stumbles, or use resources at their
disposal (like grease or ball bearings) to cause their opposition to stumble more often.

Weapons
Have tags that describe their effects, listed below. Unarmed attacks deal d4 damage.
‣ Light melee weapons are wielded one-handed, deal d6 damage, and can be thrown to deal damage at no penalty.
‣ Medium melee weapons can be wielded one-handed for d6 damage or two-handed for d8 damage.
‣ Heavy melee weapons are wielded two-handed and deal d12 damage. If the wielder’s derived Str is less than 1,
they cannot make attacks besides heavy attacks that take their whole turn.
‣ Ranged weapons, like bows or muskets, deal d6 damage and can be fired over long distances. On a to-hit roll of
1, they run out of ammunition.
‣ Improvised weapons deal d4 damage if one-handed or d6 damage two-handed, and break on damage rolls of 1.
‣ Concealed weapons can be hidden under coats and clothes.
‣ Sanctified weapons give +10% prayer chance when seeking to bless the weapon.

‹9›
Gear
As presented in the Starting Items section.
‣ Leather armor provides an armor bonus of 1+the higher of derived Dex or Con.
‣ Chainmail provides an armor bonus of 3+derived Con.
‣ Armor plates provide +1 armor per plate; can be worn over other armor up to a maximum armor bonus of +5.
A set of full plate requires 6, and prevents wearing other armor.
‣ Helmets & shields each provide +1 armor, and may be splintered to prevent d12 damage.
‣ Dark cloak. Can sneak around even if in line of sight.
‣ Crowbar. Great for opening stuck doors and applying leverage. Counts as a light weapon.
‣ Rope & grapple. Comes in 50’ increments. Can throw at ledge without rolling, throw distance is 20’*derived Str.
‣ Shovel. Great for digging trenches, graves, spots marked with X. Counts as a light weapon.
‣ Spyglass. Magnifies up to 10x (objects 100’ away appear as 10’ away). Spells can be targeted through spyglass.
‣ Liquor. 1 shot counts as booze for healing.
‣ Bandages. 1 wrap counts as medical attention for healing.
‣ Leeches. 1 dose cures poison and other ailments.
‣ Lantern & oil. Each flask of oil counts as a light source.
‣ Poison causes a poisoned character’s next rest to inflict the amount of damage they would usually heal from it.
Can be applied to weapon or dosed in food/drink.
‣ Alchemist’s fire explodes on impact, causing everyone in the room to roll a d8 and take that much damage. Burns
an unearthly magenta.
‣ Holy water burns the unholy on contact for d10 damage, or 2d10 damage if imbibed.

Enemy Types
Stats listed are guidelines, not rules. When enemies are reduced to ½ health, their behaviour changes. Enemies die
at 0 HP unless the GM wants them to use the death and dismemberment rules.
Grunt. Fodder. 1 HP, AC 0-6, inflict a static amount of damage on hit (usually 1-3). Goblins, giant vermin, minor
undead, cultists. 5 grunts are equivalent to 1 adventurer.
Elite. Well-equipped and tactical. 6-12 HP, AC 8-12. Trained soldiers, pack hunters, enemy adventurers. 1 elite is
equivalent to 1 adventurer.
Ambusher. 6-12 HP, AC 6-12. 1 ambusher is equivalent to 1 adventurer on equal footing, but 2 adventurers if it
has the element of surprise.
Glass Cannon. 1-6 HP, AC 0. Ballistas, spellcasters, archers with gigantic bows. 1 glass cannon is easily slain by an
adventurer in single combat, but can wipe out a whole party if left unchecked or heavily defended.
Swarm. Lots of tiny enemies. 12-24 HP, AC 0. Immune to attacks that would only hurt individual swarm
members. A swarm is a puzzle; if adventurers are unprepared it may be impossible to defeat.
Leader. Possess special abilities that aid their forces. 6-18 HP, AC 10-16. Regiment commanders, battle-priests,
pack alphas. 1 leader is equivalent to 2 adventurers.
Heavy. Large, tough, brutal. 18-36 HP, AC 6-16. Mounted cavalry, war beasts, gelatinous cubes, trolls. 1 heavy is
equivalent of 3 adventurers.
Vast. The size of a building or larger. Can’t be killed without heavy weaponry, trickery, or powerful magic.

‹ 10 ›
Wilderness Procedures
Overland Travel
A party traveling at a sustainable march can move through 3 locations (6-mile hexes or equivalent points) per day
of travel. A mounted party can move 5. A party on a death march can move through an additional 1, but does not
heal exhaustion. Roads and rivers protect from Lost and Environmental Hazard complications.

Wilderness Exploration
Functions like dungeon exploration. Choose a scout to lead the way; they make the exploration roll. Some types of
classes modify the effects of the exploration roll.
‣ Survivalist (ex. ranger, druid): You may choose one complication you suffer instead of the GM.
‣ Crafts (ex. engineer): Can always ask "Where can we find or make shelter?" in addition to other questions.
‣ Magical (ex. wizard): May ask "What, if anything, is magical here?"
‣ Holy (ex. cleric): Before you roll, you may pray for 1 specific complication to not occur. The GM must choose
other complications.
Exploration (2d6-Exh.) Questions Complications
2-3. Two complications. ‣ Where are we? ‣ Deplete party's food by 1.
4-5. One question, two ‣ What's been here recently? ‣ Party gains a point of exhaustion.
complications. ‣ What's the greatest danger here? ‣ Alert inhabitants to scout’s presence.
6-8. One Q, one C. ‣ What's the most obscure danger here? ‣ Inhabitants are hostile.
9-10. Two Qs, one C. ‣ What aid/resources can we find here? ‣ Scout succumbs to environmental hazard.
11-12+. Two questions. ‣ Where can we find or make shelter? ‣ Lost! Next time you move, you might
scatter to a random adjacent hex. Must ask
"Where are we?" to get bearings.
Unless the party has shelter, rests in the wilderness incur complications. A short rest incurs one, a full night’s sleep
incurs two. Lighting has less impact in the wilderness than in a dungeon, though at night it may remain important.

Shelter
The scout makes an Int roll to set up camp; roll a d20 with a suitably defensible and sheltered campsite, d12
without. Both success and failure create a campsite, but failure incurs a complication in the process. All characters
are assumed to be generally competent and well-prepared, and are traveling with tents, waterskins, tinderboxes, etc.
Campsites fall into disrepair after the party leaves, but will be obvious signs of the party’s trail unless hidden.

Foraging
Rigorously search a location. Name what the party is looking for (ex. food, fresh water, a particular herb, a suitable
campsite, tracks, dungeon entrance, a hunted quarry, the road, point on a map). The scout rolls Wis; on a success,
find the target or learn that it’s definitely not there. On a failure, the search is inconclusive; suffer a complication.

‹ 11 ›
Town Procedures
Carousing
Spend any amount of silver during a night in town, gain that much XP, and roll a d6 to see what else occurs. Some
characters may abstain from certain pleasures – if so, replace those results with Misadventure.
1. Drinking. Gain a wicked hangover.
2. Telling tales. Learn a rumor.
3. Gambling. Roll Wis. On a success, get d10*5% of the spent silver back. On a failure, gain a new debt equal to
d10*5% of the silver spent.
4. Buying rounds for the table. Make a new friend.
5. Rest & Relaxation. Sightseeing, wenching, reading a good book. Character gains temporary hit points equal to
their highest derived stat (doesn’t stack).
6. Misadventure. Gain 25% more XP, but something bad happens. Gain a new vice, make an enemy, lose an item,
new debt, contract a disease, etc.

Contacts
To make contacts, access services, or find useful groups, name the target, then roll Cha (d12 in a village, d20 in a
city). On a success, the party finds them, and they’re willing to see the party and hear them out, though any deals
will require negotiation. On a failure, they may still be present, but the GM chooses a complication.
1. Secretive. Their business may be illegal or just highly exclusive.
2. Con. Contact is ludicrously skeevy; withholding vital information.
3. Absent. Contact has just left town. Wait for their return, go find them, or talk to whomever they’ve left here.
4. Expensive. Service is incredibly pricey; whether a luxury, prohibitively taxed, or difficult to source materials.
5. Dangerous. Contact has dangerous connections; interacting puts party at risk.
6. Nonexistent. No such contact is present in this town. Try again elsewhere.

Negotiation
Applies to bargaining, haggling, telling lies, discerning the truth, extracting information from someone keeping
secrets. Negotiator talks to their target, chooses two favors they want granted, then rolls 2d6+Bond. The GM
decides which if any favors the target grants, and how the target disputes the negotiator’s demands.
Negotiation Roll (2d6+Bond) Favors Disputes
2-3. Two disputes. ‣ You gain their trust (plus 1 on ‣ They don’t trust you (minus 1 on
4-5. One favor, two disputes. future Bond rolls). future Bond rolls).
6-8. One favor, two disputes. ‣ They believe what you tell them. ‣ They don’t believe you.
9-10. Two favors, one dispute. ‣ They’re temporarily distracted. ‣ They want payment first.
11-12+. Two favors. ‣ They give you information. ‣ They need a favor in return.
‣ They make you a promise. ‣ They end the conversation.
‣ They give you material aid. ‣ They alert others of your presence.
Organizations
Towns feature all manner of guilds, orders, and secret societies. Players may spend XP to join and rank up with
organizations they encounter if they meet the entry requirements. Each member rank provides unique templates.
Buy in at apprentice rank for 100 XP, become a journeyman for 500 XP, and become a guildmaster by spending
2500 XP. Organization ranks and privileges may be revoked for violating their codes; spent XP is not refunded.

Building Community
Players may invest silver into a community instead of spending it on equipment or XP. For every 1000 silver spent
this way, it gains an amenity of the player’s choice or upgrades an existing amenity, and their character becomes
better known and respected.

‹ 12 ›

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