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INTRODUCTION
Its been over two years since I released these rules for
adventure gaming. Scores of play sessions have gone by: at my
home table, conventions, even with other brave game masters.
This test of fire has revealed which rules made sense, but also
which were less useful or even detrimental to fun. If I found
myself skipping over a procedure, or having to make up a ruling
on the spot repeatedly, that was a good sign that something
needed to change.
Hence this first revision of the 52 Pages Basic rules. The
Expert rules for levels 4-6 have also been very well developed
over the last two years of play on the character side, not so
much in terms of campaign rule ideas. Rather than wait for the
complete Expert vision, I plan to release two works later this
year: the 52 Pages Next character book (more like 26 pages,
introducing new character class options and new spells and
abilities for levels 4-6); and the Wilderness system I use,
designed to handle both hexcrawl and journey-based play.
It bear repeating that many ideas here have been inspired by
the original rules or from Old School bloggers and publishers
productions, with special recognition to Dave Arneson, James
Raggi, Scrap Princess, Zak S, FrDave, and Paolo of Lost Pages.
Roger SG Sorolla
Canterbury, UK, March 2016
GM
d6
d8
d10
d12
All beings
Characters only
P3
Attack bonus:
separate for
hand-to-hand
(melee) and
missile combat
SAVE
Move quickly,
accurately
Sense and
focus the mind
CON
Defy death
heroically
CHA
Make a good
impression
Save bonuses:
Resistance to danger
by Mind, Speed, Body
Skills: roll high
on d6 to notice, do or
know something
Learn and
remember
HP
AC
>= V
SAVE
>= 20
Creatures only
HP
Hit Points:
creatures ability
to take damage
HD
3+1
Roll 3d6 for each ability box on your sheet & write the total in pencil.
You can
switch one
pair of abilities
after rolling
them all.
9
12
Write each
abilitys modifier
under its name.
3
-3
4-5 6-8
-2
-1
9-12
13-15
16-17
18
+1
+2
+3
STRength
STR: Fighter
Straight-ahead fighting
and shooting
DEXterity
DEX: Rogue
Sneaky fighting,
special skills
Using magic to help fight
and solve problems
Healing harm and
confronting evil
+0
+0
11
INTellect
INT: Wizard
16
WISdom
WIS: Prophet
CONfidence
CON: Fighter,
Dwarf
CHArisma
+0
+2
-1
+0
Rogue
Wizard
Elf
Dwarf
+/- 1
DEX
+/- 1
+/-1
STR
+/-1
DEX
+/-1
XX
+1
+3 / +9 / +7
XX XX XX X XX XX
+0 / +0
+5 / +5 / +7
XX
X
+1
+0 / +0
+5 / +5 / +9
XX
+0
+0 / +2
+7 / +7 / +7
XX XX XX
+2
+2 / +0
+3 / +5 / +11
DEX
+/ -
+/ -
+2
+0
+2 / +2
DEX
+/ - +1 /
for melee
-1
MIND
SAVE
WIS
+/ -
BODY
SAVE
DEX
+/ -
CON
+/ -
Athletics
+3 / +5 / +7
CON
Min. 1 HP
Prophet
SPEED
SAVE
WIS
Stealth
Fighter
Starting
HP
modifier Melee / Missile
Save bonuses
INT
Hear
Starting
HP:
highest
of 3d6
Basic to hit
bonuses
Notice
+/ -
= ability
modifier
Knowledge
XXX
Handiwork
XX
FIGHTER POWERS
5
ATTACK 1
KILL
ATTACK 3
F3
ATTACK 2
KILL
STOP
2dX
If your initial damage die roll on any attack is an unmodified 1, roll two dice of that kind
and substitute the result for the 1. Only apply modifiers once, to the final result.
ROGUE POWERS
Level 1: Steal Away
If your Move is 12+, you can melee attack
and disengage in the same round.
Level 1: Ambush
If you attack from behind, or enemy
is unaware of you, your hit does d6
extra damage (unless enemy has no
vitals, p. 41). Extra d6 at level 5.
+1d6
+1d6
+dX
SPELL CASTING
Max. range, feet:
i = Touch
= Hearing
e = Needs line
of sight to target
No icon = Self only
MIND
SAVE
Rank: difficulty of
spell; compare to
casters power
based on level
TO CAST A SPELL:
Caster must
speak audibly
One hand
must be free
Cant have
taken damage
this round
Each different spell can only be cast once/day. Classes have different rules for:
MEMORY: Caster has a set CASTING: Apply cards effects, turn it face RECOVERY: Turn
of cards for known spells.
cast spells face up.
down, up to casters maximum per day.
CAST
RECOVER
=2+
INT
INT
+ caster level
- spell rank
8
1
p 1h
BODY
SAVE
e 30
p 3h
SPEED
SAVE
e 30
p 12h
TRANSLATE (1)
Self
p 1m
SLEEP (1)
e 30
PHANTASM (1)
e 30 MIND
GREASE/GLUE (1)
e 30
p 1m
p 1h
p 3m
p 1h
Creates a horizontal or
vertical force disc 3
wide. It can move with
the caster, block a
portal, give +5 AC to 1
being vs. attacks from
one side (max. AC 20),
or carry 100 lb.
SAVE
Creates illusion in 1
sense (sight, sound).
Beings save to
disbelieve if they are
spellcasters or if the
illusion is not normal for
what they know about
the environment.
SAVE
l Energy K Planar
Summons an invisible,
untouchable, mute force
with normal human
strength and movement.
It does 30 minutes
worth of work, but wont
fight or interfere with
enemies.
E Creation
W Change H Mental
Being up to size 2, or
object up to 300 lb, is
weightless until it moves
10. Save only if
unwilling. Can be cast
quickly on falling target,
who drops 5 then turns
weightless.
o Knowledge M Illusion
e 30
LIGHT (1)
p 1m
Strong wind blows in 30
wide x 90 area; dispels
gas, stops flying beings
and small projectiles,
slows human-sized
creatures by 3 moves or
smaller creatures by 6.
SAVE
p Perm
Creates 5 stone cube.
Falling stone can be
made within vertical and
horizontal distances
that add up to 30; one
being underneath saves,
or takes d6 damage per
full10 fallen.
SAVE
p 3m
MIND
SAVE
Caster changes
appearance of own or
willing others face and
hair. All who know any
specific person
impersonated get a
Mind save (once) to see
through the disguise.
MAGIC MOUTH(2)
e 30
e 30
MIND
SAVE
p 1d
Character or humanoid
target considers caster
his or her friend.
p Delay
Prepares an illusion of a
mouth in a surface. It
appears and utters a
message up to 1 minute
spoken by the caster
when a condition is met
within 10. Effect ends
until triggered.
l Energy K Planar
p 1m
E Creation
e 30
DISGUISE (1)
W Change H Mental
Inst
SAVE
o Knowledge M Illusion
Inst
Create webs in up to 6
adjacent 5 squares,
anchored10 or less
apart. Move within at 1
round +/- size, STR
modifier. Burning: 1d3
damage to all within.
Perm
Either magically lock an
opening, or open a
normal or magic lock. If
you are lower level than a
magic locks caster, it
gets a save at +3 plus its
casters level minus your
level.
e 30
p 3m
Creates a 10 cube in
another dimension that
can hold up to 8 humansized creatures.
Entrance is open but
only visible from one
direction.
e 100 MIND
p 3m SAVE
Target either cannot
make vocal sounds
(blocking character spell
casting), or babbles
uncontrollably in a
stream of consciousness
(possibly revealing
secrets).
l Energy K Planar
p 3r
E Creation
p 3m
WEB (3)
e 30
W Change H Mental
o Knowledge M Illusion
Inst
10
PROPHET SPELLS
xt
g
Prophets choose a religion at the start,
which determines their spell schools.
Each religion has a sacred weapon; prophets
Religious
have -4 to hit with any other weapon.
spell schools
EXAMPLE RELIGIONS
Power
Starting
spells, rank 1 (max. spell
rank) =
(random)
2 +
1
111
WIS
+/-
Restore d4+1 HP to
target being.
e 30
p 1m
GUARD (1)
p 3h
p 3m
p 3m
30
p 3h
Perm
A normal, vertebrate
animal becomes
casters friend,
indefinitely. Cannot
have more HD of such
beasts than casters
level at any time.
t Nature
Var
x Abjuration
MIND
SAVE
g Restoration
Inst
12
12
e 30
e 5
p Var
MIND
SAVE
e 5
Perm
p 3h
p 1h
i
Inst
t Nature
p 1m
Inst
x Abjuration
PRAYER (3)
SANCTUARY (2)
g Restoration
Inst
13
13
DB =
V
ELF POWERS
Charm Resistance: Cant be affected by
mental ( H ) spells or powers.
Spell Casting: Mental, illusion
and knowledge schools.
No book used.
H
o
M
Power
Starting
spells, level (max. spell
rank) =
1, random
Spells
per day
Minimum
CHA
E /2
E /2 + +/Rounded up
Rounded down
.
(At 1st level, elf needs CHA 13+ to cast spells)
1+
CHA
+/-
GNOME
Attack modifiers
per level
(min. 1)
d6 +
CON
+0
DEX
+2
DEX
MIND
SAVE
SPEED
SAVE
BODY
SAVE
WIS
DEX
CON
+7
2+
Power
(max.
rank) =
INT
+/-
Spells
per day
G
INT
+9
+9
15
Starting skills
(before modifiers)
Knowledge 3
Notice Detail 2
Hear Noise 2
Handiwork 3
Stealth 3
Athletics 1
16
16
SKILLS
17
Notice Detail/
Hear Noise
Handiwork
Stealth
Athletics
STARTING EQUIPMENT
Coinage (prices in $ilver)
Encumbrance : 1
x 10 = $ x 10 = G
Copper
Silver
Gold
Players
starting $
Staff, dagger,
spellbook
1 weapon, holy
symbol (light item)
2 weapons,
light armor
2 weapons, partial
medium armor
Size 1 body = 15
to carry (1 hand), 10
to drag (2
hands). Half or double
for each size lower or higher.
2 weapons,
light armor
18
= d6 x d6
3 weapons, partial
medium armor
Party starts by
dividing up:
x6
x3
x10
x2
x5
x6
x5
Sword
Shield
*
Short spear
4 daggers
3 torches
3 torches
Sack, 600 sp
*
Non-encumbering
items (including
group of items less
than one
) go
in a separate list.
Add up each
movement penalty
reached by the list.
COMMON EQUIPMENT
Torches 2 +3
30 radius light for 30 min
1
Lantern* 3 +2
40 radius light, 1 hr/oil flask
Flask of oil 1 +2
1/3
Can soak rags for 10 min fire
2
10 pole 2 +3
Use to find danger ahead
Iron spikes x 10 2 +2
1
+1 resistance to door (max +3)
1
50 rope 5 +3
Hundreds of uses ...
Twine, 200 2 +1
1/5
Useful for threading labyrinths
1/3
Mallet /chisel 2 +3
Small tools to pound or open
Pick or shovel 2 +3
1
Break stone, dig dirt
1
Crowbar 2 +1
+1 man-strength to open hinge
1/3
Weight:
Cost:
Availability: +X
19
19
50
UNCOMMON EQUIPMENT
Bear trap 15 -3
1d6 damage (leg) if trod on
1
Caltrops (10) 10 -4
Spread in 5 area, 1d3 (leg)
1 Music instrument 10
-2
To make sweet or sour sounds
Elven steel arms x10 -7
+1 to hit; mail/plate +3 move
Dwarven steel arms x20 -7
+1 damage; mail/plate +1 AC
Silver weapons x20 -5
-1 damage, sharp get -1 after hit
Grappling hook 3 -2
1
With rope, snag to climb
1
Chain, 20 5 -1
Stronger than rope
Climbing gear 10 -2
1
+1 skill to climb, +5 save from fall
Net 2 -2/+1
1
Speed save or entangled
Weight:
Cost:
Price
based on
original
weapon
or armor
20
20
Silver mirror 10 -1
For discreet looks
2
Iron cage 10 -2
2x weight, cost per size > -1 held
Lock & key 20 -1
Security, as good as it gets
Manacles 5 -2
1/2
Restrain hands or feet
Spellbook 50 -3
1
Pages for 20 spell levels
Sorcerers inks 100 -3
1/2
Write 1 spellbook page
Chest 5 -1
2
Holds 10 weight: coins, small items
Fine tools 10 -3
Allows Mechanics vs. small device
1/3
Phlogestic vial 30 -5
Instant fire if lit in 5 area
1/3
Alkahest vial 50 -5
Acid (flung: Speed save or take d8)
-
Availability: +x
MELEE WEAPONS
21
21
Bow: standing,
kneeling
Ammo Damage
d4
stone
bullet
d4
Bow
arrow
d6
bolt
d6
bolt
d8
Armor
Bonus
Move
Skill
+1
20
+1
+2
Max. DB
from DEX
1 move
-2
move
30
-4
50
-5
1 major
1 major,
1 move
+10 =
11
ARMOR
Armor
Defense
Armor
+/Bonus (AB) Bonus (DB)
Class
DEX
DEX
Light
+2
12 - 0
+2
40
+2
Minimum 0;
Armor,
DEX
weapon AC DEX
magic
Medium
+4
9 DEX- -2
+1
240
+1
protection bonuses and +/DEX
DEX
Heavy
+6
6
-4
+0
600
+0
Unaware & rear attacks ignore DB
Attacks to merely contact ignore AB
Skill penalty: to Stealth, Athletics, Hear Noise
Too heavy for class: Check exhaustion on major action (p. 34)
Partial armor, any type:
None
+0
Light: padded,
hard leather
12
DEX
DEX
+3
+3
Medium: mail,
scale, brigandine
Heavy:
plate+mail
FOLLOWERS
Hirelings:
level 0 characters
SAVE
Mind/
Speed/
Body
HP
23
Civilians: porters,
torch bearers, etc.
d4
+0
+0
+2/+4/+6
d6
-4
d6
-3
Soldiers: guards,
mercenaries
d6
+1
+1
+3/+5/+7
10
d4 -2
d6
-3
Henchmen: apprentice adventurer followers, start as level 1 characters, d20 for class.
a PCs
PCs CHA:
share of
d6 -1
50 /
May not have
CHA
xp, treasure
3-8 henchmen.
1-8 9-13 14-16 17-18 19 20
from adventure
d6
-2
CHA
9-12
Maximum 1 henchman.
Maximum 2 henchmen,
13-14 start with civilian.
Maximum 3 henchmen,
CHA
15-16 start with soldier.
Maximum 4 henchmen,
CHA
17-18 start with henchman.
CHA
+equipment
DOMESTIC ANIMALS
MOUNTS (AC 10)
Donkey
Cost
+Avail.
15 +0
24
Hoof attack
Training
Size HD+HP
MV
1+1
d2 Rear
Mule
30 -1
2+1
12
d3 Rear
Cart horse
40 +0
12
d2 Rear
Riding horse
80 -3
18
d3 Rear
Warhorse
240 -4
2+2
18
d6
3+3
15
Carrying 1 human = 12
load =
-3
d6
d6
Pulling cart =
Front
-3
&
-3
per 3 passengers or 90
-2
-3 or -1 if attack dog
Sheep
2 +2
d4
Cat
2 +2
-2
1 HP
12
Chicken
2 +3
-2
1 HP
Bite attack
Watch dog
10 +0 -1
15
d3
Bites in defense
Attack dog
30 -3
1+3 15
d6
Bites on command
Town with
better goods
and services
1
2
3
DEPTH
An areas challenge,
comparable
#
to character
level; players can get
hints about danger
GM prepares map of
dungeon: ruins, caves,
passages, chambers
with monsters, obstacles,
hazards, treasure
for characters to explore
SETTLEMENTS
Population:
Modifier:
Unavailable
5+
100
+0
200
+1
500
+2
1000
+3
2K
+4
5K
+5
10K
50K 100K
+6
+7
27
+8
City
Town
Village
For each item of treasure, you can find a buyer if its
listed value is <= 1/10 the settlements population.
Special institutions or characters may also want to buy.
Sell equipment at 50% of listed value.
Sell treasure at its value (determined by the GM, p. 45).
Spending for XP (experience points; p. 47)
Each week, you can spend up to 100 (town) or 500 sp
(city), taking 1 day or night/100 sp, for that many XP.
GM rolls d20 in secret at end to determine side effects.
Revelry (not
Training
Research
) 6-13
14-16
17
18
19
20
17
18
19-20
19
20
13-16
15-19 20
18
H Make a friend
I Make an enemy
Contest/brawl/duel
EXPLORATION
Exploration time in adventure sites
passes in turns of 5 minutes in the game
world. Each turn players pass a caller token
left; determine randomly who starts.
Caller
Rolls party initiative
die in combat
GM
Decides on action if
party cant agree
28
GM prepares a map of the adventure site.
As the party moves, GM describes what the
characters can see.
Bright:
Can search
Light in dark areas (5 sq)
Shadow:
Can see dimly
Torch 30
Lantern 40
Magic 60
29
Breaking Objects
Feats of Strength
In terms of number of average-strength
people to achieve the feat. If exactly
equal, takes two tries.
STR
STR
Fragile
9+
5+
7+
11+
HAZARDS
Falling
SPEED
SAVE
10
d6
20
2d6
30
40
50
BODY
SAVE
BODY
SAVE
-2 or critical injury
BODY
SAVE
-4 or mortal injury
BODY
SAVE
-6 or mortal injury
80
8d6
30/
rd.
Trap triggers:
PULL
Obvious
Concealed
Secret
Handiwork skill check to disarm, 1 try
Mechanics background +2; no fine tools, -2
Some trap effects:
Gas:
60
100
+ 10d6
60/round
Weapon attack:
5d6
6d6
Climbing &
precarious
movement
30
Athletics skill check
each round:
: advance
: if not holding
a rope,
SPEED
or fall
SAVE
BODY
SAVE
or
at +5 to hit
+5, damage d8
per 10 drop
d6
SAVE
per 3 wide
Traps can also lock doors, close passages,
release monsters, tangle you in a net
ENCOUNTER START
1. Determine encounter distance.
Underground & indoors:
map determines distance
Outdoors:
Roll d6,
according
to terrain
Flat:
1-6: Distant (1000)
Rough: 1-3: Long (200)
4-6: Far (500)
Dense: 1-3: Short (30)
4-6: Medium (100)
31
Whats the
enemy doing?
Inconspicuous
Near Partial cover Light cover
GM decides, or roll d6,
total Whispering Speaking softly Normal voices Obvious
+3 if on watch or
Moving, med./ Loud noise
Moving
cover Moving,
outside lair:
heavy armor
normally
speed
Still
1-2: asleep
3: distracted, noisy
4: distracted
Melee & Short Medium
Long & Far
Distant
5+: alert
(5-30)
(30-100)
(100-500) (line of sight/ = 1 column less
hearing)
aware
Modifiers for skill success:
Hear Noise, Notice Detail (if group, use 2 best skills): improve own awareness one column.
Stealth (if group, use worst skill): reduces enemy awareness one column.
3. Both sides not aware: Check awareness again if distance class changes.
Only one side aware: They get a free ambush round: move, then shoot, spell or melee.
If the other side becomes aware from this, start the encounter.
Both sides aware: Start the encounter, going to First Meetings table.
FIRST MEETINGS
32
: non-speaking beasts
: speaking beings
: beings in civilization
In battle, check morale again for enemies and individual
followers at points when their side has taken 1/3 casualties
(including lost hit points) and 2/3 casualties (morale -2).
6-8
9 or more
5 or
less
Flee or Attack,
surrender
dont pursue
Withdraw Ignore
Attack and
pursue
Order to leave
6-8
Plead
Yield
Bargain
Defend
Obstruct
Defend
Propose
mutual aid
Allow
passage
Request
service
Allow
passage for food
Offer
9 or
service
Allow
more
passage
DAMAGE
HP Subtract damage
from targets HP;
d6
Direct injury (falling,
poison, etc.) reduces HP to 0
CHARACTERS
After each time damage
leaves HP <=0, roll
for injury (p. 39)
OTHER BEINGS
When HP = 0 , roll Injury
When HP < 0, dead
Nonlethal damage d6
If it leaves HP <= 0, no
injury, but target cant
act or move until HP > 0.
= mortal
= no effect
= serious injury,
BODY
SAVE
and
2nd
BODY
SAVE
injury
Injury location by poison
Fatigue damage d3
will not take HP below 1.
Reptile:
random
(d6, p. 39)
Plant:
torso
Invertebrate:
head
Alchemy:
vitals
BODY
SAVE
1st
2nd
1/L
1/L
33
3rd
1/L
4th+
1/L
34
Backfield:
2nd 1st Enemy Enemy backfield:
shooters & spells rank rank ranks
shooters & spells
WIDTH
Each figure can block 5 width (10 if
size 4+) and guard an adjacent 5.
2nd
Enemies stop in
guarded space,
can move to
backfield next
round.
Won Lost
Now
init; init, 45 moves
holds move 30
COMBAT: MELEE
35
+4
Standing on 4+
higher surface:
AC
No Defense
Standing vs.
prone:
+2
+2
+2
-2
-2
AC
No Defense
ZZZ
+1
Attacker
cant see
-4
defender
(invisible, blind, dark)
Sleeping, unconscious or
paralyzed defenders can be
killed by an unengaged, armed
attacker in 1 round, plus 1 round
for each size class the defender is
larger than the attacker.
12
?
Mindless or Animal mind:
Choose among multiple
targets using d6
COMBAT: MISSILE
ACCIDENTAL TARGETS
Defender unaware of
attacker or attacked
from behind
+2
AC
Passive
-4
-8
36
3
6
5
d8
COMBAT: BRAWLING
37
What if you have no weapon in a fight, or you want to pin or knock down your enemy?
Use a disengage to move into or out of range. Up to 4
Moving
figures can brawl in a 5 space. After you move in, if enemy
to/from
didnt hit you or you are 2+ sizes bigger, you can attack.
brawl range
Only close range weapons and unarmed attacks can be used while in a brawl.
Unarmed attack
to hurt
Unarmed attack
to hold (brawl only)
If you hit:
>=
SPEED
>=
AC
10+
DB
STR
+/ -
OOPS!
If an attack from outside
misses a brawling targets
Armor Class without
Armor Bonus, roll to hit a
random other figure in
the brawl; no attack or
defense bonuses.
Small foes
can climb
on you!
Instead of attack, get on. While there, you have +2 to hit vs.
enemy, and it cant hit you, but instead of attacking can throw
you 10 (random direction) if you fail SPEED
SAVE
Lower
of 2d6
Arm
higher die
even=R, odd=L
4
2
3 Body 2
4 Head 3
Vitals or no
5 such location
6 Eyes 3
Critical hit
affects
enemy
38
Unmodified
Fumble
to hit die,
affects
melee
self
(missile:
attacks friend in arc, no bonus)
Drop held item
in that hand; if
tied on or hand
empty, cant use
that arm for 1 rd
Legs
5 ft, direction of
enemys choice
1
2
3
4
5
6
Arm
Leg
Body
Head
Vitals
Eyes
39
Each time they take an injury (p. 33), characters roll d10,
subtracting any HP below 0 from die roll.
5-10
Serious
injury
1-4
Critical
injury
: 2d6 rounds
Heals in 2d6 weeks
Cant use limb until
effect heals; if hand,
lose a finger
<1
Mortal
injury
: 2d6 rounds;
death is possible
Maimed/lost;
in d6x5 min if not
bound or cauterized
Cant move or act;
in d6x5 min
Coma;
in d6 min
Instant
Instant
Healer background: Handiwork , once / injury / day = mortal becomes critical, speed
recovery by 1 day. +2 to roll with herbs and Medicine Knowledge . Healers cant restore HP!
CHASES
What if one group flees, and the other pursues?
Each chasing figure rolls
3 = d6
one d6 for every 3 Move
each round of chase.
2345
BODY
SAVE
40
Ending the chase: catching up
At end of round, if
within 5, figures
engage and can
start melee combat.
200
111
11
1
SPEED
SAVE
50
2000
20
Then the fleeing figure can
hide, or make pursuers guess
which way to go.
Tracking relative
distances makes
things easier.
CREATURES: BASICS
Satyr
AC
HD+HP
15 (DB3)
4+1
Size
41
LISTED STATS
AC: Armor Class; subtract DB if
attacked unaware or from behind.
HD+HP: Hit Dice plus bonus Hit
Points. At 0 HD, roll d4 for HP.
BODY
SAVE
SAVE
MIND
SAVE
1 resist =
No flesh: resist
and fire/cold
damage; 2 resists =
No vitals: resist
and lightning
No damage
No bones or shell: 2 resists
No body: only hurt by spells, magic weapons
Size 6
Size
3
Size
4
CREATURES: HUMANOIDS
42
Humanoid races have different strength and tactics. To make your world unique, combine a
base type with a template (examples below). If hostile, reaction -4, otherwise reaction +0.
Size
Skulker
AC
12 (DB1)
HD+HP
Attacks
Light weapons
MV
12
Wits
Morale
CREATURES: ANIMALS
1 hp
Examples
with HD
giant
-1, 35
1-1
1-1
2-1
0, 75
1-1
-2, 15 lb
Eats Mixed
plants diet
Eats
meat
1 huge 2
1+1
1+1
2, 300
3, 600
4, 1200
5, 2400
10
7, 9600
11
14
4+4
6+6
giant
+1
+2
+3
+4
1, 150
8
enormous
8 mutant
14+14
15/+2
12
24/+1
18
36/+2
24/+1
12
+6
Height
> 8:
+3 MV
< 5:
-3 MV
CREATURES: MONSTERS
44
To make your world unique, invent or adapt stats for new creatures. If enemies are too strong
for the party to fight (such as troll), they should avoid, flee, trick, or appease them instead.
Size
Skeleton 1
Ghoul
AC
HD+HP
13
12 (DB1)
Attacks
Weapon
2x d3
Claws*
per 3 HD
3 to 9 Acid slap
MV
12
15
Wits
Morale
Reaction
Mindless
+1 -6
Mindless
No body, no vitals;
immune/damaged/healed by
fire/lightning/acid (at random)
1d6
Blob
Stirge -2
Living
statue
11
d4
13 (DB2)
1+2
Beak*
+1 or
Fist W
9
15
flying
0
1
d6
17
-6
17
1 to 4
Point
d6
Troll
15
6+6
3+
12
Mindless
+1
2d6
Claw Bite
d8
Piercer
-3
TREASURE
1. A trove may have several finds. Make value roll for first find.
2. If non-magic: type roll, use adjustments so that the row matches value roll.
3. Keep rolling for new finds until you hit red, or total trove > 2000$ x depth.
Treasure troves
should be guarded
1 0
or hidden.
1 Silver
Value roll:
(1$)
2d10 + area 2
depth (p. 26)
3-4
10$ 3
5-6
20$
7
30$ 4 Silver
8
60$
9-10 100$ 5 Semi11
200$
precious
12-13 300$ 6 Gold
14
600$
15
1K$ 7
16
2K$
17
3K$ 8
18
6K$
19-20
21+
1/3
3-4
Hide
Bronze
Empty
glass
Alchemy
(p. 46)
Silver
Scent
Gold
Drugs
(p.46)
XXX
Lt
Copper
(0.1$)
Special
(p. 46)
Silver
(1$)
Electrum
(5$)
Gold
(10$)
Fur
Med
Hvy
Tapestry
Art
Special
(p. 46)
300 coins = 1
Magic: Use magic item table (p. 46)
Grand Hoard: 3 types of treasure, each d6 x 1000$, or magic item on 6
45
Adjustments (rows)
3x amount: +1
10x amount: +2
1/3 (coins): -1
1/10 (coins): -2
Craft or material
Good: +1; Great: +2
Exquisite: +3
Wondrous: +4
Poor quality: -1
Damaged: -2
Broken -3; Fake -4
Example
Value roll 12: 300$
Type roll: column
2/row 3, glass.
From row 3 to row 6
(300$), need +3.
Ten (+2) vases, of
good craft (+1)
46
Spell item
d20
Other item
# powers
1-4
5-6
Weapon
7-8
9-10
Armor
+1 Armor bonus
11
Clothing, once/day:
12
Clothing
+1 Defense bonus
13
14
Implement
15
Ring, once/day
16
Jewelry
17
Staff, once/day u
18
Weapon
19
Wand, at will u
20
Armor
EXPERIENCE POINTS
6+4
6
L4
frogs,
each
100
700
+ only hit by
200
Abilities (including AC 17+)
silver/magic =
+100XP per HD/4;
Lethal abilities
+ poison
100
(poison, charm, etc.)
bite =
+100 XP per HD/2
x3 (7HD)
(round up)
TOTAL XP = 1200
Unworthy foes
47
From treasure
From monsters
XP
L3
Dividing experience
Divide XP among all conscious player
and allied characters who are level 1+ ;
henchmen get half share.
Bonus experience
L1 Characters get +10% to all
experience if they have a +1 or
hgher modifier from either of:
Total:
and not WIS and not
INT
+1 prophet
+1 wizard
300
or elf
LEVEL ADVANCEMENT
48
To advance, spend a
number of days = new level
in a safe place, training.
Then gain HP, bonuses and
new spells or powers.
Fighter
Rogue
Wizard
Prophet
Elf
Dwarf
Melee
+1
Missile
+1
d6 +2
d6
d6 -1
d6 +1
d6
d6 +2
None
Every fourth level
(L4, L8 )
Every fourth Every second
level
level
Every second Every fourth
level
level
If your character
dies, roll up a new
one, who starts with half
the xp of the dead one.
MIND
SAVE
SPEED
SAVE
BODY
SAVE
+1 to each save at
every odd level (3,5,7)
XXXXX X
If skill is at 5, add a
reroll mark instead
X 1 extra box/level
(different skill)
49
W4
E
STINKING CLOUD
30 e p 3m Body
W4
M
INVISIBILITY
30 e p 3m
W5
l
FIREBALL
90 e Inst Speed
All beings within 20 of blast point in range take 1d6 fire damage per
caster level, save for half damage. Combustible objects in area ignite.
W5
H
HOLD PERSON
90 e p 1m Mind
P4
t
P4
g
P5
g
INSECT CLOUD
90 e p 3r
CURE DISEASE
i Inst
CURE WOUNDS
i Inst
P5
x
DISPEL MAGIC
90 e Inst Mind
Ends and prevents magical effects of a spell, even one being cast if you
have initiative. Spell saves as its caster, -1 for each level the caster has.
EXAMPLE SETTING
50
ENCOUNTERS: Roll d10 on area table; R = area boss; appears on first repeat of a roll 1
1 Psychedelic mushrooms (100$)
5 d6 rangers: L1 fighter, lt. armor
Track
2 Poison mushrooms (look like 1)
6 d6 deer, fight between males
through
3 2 wolves (hungry 1/3 of time)
7 2d6 deer, running fast
woods,
4 d6 wild swine, aggressive
8 Marbury, unreliable L4 gnome
1 hr
9+ d8 twice: 2 encounters meeting
R Zela, druid, P6 (Old Way), on trip
1 Fud, weepy drunk, will leave for 1$ 5 1-shot level-1 spell charms, 50$!
Village
2 d4+1 village watch, young, unsure 6 Nannerl, mushroom buyer
of
3 Myla, soldier for hire, 0 level
7 Priest: well was once cult hideout
Trossley
4 Escaped pig, bumpkins in pursuit 8 Ogmo, bully, L2 fighter, axe
9+ d8 twice: 2 encounters meeting
R Nereis, shy teenage wererat
Journey by
1 Village character on the run
5 River gods wrath swells waters
river (4 hr,
2 Giant beaver, only threatens boat 6 Zezzi, gambler, honest but vain
2$/head)
3 30 drunken rampaging peasants 7 Town character, on business
or foot
4 Knight, L6 fighter, goblin-killer
8 Giant worms, only if on foot
(8 hr)
9+ d8 twice: 2 encounters meeting
R River gods mischievous daughter
1 Festival day, no businesses open
5 Trio of brazen strumpets
2 Barons soldiers, seeking trouble
6 Wizard Yog seeks tower guards
3 Unhappy marriage to cad
7 Merchants settle eating bet
Town of
4 Barons guards, keeping peace
8 Break-it, bought-it scam
Utherton
9+ d8 twice: 2 encounters meeting
R The Baron, incognito
10 feet
51
(sound source)
< light source >
GM ADVICE
You are the law.
If the rules lead to an absurd situation,
or dont cover something you or the
players want to do, make a ruling. If
you make a bad ruling, tell the players
you are reversing it.
Characters should risk death.
This system is not overly lethal, but
characters can die, especially from
incautious play. Knowing this makes the
adventure more meaningful.
52
Surprise yourself!
Let the players interact freely with the setting.
Prepare many things in outline, then work in
depth as players choices become clear.
Roll dice to decide what happens
Yes/no: odd/even on d6
Coincidence = 6 on d6
Preposterous coincidence = two 6es on d6
You are not telling a story, you are developing
one from the choices of the player characters.
Your world has its own life.
Work out what the monsters and non-player
characters would do when theyre not dealing
with the players.
p
Availability, 27
Background, 16
Bars,bending, 29
Brawl
combat, 37
weapons, 21
Breakage, 29
of missiles, 35
Caller , 28
Campaign,. 26
example, 51
Carrying bodies, 18
Character sheet, 25
Characters
creation, 3
advancement, 48
high level, 49
Charisma, 2
Chases, 40
Chests, breaking, 29
Citizenship, 26
City, see Settlements
Civilian weapons, 22
Class
armor use, 22
definition, 2
and abilities, 3
starting stats, 4
weapon use, 11, 21
Climbing, 30
on enemy (combat), 37
Close weapons, 21
Combat, 34-38
sequence, 34
Concealed features, 28
Confidence, 2
Creatures, 41-44
stats, 41
experience, 47
Critical hits, 38
Damage, 33
falling, 30
resistance, 41
weapons, 21-22
Death, 33, 39, 52
Defense bonus, 22
Deprivation damage, 33
Depth (adventure), 26
Dexterity, 2
Dice, 1
Disengaging, 34
Dual weapons, 21
Doors, opening, 29
Drug items, 46
Dwarf
powers, 14
starting stats, 4
Dwarven steel, 20, 46
Elf
powers & spells, 14
starting stats, 4
Elven steel, 20, 46
Encounter
start, 31
reactions, 32
wandering, 28
Encumbrance, 18
Engaging, 34
Equipment
availability, 27
breaking, 29
lists & prices, 19-20
starting, 18
Experience, 47
level advancement, 48
spending for, 27
Exploration, 28, 52
Falling, 30
Fatigue damage, 33
Fighter
powers, 5
starting stats, 4
Followers, 24
Fumbles, 38
Game Master, 1
advice, 52
Gnome
powers & spells, 15
starting stats, 14
Heat vision, 14
Henchmen, 24
Hirelings, 24
Powers, 5, 49
Prophet
spell use, 11
restrictions, 11
starting stats, 4
Rank (spells)
definition, 6
Reactions, 31
Religions, 11
Rerolls (skills), 18
Resistance (damage), 41
Rogue
powers, 5
starting stats, 4
Round, 34
Rulings, 1, 52
Save bonuses
advancement, 48
definition, 2
starting, 4
Save roll
definntion, 2
Second weapon, 21
Secret features, 28
Setting,. 26
example, 51
Settlements, 27
Size
definition, 2
Skills, 18
advancement, 48
armor penalty, 22
definition, 2
difficulty, 18
in encounter start, 31
starting, 4
use, 18
Spells
cards, 8-10, 12-13, 49
casting, 6
gaining, per day,
recovering: see
class rules
inks, 7, 21
failure, 6
schools, 8, 12
spellbooks, 7, 21
Strength, 1
combat bonuses, 21
feats of, 29
Stress casting, 7
Subduing, 33
Surprise, 31
To hit roll
definition, 2
Town, see Settlements
Traps, 30
Treasure, 45
selling, 27
experience from, 47
Turns (exploration), 28
Village, see Settlements
Wait and See, 34
Wandering encounters, 28
example, 50
Weapons
breaking ,29
Special, 21, 46
stats & prices, melee,
21
stats & prices, missile,
22
Winning, 1, 26
Wisdom, 2
Wizard
spell use, 7
starting stats, 4
Writing, 16
XP, see Experience
LICENSING INFORMATION
Open Game Content may only be used under and in terms of the Open Game License
Version 1.0a. The 52 Pages is Open Game Content in its entirety except for the following
elements which are Product Identity: The title The 52 Pages; the trade dress of the
product (fonts, layout, design).
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards
of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have
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transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell,
broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content"
means the game mechanic and includes the methods, procedures, processes and routines
to the extent such content does not embody the Product Identity and is an enhancement
over the prior art and any additional content clearly identified as Open Game Content by
the Contributor, and means any work covered by this License, including translations and
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15. COPYRIGHT NOTICE
Open Game License v 1.0, Copyright 2000, Wizards of the Coast, Inc.
The 52 Pages, Copyright 2011-2012, Roger S. G. Sorolla.
System Reference Document, Copyright 2000-2003, Wizards of the Coast, Inc.; Authors
Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich
Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original
material by E. Gary Gygax and Dave Arneson.