Fmcbasic
Fmcbasic
campaigns
basic
yo soy muy mía yo me transformo
una mariposa yo me transformo
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lluvia de estrellas yo me transformo
pasá de vuelta yo me transformo
como Sex Siren yo me transformo
me contradigo yo me transformo
soy todas las cosas yo me transformo
“saoko”, Rosalía
Part I: Players
Bandits seek riches from ruins, throwing themselves into danger
in the hopes of making something of their life. Some adventurers
find a higher purpose during their exploits. Most die.
Players are wise to avoid tempting fate. A good referee will help
players by adequately describing their characters’ surroundings
to enable them to make informed decisions.
Call it.
1
Getting Started
Each player decides if they will play as a fighter, mage, or expert.
Besides starting with one or two items from their class, they also
start with up to three of the below items of their choice:
The adventurer may also start with leather armor and/or a one-
handed weapon if the player wishes. The referee may introduce
more options to the table if the adventure calls for it, and players
may request options unlisted if it would be fair for their character
to start with them.
Finally, the player notes their figure’s defense class and speed.
Now they’re ready to play!
Getting Better
Characters earn experience by extracting treasure or defeating
monsters on their adventurers. Fighters become stronger, mages
increase their magical power, and experts learn more skills.
2
Fighters
Level Experience Hit Points Prowess
1 0 5 +1
2 1,500 10 +2
3 4,000 15 +3
4 8,000 20 +4
5 16,000 25 +5
The ‘Prowess’ column shows the bonus that fighters add to their
attack rolls and the minimum damage they deal each hit (p. 9).
A level-2 fighter auto-kills any mook (2 h.p.) they hit, and a level-4
fighter auto-kills any grunt (4 h.p.) they hit.
3
Mages
Level Experience Hit Points Energy
1 0 3 1
2 2,000 6 3
3 5,000 9 6
4 10,000 12 10
5 20,000 15 15
The ‘Energy’ column lists how much magical energy a mage has
each adventure. Energy is restored after downtime (p. 14).
Starting mages may pick from the following scrolls: (a) charm,
(b) disappear, (c) float, (d) knock, (e) illuminate, or (f) lullaby.
Other scrolls can be found while adventuring.
4
D20 Spells
A spell’s effect can be compounded by spending extra energy.
12. Lullaby: Cause 1d6 worth hit dice of creatures to fall asleep.
5
Experts
Level Experience Hit Points Skills
1 0 4 2
2 1,000 8 3
3 3,000 12 4
4 6,000 16 5
5 12,000 20 6
‘Skills’ let experts take the best of two tries at a relevant task.
They start with 2 skills, and learn a new one each level.
The player may also wait to declare a skill until one would come in
handy during play. Who knows what will really prove useful?
They can also wield magical weapons or cast spells from scrolls,
although they do not share the powers of fighters or mages that
complement these items.
Starting experts may pick two from the following: (a) a toolbox,
(b) a book of lore, or (c) any tool or instrument which allows them
to perform their starting skills.
6
Equipment
Characters may start with 100 (10 × 3d6) c.p. instead of picking
quick-start gear. Otherwise, they may start with 20 (2 × 3d6) c.p.
in addition to their equipment.
7
Armor & Speed
Armor Type Cost Defense Speed Capacity
None — 10 12” 6 slots
Leather 20 c.p. 12 10” 5 slots
Chainmail 100 c.p. 14 8” 4 slots
Plate 1,000 c.p. 16 6” 3 slots
Shield 10 c.p. +1 — (1 slot)
8
Combat
When one figure attacks another using a weapon, rather than by
magical means, the participant in charge rolls d20 plus an attack
bonus if one applies.
If the total score meets or exceeds the target’s defense class, the
attacker lands a hit and deals damage of d6 for typical figures.
Two-handed melee weapons take the space of two slots, but allow
the wielder to take the best of two dice when rolling damage.
9
Site Exploration
Adventurers exploring a site such as a dungeon get 1 action per
turn to move a number of squares (10 × 10 feet, or 10 sq. meters)
up to their speed rating, to search their immediate surroundings,
or to interact with significant features of the site.
When everyone has taken their turn, time passes in the world of
the game and the referee checks to see if a monster wanders in
the party's direction. This can be a 1/6 chance.
10
Overworld Travel
Hexes are about 18 miles or 30 kilometers wide, the distance that
one can cross in 1 day given flat terrain and decent conditions.
However, 1 day is added to travel time if the terrain or weather
prove disadvantageous for travel.
The referee checks for a random encounter each hex, with there
being a 1/6 chance each day. For example, a hex requiring 3 days
to traverse has a 3/6 chance of triggering a random encounter.
Each bundle (slot) of rations lasts 1 week. 1 day per week is spent
resting, so there are up to 6 traveling days each week.
Wandering
If the party is traversing unknown lands without following a path,
they roll d6 for which adjacent hex is available for them to enter.
The party may choose to deviate from the selected hex by 1 hex
in whichever direction they decide. Experts skilled at navigation
allow the party to roll an extra die.
In other words: the world is structured like a typical hex map, but
it is experienced as a dynamic point crawl.
11
Negotiation
A non-player character can have one of three moods towards the
adventuring party: friendly, hostile, or neutral.
12
Skirmishes
When the opposing side loses its leader or half its numbers (or, in
the case of a big monster, takes damage up to half its hit points),
they must tempt fate or else break rank and flee. Not applicable
if the opposing side cannot think for themselves.
13
Downtime
14
Part II: Referees
For the first session, the referee need only prepare a site for the
adventurers to explore, its immediate surroundings, and a haven
to which the adventurers can return.
For ~1 hour of play, six rooms are sufficient for the adventure site
so long as they are sufficiently interesting for players to explore!
See Site Design to learn more (p. 16).
Later on, the referee can prepare the surrounding region (p. 17).
Site Design
A quick adventure site may consist of six rooms, including:
Add six connections between the rooms, so that the site has one
looping path. The connections can have obstacles such as (d6):
(1) a stuck or locked door, requiring an adventurer to tempt fate
to open it; (2) a hidden door, requiring ingenuity to uncover it; or
(3) a very long corridor, requiring significant time to traverse it.
Treat results from (4-6) as straightforward.
16
Region Design
A starting region does not need to be too big: just about 6 hexes,
enough for there to be multiple points of interest that players will
want to reach and explore.
Hex Stocking
To populate hexes, try d6: (1) is a settlement where travelers can
stop, rest, and recuperate; (2) is an adventure site such as a ruin;
or (3) is a monster’s lair.
17
Monster Types
Bracket Experience Hit Points Attack Damage
1. Mook 50 2 +0 d4
2. Grunt 100 4 +1 d6
3. Elite 200 8 +2 d8
4. Lieutenant 400 16 +4 d10
5. Boss 800 32 +8 d12
To convert: mooks are equivalent to 1/2 hit dice, grunts to 1 hit die,
elites to 2 hit dice, lieutenants to 4 hit dice, and bosses to 8 hit dice.
That being said, don’t stress it. If you want to use typical monsters,
just give them +1 prowess per hit die up to +8 and use damage dice
for the hit dice quantities listed. You could even roll for hit points.
18
Example Monsters
Name XP DC HP SP AT DM
Basilisk 800 14 16 6” +4 d10
Bear 400 12 16 10” +4 d10
Dragon, Young* 500 16 8 8/24” +2 d8
Dragon, Adult* 1,000 16 16 8/24” +4 d10
Dragon, Elder* 2,000 16 32 8/24” +8 d12
Ghoul† 300 12 8 8” +2 d8
Giant 1,200 14 32 10” +8 d12
Griffon 800 16 16 12/24” +4 d10
Hoblin 75 14 2 8” +0 d4
Lycanthrope§ 400 14 8 12” +2 d8
Medusa 600 12 16 8” +4 d10
Ogre 600 14 16 8” +4 d10
Pegasus 300 14 8 24/48” +2 d8
Porc 150 14 4 8” +1 d6
Skeleton 50 12 2 6” +0 d4
Treant 800 12 32 6” +8 d12
Troll‡ 800 14 16 10” +4 d10
Vampire†§ 2,000 16 32 12/18” +8 d12
Wraith†§ 600 12 16 12/24” +4 d10
Zombie 100 12 4 6” +1 d6
* Dragons breathe fire in a 3 × 9” cone extending from their mouth once per hour,
dealing their damage die to all in line. This counts as casting a spell (pp. 9, 13).
† These undead reduce a figure’s maximum hit points by half the damage they
deal on a successful hit. At 0 maximum hit points, the victim becomes undead.
‡ Trolls cure 1 point of damage per round. Their bodies must be burned.
§
Non-silver or non-magical weapons only deal half damage.
19
Treasure Hoards
20
Magic Weapons
Magic weapons have special abilities and may also deal more
damage than their regular counterparts.
First, roll d6: the weapon is either smashing (1, 4), slashing (2, 5),
or stabbing (3, 6); and it is either one- (1-3) or two-handed (4-6).
The weapon’s damage die is that of the monster who guards or
possesses it (p. 18).
Then, find the weapon’s power. Roll on the table below with the
weapon’s die and all dice below it (e.g., for level 3, roll: d4, d6, d8)
and treat duplicates as null results.
8. Become clairaudient.
9. Become clairvoyant.
21
Featuring art by Hodag RPG and Emiel Boven, under CC BY 4.0.
Designed as a companion for FANTASTIC MEDIEVAL CAMPAIGNS.