0% found this document useful (0 votes)
31 views32 pages

SWORD, SORCERY & 2D6

Uploaded by

Henrique Rios
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
0% found this document useful (0 votes)
31 views32 pages

SWORD, SORCERY & 2D6

Uploaded by

Henrique Rios
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
You are on page 1/ 32

SYSTEM RULES

A simple and quick Sword & Sorcery 2d6-RPG

This game is licensed under CC BY-NC-SA 4.0

Created by Incerto

https://incerto.itch.io/

E-mail: incertorpg@gmail.com

Instagram: @incertorpg

Art by @yuri.perkowski

OCTOBER, 2024

2
INTRODUCTION
-This is a sword & sorcery 2d6 RPG system designed for casual play, accommodating 1
to 5 players alongside a gamemaster. It utilizes light, minimalist, and adaptable rules
that facilitate rulings, negotiations between the gamemaster and players, as well as
improvisation.

-The goal of this system is to be easy, quick, dynamic, and action/drama-oriented.

-This system emphasizes DIY (do it yourself) philosophy, encouraging you to create
and adapt your own house rules, monsters, items, treasures, tables, and adventures.

-This system draws inspiration from PBTA and OSR RPG games, incorporating many of
its rules, ideas, and principles.

-This system is not directly compatible with modern or old editions of other famous
RPGs, and some adjustments and conversions will be necessary (usually these
conversions will be very straightforward).

-The adventurers are competent at what they do from the first levels, but they aren’t
superheroes nor immortals. This game is more lethal than modern RPG editions but
less lethal than oldschool games. A healthy mix between the two kinds of games.

-All characters start with 6 HP and gain few HP when leveling up, so there's less HP
and power scaling.

-Armor is important and deteriorates over time.

-Magic spells are free-form (open-ended), but spellcasting is always risky, dangerous
and unpredictable, also causing corruption, which can even lead to the loss of the
character. Corruption is difficult to recover from, so it's always necessary to weigh the
risk/reward when using magic.

-The attribute check system is based on PBTA games: you roll 2d6+attribute, with [6-]
being a failure, [7-9] a partial success, and [10+] a complete success.

-The gamemaster presents situations and events for characters to face, reacting to
their choices and to the dice rolls results (player-faced game). The gamemaster rarely
rolls dice (exceptions: random encounters, morale checks, and reactions tests).

-Feel free to tweak these rules and adapt this game to your table.
3
CLASSES
-WARRIOR:

-Skilled in [melee combat]. Main attribute: [STRENGTH]. The


only class trained to use two-handed melee weapons, heavy
armors, and heavy shields.

-ARCHER:

-Skilled in [ranged combat]. Main attribute: [AGILITY]. The only class trained to use
long bows and heavy crossbows.

4
CLASSES
-SORCERER:

-Skilled in [offensive magic]. Main attribute: [INTELLIGENCE]. Choose a starting


type of magic: fire, water, ice, earth, wind, light, darkness, illusion, control, etc.
Cannot be wearing armor or shields when casting spells.

-HEALER:

-Skilled in [support magic]. Main attribute [INT/RES]. It’s the only class that can use
healing spells. Can use support, utility and defensive spells.

5
CREATING A CHARACTER
-CHOOSE:

• NAME;
• CLASS;
• RACE;
• RELATIONSHIP (with another character);
• SPECIALTY (a profession, aptitude, strong point, specific skill, etc.);
• WEAKNESS (a weak spot, flaw, shortcoming, fear, need, addiction, etc.);
• APPEARANCE;
• BACKGROUND (short and concise).

-ALLOCATE MODIFIERS:
[+2, +1, 0, 0, -1], freely, on STRENGTH, AGILITY, RESISTANCE (physical/
magical), INTELLIGENCE and CHARISMA.

-CORRUPTION: only for Sorcerers or Healers: starts at 0. Maximum of 10


points during the character’s entire life (lifetime threshold) and a
maximum of 3 points per long rest in a safe place (long rest threshold). If
either of these two thresholds is exceeded, you lose your character.

-MAXIMUM SLOTS: maximum weight: 10+[RES].

-EQUIPMENT: Roll 1d6+1 starting items (weapons, armors, and adventure


items) and 1d6 starting gold.

-Items tagged with asterisk(*) cannot be starting items.

-MAXIMUM & CURRENT HP (health points): 6, for all classes.

6
MAIN RULES
-ATTRIBUTES CHECKS: -SPELLCASTING CHECKS:

[2D6 + ATTRIBUTE MODIFIER]: [2D6 + INTELLIGENCE]:

[6- FAILURE]: you fail; things go [6- MAJOR SPELL FAILURE]: the
wrong and get out of control magic spell goes very wrong (+1
(+1XP). corruption and +1XP).

[7-9 PARTIAL SUCCESS]: you do [7-9 PARTIAL SUCCESS OR MINOR


what you wanted, but things are SPELL FAILURE]: player’s choice:
getting out of control; there is a
• the magic spell works with
cost, consequence, hard choice or
reduced effectiveness or with a
complication.
complication (+1 corruption); or
[10+ COMPLETE SUCCESS]: you • a minor spell failure occurs.
succeed and do what you wanted;
you are in control. [10+ COMPLETE SUCCESS]: the
magic spell works as intended.
[natural 2]: critical failure (+1XP).
[natural 2]: critical spell failure: the
[natural 12]: critical success (+1XP). magic spell goes extremely wrong
(+1 corruption and +1XP).
-If you ever need a binary outcome
(yes or no) for an attribute check, [natural 12]: critical spell success:
consider 8+ a complete success and one additional spell effect or -1
7- a failure. corruption (player's choice); +1XP.

-Spell Power = [LEVEL] + [INT] + [1


for each 3 corruption].

-ADVANTAGE: roll [3D6] and pick -DISADVANTAGE: roll [3D6] and


the two best results, then add the pick the two worst results, then
attribute modifier. add the attribute modifier.
7
SYSTEM RULES
-DAMAGE AND ARMOR: you can use a -MAXIMUM CHECK MODIFIER: the
shield or armor to reduce incoming maximum bonus or penalty for any
damage according to the equipment's attribute or spellcasting check will always
defense, reducing its defense by 1. Upon be +3 or -3 and will never exceed these
reaching 0 defense, the equipment is values. If necessary, apply advantage or
destroyed and can no longer be repaired. disadvantage to the dice roll, depending
The weight of the equipments is not on the circumstances.
affected by the loss of defense. If the
equipment is magical, its defense cannot -DEATH SAVING CHECK (0- HP):
be reduced below 1. Some types of
damage can ignore the armor. [ROLL 2D6] with -1 of penalty for each
[INJURY]:
-INJURIES: temporary or permanent
injuries may occur during adventuring, [natural 2]: INSTANT DEATH: player
upon failing tests, suffering significant describes.
damage or upon reaching 0 HP.
[6-] INEVITABLE DEATH: player describes
-They can cause penalties and always and can try one last action, depending on
make death saving checks harder. the circumstances.

-A temporary injury can be cured after [7-9] HEAVILY INJURED: incapacitated


some days of rest in a safe place, and dying (needs help) + one permanent
succeeding on a [RES] check. A INJURY. Each round, the character must
temporary injury can also be cured by repeat the death save and dies if rolls 6
healing magic or specific treatment. or less (any other results are ignored).

-A permanent injury, usually, can only be [10+] UNCONSCIOUS: incapacitated but


cured after leveling up or by powerful stable + one temporary INJURY (or
healers or specific treatments which will aggravation of an existing one to
require some kind of adventuring. permanent). Doesn't make any other
death saves, except if suffers more
-When a player invokes a injury at a damage.
relevant moment in the adventure,
causing a complication, they gain [natural 12] FIGHTS THROUGH PAIN: safe
experience. and conscious with 1D6 HP; can act
normally.

8
SYSTEM RULES
-WEAKNESS: Every character starts with -SLOTS: represents the maximum weight
one weakness (weak spot, flaw, a character can carry, starting at 10+
shortcoming, fear, need, addiction, etc.). [RES]. Every item has a weight and
When a player invokes a weakness at a occupies immediately one or more slots
relevant moment in the adventure, (whether it’s equipped or stored in the
causing a complication, they gain backpack).
experience.
-The maximum weight (max. slots) can't
-CONDITIONS: These are permanent or be exceeded, which needs constant
temporary conditions, with positive or management by the player.
negative effects, that affect the
character. They can be negative -The character's movement speed is
conditions such as stun, paralysis, defined by the gamemaster according to
blindness, poison, bleeding, burning, the armor equipped and according to the
exhaustion, alterations caused by current slots.
corruption, etc.

They can also be positive conditions such -ITEM WEIGHTS (SLOTS):


as blessing, haste, concentration,
inspiration, etc. -General Rule: 1 item = 1 slot.

Conditions can have mechanical and/or -Exceptions:


narrative effects. When a player invokes
a negative condition at a relevant -two-handed weapons = 2 slots;
moment, causing a complication, they
gain experience. -up to 10 GOLD = 1 slot;

-EXHAUSTION: hunger, thirst and -up to 10 ammunitions = 1 slot;


climatic conditions may cause levels of
exhaustion (negative condition): -1 in all -small items = 1/3 slot;
attribute checks, per level, up until -3. -4
= death. Recovers 1 level per week of -fragile items = 1 or more slots;
rest in a safe place.
-armor and shields = 1 to 5 slots,
depending on its starting defense.

9
MAGIC RULES
-MAGIC SYSTEM: This game uses an -CORRUPTION: only for Sorcerers or
open-ended magic system and there are Healers. Maximum of 10 points during
no specific spell lists or spell slots. character’s life (lifetime threshold) and a
Players will use their own creativity when maximum of 3 points per long rest in a
casting their spells. safe place (long rest threshold). If either
of these two thresholds is exceeded, the
-Nevertheless, spellcasting is always character is lost (humanity is lost, death
dangerous and risky, causing corruption happens, consummation, craziness,
over time, potentially leading to the loss lunacy, becomes an elemental, an NPC,
of the character if the maximum Villain, etc.). Every 3 points the character
thresholds are exceeded. suffers physical or psychic alterations,
that may cause penalties (negative
-Additionally, in the event of a minor or conditions) according to the
major spell failure, magic will produce gamemaster).
harmful and/or unwanted effects.
-SPELL POWER: The power and effective-
-In case of a a partial success (7-9), the ness of spells depend greatly on the
player may choose to gain a point of gamemaster's judgment, fictional
corruption to cast the spell, but with situation, character's level, and their
reduced effectiveness or with a level of corruption. As an initial
complication. Otherwise, a minor spell parameter for the gamemaster, I suggest
failure occurs: the spell fails, causing a to add the character's level with the
minor harmful, collateral, or unexpected modifier of [INT] and +1 for each 3 of
effect, worsening the situation. corruption, and this will be the damage,
healing, or duration of the spell, which
-In case of failure (6-), there will be a can be distributed among multiple
major spell failure: the magic fails, targets (but with reduced effectiveness).
causing a major harmful, collateral, or This is only a parameter for the
unexpected effect, significantly worsen- gamemaster, not an absolute rule.
ing the situation. Additionally, the
character gains 1 point of corruption and -Spell Power = [LEVEL] + [INT] + [1 for
1 XP for failing when using their magic. each 3 corruption].

-Corruption is difficult to recover from, Example 1: level 3 Sorcerer, INT +2 and 3


so it's always necessary to weigh the corruption: spell will cause 6 damage.
risk/reward using magic.
Example 2: level 4 Healer, INT +3 and 6
corruption: spell can heal 9 hit points.
10
ADVANCEMENT
-LEVEL UP REQUIREMENTS: -XP RESET: XP always resets back to zero
when leveling up. Remainder XP is used,
LEVEL 1: 0 XP but you can't gain more than one level
LEVEL 2: 20 XP (1 advancement point) per adventure. Advancement points can
LEVEL 3: 30 XP (2 advancement points) be stored for future levels.
LEVEL 4: 40 XP (2 advancement points)
LEVEL 5: 50 XP (3 advancement points) -AWARDING XP:
LEVEL 6: 60 XP (3 advancement points)
LEVEL 7: 70 XP (4 advancement points) -Individual: during session:
LEVEL 8: 80 XP (4 advancement points)
LEVEL 9: 90 XP (5 advancement points) -Failed check: 1XP, per failure;
LEVEL 10: 100 XP (5 advancement points)
-Critical success: 1XP, per critical success;
-SPENDING ADVANCEMENT POINTS:
-Weaknesses, Injuries, or Conditions:
+1 maximum HP: 1pt up to 8 HP; 2pts up 1-3XP, per session, when brought up at a
to 10 HP; 3pts up to 15 HP (maximum). relevant moment, causing complications.

+1 attribute score: 1pt from 0 to +1; 2pts -Party: at the end of the session,
from +1 to +2; 3pts from +2 to +3; 3pts if according to the encounter difficulty:
the attribute is negative.
-Primary objective: 6-10XP;
+1 specialty in training: 1pt per existing
specialty (max. = 5 specialties). -Secondary objective: 1-5XP;

-new type of magic or element in -Puzzle/trap/obstacle: 1-5XP;


training for sorcerers (max. = 3): 1pt for
the 2nd type, 3pts for the 3rd type. -Encounters: 1-5XP;

-remove 1 injury/condition: 1pt per -Treasure: 1-10 XP: divide the total value
existing injury/condition. of the treasure collected to a safe
location by the number of characters and
-remove 1 corruption point: 1pt for then by 10.
every 3 existing levels of corruption.
OBS: The average XP gained per hour of
-remove or add a weakness: 1pt. session is about 5XP.

11
SPECIALTIES
-SPECIALTIES: correspond to profession, -This training/learning will require a
aptitude, strong point, skill, etc. It means certain number of phases (usually 3), at
that the character is trained in that the gamemaster’s discretion, which
specific activity, which will grant should be noted on the character sheet.
advantage on the test, automatic The character will need to go through
success, or some other mechanical these phases to master the specialty.
benefit, at the gamemaster's discretion.
-This can happen in various ways, for
-The choice of a specialty is flexible and example: succeeding in using the
depends only on the player's creativity specialty during the adventure, training
and negotiation with the gamemaster. with an NPC, finding books on the
However, be specific when choosing subject, researching and investing money,
them. completing a custom adventure, etc.

-Through them, the player can customize -Moreover, one or more of these phases
their character as they wish, even may be considered as already completed
choosing specialties that bend the rules if the choice of specialty is related to
and limitations imposed by the system. what already happened during the
For example: a mage who can wear light adventure.
armor, a warrior who can use simple
magic, an archer who can wield a two- -The gamemaster may set different
handed sword, etc. requirements for the character to master
the specialty. For example, a character in
-Having a specialty does not exempt the training to pick locks has already
player from describing exactly what their successfully opened a locked door and
character is doing in the fictional world chest, but to master the specialty, they
(focus on the fictional narrative). still will need training from a professional
thief. The idea here is to open up
-ACQUIRING SPECIALTIES: when leveling opportunities for new adventures and
up, if the player wishes to acquire a emergent narrative.
specialty, typically they do not
immediately gain it, and it becomes a -The maximum number of specialties a
specialty in training/learning. They mark character can have is 5, including the
on their character’s sheet that the initial one and types of magic. The
specialty is in training/learning. The maximum number of types of magic/
same applies to new types of magic/ elements equals to 3 and counts towards
elements. the limit of 5 specialties.

12
TITLES & LANGUAGES
-TITLES: titles can be granted to LANGUAGE: EXAMPLES: D66:
characters, at the discretion of the 11 Abyssal
gamemaster, after they have 12 Dwarven
accomplished extraordinary or 13 Amphibian
remarkable feats in the adventure. They 14 Angelic
can serve as a tool for horizontal 15 Aquatic
progression of the character. The 16 Arachnid
gamemaster may even provide 21 Bugbear
mechanical advantages or treat them as 22 Centaur
trained specialties. There is no limit to 23 Demonic
the number of titles a character can 24 Doppelganger
possess, and they do not count towards
25 Draconic
the maximum number of specialties.
26 Elemental
31 Elvish
LANGUAGES: When characters
32 Fairy (Sylvan)
encounter a new language, any of them
33 Gargoyle
can make an [INT] test to find out if they
speak that language. 34 Giant
35 Gnoll
-A complete success means that the 36 Gnomish
character speaks that language fluently. 41 Goblin
A partial success means that they speak 42 Halfling
a little of that language. A failure means 43 Harpy
that they do not speak that language, 44 Hobgoblin
and cannot attempt the test again in the 45 Human (national, regional, local)
future. Record these results on the 46 Insectoid
character’s sheet for future reference. 51 Kobold
52 Lycanthrope
-The maximum number of languages 53 Manticore
that can be spoken in this way is equal to 54 Medusa
the [INT] modifier. 55 Minotaur
56 Ogre
-Additionally, characters can study and 61 Orc
learn other languages through training, 62 Primordial
research, and study, which require gold
63 Reptilian
investments and/or adventuring. There is
64 Runic
no maximum limit in this case.
65 Simian
66 Troll
13
OPTIONAL RULES
-MORALE SCORE: represents the enemies will -OTHER WAYS TO REDUCE CORRUPTION:
to fight. Ranging from 2 (never fights unless
cornered) to 12 (never flees or surrenders). -Some magical items can be destroyed or
You can apply bonuses or penalties if a leader absorbed to remove 1 point of corruption.
is present or killed.
-Some rare potions, scrolls, and magic rituals
-MORALE CHECK: you can check morale when can remove 1 point of corruption.
deemed necessary. Roll 2d6 and compare the
result with the enemy morale score. If the -Imprisoning and consuming elementals can
result is equal or lower, the enemy passes the reduce corruption.
test and keeps fighting or else it flees or
surrender. You can do a morale check, for -Consider creating adventures where the
example: after first death on their side, when reward is the reduction of corruption points.
their leader dies, when an overkill happens,
or when half of their side is dead or -ALTERNATIVE SYSTEM TO CORRUPTION:
incapacitated.
-Use mana instead of corruption.
-REACTION ROLL: use it when you are unsure
of the initial reaction of the enemies. If the -Magic users start with 1 mana.
characters interact with the enemies, you
may ask instead for a [CHARISMA] check. -Mana is only expended at moments when
the character would gain corruption.
REACTION ROLL
-When it reaches 0, the character can no
2D6 Reaction longer use magic until a long rest in a safe
6- Hostile, attacks place, during which they will regain all their
mana.
7-9 Neutral, uncertain, indifferent
-Mana can be additionally spent to increase
10+ Friendly or vulnerable
the Power of Magic (Power of Magic = level +
INT + mana spent).
-MORE MUNDANE CHARACTERS: If you
prefer more mundane starting characters, -As a level up bonus, the player may choose
change the initial attributes to [+1, +1, 0, 0, - to increase their maximum mana by 1 (max. =
1]. You can also adjust the XP requirements 5), instead of removing 1 point of corruption.
for leveling up and XP rewards.

-MORE LETHALITY: If you want to introduce


more lethality, establish that negative HP
equals instant death. And when reaching
exactly 0 HP, the character makes a death
saving check. Another option is to penalize
the death saving check for each negative HP.
14
OPTIONAL RULES
-RULES FOR MASS COMBAT: [STR] = 0: the unit is defeated.

-[UNIT STRENGTH] [STR]: 1 to 10: -Critical successes and critical failures are
0 to 5 = quantity of combatants; also possible and will have a greater
0 to 5 = quality of combatants; impact/damage on the final outcome.
(+)bonus from present characters;
(-)fatigue. -Don't forget to zoom in and out on
battles that the characters are directly
-CHARACTERS/NPC’s: Add the total level involved, as you see fit.
of relevant characters or NPC’s present
in that unit to [STR], divided by 5 and -Example of mass combat:
rounded down. It cannot exceed the
maximum unit strength [STR] of 10, with 1-Trained infantry with a large number of
any remaining amount serving as a combatants, fully equipped with heavy
reserve pool in case of damage suffered. armor and spears, and with two level 6
characters.
-FATIGUE: Penalizes unit strength [STR].
Ranges from 0 to 3. 4 = disband. -[Unit Strength] [STR]: = 8
4 = quantity of combatants;
-MORALE = [STR]. It can be tested when 4 = quality of combatants;
the gamemaster deems it necessary. 2 = 2 level 5 characters (10/5 = 2);
-2 fatigue due to marching
-DAMAGE: fixed from 1 to 6, Damage = 4 (6 against cavalry).
predetermined by the gamemaster and
players, according to the unit. 2-Enemy archers with longbows, in
significant quantity, but poorly trained,
-COMBAT: between units: [2d6 + STR] X with no NPC’s present.
[2d6 + STR]. The winner inflicts the pre-
established damage on the enemy's [Unit Strength] [STR]: = 5.
[STR]. Tie: no one inflicts damage, but 3 = quantity of combatants;
the situation always changes. 2 = quality of combatants;
0 fatigue;
-ADVANTAGE/DISADVANTAGE: assigned Damage = 3 (2 against armor)
by the gamesmaster based on terrain,
position, combat maneuvers, or other -Combat: [2d6 + 8] X [2d6 + 5], whoever
relevant factors. wins will inflict the fixed damage on the
enemy's [STR].

15
EQUIPMENT: TAGS/DAMAGE
Weapon Descriptions (Tags)
Area Causes damage in an area.
Armor Weapon is very effective against heavy armored enemies.
Control Weapon is effective for controlling enemies and spacing.
Fast Weapon is quick and easy to handle. May use STR or AGI.
Slow Weapon is slow and hard to handle.
Mounted Weapon works better when mounted.
Reload Weapon must be reloaded after being fired.
Slashing/piercing/Bludgeoning Type of damage caused by the weapon.
Throwable Weapon can be thrown (close range).

Damage Level DMG Examples


Minor 1 Improvised and unarmed attacks. Falling, per meter.
Small 2 Small and improvised weapons.
Normal 3 Common weapons, standard damage.
Significant 4 Heavy and two-handed weapons.
Large 5 Two-handed swords, massive attacks.
Dangerous 6-7 Explosions, dangerous traps and powerful enemies.

Lethal 8-12+ Potentially lethal attacks and damage.

-Items marked with an asterisk (rarity level: *, ** or ***) cannot be starting items.

-Items marked with “??” are very rare and do not have a defined price.

-Swords are rare and powerful. Only renowned adventurers wield swords (but feel free to change
this if you don’t like it).

-Prices are subject to change/variation depending on the location and the gamemaster.

-Feel free to change these items and tables.

16
EQUIPMENT: WEAPONS
Weapons Cost (gp) DMG Slots Weapon Description (Tags)

Axe 30 3 1 Slashing

Battle axe* 50 4 2 2-handed, slashing, slow

Club 10 2 1 Bludgeoning

Crossbow 40 3 2 Armor, long range, reload

Dagger 20 2 1 Slashing/piercing, throwable, fast

Dagger (silver)* 40 2 1 Slashing/piercing, throwable, fast

Flail 30 3 1 Bludgeoning

Hand axe 15 2 1 Slashing, throwable, fast

Heavy crossbow* 80 4 2 2-handed, armor, extreme range, reload

Holy water flask 20 4 1/3 Throwable, area, holy damage

Javelin 20 3 1 Melee, throwable, piercing, fast

Lance* 90 5 2 2-handed, piercing, mounted, control, slow

Long bow 40 3 2 2-handed, piercing, long range

Mace 30 3 1 Bludgeoning

Oil flask 5 4 1/3 Throwable, area, fire

Pole arm* 80 5 2 2-handed, slashing, control, slow

Short bow 20 2 1 2-handed, piercing, medium range, fast

Short sword** ?? 3 1 Slashing/piercing, fast

Sling 5 2 1 Ranged, bludgeoning, close range

Spear 50 4 1 Melee, piercing, control

Staff 15 2 1 Bludgeoning

Sword** ?? 4 1 Slashing/piercing, fast

Torch 1 2 1/3 Fire damage

Two-handed sword*** ?? 5 2 2-handed, slashing/piercing, fast

War hammer 50 3 1 Bludgeoning/piercing, armor


17
EQUIPMENT: ARMORS
Armors Cost (gp) DEF Slots/Weight

Leather 20 2 2 (light)
Mithril*** ?? 3 1 (light)

Chainmail 50 3 3 (medium)

Half-armor* 150 4 4 (heavy)

Full armor* 300 5 5 (very heavy)

Shield (simple) 10 1 1 (light)

Shield (reinforced) 20 2 2 (medium)

Heavy Shield* 30 3 3 (heavy)

18
ADVENTURING ITEMS
Adventuring items Cost (gp) Services Cost (gp)

Backpack (medium, +1 slot) 15 Room 1/week

Backpack (large, +2 slots) 15 Blacksmith 20%~30% item cost

Armor repair kit (+1 def./durab.) 10 Scrolls* 30-50+

Caltrops (10) 10 Identify (magic items)* 20-40+

Crowbar 3 Healing/treatment* 30+

Garlic 1 Magical items repair* 30-200+

Grappling hook* 30
Animals Cost (gp) Slots
Holy Symbol 10
Mule 20 12
Holy Water 20
Horse* 40 30
Iron Spikes (3) 10
Camel (desert)* 50 20
Lantern* 15
Reindeer (ice)* 50 20
Lockpicks x3 3

Oil flask 5
Ammunition (un.) Cost (gp)
Pole (2m, wood) 2
Arrow 1
Rations (1x/group) 5
Bolt (crossbows) 2
Rope (15m) 5 Silver arrow* 5
Sack (small) 3 Stones Free
Sack (large) 3

Small hammer 3

Small mirror 5

Stakes (3) and mallet 10

Tinder box 5

Torch x3 5

Waterskin 3

Wine (500ml) 10

Wolfsbane 5
19
COMPLICATION TABLES
COMBAT: PARTIAL SUCCESS OR FAILURES: EXAMPLES: D66:
11 Inflict damage to the character (may cause a temporary injury).
12 Character deals less damage to the enemy.
13 Character inflicts damage but is now at a disadvantage.
14 Character inflicts damage but also receives damage.
15 Character's weapon gets stuck in the enemy.
16 Character's gets disarmed or its weapon is thrown away.
21 Character's weapon is damaged or broken.
22 Character is grabbed by the enemy.
23 Character is knocked down by the enemy.
24 Enemies seize the initiative and attack.
25 Character's action has an unexpected, unwanted, or harmful effect.
26 Put the character in a difficult situation.
31 Character's action worsens the current situation.
32 Character's action backfires.
33 Character's action turns against an ally.
34 Character's action hinders an ally.
35 Character's action helps an enemy.
36 Character is exposed/helpless/vulnerable.
41 Some item of the character stops working, becomes useless, or breaks.
42 Character knocks over something important.
43 Character gets stuck.
44 Character falls and rolls away.
45 Consume character's resources (torches, rations, consumables, equipment, etc.).
46 Give two hard choices and let the player choose one.
51 Provide an opportunity with a cost.
52 Create a new threat/danger.
53 Increase an existing threat/danger.
54 Anticipate a new danger.
55 Create an environmental danger or obstacle.
56 Make the current situation worse for everyone involved.
61 Make a twist happen.
62 Separate a character.
63 Capture a character.
64 Make enemies flee to call for reinforcements.
65 Present a new challenge to the character.
66 Make the character's life even more difficult.
20
COMPLICATION TABLES
ADVENTURING: PARTIAL SUCCESS OR FAILURES: EXAMPLES: D66:
11 Threaten to cause damage to the character.
12 Cause damage to the character (may cause a temporary injury).
13 Character succeeds but is now in danger.
14 Character succeeds but loses a lot of time.
15 Character succeeds but makes some noise.
16 Character succeeds but triggers a trap/alarm.
21 Character fails and is in danger, loses time, makes noise, triggers a trap/alarm.
22 Character fails and won't be able to try again.
23 Character's action has an unexpected, unwanted, or harmful effect.
24 Character's action puts an ally in danger.
25 Put the character in a difficult situation.
26 Character's action worsens the current situation.
31 Character's action backfires.
32 Character's action turns against an ally.
33 Character's action hinders an ally.
34 Character's action alerts or attracts an enemy.
35 Character is exposed/helpless/vulnerable.
36 Some item of the character stops working, becomes unusable, or breaks.
41 Character loses something.
42 Character gets stuck.
43 Character falls and rolls away.
44 Consume the character's resources (torches, rations, consumables, equipment, etc.).
45 Give two hard choices and let the player choose one.
46 Provide an opportunity with a cost.
51 Anticipate a new danger.
52 Create a new threat/danger.
53 Increase an existing threat/danger.
54 Activate an environmental danger.
55 Create an environmental danger or obstacle.
56 Advance time or countdown; demonstrate this to the players.
61 Make the current situation worse for everyone involved.
62 Make a twist happen.
63 Separate the characters.
64 Capture a character.
65 Present a new challenge to the character.
66 Make the character's life even more difficult.
21
SPELL MISHAPS TABLE
PARTIAL SPELL SUCCESS (7-9): (+1 corruption): EXAMPLES: 1D6:

1 The spell causes less damage/healing.

2 The spell affects fewer targets or a smaller area.

3 The spell lasts for a shorter time than expected.

4 The spell has a less relevant effect than expected.

5 The spell takes longer to be cast.

6 The spell works but has some unexpected effect that complicates the situation.

MINOR SPELL FAILURE COMPLICATIONS (7-9): EXAMPLES: 1D6:

1 The spell has the opposite effect (backfires) but with reduced effectiveness.

2 The spell causes minor damage to the caster or ally.

3 The spell fails and has a minor harmful, collateral, or unexpected effect.

4 The spell fails and slightly aids the enemies.

5 The spell fails and worsens the situation slightly.

6 The magic fails, makes noise, and attracts attention.

MAJOR SPELL FAILURE COMPLICATIONS (6-): EXAMPLES: 1D6:

1 The spell has the opposite effect (backfires).

2 The spell causes significant damage to the caster and/or allies.

3 The spell has a major harmful, collateral, or unexpected effect.

4 The spell significantly aids the enemies.

5 The spell affects the environment, causing a dangerous environmental hazard.

6 The spell alters reality (space, time and/or matter), worsening the overall situation.

22
RANDOM TABLES
Specialties: Examples: D66: Weaknesses: Examples: D66:
11 Acrobatics 11 Addiction
12 Ambidexterity 12 Appearance
13 Animal taming 13 Arrogance
14 Athletics 14 Blindness
15 Blacksmith 15 Clumsy
16 Books/Literature 16 Code of honor
21 Botanism / Herbalism 21 Cowardice
22 Climbing 22 Curiosity
23 Cooking 23 Curse
24 Disguises 24 Debt
25 Dodging 25 Disability
26 Engineering 26 Exiled
31 Explosives 31 Fanaticism
32 Forgery 32 Greed
33 Gambling 33 Guilt
34 Hunting 34 Haunted
35 Intimidation 35 Illness
36 Jewellery 36 Insanity
41 Languages 41 Liar
42 Locks 42 Mania
43 Manipulation 43 Naivety
44 Medicine 44 Nightmares
45 Mining 45 Obsession
46 Musical instruments 46 Past
51 Navigation 51 Phobia
52 Negotiation 52 Power hungry
53 Poisons 53 Recklessness
54 Religion 54 Secret
55 Riding 55 Selfishness
56 Sleight of hand 56 Skepticism
61 Stealth 61 Stubbornness
62 Survival 62 Unlucky
63 Swimming 63 Vengeance
64 Tracking 64 Violence
65 Traps 65 Wanted
66 Unarmed combat 66 Weak
23
RANDOM TABLES
Action: D66: Theme: D66:
11 Abandon 11 Ally
12 Ambush 12 Balance
13 Attack 13 Business
14 Avenge 14 Corruption
15 Betray 15 Danger
16 Build 16 Death
21 Control 21 Deception
22 Create 22 Disease
23 Defeat 23 Dream
24 Eliminate 24 Enemy
25 Escape 25 Family
26 Explore 26 Fate
31 Fail 31 Fear
32 Find 32 Freedom
33 Follow 33 Hatred
34 Harm 34 Honor
35 Help 35 Hope
36 Hide 36 Innocence
41 Invade 41 Locality
42 Investigate 42 Love
43 Liberate 43 Misery
44 Lose 44 Mystery
45 Manipulate 45 Nature
46 Open 46 Peace
51 Preserve 51 Power
52 Protect 52 Price
53 Punish 53 Rarity
54 Repair 54 Religion
55 Restore 55 Renown
56 Reveal 56 Risk
61 Risk 61 Secret
62 Start 62 Security
63 Summon 63 Shelter
64 Threaten 64 Survival
65 Transform 65 Time
66 Travel 66 War
24
RANDOM TABLES
Quests: D66: Magic types: Examples: D66:
11 Arrest 11 Acid
12 Assassinate 12 Air
13 Banish 13 Alchemy
14 Bribe 14 Alien/Cosmic
15 Capture 15 Antimagic
16 Convince 16 Blood
21 Deceive 21 Concealment
22 Defend 22 Control
23 Destroy 23 Creation
24 Discover 24 Curses
25 Escape 25 Darkness/Shadows
26 Escort 26 Divination
31 Explore 31 Earth
32 Extort 32 Electricity/Energy
33 Fight 33 Enchantment
34 Infiltrate 34 Fire/Lava
35 Investigate 35 Gravity
36 Kidnap 36 Illusion
41 Kill 41 Light
42 Liberate 42 Luck
43 Locate 43 Magnetism
44 Negotiate 44 Nature
45 Prevent 45 Necromancy
46 Protect 46 Oneirism
51 Purify 51 Poison
52 Recapture 52 Polymorphism
53 Recover 53 Portals
54 Rescue 54 Slime
55 Resolve 55 Snakes
56 Sabotage 56 Storm
61 Save 61 Summon
62 Smuggle 62 Telekinesis
63 Spy 63 Telepathy
64 Steal 64 Time
65 Stop 65 Transmutation
66 Survive 66 Water/Ice
25
RANDOM TABLES
Locations: D66: NPC’s: D66:
11 Battlefield 11 Archer
12 Borderlands 12 Assassin
13 Bridge 13 Bard
14 Camp 14 Blacksmith
15 Castle 15 Cartographer
16 Cave 16 Cook
21 Cemetery 21 Farmer
22 City 22 Fugitive
23 Cliffs 23 Gravedigger
24 Coast 24 Guard
25 Depths/Underworld 25 Healer
26 Desert 26 Hunter
31 Dungeon 31 Innkeeper
32 Farmstead 32 Jeweler
33 Forest/Jungle 33 Knight
34 Fortress 34 Locksmith
35 Hideout 35 Magistrate
36 Hills 36 Master
41 Lair/Nest 41 Mercenary
42 Lake/River 42 Merchant
43 Mine 43 Miner
44 Mountain/Peak/Plateau 44 Monster
45 Outpost 45 Necromancer
46 Prison 46 Needy
51 Ravine 51 Noble
52 Road 52 Pirate
53 Ruins 53 Religious
54 Sea 54 Royalty
55 Sewers 55 Sailor
56 Ship 56 Sorcerer
61 Swamp 61 Spy
62 Tomb/Mausoleum 62 Thief
63 Tundra/Ice 63 Traveler
64 Valley 64 Victim
65 Village 65 Viking
66 Waterfall 66 Warrior
26
RANDOM TABLES
Rooms: D66: Room Contents: 1D6:
11 Animals 1 Empty (1:6 Treasure)
12 Arena 2 Monsters or NPC's (3:6 Treasure)
13 Arsenal 3 Trap (2:6 Treasure)
14 Barracks/Guards 4 Hazard/Obstacle (1:6 Treasure)
15 Basement 5 Puzzle ou Trick (3:6 Treasure)
16 Bathroom 6 Special* (3:6 Tesouro)
21 Bedroom/Dormitory
22 Cavern/Crater/Cave-in/Hole *Special: create something unique and
memorable for the location. If you want,
23 Cemetery combine more than one result or intensify
24 Cistern/Well one of them.
25 Crypt/Tomb
Examples:
26 Forge
31 Game room -Boss, Mini-boss, or Lair;
32 Garden/Cultivation -Important NPC;
33 Hideout
34 Infirmary -Lethal trap;
35 Kitchen/Mess hall -Complex trap;
36 Laboratory
41 Library -Intense obstacle;
42 Market -Extreme hazard;
43 Meeting/Gathering/Rest
-Secret room;
44 Mine
45 Museum/Archive/Trophies Multi-stage puzzle;
46 Nest
-Puzzle with Monsters/Combat;
51 Office
52 Pool/Baths -Monsters in a dangerous area or with
53 Prison/Captivity obstacles;
54 Slaughterhouse -Main treasure, heavily protected;
55 Storage
-Puzzle with a trap;
56 Temple/Altar/Church/Chapel/Shrine
61 Throne -Secret/Revelation/Information.
62 Torture
63 Training
64 Trash/Disposal/Sewers
65 Vault
66 Workshop
27
RANDOM TABLES
Monsters: D66: Monsters Activities: D66:
11 Amphibians 11 Ambushing/Sneaking
12 Arachnids 12 Arguing
13 Bandits 13 Begging
14 Barbarians 14 Celebrating
15 Basilisk 15 Chasing
16 Cultists 16 Competing/Contesting
21 Demons 21 Cooking
22 Draconics 22 Defecating
23 Elementals 23 Destroying
24 Fairies 24 Distracted/Defenseless
25 Gargoyles 25 Drinking/Using drugs
26 Giants 26 Dying
31 Gnolls 31 Enjoying
32 Goblins 32 Escorting
33 Golem 33 Feeding/Eating
34 Insectoids 34 Fighting/Dueling/Warring
35 Jellies/Oozes/Gelatinous cube 35 Fleeing
36 Kobolds 36 Gambling/Playing
41 Lich 41 Healing/Recovering
42 Lycanthropes 42 Hiding
43 Monstrosities 43 Hunting/Gathering
44 Necromancer 44 Imprisoning/Enslaving
45 Ogres 45 Injured
46 Orcs 46 Lost
51 Picts 51 Mourning
52 Primordials 52 Negotiating
53 Reptilians 53 Patrolling
54 Serpents 54 Protecting
55 Simian 55 Religious Act
56 Sorcerer 56 Reproducing/Dating
61 Spirits 61 Resting
62 Stirges 62 Searching
63 Troll 63 Sleeping
64 Undead 64 Torturing/Abusing
65 Witch/Hag 65 Unconscious
66 Wolves 66 Working
28
RANDOM TABLES
Traps: D66: Traps: Trigger/Activation: D66:
11 Acid 11 Approach
12 Alarm/Alert 12 Blow
13 Ambush 13 Breathe
14 Animals 14 Close
15 Asphyxiation/Choking 15 Countdown
16 Blades/Saws/Guillotine 16 Cross
21 Collapse/Burial/Cave-in 21 Darkness
22 Contamination/Disease 22 Drag/Move
23 Control/Possession 23 Enter
24 Crushing 24 Force/Break open
25 Curse 25 Hang/Climb
26 Darkness/Blindness 26 Impact
31 Darts/Spears/Projectiles 31 Insert
32 Duplication 32 Invisible line
33 Electricity/Energy 33 Jump
34 Explosion 34 Lift
35 Fall 35 Light
36 Fire/Heat/Steam 36 Look
41 Gas 41 Lower
42 Gravity/Magnetism 42 Movement
43 Ice/Freezing 43 Noise
44 Illusion 44 Open
45 Imprisonment 45 Press
46 Invisibility 46 Pressure plate
51 Luring 51 Read
52 Magic 52 Remove
53 Needle/Nail 53 Sit
54 Paralysis/Petrification 54 Step
55 Pit trap 55 Temperature change
56 Poison 56 Touch
61 Slime/Ooze/Gelatinous cube 61 Turn
62 Spikes/Skewer 62 Unlock
63 Spring 63 Use magic
64 Sticking/Adhering/Glue 64 Vibration
65 Summoning 65 Voice
66 Water/Flooding 66 Weight/Overweight
29
RANDOM TABLES
Hazards/Obstacles: D66: Tricks: D66:
11 Acid 11 Altered gravity
12 Bones 12 Antimagic zone
13 Bridge/Drawbridge 13 Communication
14 Cliff 14 Elemental zone
15 Climbable surface 15 Enigma/Mystery
16 Collapse/Cave-in 16 Good/Evil ghost/fairy/djinn
21 Contamination/Disease 21 Graffiti
22 Corpses 22 Hidden/Disguised Monster/NPC
23 Debris/Rubble 23 Hidden/Disguised Item/Treasure
24 Difficult or unstable terrain 24 Illusion/Deception/Invisibility
25 Fall 25 Inanimate object
26 Fire 26 Lever/Controls
31 Flooding 31 Magic amplifying zone
32 Gas 32 Magic fountain
33 Gate/Porticullis 33 Magic seal
34 Glass 34 Magic statue
35 Grease/Oil 35 Magical darkness zone
36 Ice 36 Magical silence zone
41 Lava 41 Mysterious substance
42 Mist/Fog/Steam 42 Negative effect zone
43 Mud 43 Oracle/Prophecy/Omen
44 Narrow ledge 44 Polymorphism
45 Narrow passage 45 Portal
46 Poison 46 Positive effect zone
51 Precipice 51 Puzzle
52 Quicksand 52 Restoration/Protection zone
53 Rapids 53 Riddle
54 Slime/Ooze/Jelly 54 Ritual
55 Spores 55 Secret door
56 Strong wind 56 Secret entrance
61 Tar 61 Secret passage
62 Trash/Rot/Feces 62 Talking mouth
63 Tunnel 63 Teleportation
64 Vegetation/Vines/Thorns 64 Time distortion
65 Water 65 Transformation
66 Webs 66 Wishing well
30
RANDOM TABLES
Treasure: 1D6: Adventuring items: D66:
1 Adventuring/Utility Items 11 Ammunition
2 Armor or Shields 12 Armor repair kit
3 Weapons 13 Backpacks
4 Treasure in gold 14 Bandages
5 Treasure in valuable items 15 Bell
16 Blanket
6 Magic Item (1:6 cursed)
21 Caltrops
Armors: 2D6: 22 Chain
1-6 Leather 23 Chalk
24 Chisel
7-9 Chainmail
25 Crowbar
10 Half-armor
26 Fishing rod
11 Mithril
31 Flasks (oil/holy water/other)
12 Full armor
32 Food
33 Garlic
Shields: 1D6: 34 Glue
1-3 Simple 35 Grapple hook
4-5 Reinforced 36 Grease
41 Gunpowder/Explosives
6 Heavy
42 Handcuffs
43 Iron spikes
Weapons: 1D6/1D3:
44 Lantern
1 Dagger/Club/Staff
45 Lockpicks
2 Bow/Crossbow/Sling
46 Magnifying glass
3 Mace/Flail/Battle Axe
51 Musical instrument
4 Lance/Spear/Javelin
52 Net
5 Axe/Hand axe/Hammer 53 Padlock
6 Sword/Pole arm/Other 54 Rope
55 Shovel
Valuable items: 1D6: 56 Small hammer
1 Raw materials 61 Small mirror
2 Trade goods/Spices 62 Tinder box
3 Decoration/Art 63 Torch
4 Rare books 64 Trap
5 Gems 65 Water (potable)
6 Jewelry 66 Waterskin
31
RANDOM TABLES
Magic items: 1D6: Magic items properties: D66:
1 Scroll
11 Amplify
2 Potion
12 Bless
3 Weapon
4 Shield or Armor 13 Close
5 Ring 14 Communicate
6 Other (misc.) 15 Conjure
Misc. Magic items: D66: 16 Control
11 Ammunition/Quiver 21 Create
12 Animal/Pet 22 Curse
13 Bag 23 Damage/Destroy
14 Belt
24 Darken
15 Body part
16 Book/Manual/Tome 25 Detect
21 Boots 26 Exchange
22 Bracelet 31 Fly
23 Cloak 32 Fragilize
24 Crown
25 Deck of cards 33 Heal
26 Earrings 34 Hide
31 Figurine 35 Illude
32 Gem 36 Illuminate
33 Glasses 41 Imprison
34 Gloves
35 Handcuffs 42 Invert
36 Hat 43 Kill
41 Helmet 44 Levitate
42 Holy symbol 45 Luck
43 Horn 46 Move
44 Incense
45 Key 51 Open
46 Lamp 52 Poison
51 Lantern 53 Protect
52 Necklace 54 Reduce
53 Phylactery
55 Remove
54 Robe
55 Rope 56 Restore
56 Seeds 61 Reveal
61 Sphere 62 Revert
62 Stone 63 Summon
63 Talisman
64 Telepathy
64 Tiara
65 Urn 65 Teleport
66 Wand 66 Transform
32

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy