5th Edition Burning Ghost

A long time ago, I did flavor writeups for a bunch of monsters in a campaign world I am still working on. One of those is the Burning Ghost. Here is a set of stats for the lesser version of this firey undead with bonuses and penalties marked as (+x*) and (-x*) It is at +23* which is what the model presented asks for. If you playtest a burning ghost with your level 4+ D&D party, please let me know how it goes.:
The general description is here http://worldmakers.wordpress.com/2010/11/07/namodesmo-4-burning-ghost/

Burning Ghost, Lesser:
Medium Undead Chaotic Evil
Armor Class 17 (+3*)
HP 63 (9d8+27)
Speed Fly 40 (+1*)
——————————————
Str 8 (-1) Dex 18 (+4) Con 16 (+3), Int 10 (0), Wis 14 (+2), Cha 10 (0) (+1*)
——————————————
Damage Resistances Acid, lightning, thunder; bludgeoning, Slashing, piercing from nonmagical silver weapons (+6*)
Damage Immunities Fire, Necrotic, Poison, bludgeoning, Slashing, piercing from nonmagical non-silver weapons (+4*)
Condition Immunities Charmed, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained (+7*)
Vulnerabilities Cold, Positive Energy, Force (-3*)
Senses: Passive Perception 12
Languages: Understands languages it knew in life but can not speak in sentences
Challenge 4 1,100xp
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Incorporeal Movement: A burning ghost can move through an object or creature but may not stop there (+1*)
Burning: A Burning Ghost catches any flammable materials within reach on fire if it stays in one place for more than 1 round. (+1)
Past Life: If a burning ghost is confronted with the type of situation where it burned to death it has disadvantage on attack rolls (-1*)
Contagious Undeath: Any creature burnt to death by a burning ghost rises immediately as a burning ghost (+1*)
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Actions
Burning Touch Melee Weapon Attack: +6 to hit. reach 5 ft, one creature. Hit 16(4d8) fire damage and the target must succeed at a DC 14 Reflex save or catch fire, taking 1d6 points of fire damage per round (DC 14 Reflex save or total immersion in water to end) (+2*)

Monster Math 5th Edition

*edit* A lot of these fit log scale plots nicely. That is an artifact of how I am clumping my data. 0, .125, .25, .5, 1, 2, 3, 4 predisposes the data to fit a log scale. If I combined the first 4 categories, we would fit a more traditional linnear curve more often.
*edit 2* I realized I hadn’t included how to set DCs and Saving throws for abilities.

So I took all of the monsters from the D&D starter set, except the dragon whose CR was twice the next lower cr creature and looked at key features of them. For each creature I recorded hp, AC, movement, saves, skills, to hit bonus, average damage of their attacks, ranged hits, average damage of those, and special abilities, including immunities, resistances, perception modes, spell casting, vulnerabilities, etc

Then I treated everything but CR, AC, HP, to hit, and average damage like the * abilities from OD&D.
I broke things into benefits and penalties
Examples of things that gave benefits:

Benefits
Having a saving throw at all.
Each saving throw higher than 3.
Every 3 skill points.
Having extra movement types.
Every 10 feet above 30 movement for the fastest movement type
Having a ranged attack
Every die of damage a ranged attack does past 1.
Having a resistance
having an immunity
having a special perception mode
every 5 levels of spells a spellcaster can cast.
having a situational advantage
gaining extra dice of damage in a given situation.
any other positive ability

penalties
Any vulnerability
having a situational disadvantage
every 10 feet of movement below 20 on the fastest movement type.

Using that, there are on average 3 bonuses plus 5 bonuses per CR on a given creature. If hp or ac is higher than average, aim for fewer bonuses. If they are lower than average then give more bonuses.

For example a cr 1 creature should have a 12 ac and 25 hp and 8 bonuses.
If you give it a 16 AC, you might count that as 2 bonuses (2 AC points per bonus).
Then make it skilled at +3 in 2 skills: 2 more.
Give it a 1d6 ranged attack: 1 bonus
Give it advantage in combat when working with allies: 1 bonus
Give it dark vision (almost everything has dark vision): 1 bonus
Give it a second melee attack 1 bonus
There is a nice CR 1 creature. Some sort of trained and organized warrior, Maybe like a hobgoblin…

Here are all of the charts

CR ac hp # of creatures
0 10 4 1
0.125 13 5 3
0.25 12.25 13.25 4
0.5 15 14 3
1 14 24.8 5
2 11.8 40.6 5
3 13.5 48.75 4
4 13 40 1

The First thing we have is the average number of hit points and the average ac of creatures of a given CR. Notice that we have very small sample sizes and that ACs are falling in a very narrow band. The average AC value moves from about 12.5 to 13 between CR 0 and CR4, so if you give a creature an AC greater than 13 you might want to give it an attendant penalty, or if it has a cr below 12, you might want to give it some sort of bonus.

Approximately 12.5 +.2* CR for the base AC of a creature.

HP are 10.5*CR+9 on average

CR speed points total stat bonus average saving throw skills
0 1 0 0 0
0.125 1.666666667 -4.666666667 0 2.333333333
0.25 1.25 0 0.25 3.25
0.5 1 2.666666667 0 1.333333333
1 1.2 1.6 1 5.4
2 1.4 0.6 0.8 5.2
3 2 7 0 4.5
4 2 3 7

Speed points are based on movement modes. Notice at the lower CRs there is seldom more than 1-1.5 speed point. That means that creatures at those levels should seldom have more than one movement type and should not move more than 30 feet. At CR 3 and 4 though, extra modes of movement and higher speeds are acceptable.

Stat bonuses: I didn’t look at actual ability scores, but at the modifiers they gave. If you ignore the CR .125 and CR 4 entries, you average about 1.75 stat bonus points per CR (this is the sum of positive and negative numbers.) If you include the, it is 1.5 stat bonuses per cr. 1.75x fits the curve better though.

Saving throws are rare. Getting a save at all is worth a bonus, and then give extra saves

Skill points On average everything gets 2.5 skill points and an additional skill point per CR.

Resistances and Immunities

CR vulnerable resistance immunity
0 0 0 0
0.125 0.333333333 0 0.666666667
0.25 0.25 0 1
0.5 0 0 0
1 0 0 0.6
2 0.2 0.8 1.4
3 0.25 2 2.75
4 3 7

Vulnerabilities are something you can hand out whenever you need to balance something else out. They were rare among the set of monsters.

Resistance is pretty rare too, coming in at about 1 resistance per CR > 1

Immunities approximate 1 per CR, though that was often a bunch of creatures immune to nothing and then one or two with several immunities. Notice that the CR4 creature is immune to 7 things, which helps adjust for it having low hp for the CR.

Perception modes:

This doesn’t need a chart. Almost everything has dark vision. most of the rest have blindsight. No truesight was used in the creatures I analyzed.

Combat values

CR melee hit bonus avgdmg points from ranged
0 2 2
0.125 3.666666667 4.333333333 0
0.25 3.75 5 1.5
0.5 4 6.333333333 2.333333333
1 3.2 8.8 1.2
2 3.8 9.4 1
3 4.75 10.75 0
4  5  18 9

So the first question is to hit modifiers. The low cr creatures have really

high to hit modifiers relative to their level. With them in place, you start at +3 and add half a point per point of CR. Without them, it is +2 with .85 points per CR. That second trend line goes almost exactly through CR 0, 1, 2, and 3 (the cr 4 monster has no melee attack.and is mostly a caster, but if you use it ranged attack number the equation is very nearly the same as not including it. (.75*CR+2.25 vs .85*CR+2.0)

So roughly, your creatures should have 2 + their cr in to hit, with a tendency to err on the side of low. If a creature has a to hit number 3 points higher than the average for its cr, that is about the same as giving it advantage and could count as a benefit. If it is 3 points too low, that is roughly the same as disadvantage and should count as a penalty.

Damage:

This has a couple of caveats: If a creature had multiple attacks, I combined their average damages. This is a little inaccurate, but good enough for the accuracy of the data I am working with. It is also balanced by undervaluing multiple attacks. If you look at damage done per round vs a given AC, a second attack is pretty close to doubling the damage if there are no attack penalties. Also, I used WOTC’s damage estimation method. Half the die plus bonuses. The CR4 creature had no melee attack, so i used its ranged attacks. What we get is 3.8 + 3.15*cr damage which is roughly 1d8+ (1d6 per CR). A CR 2 creature thus gets about 10 damage per attack. You can do that as 2d8+2 or 1d8+2d6 or 2 1d8+1 attacks. For every extra die or +3 damage bonus, count that as a benefit, and for each lost die or any minus to damage count it as a penalty.

Ranged

Since ranged attacks are secondary for most creatures, i counted them as pure bonus. The chart isn’t super useful since about 2/3rds of the creatures had no ranged attacks. I assigned them bonus value at a rate of 1 point per die of damage ignoring bonuses and 1 point per 2 points of to hit (round up). So a +5 to hit attack that does 2d8 damage is worth 5 bonus points. It may turn out that in creature creation, that is too many points, but ranged can be a powerful addition.

Other benefits

CR benefits
0 0
0.125 1
0.25 1.25
0.5 1
1 2
2 1.8
3 2.25
4 4

This is things like Poison or 5 spell levels of spell casting or shape changing or attacks with advantage when ambushing. These are the special text block benefits you can give a monster. Remember, bonuses are countered by penalties. (The number on the chart are bonuses not counted anywhere else in the accounting for a monster.)

Oops. I forgot saving throws and ability difficulty classes.

CR average save
0 10
0.125
0.25
0.5
1 11.5
2 12.33333333
3 13
4 13

There were no saving throws between CR 0 and 1. I set CR 0 to 10. There were fairly few data points in the packet. 13 abilities between fewer monsters. I also set the 0 intersect for the trend line by hand to 10 since 10 is the base number. That gives me DC = 10 + .91*CR At CR1 there are creatures with DCs between 10 and 13, so there is a lot of range. My suggestion is if you use a number above the suggested count every 2 points higher as one benefit and every 2 points below the goal as a penalty.So let’s use this system to create a couple of monsters.

 

Kobold

Small and viscous, these doglike humanoids are most comfortable working in packs.

We will start out by assigning a CR.

We’ll make them about equivalent to goblins, so CR 1/4

AC The formula sets it at just over 12, but I imagine them as nasty tenacious beasties, so lets make it 14 which means we have one benefit

HP: Kobolds are weak and easy to kill, the bottom of the food chain in a lot of places. The formula is 10.5*.25 + 9 or about 12. I think we want to go down a bit, say 5 (1d6+2 hp) That is one penalty.

Speed Small and fast, we’ll give them a 30. Great from running away from their natural predators: Everything

Stats:They are pegged at just under one total stat point.Str 6 -2Dex 16 +3Con 14 +2Int 10 +0Wis 8 -1Cha 8 -1

That gives a +1 total to their stats. I think that is fine. No boon or penalty here.

Kobolds are trap makers, and I think they need a save vs their own creations so lets give a benefit in the realm of a Dex+ 0 save.  1 benefit.

________________________________________________________________

So far we are at +2 benefits and -1 penalty.

Skills None

Senses Darkvision 60 feet, passive perception 9  (1 benefit for darkvision)

Languages Common, Kobold.

Challenge 1/4 (50xp)

______________________________________________________________

Cowardly A kobold who is not within 10 feet of another ally is at disadvantage in all to hit rolls(penalty)

Actions:

Pick Axe: Melee Weapon Attack: +2 to hit, reach 5 ft , one target. Hit 3 (1d6) piercing damage.

This is low for a cr.25 creature, 1 penalty.

Poisoned Dart +2 to hit, Range 20ft/80ft Ranged Weapon Attack Hit 1 (1d3-1) + Fortitude DC 10 or gain the poisoned condition (2 benefits)

So we are now at +5 benefits and -3 penalties. That works out to +2 benefits, which is 1 above standard for a cr 1/4.

That is well within the variation in the book, but if you want you can gvie them an extra penalty like:

Light blindness: The first 3 rounds a kobold is in torch light, they gain the blinded condition.

2 Page RPG Character Sheet

Here is the character sheet for the two sheet adventure game:

https://drive.google.com/file/d/0B3pdDjqg6joaa1g2NXNJV05vUFU/edit?usp=sharing

Cindersprites revisited

Cindersprites are voracious, playful fey that flit over the Stone Sea and along its shores. They will chase anything that moves and eat anything that doesn’t. Often when they catch something that moves, it becomes something that doesn’t. A Cindersprite that is chasing something burns hotter and hotter until suddenly their fires burn out and they fall, inert. When this happens over the Stone Sea, their fires are refreshed by the molten stone, but a Cinder Sprite that burns out on the shores of the sea takes on the form of an inert bit of char. They can be revitalized again as well by throwing them in the magma or placing them in a bonfire. Many of the magma dwelling predators of the Stone Sea eat Cinder Sprites like fish eat mayflies. Though barely sentient, a Cinder Sprite may remember a person who returns it to the fire and, within their limited abilities, try to repay the boon.

Pathfinder Stats:

Cindersprite

CN Fine fey

Init +2; Senses low-light vision; Perception +1

Defense

AC 20, touch 20, flat-footed 18 (+2 Dex, +8 size)

hp 3 (1d6)

Fort +0, Ref +4, Will -1

Defensive Abilities fire healing

Weakness cold lethargy, generic ability, vulnerability to cold, vulnerability to water

Offense

Speed 30 ft., fly 30 ft. (perfect), swim 10 ft.

Space 0.5 ft.; Reach 0 ft.

Special Attacks heat

+10 (+8 size +2 dex) to hit, 1d6 fire damage

Statistics

Str 1, Dex 14, Con 10, Int 4, Wis 4, Cha 10

Base Atk +0; CMB -6; CMD -1

Feats Weapon Finesse

Skills Fly +22, Perception +1, Survival -2, Swim +3

Languages Sylvan

Special Abilities

Cold Lethargy (Ex) Exposure to any cold effect slows a cindersprite (as a slow spell) for 1d4 rounds.

Deathless: Unless a cindersprite is killed by physical damage, death is not final. They may be revived by causing fire damage to them.

Fire Healing (Ex) Every 3 fire dam that would be dealt heals 1 hp instead.

Flameout (Ex) A Cinder Sprite that spends more than 5 rounds further than 10 feet from a source of extreme heat (like a bonfire or the Stone Sea) burns out, falling to the ground as a burnt cinder

Flight (30 feet, Perfect) cindersprites can fly!

Heat The creature generates so much heat that its mere touch deals additional fire damage.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Swimming (10 feet) cindersprites have a Swim speed. This allows them to swim through magma.

Vulnerability to Cold cindersprites are vulnerable (+50% damage) to Cold damage.

Vulnerability to Water (Ex) a water-based effect or spell deals 1d4 points of damage per spell level.

 

Fate Accelerated Stats:

Cindersprite

Fire is Life, Ashes ashes we all fall down.

Skilled (+2) at: Flying, Catching things on Fire

Bad (-2) at: Everything that isn’t Flying or Catching things on Fire

Stress: None (First hit takes them out)

 

2 Sheet RPG Stats:

Cindersprite HP 2, Str -2, Wil 0, Qui +3, Mys 0, Def 0, Normal, Burning Touch 4 fire damage, fire damage heals them even from the dead, cold deals double damage.

 

Gumshoe Stat Block:

Cindersprite

Abilities:Athletics 2, Health 2, Scuffling 3 Flying 2

Scuffling Weapons/Damage: burning touch +1

Hit Threshold: 4

Alertness Modifier: +0

Stealth Modifier: +0

Special: At 0 hit points, a cindersprite falls to the ground inert until exposed to extreme heat. Regains Health from fire damage. Takes double damage from water or cold/

Goblin Adventure for the 2 page RPG

What is happening in Rabensford: For the last decade, the Duke’s patrols have been traveling the east road less and less often. Small communities have been falling to marauding monsters and trade in the east has become much more rare. Rabensford has weathered the bad times because their location on the Raben River and their Mayor’s ability to maintain the peace with several local tribes of humanoids. At least, he had been able to. One of the closest tribes he had an agreement with was the Bloodgnash Goblins. They were allowed, once a month, to come trade with the town so long as their raiding parties never approached. They had even staged a joint effort with the town militia to drive out a trio of ogres that had come out of the hills to the north. When no goblins came to last month’s goblin market, Mayor Avinis was a little worried, but he didn’t really worry until some of the outlying farms were attacked. Last week, wolf riding riders wearing the Bloodgnash fetishes raided the goblin market and injured Dular Gontovis who is both the town’s best scout and the head of the militia, and without his expertise, the town is not willing to mount a punitive expedition. Neither the Goblin’s Chief “King” Rekkar nor their shaman Alvarad were there.

The Bloodgnash tribe is undergoing a change in leadership. At the dark of the moon, 2 months ago, Alvarad held one of the holy rituals of Gnarsh, Goblin God of War, and the god made itself manifest in the person of one of its servitor demons. It chastised Alvarad then killed Rekkar. It then started directing the tribe to forgo the heresy of peace and begin making war again.

 

 

It has been a long week traveling across unsettled lands, and the map you got from the tinkerer you met the first night out must have been old and created by a drunk cartographer. You are also beginning to suspect that he might have been lying about the Drop Bears Two leagues out, none of the landmarks were where they should be, three different inns marked on the map were burn shells, and the first village you  reached was nearly a league further east than it should have been. And here you are, Rabensford, a small Town that strides the Raben River.

 

Mayor Avinis, the mayor of Rabensford sends his daughter with a message for the party after they have time to browse through the town and settle in. She tells them that “Da” wants to meet with them and that she is to escort them to his home.

 

Special Rules:

Group combat: If a group of npcs fight together, the group gets the best attack of the group, but deals 1 extra damage per group member past the first. 

Checks: When this adventure calls for a check, it will be in the format: Difficulty + Modifier Stat.

Difficulty refers to the difficulty chart. The modifier moves that number up or down, and the stat is the relevant stat to modify the check.

 Image

Entrance, Mild Stench, Dim Light

The way in is a long muddy sloping tunnel. Navigating it requires a Difficult Quick check to not slide down the chute If the party falls down the chute, the goblins ambush the party. The entry room is small and crowded. In the center of the room is a goblin head on a stick wearing a tin crown. Six goblins are here making rude jeers at Rekkar’s skull. If the party is not ambushed, they can attempt to parley their way in. Difficult + Will check. This can be modified by bribes. On a success they are allowed to pass. On a failure the guards alert the rest of the lair and attacks. The goblins attack as groups of 3.

Connects to Warren, Hall of Meating, and Wolf Den

Warren Strong Smell, Dark

This area is a series of twisting tunnels and hollowed out sleeping nooks. There is space for several hundred goblins, and the area is filled with the fetid stench of the horde. There are nearly 100 goblins here though only 20 are combatants. If the party fights them, the fleeing onlookers alert the rest of the lair.

If the lair is alerted, there is a burning oil trap at the entrance. It is a Difficult Will test to find the trap (first person heading in makes the test.) and if triggered, each player makes a Difficult Quick test or take 3 fire damage and alert the goblins to their presence.

The combatants fight in groups of 5. After 1 whole group is killed, a party member can intimidate the rest into fleeing with a Normal +1 Strong check.

Connects to Entrance, Larder, Hall of Meating.

Larder Dark, Smells of Rotting Meat

This dank room is full of rotting haunches of meats of and other assorted foodstuffs. The identity of the haunches does not bear consideration.

If the lair is not alerted, there is a 50% chance that there is a wolf rider with wolf in the room.

Connects to Warren, Altar, and Shaman’s Room

Shaman’s Room Light,

This is the cleanest room in the lair. Alvarad’s den is painted with representatives of the rites of Gnarsh that she uses in place of written instructions.

There are 2 Imps, 2 Acolytes, and the Shaman here. They fight as fanatics. If the lair is alerted, there are also 4 goblin warriors who fight as a group.

Acolyte: Standard Goblin with 2 sp, combat casting, and the paralysis spell.

Alvarad: HP 15, Str 0, Will +1, Quick +1, Mys +2, 0 Def, Normal, Soul Drinker (Dagger) Close 3C Melee + 3 Necrotic damage.  10 SP (Heal, Mirror Image, Summon, Teleport)

65 Treasure.

Connects to Larder, Altar

Altar Light (Bonfire), Smells of Shit, Blood, and Burning Flesh

There is a dark altar in front of a giant bonfire. The walls of the chamber are painted in blood with scenes of the perversions of Gnarsh. A naked Goblin is spread eagle on a dark altar, screaming in terror. A goat demon is standing over the altar, chanting in the Dark Tongue. There are 15 armed goblins watching the sacrifice as well as twice as many non-combatants.

If the lair is alerted, 4 rounds after the fight starts, the shaman’s acolytes come in to support.

The ritual takes 2 rounds to complete. If the Demon completes the ritual and kills the goblin on the altar, all of the followers of Gnarsh are surrounded by a dark aura that increases their defenses by 1. The ritual can be interrupted either physically by attacks or by talking to it (Hard Will check)

The goblins fight in groups of 5.

Connects to Larder, Shaman, and Hall of Meating

Wolf Den Dark

This low ceilinged room smells of dog. A doze pairs of eyes watch you from the darkness, and low menacing growls.

An elf can make a normal will check to keep the wolves from attacking. 5 Wolves are combatants.

If the Lair is alerted, there are 7 wolves and 3 riders.

Connects to Entrance and Wolf Riders.

Wolf Riders Dark, Smelly

This room hosts the quarters of the elite warriors  of the Goblin tribe. There are 6 in room at any time. If the party has not killed any wolves, the riders are willing to parley. They won’t attack the goat demon but they will make sure no wolf riders attack. One wolf rider, Name x5x, is the daughter of Rekkar and would be happy to take back over the clan. If the players convince her to stay neutral, she makes sure no wolf riders attack the party in the lair.

Wolf Rider: Str+1, Will 0, Qui +1 (3 if riding a wolf), Mys 0, Def 1, Normal, Sword Melee 4C, Bow Ranged 4P. A wolf rider on a wolf gets +2 Quick and +1 Damage. The wolf does not get to attack.)

Their goods are worth 50 Treasure.

Connects to Wolf Den, Hall of Meating.

Hall of Meating Smelly, Light, lots of cover, bonfires

If the lair is alerted, a falling block trap is set. Difficult Will check to detect, Normal Quick check to avoid damage if triggered. If triggered it does 4 damage and the passage to the Entrance is blocked.

This hall is vast, large enough to hold hundreds of goblins. There are pieces of ratty furniture interspersed with huge bonfires. If the party is detected, the goblins eating here scatter and flee. If the lair is alerted, there are 30 goblins in 6 groups of 5.  If a fight here lasts longer than 8 rounds, 5 wolf riders with wolves show up.

Connects to Entrance, Warren, Altar, Chief’s Room, Wolf Riders’s Lair.

Chief’s Room Dark

There is a pit trap with a pool of acid at the bottom. Hard Will check to notice, Normal Quick check to not fall into the pit. If a player fall in they take 3 Acid damage each round. This trap has discouraged goblins by killing all of the ones who tried to get in.

This room is lavishly appointed, for a goblin. There are dirty but thick rugs piled up in a massive sleeping pallet. There is a small chest at the foot of the pallet.

Name X3X’s ghost is here. If the players talk to it, they can make a Normal Mystic check to convince the Wraith to help kill the goat demon. If they killed the goat demon and made peace with the daughter. The king goes back to his rest.

200 Treasure.

Android Pathfinder Random Encounter Generator

This is a random encounter generator. You pick the average party level, how hard you want the fight to be, and it gives you a list of creatures and what book they are from. This version is the test file, so you will have to have the ability to install unvalidated apks.

 Image

 

The Generator

Kitchen Prep

This is the print and play version of my game Kitchen Prep. I developed the core game with  Michael Knapp, Alexander Striewe, and Han Xiao using decks of playing cards. The latest rules update and card redesign were done alone.

Welcome to the Kitchens of Casa di Ospiti Affrettati, the hottest, busiest restaurant in town. You are living the life, cooking incredible food for the opinion setters of the Culinary world. Well, that is what the head chef, Maurice,  is doing.

You?

You are work for Maurice.

Doing Kitchen Prep.

You are doing all of the preparation, the slicing, the chopping, the grating, boiling, peeling and all of the other things that Maurice needs done so he can create the next masterpiece for his customers.

You are competing for space and resources with the other KP workers, and Maurice has made it clear that anyone who doesn’t work fast enough is out on the streets. There is never enough of anything available when you need it, and you really need this job, so you have hit on a scheme that may save your job and fill the orders fast enough to keep even Maurice happy. You have started to substitute different ingredients when you don’t have access to the exact right ones. You don’t know who started it, but now everyone in the kitchen is doing it. That is what you have to do to survive, but that is okay because, Maurice is about to yell “Order Up.” again.

Get the Print and Play Files here:

Print one copy of the rule book, 3 copies (printed double sided) of the ingredient cards and 2 copies (printed double sided) of the order cards.

2 Sheet adventure game

Here is an easier to read version of the two sheet adventure game:

https://drive.google.com/file/d/0B3pdDjqg6joaU0FqTDJVOHlnTmM/edit?usp=sharing

Goblin Adventure

This is an adventure in progress for the two sheet adventure game. I’m still working on the fill room descriptions, but…

What is happening in Rabensford: For the last decade, the Duke’s patrols have been traveling the east road less and less often. Small communities have been falling to marauding monsters and trade in the east has become much more rare. Rabensford has weathered the bad times because their location on the Raben River and their Mayor’s ability to maintain the peace with several local tribes of humanoids. At least, he had been able to. One of the closest tribes he had an agreement with was the Bloodgnash Goblins. They were allowed, once a month, to come trade with the town so long as their raiding parties never approached. They had even staged a joint effort with the town militia to drive out a trio of ogres that had come out of the hills to the north. When no goblins came to last month’s goblin market, NameX1X was a little worried, but he didn’t really worry until some of the outlying farms were attacked. Last week, wolf riding riders wearing the Bloodgnash fetishes raided the goblin market and injured NameX2X who is both the town’s best scout and the head of the militia, and without his expertise, the town is not willing to mount a punitive expidition. Neither the Goblin’s Chief “King” NameX3X nor their shaman NameX4X were there.

The Bloodgnash tribe is undergoing a change in leadership. At the dark of the moon, 2 months ago, NameX4X held one of the holy rituals of Gnarsh, Goblin God of War, and the god made itself manifest in the person of one of its servitor demons. It chastised NameX4X then killed NameX3X. It then started directing the tribe to forgo the heresy of peace and begin making war again.

 

 

It has been a long week traveling across unsettled lands, and the map you got from the tinkerer you met the first night out must have been old and created by a drunk cartographer. You are also beginning to suspect that he might have been lying bout the Drop Bears Two leagues out, none of the landmarks were where they should be, three different inns marked on the map were burn shells, and the first village you  reached was nearly a league further east than it should have been. And here you are, Rabensford, a small Town that strides the Raben River.

 

NameX1X, the mayor of Rabensford  sends his daughter with a message for the party after they have time to browse through the town and settle in. She tells them that “Da” wants to meet with them and that she is to escort them to his home. The mayor tells the party his problems and requests their aid in dealing with the problem. He offers 100 treasure in exchange for their help, plus a week’s free lodging in the town’s inn. He offers to have a militia member bring them to the goblin caves.

Image

 

2 Sheet Adventure Game

Character Creation

Pick a Class (Thief, Wizard, Warrior, Priest);

Pick a Race (Human, Elf, Dwarf, Orc);

Assign -1, 0, +1, and +2 to your stats

Strong: strength, endurance, ability to overcome the physical

Will Intelligence, observation, reasoning, convincing

Quick Agility, accuracy ability to dodge things

Mystic ability to deal with and overcome mystical things.

Assign HP

Pick 2 class features; Pick a race feature; Assign a Name Pick Gear

 

Classes

Thief (8hp per level, +1 to hit for every 3 features picked, may only use 1 handed weapons and cross bows, Starting Gear: Thieves’ Tools, 1 Weapon, Leather Armor, and 2 treasure.)

Sneak Roll +1+ Quick vs Will to not be seen.

Stabby (If you are unseen, do 2X weapon damage)

Trap Smith (Roll + 1+ Quick to disarm a trap without setting it off)

Observant (Roll +1 + Will to find something hidden)

Kissed by Luck (Use Mystic for defense and to end an effect.)

Skilled (Decrease all action difficulties by 1 step out of combat)

Where was that hiding? 3 times per session roll + Mystic vs 9 to have exactly the item you need in this situation

 

Wizard(6 hp per level, + 1 hit per 4 feature picked, Weird + 1 spell points/level, may only use simple weapons, may not cast in armor. Starting Gear Spell Component Pouch, Dagger or Staff, 1 Potion of Rejuvenation, A wizard knows one spell with the wizard tag)

Spell Book You may know 1 extra spell per level.

Combat Casting You may cast spells in combat.

Armored Caster You may cast while wearing light armor

Analysis Roll +1 + Weird to identify magic events and items.

Lore Roll any knowledge check twice and take the best

Ritual Casting You cast spells out of combat at no SP cost

 

Warrior (12 hp per level +1 hit per 2 features picked. Starting Gear 2 Weapons, 1 Armor, 1 Shield, and 1 treasure or 2 Weapons and 1 Armor and 2 treasure)

Armor Master if wearing armor, increase your armor by 1

Weapon Master Pick a weapon. +1 to hit and damage with it

Toughness +5 HP

Challenge 1/fight, pick a monster. It must attack you.

Bash Lose 5 HP, overcome one non-combat challenge.

Bloody Wave Lose 3 HP to deal + Weapon damage

Dirty Trick Roll + Quick to give target prone or dazed

 

Priest(8 hp per level +1 hit per 3 features, Weird +1 spell points, only use Beating Weapons, know all priest spells, Starting Gear 1 Weapon, Holy Symbol, 1 Armor, 2 Treasure)

Turn Undead 2 SP to hit 8 to all undead in melee and close

Combat Casting You may cast spells in combat.

Aura of Might 1/day spend 3 SP to gain +10 to 1 melee

Augry Spend 3 SP, Roll + Weird >7 ask gm a y/n question.

Ritual Casting You cast spells out of combat at no SP cost

Litany Pray 2 rounds. +1 damage & defense to end of fight

Beacon You may give Augury, Aura of Might or Litany to PC

 

Advanced Features

+1 to hit, +1 strength, +1 Quick, +1 Will, +1 Mystic, take one feature from another class, take an extra feature from your race, +2 to defense.

 

Races

Dwarf(+1 Will, + 2 damage with axes) Features Can See in the Dark, +2 to hit goblins and giants, Heavy gear does not slow you down,+2 to overcome poison.

 

Elf(+1 Quick, proficient with bows) Features gain 1 spell and Mystic SP, Star Light Vision, +1 to magic related skill checks, Decrease difficulty of checks to find things 1 step.

 

Human (+1 to stat of choice) Features Take one class feature from another class., +1 to one stat(max 3), +3 hp, +1 defense

 

Orc (+1 Strong, +4 hp, -1 Will) Features Can act until at -5 HP, once per day an enemy must reroll a die, 3 + strong damage bite second attack, +2 defense while unarmored

 

 

 

 

 

 

Shop x T = x Treasure cost.

Gear (Pay 1 treasure for 3 items)Rope, Torch, 10 foot pole, Iron spikes, rations, chalk, bag of  marbles, Ammunition, flint and steel, flask of oil, lantern, bag,

Weapons (Default Melee, hand) Dagger (Simple, Cut, 3, melee, close, 1AP, 1 T), Sword (Cut 5, 3 T), Great Sword(2 Hand, Cut, 8, 4 T), Club (Simple Beat 4, 2 T), Warhammer(Beat 5, 4 T), Staff (Simple 2 Hand, Beat 5, 2 T), Maul (2 Hand, Heavy, Beat 7 6 T), Javelin (Melee, Close 3, 2 T) , Spear(Simple, Poke, 4, 3 T)  Lance (2 Hand, Heavy, Poke 7, 5 T), Halberd (2 hand, reach, Heavy, Cut 7, 6 T), Axe (melee, close cut 4, 2 T), Battle Axe (melee, close, cut 6, 5 T), Great Axe (Melee, 2 Hand, Cut 8, AP1, 8 T), Sling (Simple, Close, Beat 3, 1 T), Short Bow (Close, 2 hand, Poke 5, Ammo, 6 T), Crossbow(Close, Far, Reload, Poke10, Ammo, AP 2, 9 T), Longbow (Close, Far, Poke 8, Ammo, 9 T)

Armor Leather Light 1 4 T, Chain Mail 2, 8 T, Scale Mail Heavy 3, 11 T, Plate Heavy 4, 15 T, Shield Light Hand 1 4 T

Magic Items

Potions

Heal (Recover 6 Hp 2 T), Rejuvination (Recover 4 SP, 2 T), Growth (Character gains +4 damage and Reach until end of combat), Fire Breath (Cast Burning Hands, 4 T), Invisibility (Turn Invisible until you attack, 6 T), Major Heal (Recover 12 Hp, 6 T)

Wands

Each want casts 1 spell. Wands cost the SP of their spell * 10. A wand allows a character to cast a spell once per day at no SP cost.

Enchanted Weapons and Armor

Flaming Long Sword +4 fire Damage 150 T

Mace of the Sun Ignores the Defenses of Undead 200 T

Long Bow of the Wind Does not use Ammunition 120 T

Javelin of Lightning Turns into a 18 damage lightning bolt once a day 300 T

Bane Weapon Select a Category of monster. This weapon does 4 extra damage to monsters of that sort, 250 T

Leather Armor of Shadows Increase your success level on a stealth check by 1 step. 100 T.

Fairy Chain Mail once per encounter, you may move to melee or far with one creature. 200 T

Shield of Arrow Catching The first missile weapon that would hit the bearer each round hits this shield first, 150 T

Grimoire

Bolt Close, Far, 1 SP, Wizard, 5 damage

Burning Hand Melee, Close, Area, Magic, Fire,  3 Damage, 1 sp, Wizard

Spell Armor Personal, Persistent, 1 sp, Wizard, Priest, gain +1 defense

Heal Touch, 1 sp, Priest, target recovers 6 hp

Light Touch, 1 sp, Priest, Wizard, Target glows like a torch

Charm Melee, 2 sp, Wizard, Persistant, Mind, Target treats the caster as an ally.

Paralysis Melee 2 sp, Priest, End of Fight, Mind. Target cannot move.

Invisibility Touch, 3 sp Ritual, Wizard, Persistant. Target is invisible until they attack.

Dispel Melee, Close, 3 sp, Wizard, Priest, Make a check, dc normal + sp cost to end a persistant spell.

Mirror Image Personal, 3 sp, Wizard, End of Combat, Creates 2 identical images that move with the caster. They disappear when hit, and are hit first.

Sleep Melee, Close, 3 sp, Wizard, Mind, + Mystic vs Hard  EndsTarget creature falls asleep.

Enchant Item Touch 4sp, Ritual, Priest or Wizard Spend a week casting this spell. Lose 1 XP per 100 treasure value of the item you want to make. You can make 3 potions per casting for 1 XP. Roll +Mystic vs Normal + the XP spent to succeed. The xp is spent either way.To make a potion you must have the spell.

Disguise Personal, Persistant, Ritual, Wizard, 4 sp,You can hide yourself as another person. It takes a hard check to pierce your disguise.

Heal 2 Touch, 4 sp, Priest, target recovers 12 hp

Bless Close 4 sp, Priest, End of Fight, Allies in area gain +1 to end effects, to hit and defense.

Fear Melee, Close, 4 sp Wizard, +Mystic Ends, mind, Target creature flees or falls catatonic

Summon Close, 5 sp, Wizard or Priest, End of Combat, Summon up to 5 hp of creatures that fight as if they are the caster’s ally.

Teleport Touch, 6 sp, Wizard or Priest Touched ally is transported to a location of choice that the caster sees or is familiar with. 2 sp per extra target.

Dictum Close, Far 9 sp, Priest, 3 enemies in range take 12 damage and gain Dazed condition.

Lightning Close, far.  9sp, Wizard, 2 targets take 18 electric damage

Raise Dead Touch, 9 sp, Priest, Ritual, Target comes back from the dead.

Animate Dead Touch, 9sp, Wizard, Ritual, Animate a corpse into a skeleton controlled by caster.  Each controlled skeleton reduces caster’s sp by 1

Core Mechanic

Roll 1d12, add modifiers, compare it to a target number. If you roll that number or higher, you succeed. If you roll lower, you fail. There are no automatic Misses, and dice explode. Any time you roll a 12, roll again and add that number to your total.

Difficulties: 2 Simple, 5 Easy, 7 Normal, 10 Difficult, 11 Hard, 13 Incredible, 15 Amazing,17 Epic, 20 mythic.

If you want to use 2d6 use these:

3 Simple, 5 Easy, 6 Normal, 9 Difficult, 10 Hard, 12 Incredible, 15 Amazing, 17 Epic, 20 Mythic

GMs: the standard difficulty for any action is Normal, moving up or down the scale for any modifiers that apply. A watchful guard with Will plus 1 would require an 11 to sneak past (One step for watchful, + 1 for Will)

Skills

If a PC wants to do something with where failure is possible and interesting, the GM will assign a difficulty. On a success, the PC succeeds. On a failure the player chooses to fail or to succeed with a complication.  

Cast a Spell: If you have combat casting, you can cast a spell during a fight. Spend SP and resolve the effect.

Ending Effects

Special effects from spells are avoided or ended by a + Mystic roll vs the caster’s level. Check once per round in combat. Unless an effect

Combat:

Pick a player to make a + Will roll. They should be in the best position to see the opponents. The difficulty is the highest difficulty in the opponent’s side. If they pass, the party gets to act for a round without response. If they fail by 6, the other side gets to ambush them, Encounters start at Far distance.

The player who rolled goes first. Each player picks who goes next (PC or NPC)

Movement is across zones: Melee, Close, Far. A character can move 1 zone per point of Quick they possess and take an action. If their Quick is 0 they may move 1. If Quick is < 0, they may move 1 or take an action. Reduce movement by 1 per heavy item carried or worn. 6 Normal items = 1 heavy.

Actions you may take 1 action (attack, skill, use an item, cast a spell (with combat casting)

Attack you roll your hit + stat (strong in melee, Quick in ranged combat) vs the difficulty of your target. Do your damage (weapon + stat – opponent’s defense) If you hit, even if you do no damage, apply the attack’s special. Each time the dice explode, add your weapon + stat to the total damage you do.

Defense Your defense number is subtracted from all damage done by a hit. AP x attacks decrease the defense value against that attack

Experience

When you fail a skill roll, mark XP. When you survive a Combat Mark XP.

When your XP is greater than or equal to your level +4, erase your level + 4 marks and gain a level. Gain HP and add a new class feature. If you have 5 or more class features, you may pick from the advanced features as well. Humans may pick an advanced feature at 4th level while all other races can pick one at 5th level. You may only take each feature once. After tenth level you still accumulate XP but do not further level. If you lose enough xp to bring your total marks below 0, lose a level and count backward from the max p for that level. Ex: A 5th level character with 2 XP loses 4 XP, She becomes 4th level with 6 XP.

Tags

Distance: Personal, Melee, Close, Far

Duration(Now): x rounds, end of fight, Persistent (end of day)

Targets Touch, (Single), Area, All

Damage Type Beat, Cut, Poke

Conditions Prone (-1 hit, -1 Def, 7+Will  ends), Dazed (-2 hit, 7+ Strong Ends), Disarmed (Only Strong to Damage, retrieve weapon ends), enchanted (as per effect, +7 Mystic ends)

Ammo If you use this more than once in a fight, lose 1 ammo.

Reload Must spend 1 round loading after using this.

Hand Takes 1 hand to use

Reach A melee weapon that can be used to hit close targets

AP X Ignores the first X points of defense.

Ritual (May not be cast in combat)

Fire (Catches flammable items on fire, Normal Quick Check to end), Stunning (Target’s rolls are decreased to the lower level of success.), Necrotic (Heals Undead), Ice (Normal Difficulty Check or fall prone), Acid (Ongoing until +Str vs Difficulty),

Pack(gains 1 to hit when there are others of its the in the fight),

Weak Type (Takes 1 extra damage from this type of attack.)

Regenerates X (Regain x hp each round, unless hit by their weakness)

Recruiter: Any humanoid killed by one of these comes back as one next day.

 

 

 

 

 

 

 

 

 

Bestiary Monster Hit Bonuses +1 Simple, +2 Easy, +3 Normal, +4 Difficult, +5 Hard, +6 Incredible, +7 Amazing, +8 Epic, +9 Mythic

Hordes (These creatures are organized, smart, and come in large numbers)

Goblin HP 2, Str  -1, Wil -2, Qui +1, Mys,-1 Def 0, Easy, Rusty Knife Melee 2C or sling Close 2B.

Kobold HP2, Str  -2, Wil -2, Qui +2, Mys,-1 Def 0, Easy, Dart Close 2P or bite melee 2P. Pack

Gnoll HP 5, Str +1, Wil 0, Qui+0, Mys 0, Def 1, Normal. Machette Melee 4C. Pack

Reptoids HP 5, Str +1, Wil +1, Qui+1 Mys 0, Def 2, Normal, Spear Melee 4P, Immune to Fire.

Giants

Troll HP 20, Str +3, Will 0, Qui 0, Mys -1, Def 1, Normal, 2 X Claw 6C + Bite 8P, Weak Fire, Regenerates 5

Ogre HP 25, Str +3, Will 0, Qui 0, Mys 0, Def 3, Normal, Giant Club 10B.

Etin HP 40, Str +3, Will +1, Qui 0, Mys 0, Def 3, Difficult, 2X Giant Spear 9P, 2 Heads: Rolls twice to overcome spells and remove effect.

Hill Giant HP 45, Str +4, Wil 0, Qui +1, Mys 0, Def 3, Hard, Giant Club 12B or Thrown Stone Close, Far 10 B.

Monsters

Wyvern HP 30, Str +2, Wil+1, Qui +1, Mys +1, Def 3, Difficult, Bite 10P or Sting Melee Close 8P + Normal Poison (1 damage per round), Can fly.

Werewolf HP 15, Str +1, Wil +2, Qui+1, Mys +2, Def 5, Difficult, Bite 4P  and + Will vs Normal or turn into a werewolf at next full moon (become npc) Silver weapons act as AP 5, Pack

Ooze HP 30, Str + 1, Wil -1, Qui -1, Mys +2, Def 2, Normal, Engulf 6B + 2 Acid. Immune B, Magic. Roll + Mys vs Difficult to reflect spells at the caster.

Dragon HP 75, Str +6, Wil +3, Qui +2, Mys +4, Def 12, Amazing,(melee) Bite 25P + 2 X Claw 15P + 2X Wing Buffet 15B + Tail 10B or Crushing Roll (all targets close and melee) 20B or Fire Breath Close, Far, Area Dragon’s Current HP Fire, Flies

Gargoyle HP 12, Str +2, Wil +1, Qui +2, Mys +0, Def 6, Diffcult,  4x Claw Melee 7C,

Mimic HP 20, Str +2, Wil 0, Qui +1, Mys 2, Def +1, Normal, Bite Melee 12P, Disguise: The Mimic can hide as some large object in the dungeon. +2 levels to any related hiding rolls and ambush detection.

Harpy HP 8, Str +0, Wil +1, Qui +2, Mys -1, Def +0, Normal, Sword Melee 5C, fly, pack

Undead (All are immune to mind effects, poison, heal from necrotic damage and are harmed by healing effects)

Skeleton HP 3, Str 0, Wil 0 Qui 0, Mys 0, Def +1, Normal, Claws X2 Melee 4C Weak to Beat

Zombie HP 5, Str +1, Wil 0, Qui 0, Mys 0, Def 0, Normal, Bash Melee 6B and Bite Melee 2P + Zombie Rot (Ongoing, no natural healing until pass a normal +str check

Ghoul HP 8, Str 1, Wil 0, Qui +1, Mys+0, Def 2, Normal, Claw Melee 4C + Dazed, Pack

Wraith HP 14, Str,0, Wil 3, Qui 1, Mys 1, Def 0, Hard, Death Touch 7C + Stunned, Lose 1 marked XP. Incorporial Can only be hit by magic or magic weapons. Recruiter

Wight HP 18, Str +2, Wil +0, Qui +1, Arc +0, Def 3, Normal, Bash Melee  7B + Ice. Weak Magic, Regeneration 3, Recruiter

Vampire HP 28, Str +3, Wil +1, Qui +3, Mys +2, Def 3, Hard, Bash Melee 12B + Dazed. Cast Charm at will. Summon 4 Wolves or 6 Rats 1/day. On death, Turn into Mist. Reborn the next night. Sunlight harms for 8 damage/round, A stake through the heart kills.

Beasts

Rats HP 3, Str -2, Wil -1, Qui +1, Mys -1, Def 0, Easy, Bite Melee 2 P

Wolves HP 6, Str 1, Wil -1, Qui +2, Mys -1, Def 1, Normal, Bite 5P + Prone

Giant Spider HP 9, Str +1, Wil -1, Qui +1 Mys 0, Def 2, Normal, Bite Melee 8P + Poison 2

Bear Hp 12, Str +2, Wil 0, Qui +1, Mys 0, Def 1, Normal, Bite Melee 8P, 2X Claw Melee 4C

Crockodile HP 12, Str +3, Wil 0, Qui 1, Mys 0, Def 1, Hard, Bite Melee 10P+ Drag to Water

Demons (Take damage from turning, but heal from healing.

Imp HP 5, Str -2, Wil +1, Qui 1, Mys +1, Def 0, Normal, Claw Melee 3P, 5sp, Hellfire (as bolt, but fire)

Goat Demon 10 HP, Str +0, Wil +1, Qui 2, Mys 1, Def 2, Normal, Horns Melee 8P
Fire Demon 15 HP, Str +2, Wil +1, Qui +1, Mys 0, Def 3, Hard, Burning Claws Melee 8P +4 Fire.

Ice Demon 15 HP, Str +2, Wil +1, Qui +0, Mys 1, Def 3, Hard, Icy Claws Melee 8P +4 Cold.
Shadow Demon HP 25, Str +1, Wil +1, Qui+2, Mys +1, Def 3, Hard, 2X Shadow Claws Melee 9S Ice, ignores defense. Shadow Walk A shadow demon and move from shadow to shadow. +2 success in any Stealth check.
Rage Demon Hp 40, Str+3 Wil +1, Qui+3, Mys +1, Def 5, Hard, 2X Claws Melee 14S and 4 fire damage to all targets within close range.

Demon Lord HP 75, Str +3, Wil +2, Qui+2, Mys+1, Def 5, Amazing, , Dark Pact A demon Lord can give a mortal a boon. If a character who has a dark pact boon dies, they can not be raised from the dead. The particular boon is discussed between the player and the GM.

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