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Crown

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PLAYER RULES

CROWN
An Old School Fantasy Roleplaying Game
PLAYER RULES

CROWN

Editing & Words


Mason Waaler

Cover Art
Storn Cook

Interior Art
Daniel F. Walthall

Playtesting
Greg Bulpitt, Vincent Cefalu, Austin Chester, Morgan Davis,
Joey Galeziewski, May Grzybowski, Bradley Karas, Lesley Le,
Wren K. Logan, Joslyn Lynch, Connell McCreary, Robert Rye,
Conner Wareing, and Jon Yocky
Table of Contents
Introduction......................................................... 3

Character Creation ...........................................4


Attributes.................................................................4
Character Classes...................................................4
Wealth & Equipment............................................ 8

Adventuring Rules............................................ 10
Attribute Checks ................................................. 10
Downtime ...............................................................11
Experience............................................................. 12
Hazards .................................................................. 12
Languages ............................................................. 14
Light & Vision...................................................... 14
Property ................................................................. 14
Recovery ................................................................ 14
Retainers .................................................................15
Time & Movement...............................................15
Travel - Land........................................................ 16
Travel - Sea............................................................ 17

Combat Rules .......................................................18


Initiative & Surprise.............................................18
Actions.....................................................................18
Movement in Combat .........................................18
Attacks .................................................................... 19
Damage & Death................................................. 19
Healing...................................................................20
Morale.....................................................................20
Special Combat Rules ........................................20

Spells & Magic ....................................................22


Casting Spells .......................................................22
Learning Spells ....................................................22
Wands & Potions.................................................. 23

Optional Material ............................................24


Backgrounds .........................................................24
Cleric....................................................................... 25
Demihuman Characters ..................................... 26

License ...................................................................27

Character Sheet ................................................ 28

2
Introduction
W hen I first made Crown (which didn’t warrant a name at the time) it was
just a heavily modified version of the Whitehack roleplaying game. I
wanted to make the classes more concrete and similar to traditional games. As I
started becoming more interested in the Old School Revival scene (the various
blogs and Youtube channels that discuss OSR stuff) I started adapting the things
I saw into the game. Soon enough the game was quite distinct from the source
material. Inspired by the DIY nature of Old School games everywhere I decided
to give it a name and try my hand at publishing it. I hope that you enjoy it as
much as I have.

Inspirations
These are the people, games, and blogs from which I have borrowed, stolen, and
adapted ideas from. I’m sure that they’ll prove as interesting and inspiring to you
as they were to me.

¤ Whitehack for the core of the game and tightly-packed layout.


¤ Maze Rats for the random generator charts, spell creation, and concise
Game Master advice.
¤ Whitebox: Fantastic Medieval Adventure Game for the bestiary and
simple core rules.
¤ Adventurer Conqueror King for inspiring the domain management.
¤ Basic Fantasy Role-playing Game for the strongholds.
¤ Coins and Scrolls for expanding my understanding of the OSR and pro-
viding heaps of great ideas (which are liberally spread throughout this book).
¤ The Alexandrian for adventure design, hex crawls, and a deeper under-
standing of the decisions behind games.
¤ The Glatisant: A Questing Beast Newsletter for introducing me to
the world of OSR blogs and games.

Player Rules
These are the rules that a player needs to have to play Crown. If you are inter-
ested in the rules for strongholds, warfare, and Game Mastering you’ll need to
get the full Crown rulebook.

3
Character Creation
E very player except the Game Master cre-
ates a character. Create your character at
the beginning of the game with the other play-
Strength is a measure of your character’s raw
power and brawn. Fighters gain a bonus for
having high strength.
ers. Start by naming your character and rolling
their basic attribute scores. Then, choose their Wisdom is a measure of your character’s percep-
class. Next, roll a number of d6 equal to your tion and insight. Mages gain a bonus for high
character’s hit dice to determine their hit wisdom.
points. Finally, purchase their starting equip-
ment. Your character starts the game at level CHARACTER CLASSES
one with zero experience points. Record your Every characters is a member of one character
character’s information on a blank piece of pa- class. Fighters are excellent warriors, mages can
per or use the character sheet from this book. use magic, and rogues can accumulate skills.
Choose one class for your character. Each class
ATTRIBUTES has a table detailing the their progression. Re-
Your character’s attributes represent their basic fer to the table to see what benefits your char-
capabilities in the game. Roll 2d6+3 for each at- acter gains for being a member of a specific
tribute, in order, to determine their scores. Af- class. Each table includes the following:
ter you roll your scores, you may switch two of
them. If the sum of your character’s attribute Level is used to measure a character’s progress
scores is less than 40, re-roll them. No attribute through the game.
score may ever exceed 18.
XP is the number of experience points needed
Charisma is a measure of your character’s lead- to reach the next level. Characters start the
ership and persuasive ability. Rogues gain a game with zero XP. This is a cumulative value.
bonus for having high charisma.
HD is the number of hit dice a character has.
Constitution is a measure of your character’s for- Roll 1d6 per hit die to determine how many hit
titude and vitality. Having a constitution score points your character has. At some levels a flat
of 13-15 grants your character +1 hit point per value of new hit points is added instead of a new
HD. Having a constitution score of 16+ grants full hit die. If the number of HD your class ta-
your character +2 hit points per HD. ble is added to another number, the second
number is a flat bonus. So 1+1 HD requires you
Dexterity is a measure of your character’s agility, to roll 1d6+1 to determine your hit points.
general adroitness, and reflexes. Having a dex-
terity score of 13-15 grants your character a +1 AV is the character’s attack value. When they
bonus to their initiative. Having a dexterity make an attack they must roll equal to or below
score of 16+ grants them a +2 bonus to their ini- this value.
tiative.
Boons are the class specific abilities that your
Intelligence is a measure of your character’s character has access to. For each boon you have
memory, reasoning, and knowledge. Having an choose one of your class’s special abilities.
intelligence score of 13-15 grants your character
the knowledge of an additional language. Hav- Raises occur at every even numbered level.
ing an intelligence score of 16+ grants them the When you gain a raise you may increase one of
knowledge of two additional languages. your character’s attribute scores by one.

4
Fighter
Violence defines the fighter. Noble knights, Dual Wielding: A fighter with this boon gains a
savage barbarians, and enlightened monks are +2 bonus to their damage with melee attacks so
all fighters. Fighters can use any weapon and long as they are wielding two weapons.
wear any kind of armor.
Frenzy: A fighter may spend one full round to
Fighters with a strength attribute of 13-15 gain work themselves into a berserk frenzy. For the
a +1 bonus to their AV. Fighters with a strength duration of combat they will remain in that
attribute of 16+ gain a +2 bonus to their AV. frenzy which grants them +1 AV and +3 damage.
When the combat is finished the fighter must
If a fighter makes a melee attack that brings an pass a Wisdom saving throw or continue fight-
enemy to zero hit points, they may immediately ing, attacking the nearest creature.
make another melee attack.
Great Weapon Expert: A fighter with this boon
Fighters gain boons at every odd-numbered gains a +2 bonus to their damage with melee at-
level. Each time your character gains a new tacks so long as they are wielding a weapon that
boon choose from the following list: requires two hands to use.

All Out Attack: A fighter may choose to make a Master Archer: A fighter with this boon may
melee attack with advantage but will suffer a -2 shoot a longbow or shortbow twice per turn, or
to their AC until the start of their next turn. a crossbow once per turn, during combat.

Battlecry: A fighter may inspire their allies with Parry: A fighter with this boon may choose to
a battlecry as a free action once per combat. All make no attacks on their turn and focus on par-
allies who can hear the fighter have +1 AV and rying away enemy attacks. Until the start of
+1 damage for the duration of combat. Alterna- their next turn the fighter has a +2 bonus to
tively, a fighter may use their battlecry to their Armor Class.
frighten their enemies; all enemies that can
hear the fighter have -1 AV and -1 damage for Second Wind: A fighter with this boon may
the duration of combat. choose to make no attacks on their turn to heal
themselves for 1d6 hit points once per combat.
Defend: A fighter may choose to make no at-
tacks on their turn and defend an adjacent ally Slayer: A fighter with this boon may, once per
until the start of the fighter’s next turn. Any at- combat, choose to have a successful attack deal
tack that would target that ally instead targets double damage. Additionally, any critical hits
the fighter. that the fighter makes deal +3 damage.

Level XP HD AV Boons Raises


1 0 1+1 11 1 -
2 2000 2 11 1 1
3 4000 3 12 2 -
4 8000 4 13 2 1
5 16,000 5 13 3 -
6 32,000 6 14 3 1
7 64,000 7 15 4 -
8 128,000 8 15 4 1
9 256,000 9 16 5 -
10 512,000 10 17 5 1

5
Mage
The arcane might of magic is a dangerous and Cloud of Mist: Casting time 10 seconds. The
powerful force. Mages harness the energy of mage conjures a cloud of magic mist which ob-
magic through spells. Mages heal faster than scures sight within a 20 foot radius of their po-
other classes, but cannot be healed by magic. sition. The cloud lasts up to 10 minutes.
Mages can only use small weapons, staves, and
slings. They can wear cloth or leather armor. Counterspell: Casting time instant. A mage may
use this spell immediately after another spell is
Mages with a wisdom score of 13-15 know an cast where they can see it. The mage sacrifices a
extra basic spell. Mages with a wisdom score of number of hit points greater than the blood
16+ know two extra basic spells. price of the other spell and negates that spell.

Mages can learn basic spells, spells so simple Detect Magic: Casting time 10 seconds. A mage
that they take no blood price to power. For becomes aware of any magic, and its general
each boon a mage has, they can learn one basic features, within 100 feet of them.
spell. The way that a specific mage’s basic spells
manifest is unique to that mage. One mage’s Disguise: Casting time 10 minutes. A mage may
magic missile might be a purple ball of fire, slightly alter the appearance of an object or
while another may conjure illusory daggers. A person. The change lasts 1 hour.
mage may end the effect of their basic spells
anytime before the end of its duration. Hex: Casting time 10 seconds. A target enemy
that the mage can see has disadvantage on their
Mages gain boons (basic spells) at every odd attack roll or saving throw.
numbered level. Each time your character gains
a new boon choose from the following list: Light: Casting time 10 seconds. The mage cre-
ates a light source which illuminates an area of
Alarm: Casting time 1 hour. The mage draws a 30 foot radius. It lasts up to 1 hour.
line up to 100 feet long with no breaks. Anytime
this line is crossed the mage is notified, even if Magic Missile: Casting time 10 seconds. A target
they are asleep. The line lasts up to 24 hours. enemy that the mage can see must make a Dex-
terity saving throw or take 1d6 damage.
Arcane Hand: Casting time 10 minutes. The
mage creates a small, glowing hand or similar Mending: Casting time 1 hour. A mage may
appendage that they can control. It has the mend a small or medium non-magical item if all
mage’s strength and flies at the same speed that the pieces are present and they have a general
the mage can move. The hand lasts up to 1 hour. idea of the function or creation of the item.

Level XP HD AV Boons Raises


1 0 1 10 2 -
2 2500 2 10 2 1
3 5000 2+1 10 3 -
4 10,000 3 11 3 1
5 20,000 4 11 4 -
6 40,000 4+1 11 4 1
7 80,000 5 12 5 -
8 160,000 6 12 5 1
9 320,000 6+1 12 6 -
10 640,000 7 13 6 1

6
Rogue
When it comes to tasks other than fighting or
magic, rogues have the clear advantage. Cun-
ning and skill are the defining features of a
rogue. Stealthy thieves, professional explorers,
and charismatic leaders are all rogues. Rogues
can use any kind of weapon, but only gain their
sneak attack bonus with small, hand, or missile
weapons. Rogues can use shields. Rogues can
wear cloth, leather, or brigandine armor.

Rogues deal 1d6 sneak attack bonus damage


when they attack an enemy from behind, an en- Insane Luck: The stars watch over your rogue. A
emy that they and an ally are flanking, or an en- number of times per day equal to your charac-
emy they have caught by surprise. ter’s level you may re-roll a failed saving throw.

Rogue boons are skills. For each boon, a rogue Inspiring Presence: Your rogue can inspire their
gains a skill which assists them in tasks outside allies with music and stories. A number of times
of combat. Whenever a rogue attempts a task per day equal to your character’s level you may
that they have a directly relevant skill for they allow an ally to re-roll a failed saving throw.
have advantage. There is no list of skills, instead
you create the particular skills that your rogue Traveler: Your rogue is a wanderer. While trav-
has with your Game Master, reflecting your eling overland your rogue and their compan-
rogue’s background. Each skill should be 1-3 ions ignore penalties to their movement like
words long and have clear, specific usage. bad weather or difficult terrain.

Rogues with a charisma score of 13-15 can Trickster’s Spell: Your rogue has some skill in the
choose to either have an extra skill or one of the matters of the arcane. You may choose one ba-
rogue traits (in italics). Rogues with a charisma sic spell that your character can cast. If you
score of 16+ can choose to either have an addi- choose this trait, your character cannot be
tional extra skill or one of the rogue traits. healed by magic.

Animal Companion: Your rogue is joined by a Weapon Expertise: Your rogue has mastered the
small, mundane animal that they have trained. art of fighting with a specific weapon. Choose a
It understands basic orders and can act during weapon for your rogue, so long as they are us-
combat. They use the small animal statistics. ing that weapon they have a +1 AV.

Level XP HD AV Boons Raises


1 0 1 10 1 -
2 1500 2 11 2 1
3 3000 2+1 11 3 -
4 6000 3 12 4 1
5 12,000 3+1 12 5 -
6 24,000 4 13 6 1
7 48,000 4+1 13 7 -
8 96,000 5 14 8 1
9 192,000 5+1 14 9 -
10 384,000 6 15 10 1

7
WEALTH & EQUIPMENT Weapons
Roll 2d6+3 and multiply that value by 10 to de- The weapons are presented here as generic
termine the number of crowns your character groups, but you must specify the exact weapon
begins the game with. A crown (c) is equal to 10 you are purchasing.
shillings (s) or 100 pennies (p). Crowns are gold
coins, shillings silver, and pennies copper. Small: Small weapons are easily concealed and
used in one hand. They deal 1d3 damage. Some
small weapons may be thrown as ranged
weapons. Daggers, brass knuckles, tomahawks,
and whips are all small weapons.

Items can be broken. If a character suffers a Hand: Hand weapons are those typically used
critical failure while using an item, that item is in one hand that are larger than small weapons.
damaged. If a character takes a critical hit from They deal 1d6 damage. Swords, axes, maces,
an enemy’s attack their armor or shield (player’s and warhammers are hand weapons.
choice) is damaged. If an item would be dam-
aged a second time it is instead destroyed. A Great: Great weapons are those wielded in two
damaged, but not destroyed, item can be re- hands. They deal 1d6+2 damage. Zweihänders,
paired for one-tenth its normal price. great clubs, and mauls are great weapons.

Encumbrance Polearm: Polearms are long weapons that are


Tracking the exact weight of the items that wielded in two hands. They may make attacks
your character is carrying is tedious. Instead against targets up to ten feet away. They deal
you will track encumbrance using slots. You 1d6+1 damage. Halberds, glaives, pikes, and
have a number of slots equal to the higher of ranseurs are polearms.
your Constitution or Strength attributes. One
average sized item takes up one slot. Five small Spear: The most basic weapon, it can be wielded
items may be combined into one slot. One hun- in one or two hands. They may make attacks
dred coins are equal to one slot. Armor and against targets up to ten feet away. It deals 1d6
large items may take up more than one slot. damage. A staff is a spear that cannot be thrown
Your clothes and backpack do not take up slots. and has no pointed metal tip, it uses the same
statistics and has the same price.
Armor
Armor is a special kind of equipment which Crossbow: A ranged weapon which uses bolts as
provides a defensive bonus to your character. ammunition. It can be fired once every other
Fighters can wear any kind of armor, mages can turn. It deals 1d6+2 damage.
wear cloth or leather, and rogues can wear
cloth, leather, or brigandine. Fighters and Longbow: A ranged weapon which uses arrows as
rogues can use shields. ammunition. It can be fired every turn. It deals
1d6+1 damage.
Armor AC Slots Cost
Cloth 1 - 10 c Shortbow: A ranged weapon which uses arrows as
Leather 2 1 25 c ammunition. It can be fired once every turn. It
Brigandine 3 2 50 c deals 1d6 damage.
Chain 4 3 75 c
Half-Plate 5 4 150 c Sling: A ranged weapon that can use any small,
Plate 6 5 500 c roundish object as ammunition. It can be fired
Shield +1 1 10 c twice every turn. It deals 1d3 damage.

8
Equipment Slots Cost Equipment Slots Cost
Arrows (20) 1 1c Shovel 1 2s
Backpack - 8s Steel Spikes (10) 1 5s
Baldric or Scabbard - 5s String (10 ft.) 1 5s
Bandage Small 2c Tent (2 person) 2 20 c
Bedroll 2 2s Torch 1 5p
Bolts (10) 1 1c Vial, Glass Small 2c
Book (100 pages) 1 50 c Wagon - 50 c
Caltrops (25) 1 1c Waterskin Small 1s
Cart, Hand - 20 c Whetstone Small 1s
Case (map or scroll) 1 3c Whistle Small 1c
Chain (10 ft.) 1 30 c
Chalk (1 piece) Small 1s
In Town Cost
Compass Small 50 c
Drink, High Quality 5p
Crowbar 1 2c
Drink, Low Quality 1p
Flint & Steel Small 1s
Inn Stay, Common (per night) 5s
Grappling Hook 1 1c
Inn Stay, Good (per night) 1c
Hand Mirror Small 20 c
Meal, Common 3s
Horse, Riding - 60 c
Meal, Good 8s
Horse, War - 200 c
Overland Passage (per day) 1c
Lamp 1 1s
Ship Passage (per day) 2c
Lantern, Bullseye 1 10 c
Stabling (per night) 5s
Lantern, Hooded 1 7c
Toll, Road or Gate 1s
Lock & Key Small 20 c
Lockpick Set 1 10 c
Mallet or Hammer 1 1s
Musical Instrument 2 10 c
Oil (8 hours) 1 15 s
Pack Mule - 25 c
Pole (10 ft.) 2 2s
Raft - 10 c
Rations (1 day) Small 5s
Rope (50 ft.) 1 1c
Sack - 1s
Saddle 1 20 c
Saddlebags 1 10 c

Weapon Damage Slots Special Range Cost


Small 1d3 Small Thrown 60 ft. 5c
Hand 1d6 1 - - 10 c
Great 1d6+2 2 Use Two Handed - 25 c
Polearm 1d6+1 2 Long, Use Two Handed - 20 c
Spear 1d6 2 Long, Thrown 60 ft. 15 c
Crossbow 1d6+2 2 Bolts, Use Two Handed 400 ft. 30 c
Longbow 1d6+1 2 Arrows, Use Two Handed 400 ft. 40 c
Shortbow 1d6 1 Arrows, Use Two Handed 300 ft. 20 c
Sling 1d3 Small Improvised Ammunition 240 ft. 5c
Unarmed 1 - - - -

9
Adventuring Rules
Critical Success & Failure
O nce you have made your character, it is
time for them to set off on adventure.
The Game Master and the players will work to-
If you make an attribute check and roll exactly
equal to your attribute score you have made a
gether to run the game. The Game Master will critical success. The Game Master will add
describe a situation or scenario to the players, some additional benefit to the action beyond
and the players will narrate how their characters simple success. If the value that you roll is a 20
respond to that situation. Using the actions of you have made a critical failure. The Game
the characters and their own common sense, the Master will add some additional complication
Game Master will then relate the outcome of beyond simple failure.
the characters’ actions. The rules are present to
help the players and the Game Master handle Contested Attribute Checks
certain events that can arise due to the actions, There will be times when your action is being
or inaction, of the characters. The players and actively resisted. In this case both parties will
the Game Master work together; the Game roll an attribute check like normal. If the resist-
Master handles the details of the fantasy world ing party fails and the action-making party
the game takes place in and the players each succeeds, the outcome of the action is a success.
handle the details of their character within it. If both parties fail the outcome of the action is
a failure. If both parties succeed, the action-
This game uses only two types of dice, twenty- making party needs to have rolled a value
sided (d20) and six-sided (d6). Whenever you higher than the resisting party to succeed.
are asked to roll 1d3, roll 1d6 and halve the value
(1-2 is one, 3-4 is two, and 5-6 is three). Anytime Saving Throws
you roll a d20 you want to roll low; when you When your character is under threat by some
roll a d6 you want to roll high. If you have ad- outside force the Game Master may ask you to
vantage, roll twice and take the better value. If perform a saving throw. A saving throw is ex-
you have disadvantage, roll twice and take the actly like a normal attribute check but is made
worse value. Having both advantage and disad- in response to something happening rather
vantage cancel each other out. than because the character is attempting an ac-
tion. A successful saving throw will mitigate or
ATTRIBUTE CHECKS negate the effect that endangered your charac-
When a character deliberately attempts an ac- ter. In general the Game Master will choose the
tion where the outcome is in question, the most relevant attribute for the saving throw,
Game Master will call for them to make an at- but you may want to refer to the table below for
tribute check. To make an attribute check roll some common saving throws.
1d20. Compare the result to the relevant at-
tribute score. If you rolled less than or equal to Saving Throw Against... Attribute
your attribute score, the action is a success. If Area & Breath Attacks Dexterity
you roll above your attribute score the action is Being Restrained Strength
a failure. The quality of the success, when it is Charm & Beguilement Charisma
important, is determined by the actual value Curses Wisdom
that you rolled. The higher the value, so long as Disease Constitution
it is still under your attribute score, the higher Drugs & Poison Constitution
the quality of your success. The Game Master Illusion Intelligence
can assign advantage or disadvantage to repre- Starvation & Thirst Constitution
sent the difficulty of a specific action. Suffocation Constitution

10
DOWNTIME Gather Rumors
The time between adventures is called down- Characters that spend their downtime gossip-
time. Downtime requires a place to live and ing and rumor-mongering with the locals start
food to eat so it incurs a “living expense” up- the next adventure with 1d3 extra rumors.
keep cost of 6 crowns a week. Owning a place to
live halves this expense. During downtime a Magic Experimentation
character chooses two downtime activities. Re- Mages of the fifth level or higher may dedicate
tainers fend for themselves during downtime. their downtime to magical experimentation.
During this time they may be creating new
Buy & Sell Goods spells or crafting magic items like wands and
A character may buy or sell any amount of good potions. For more rules on these actions look in
that they have. When they are selling items de- the Spells & Magic chapter.
scribed in this book, they sell for half their cost.
The price of other items are determined by the Research
Game Master. Characters performing this ac- A character may spend their downtime re-
tion can also get damaged items repaired. searching information relevant to one of their
interests or into places of interest which may
If a character wants to hire retainers they may offer chances for adventure. After spending
do so while they are performing this downtime downtime researching the Game Master will
activity. The specifics for hiring retainers is dis- give them information relevant to their re-
cussed later in this chapter. search. In order to learn a new language they
must spend at least one month researching.
Carouse
Carousing with locals can allow a character to Train
make connections. Carousing may be a costly A character may elect to spend their coin on
endeavor, depending on who you are carousing trainers, equipment, and training space. This
with: lowborn up to five pennies a day, mid- allows characters to convert crowns into XP.
dling folk five shillings a day, and highborn five For every crown spent on training the character
crowns a day. This is also how a character can gains 1 experience point.
locate retainers who are willing to be hired to
accompany them for one adventure or longer. Work
Characters without a way to pay for their
Crafting & Repairing downtime may work odd jobs to keep them-
Rogues with a skill related to crafting can selves afloat. One week of work will cover the
spend their downtime crafting. Crafting an living expense upkeep and earn an additional
item requires that the character have the raw 1d6 crowns. The exact nature of the odd jobs is
materials and access to the appropriate tools. left to the individual character; some might
To make an item costs half of its normal price spend the time as a gladiator, pickpocket, or
and takes 1 day of effort per ten crowns of price gambler rather than engage in a more tradi-
(so an item worth 20 crowns takes 2 days). tional employment.

Anyone with the appropriate materials and ac-


cess to tools may repair an item of their own.
Each item requires a full day to repair. The cost
for renting tools and getting materials to repair
an item yourself costs the same as having it re-
paired by a normal craftsperson (one-tenth the
normal price of the item).

11
EXPERIENCE Curses
Characters gain experience in four ways: com- Curses are magical maladies that target charac-
pleting quests, converting crowns into experi- ters that have triggered them similarly to traps.
ence points, defeating enemies, and exploring Curses can be detected by the Detect Magic
the world. The Game Master decides if they basic spell. Curses come in two varieties - minor
will hand out experience as soon as it is earned, and major. Minor curses impart immediate
or wait until a suitable break in the action. effects that do not linger. Major curses impart
Completing a quest grants an amount of XP effects that are permanent until the curse is
determined by the Game Master to reflect the broken. The exact method to break a curse is
difficulty of the quest. Crowns can be converted specific to that curse. A character that has trig-
on a one-to-one basis into experience points gered a curse makes a Wisdom saving throw, if
using the Train downtime activity. The amount they succeed they avoid the effects of the curse.
of experience points you gain for defeating an Particularly powerful and ancient curses are im-
enemy depends on that enemy’s HD. Explor- possible to avoid.
ing the world grants a variable amount of XP
determined by the Game Master to reflect the
important events that occur during play.

Leveling Up
Once your character has enough experience
points they will level up. When your character
levels up, refer to your class table to see what Disease
they gain. A character can only level up in a safe Exploring ancient tombs and fighting hideous
location, such as a nearby settlement or camp- monsters is not an entirely sanitary lifestyle.
site. A character may only level up once per Diseases have three parts: Incubation period,
game day. infection duration, and effect. When a charac-
ter is first exposed to a disease they must make
HAZARDS a Constitution saving throw. If they succeed
Hazards are some of the dangers that an adven- they simply get the symptoms of a mild cold. If
turer will regularly face over the course of the they fail the disease takes effect and the incuba-
game. tion period starts. During the incubation pe-
riod there are no obvious effects but the disease
Attribute Loss may be transferred from the character to other
Attribute loss can occur when your character creatures by exchanging fluids (some diseases
contracts a disease, ingests poison, or is at- might have other methods of transfer). When
tacked by certain creatures. If one of your the effect starts it will last for the infection du-
character’s attributes ever reaches zero they ration. Every day during the infection duration
die. Attribute loss is almost always temporary, the character makes a Constitution saving
once the effect has passed the character will re- throw to end the duration early. If the disease is
gain lost attributes at a rate of one point per at- not ended early then it will finish once it has
tribute per day. For example, if you lost one reached the end of its duration. Disease effects
point from both your Constitution and Dex- can be loss of hit points, attribute loss, loss of
terity it would take one day of rest to recover HD, or disadvantage on attribute checks.
those points. If you lost two points from your These are usually temporary effects that end
Strength it would take two days to recover once the disease has. Diseases will also come
those points. Any bonuses that you gain from with symptoms that affect the character
having high attribute scores are unaffected by throughout the infection duration such as,
temporary attribute score loss. fever, vomiting, sweating, dizziness, or chills.

12
Drugs & Poison Starvation & Thirst
When exposed to drugs or poison a character A character must eat one pound of food and
will make a Constitution saving throw or suffer drink a gallon of water every day. For every day
the effects of the drug or poison. For the pur- they do not eat they must make a Constitution
poses of these rules drugs are substances that saving throw or lose one Constitution attribute
have long durations of effect and can be resisted point. This effect continues until the character
over time by multiple Constitution saving has eaten a full meal. Regardless of how many
throws. Poisons have an effect determined by an saving throws have been passed, if a character
all-or-nothing Constitution saving throw. does not eat for three weeks they will die.

Drugs are similar to diseases where they have For every day that a character doesn’t drink
effects that can be resisted after the initial start water they must make a Constitution saving
of the drug’s duration. Every ten minutes a throw or suffer their Constitution score halving
character that is affected by a drug may make a (a Constitution score of 1 becomes 0 here). Re-
Constitution saving throw to end the effect gardless of how many saving throws the charac-
early. Typical drug effects involve attribute ter has passed they will die if they have not in-
loss, hallucinations, vertigo, unconsciousness, gested water for three days.
or vomiting. Drugs can be addictive, if so the
Game Master will assign appropriate with- Suffocation
drawal symptoms. A character must be able to breathe. Characters
can hold their breath for one minute without
If a character fails their initial Constitution sav- problems. Every ten seconds after the initial
ing throw against a poison they suffer the full minute they must make a constitution saving
effects. Poison effects include things like instant throw or gasp for breath. A character cannot
death, delirium, attribute loss, hit point dam- hold their breath for more than five minutes re-
age, and falling into a coma. If an antidote is gardless of their constitution saving throws. If
administered to the creature while the poison is a character is physically incapable of breathing
affecting them, the poison effect is ended. after they fail their Constitution saving throw
their Constitution attribute score is halved ev-
Falling ery ten seconds (a Constitution score of 1 be-
A character that falls a distance of ten or more comes 0 here) until they can breath normally or
feet takes damage when they hit the ground. they die. Breathing for one minute restores any
For every ten feet that they fall they take 1d6 attribute points lost due to suffocation.
damage up to a maximum of 20d6 damage. If a
character makes a Dexterity saving throw they Traps
can ignore 1d6 of falling damage. Moving at exploration speed automatically re-
veals any traps; moving at a faster pace does not
Sleep Deprivation reveal traps and may lead to a character trigger-
A character must sleep at least 4 hours within ing one. When a character triggers a trap they
every 24 hour period. The first time they fail to make a saving throw (the attribute depends on
sleep 4 hours in a day they must make a Consti- the trap and is determined by the Game Master)
tution saving throw. If they fail they lose one to avoid its effect. Disarming a trap requires
Constitution attribute point. For every consec- that a character have tools to do so, and for the
utive day without sleep after the first the char- player to narrate how they use those tools. The
acter loses one point from all of their at- Game Master will then determine if this would
tributes, no save allowed. A full nights sleep, overcome the trap. Rogues with skills related to
eight hours uninterrupted, will immediately re- traps can simply make a Dexterity attribute
store any attribute points lost this way. check to disarm or overcome a trap.

13
LANGUAGES PROPERTY
Characters begin the game being able to speak, Without property the characters have to live
read, and write Common. Common may be re- out of inns or on the road. Property has a
placed with a regional language if that makes monthly upkeep equal to one percent of its ini-
more sense for the campaign setting. There are tial cost; this covers taxes and basic mainte-
two ways to learn an additional language: spend nance. A property can only provide living space
one month of downtime researching the lan- for so many people, listed as its capacity. A
guage, or earn the new language by having a character with retainers may allow them to live
high intelligence score. If you spend one in their property (if there is enough room) to
month learning the language you know enough halve their normal upkeep cost per month. Re-
to communicate, but are not truly fluent; it tainers hired on a by-day basis do not benefit
takes many years of research to become truly from living on a character’s property.
fluent in a language. If you earn a language due
Property Capacity Cost Upkeep
to having a high intelligence score this repre-
Small 5 100 c 1c
sents past study of the language finally reaping
Moderate 15 500 c 5c
benefits; if you earn a language due to your in-
Large 45 1000 c 10 c
telligence score you are fluent in that language.
Manorial 120 10,000 c 100 c
The languages available for characters to learn
Palatial 500 100,000 c 1000 c
are dependent on the campaign setting. Some
typical fantasy languages are listed below. A mage may add a library or laboratory to their
property for use in magic experimentation.
Language Spoken By... Small properties cannot have a library or labo-
Celestial Clerics, Angels ratory. If a mage adds a library or laboratory to
Draconic Dragons, Kobolds their household, the capacity of that household
Dwarvish All Dwarves is lowered by 5. It costs 500 crowns to add a li-
Elvish All Elves brary or laboratory to a property and increases
Giant Giants, Trolls the upkeep by 5 crowns.
Gobbledygook Goblins, Hobgoblins
Infernal Cultists, Demons RECOVERY
Orcish Orcs, Ogres Characters recover from damage over time. A
Wild Tongue Centaurs, Gnolls
full nights rest in a safe place will heal the char-
acter 1d6 hit points. A full nights rest in an un-
LIGHT & VISION safe place will heal 1d3 hit points. A full week of
Underground and in other unlit places the rest will restore a character to full hit points. If
characters will need light to see. Torches and a character is resting under the care of a healer
hooded lanterns illuminate a space of 30 foot or physician they recover hit points at double
radius. Bullseye lanterns illuminate 60 feet di- the normal rate.
rectly in front of the character. Lamps illumi-
nate a space of 15 foot radius. Smaller or impro- Mages recover hit points faster than other
vised light sources, like candles or brush set on characters but cannot be healed by magic. A full
fire, illuminate a space of 10 foot radius. nights rest in a safe place heals a mage by 1d6+3
Lanterns and lamps require oil to function; hit points. In an unsafe place they are healed for
with one container of oil they will burn contin- 1d3+3 hit points.
uously for eight hours. Torches last an hour be-
fore they burn out. Characters using a light Characters usually recover lost attribute points
source cannot surprise monsters or other peo- at a rate of one point per attribute per day. Re-
ple. Creatures with darksight can see up to 60 covering under the care of a healer or physician
feet without a light source. doubles the rate of attribute recovery.

14
RETAINERS TIME & MOVEMENT
Retainers are in the direct employ of the char- Keeping track of the passage of time is impor-
acters; brave or desperate souls who follow the tant to ensure the game runs smoothly. Time is
characters on adventures. A character may hire tracked in natural units; seconds, minutes,
a number of retainers equal to their Charisma hours, and days. The Game Master should track
attribute score. Treating a retainer poorly can time to a level of detail that they find useful.
cause them to resign and spread word of their
treatment, or worse, they might betray the Combat Speed
party at a crucial moment. While retainers will During combat, time is measured in rounds. In
shoulder a portion of the risk during an adven- a round of combat every combatant takes their
ture, they will not willingly serve as cannon turn. One round is ten seconds long. In one
fodder or trap-bait. round a character can move 30 feet as an action.

Hiring Retainers Exploration Speed


Retainers can be hired in urban areas. Rural ar- During exploration, time is measured in ten
eas might have one or two retainers of dubious minute segments. During each ten minute seg-
quality, but cities are where the characters can ment a character can move 120 feet. This move-
find most of the retainers they may want to hire. ment is slower than combat movement because
Most retainers will be human; demihuman re- it assumes that the characters are moving cau-
tainers will be rare and usually more expensive. tiously. Any traps are automatically discovered
A character can only hire a retainer of half their by characters moving at this pace. If the charac-
level or lower. ters would prefer to move faster they may dou-
ble their exploration speed; at double speed
Retainers are either payed in wages or in a por- they do not automatically detect traps and in-
tion of the treasure that is discovered. If a ven- crease the likelihood of random encounters.
ture is likely to have little treasure they will in-
sist on being paid in wages whereas a lucrative Overland Speed
venture will tempt them into taking a portion While traveling overland, time is measured in
of the loot. During an adventure the characters days or hours. For each day of travel a character
are responsible for providing food and water can move 24 miles. Characters more concerned
for their retainers. If a retainer dies during an with haste may increase their speed to 30 miles
adventure their pay goes to their next of kin. a day but suffer disadvantage on any checks to
avoid being surprised in combat and cannot
Retainer Wages (day) Wages (month)
forage for food. Cautious characters may lower
Level 1 - 5 2 c per lvl 20 c per lvl their speed to 18 miles a day to gain advantage
Noncombatant 1c 10 c on checks to avoid being surprised in combat
Specialist 5c 50 c
and on checks to forage for food.
Retainers are low level adventurers or hired
help that the characters recruit. They have the Mounts travel 36 miles per day at a normal pace,
same set of statistics as monsters and are made 30 miles a day at a cautious pace, and 42 miles
like nonplayer characters. They are designed per day at a rushed pace.
by the Game Master. A long term retainer gains
levels such that they remain half the level of the Tough weather and difficult terrain can slow
character that hired them. Noncombatants overland speed. While traveling through either
work as torchbearers, treasure haulers, and ser- adverse weather or difficult terrain a character’s
vants. Specialists are professionals with an ex- movement is halved. Traveling through both at
pertise, like a blacksmith or animal trainer; rare the same time drops a character’s overland
specialists might cost more. speed to one-quarter of its normal value.

15
TRAVEL – LAND Camping
Traveling long distances overland requires a lit- While traveling overland the characters may
tle more work than simply walking to a destina- have to make camp and sleep in the open rather
tion. Food and water need to be consumed, than find a local inn to stay in. While resting in
camps need to be made, and someone needs to a campsite characters recover at the appropriate
navigate for the group. rate for a safe or unsafe location so long as they
have some form of sleeping gear or shelter; at
Foraging the absolute minimum they need a bedroll to
If the characters are moving at a normal or cau- benefit from recovery as normal. If they lack
tious pace, and aren’t busy navigating, they are such equipment they will only recover half as
assumed to be foraging (so long as the area that much. While camping the characters will need
they are traveling through has access to food to take watch to make sure that they are not
and water). At the end of a day of travel every ambushed at night. A party with at least four
character that was foraging makes a Wisdom members has enough people to let everyone
attribute check. On a success they manage to take watch and still benefit from resting. Less
forage enough food for one person for one day. than four people starts affecting the recovery
In particularly sparse areas they have disadvan- that the characters get if they are taking watch;
tage on this check. If the region is completely the exact amount that the recovery is penalized
barren they cannot forage. is left to the Game Master to decide.

In regions where water is not rare it is automat- Navigation


ically assumed that the characters (including One character in the group is responsible for
those navigating) can find enough water to sur- navigating each day. At the end of the day the
vive without having to make a check. In water navigator will make an Intelligence attribute
scarce environments (like deserts) finding water check. If they succeed they successfully navi-
is a part of the foraging check. gated that day. If they fail they may have be-
come lost. In regions where directions are par-
Small animals, like pets, can be fed with normal ticularly hard to follow this check is made with
rations or the food that the characters forage disadvantage. If the characters are traveling
during the day. Mounts and pack animals need within sight of a notable landmark, or on the
separate food and eat five times as much as a road, the navigator automatically passes their
character (five rations per day). These animals navigation check.
are assumed to find water as they travel unless
the characters are traveling through a region A group that has gotten lost doesn’t know
where water is rare. In this case the animals will where they are. They may find their way again
need to drink five times as much as a character the next day with a successful Intelligence at-
(five gallons of water each day). tribute check for navigation.

16
TRAVEL – SEA Ship to Ship Combat
Traveling by watercraft is a different experi- When ships enter combat there is typically a
ence than traveling by land. Every ship needs a period of time where shipboard artillery is used
captain to sail it. Sailing through bad weather against each other (although many smaller ships
halves the speed of the ship while sailing with will lack artillery). At the end of this period the
good weather doubles the speed. Dangerous ships come together and trade arrow fire, have
weather can stop a ship completely. their crews engage in combat, or ram each
other. The period of time that shipboard ar-
Ships tillery is used is the amount of time it takes the
Every ship requires a certain number of crew to ships to get within boarding distance.
function properly, if the ship has less than the
required amount of crew its speed is penalized Land can be seen up to 24 miles away with clear
proportionally. The cargo is how much stuff the skies. Ships that are out of sight of land may get
ship can carry. For long oceanic journeys, each lost. Other ships can be seen at around 1000 feet
passenger requires one-tenth of a ton of space away on clear days, but fog or night might
for themselves and their provisions. Ships use lower that distance. Undersea monsters always
Structure Points instead of hit points. Each have surprise against ships.
Structure point is equivalent to ten hit points.
An attack that would deal less than ten hit Ships can evade combat if they feel unsure of
points deals no damage to a ship. A ship that has their victory. The ship that is attempting to
lost some of its Structure Points can be repaired evade the combat rolls 1d20 and must roll less
by the crew while at sea at a rate of 1d3 SP per than or equal to the value on the table below.
day or double that in dry-dock. A ship with
The Enemy Ship is... Evasion
zero SP will sink.
Slower 16
1-49 miles faster 11
Wealthy characters may purchase a ship. Ships
50+ miles faster 6
have a monthly upkeep of 0.5% the ship’s cost
which covers maintenance and the crew’s pay. Typical ship mounted weapons are the catapult,
Ship crews and captains are proud and should scorpion, and the ship ram. Any large ship (with
be respected by the characters. A character who a cargo of 10 tons or more) may mount one
treats their crew and captain as expendable will piece of artillery (catapult or scorpion) and a
find themselves with a ship and no one to sail it. ship ram. It costs 500 crowns to mount an ar-
tillery piece and 1000 crowns to attach a ram.
While a character is not actively using their ship Artillery pieces use the area of attack rules and
they may have it work under the command of deal 1d6 SP damage (multiply by ten for hit
the ship’s captain. While a ship is working this point damage). Rams deal 1d6+2 SP damage to
way halve its upkeep. a ship and cause it to start sinking.

Ship Crew Cargo Speed SP Upkeep Cost


Caravel 15 100 tons 75 miles 27 135 c 27,000 c
Carrack 80 600 tons 50 miles 36 225 c 45,000 c
Canoe 1 0.5 tons 20 miles 3 15 s 30 c
Cog 20 150 tons 50 miles 21 75 c 15,000 c
Fishing Boat 1 5 tons 25 miles 6 3c 600 c
Galley 20 100 tons 25 miles 18 45 c 9000 c
Knarr 10 20 tons 25 miles 12 15 c 3000 c
Longship 40 10 tons 50 miles 15 45 c 9000 c
Raft 1 0.25 tons 20 miles 1 5p 10 c

17
Combat Rules
Free Actions
W henever the characters come into con-
tact with enemies, and one or the other
side wishes to engage in violence, combat starts.
Free actions are things that take no effort,
thought, or time on the part of the combatant.
Combat time is measured in rounds. A combat Talking is a free action. Dropping an item is a
round lasts ten seconds regardless of how many free action. The Game Master will rule if some-
combatants there are. On one turn a combatant thing is a free action or not. Free actions may be
may move and perform one action such as make done during anyone’s turn without limit.
an attack or cast a spell with a 10 second casting
time. Once every combatant has taken their Instant Actions
turn the next round starts. Instant actions are things that a combatant can
do in response to something another creature
INITIATIVE & SURPRISE has done. Mages can cast counterspell as an in-
When combat starts the order that every com- stant action; as soon as an enemy casts a spell
batant takes their turn is determined by initia- the mage may interrupt the normal turn order
tive. Every combatant rolls 1d6 and adds any to perform their counterspell. Opportunity at-
bonuses they have to initiative. The highest roll tacks against fleeing foes are an instant action.
goes first and play continues downwards. Ties
of initiative between two characters are re- MOVEMENT IN COMBAT
solved by the players, ties between NPCs or In general humanoid combatants can move 30
monsters are decided by the Game Master. Ties feet a turn during combat, or 60 feet if they sac-
between a character and a monster default to rifice their action to simply move more. There
having the character go first. are certain situations where a combatant’s
movement is modified.
Any combatant may lower their position in the
initiative order without affecting the actions Climbing: Combatants that are climbing cannot
they can take on their turn. Any combatant can perform any other actions and move at half
skip their turn to ascend to the first position in their normal speed.
the initiative order starting on the next round.
Difficult terrain: Combatants that are moving
If one side of the combat takes the other by through difficult terrain move at half their nor-
surprise they may take one round of combat mal speed.
before initiative is rolled. The Game Master
will determine if one side takes the other by Disengaging: Combatants that are disengaging
surprise. They may allow characters to make a from melee combat to avoid taking an oppor-
Wisdom saving throw to avoid being taken by tunity attack move at half their normal speed.
surprise during combat.
Standing from Prone: Standing from prone takes
ACTIONS half of a combatant’s movement. So if a charac-
On a combatant’s turn they may move and take ter stood from prone they could only move 15
an action. An action is anything that a combat- more feet on that same turn without sacrificing
ant does that requires focus, time, or effort. their action.
Making an attack, casting a spell, drinking a
potion, using an item, or moving a second time Swimming: Combatants that are swimming can-
are all actions that a combatant can make. not perform any other actions and move at half
There are two special kinds of actions. their normal speed.

18
ATTACKS Missile Attacks
When a combatant wants to make an attack Missile attacks are made with ranged weapons.
rolls 1d20 and must roll equal to or below their Weapons that can be thrown or that shoot some
attack value (AV). If their target has armor they kind of projectile are ranged weapons. Missile
must also roll above the target’s armor class attacks can only be used on targets that the at-
(AC). So a level one fighter trying to attack a tacker can see and that are within range of the
creature wearing leather armor must roll be- weapon they are using. If the combatant is will-
tween their AV of 11 (inclusive) and the enemy’s ing to sacrifice accuracy they may use a missile
AC of 2; a roll of 3-11 is successful. In situations weapon (excluding thrown weapons) to make
where a combatant has some significant advan- an attack at a distance of up to two times their
tage or disadvantage on their attack the Game normal range. If an attack is made at this range
Master will grant them advantage or disadvan- it suffers disadvantage.
tage respectively.
Shooting a missile weapon into a busy melee
Critical Hits & Misses combat is a dangerous endeavor. There is a
If a combatant makes an attack and rolls exactly chance that the combatant might hit one of
equal to their AV they have made a critical hit. their allies. If a combatant makes a critical miss
A critical hit deals maximum damage (so an at- when shooting into melee combat there is a
tack that deals 1d6 would deal 6 damage). If a chance that they hit an ally. The Game Master
combatant makes an attack and rolls a natural will roll 1d6 and on a 1 the attack hits a random
20 they have made a critical miss. On a critical ally dealing minimum damage.
miss the weapon that the combatant is using is
damaged, and the Game Master might add Opportunity Attacks
some additional complication. The Game Mas- If two combatants are locked in melee combat
ter might allow a combatant to make a saving and one tries to flee without showing any cau-
throw to avoid the additional complication. tion (disengaging) the other combatant may
take a free attack against them. This is an in-
Melee Attacks stant action. The free attack must be a melee
Melee attacks are made with close combat attack without using any special abilities. Op-
weapons like swords or axes. Combatants that portunity attacks are not triggered by enemies
are engaged in melee combat may make melee moving past, only if an enemy that was engaged
attacks against each other. Two combatants are in melee combat leaves that engagement with-
considered locked in melee combat with each out disengaging.
other if they are within five feet of each other.
Combatants using polearms or spears may DAMAGE & DEATH
make melee attacks against enemies that are up Whenever a creature is hit by an attack they
to ten feet away from them; this allows polearm lose a number of hit points equal to the damage
or spear users to fight in two ranks. of that attack. If a creature is brought to zero
hit points they fall unconscious and start bleed-
Unarmed attacks are melee attacks made with- ing out. A creature that is bleeding out at zero
out a weapon. If successful they deal one dam- hit points has one minute (six rounds) before
age. A combatant may make an unarmed attack they are dead. During that time they can be
against an opponent to restrain them through a healed normally. If the minute passes and the
grapple rather than to strike them so long as character has not been healed they may choose
they are of similar size (a human could grapple to take a permanent injury rather than die. If a
an orc but not a dragon). If successful the grap- character takes a permanent injury they awaken
pled target may make a saving throw on their with one hit point. A character may only ever
turn to escape the restraining grapple. take three permanent injuries in their lifetime.

19
Massive Damage HEALING
If a character ever takes damage that is greater During combat the only healing that a combat-
than or equal to triple their maximum hit points ant can receive is from an innate ability or
from a single attack they are instantly killed. magic. Creatures that can cast spells generally
They may not be healed normally, but they may cannot be healed by magic.
elect to take a permanent injury instead of im-
mediately dying. After combat bandages may be applied to an
injured creature. For each bandage that is ap-
plied they are healed for 1d3 hit points. This
only heals hit points lost in that combat. If a
trained physician, or a rogue with a skill related
to first aid or medical knowledge, applies a
bandage it heals 1d6 hit points. Bandages can-
Permanent Injuries not heal hit points lost due to poison, disease,
A character that takes a permanent injury rolls curses, or from other non-traditional sources
on the permanent injury table. A character may of damage.
only ever take three permanent injuries during
their lifetime, the fourth time that they would Healing also occurs overtime according to the
take a permanent injury they die instead. Per- rules of recovery in the previous chapter.
manent injuries are permanent and cannot be
removed excepting divine intervention. Perma- MORALE
nent injuries are the most common reason for Enemies and retainers rarely fight until the last
permanent attribute point loss. If you roll a creature has died. When enemies or followers
permanent injury, other than Nasty Scar, that are reduced to half their original number, or if
you have already taken, re-roll until you get a a solitary enemy or follower is reduced to half
new injury. You may take the Nasty Scar injury their maximum hit points, they must make a
multiple times without any problem. saving throw. For the purposes of checking
morale enemies or followers taken out of com-
2d6 Injury & Effect bat through unconsciousness, being restrained,
or being magically controlled no longer count
Lose an Eye or Ear: Lose 2 points
2 from either Wisdom or Charisma, as being “killed.” If they fail their saving throw
whichever is higher. they will attempt to flee the combat.
Lose a Hand: Lose a hand, or at least
3 the use of one. SPECIAL COMBAT RULES
These rules cover specific situations that might
Lingering Complications: Your maxi-
4-5 mum hit points are lowered by two (to arise during combat.
a minimum of one hit point).
Attacking from Behind
6-8 Nasty Scar: No effect
When a combatant attacks another from be-
Limp: Your movement speed is penal- hind they gain advantage on their attack roll.
9-10 ized; your combat speed is 20 feet, ex- Rogue’s sneak attack is activated when attack-
ploration speed is 90 feet, and overland
speed at a normal pace is 18 miles. ing from behind.

11 Lose a Foot: Lose a foot, or at least


the use of your leg.
Coup de Grace
When a combatant attacks a helpless enemy,
Spinal Injury: Lose 2 points from ei- and that enemy is clearly mortal and non-mag-
12 ther Strength or Dexterity, whichever ical, they immediately kill that enemy instead
is higher.
of dealing normal damage.

20
Cover Mounted Combat
Cover that obscures combatants grants them Mounted combatants have +2 AV while attack-
additional AC against missile attacks. Cover ing unmounted combatants in melee combat.
that obscures 50%-75% of a creature grants a +1 They have disadvantage on any missile attacks
AC bonus. Cover that obscures more than 75% that they attempt while mounted. Missile at-
of a creature grants a +2 AC bonus. tacks against a mounted combatant have advan-
tage. Attacks against a mounted character can
Fear target the combatant or their mount.
Certain creatures are so fearsome that they give
off a supernatural aura of terror. Against these Nonlethal Damage
creatures characters suffer the effects of morale A character may elect to make attacks dealing
like enemies and followers. During a battle with nonlethal damage. If a creature is brought to
a fear causing creature, if a character is brought zero hit points from nonlethal damage they fall
to half their maximum hit points they must unconscious but are not bleeding out. The
make a Wisdom saving throw. If they fail the Game Master will determine if a specific attack
saving throw they will attempt to run away. The could deal nonlethal damage using their com-
fear effect is broken once the character leaves mon sense.
line of sight of the fear causing creature.
Oil & Area Attacks
Flanking Area attacks hit every creature that is within the
If two or more allied combatants are surround- area of effect of that attack. Creatures hit by an
ing a single enemy they have advantage on at- area attack may make a Dexterity saving throw
tacks against that enemy. Rogues gain their to mitigate the effect of the attack (take half
sneak attack bonus damage while making at- damage for damage dealing attacks, or lessen
tacks on an enemy they are flanking. the duration of certain effects).

Invisible Enemies A flask of flaming oil or alcohol is the most


An invisible enemy can only be attacked if its common area attack. The combatant lobbing
general location is known, and even then the the flask chooses a location to lob the flask to
attack will suffer disadvantage. Enemies that within 50 feet. They will make a Dexterity at-
are completely obscured from sight (through tribute check, and if successful, will hit their
magical mist, supernatural darkness, illusions, chosen location. If they fail, the flask is lobbed
etc.) are treated as invisible creatures for the to a random location determined by the Game
purpose of determining if they can be attacked. Master. A flask of flaming oil or alcohol affects
an area of radius 10 feet centered on where the
Leading Retainers flask lands. All creatures within that area take
No matter how much money a character has, 1d6 damage (saving throw for half damage). Ev-
they may only hire and lead a number of retain- ery turn that they remain in the fire deals an-
ers into battle equal to their Charisma attribute other 1d6 damage. Flammable objects such as
score. Retainers act immediately after the char- dry wood, cloth, etc. ignite upon contact.
acter that hired them. Retainers perform their
role and rarely offer any additional assistance; a Breath attacks are another common area attack.
sellsword will fight but won’t try to solve puz- Breath attacks cover an area in front of them
zles or interact with other nonplayer characters. within a 50 foot long cone originating from the
The characters are the focus of the game, let creature making the attack.
their retainers take a backseat to them. Retain-
ers that flee combat due to morale will rejoin Spells might make area attacks, and they will
the group after the combat. specify how large an area they affect.

21
Spells & Magic
LEARNING SPELLS
M agic is a catch-all term applied to the su-
pernatural and arcane. Mages can har-
ness small, discrete units of magic, called spells,
Mages learn new basic spells at every odd num-
bered level. Through self-study and a little
to create repeatable and somewhat reliable practice they can master these new spells with-
mystical effects by sacrificing some amount of out any issue. Learning any other spell must be
their own blood to power the spell. Mages can done in the game as a result of magic experi-
learn basic spells anytime that they gain a class mentation or finding an instructional grimoire.
boon with only a little self-study and practice.
Other spells need to be discovered from gri- Spells are arcane mysteries directly embedded
moires or created by magic experimentation. into the mind of the mage. Once a mage knows
There is no complete list of spells; the Game a spell they can cast that spell at anytime. So
Master will create the spells for their game. long as they can pay the blood price and spend
the casting time uninterrupted the spell will ac-
Beyond the spells that mages can create or learn tivate. A mage may only know a number of
there exists an uncountable amount of un- spells equal to the higher of their Intelligence
known and naturally occurring magical hap- or Wisdom attribute scores. If a mage tries to
penings. Demons, deities, curses, magic items, learn a new spell at their limit, they must “for-
and more populate the world; as rare as they get” one of their other spells. Basic spells do
might be, their existence is demonstrable. not count towards this limit.

CASTING MAGIC Grimoires


Mages cast spells by sacrificing some amount of Grimoire is a term to describe all of the various
their blood or life force and then focus on the methods that mages use to record spell formula
spell (reciting an incantation, chanting a mystic and casting methods. An ancient scroll, a runic
hymn, ritualistically dancing, etc.) for the dura- tablet, or an intricately carved artifact can all be
tion of the casting time. When the casting time grimoires. A grimoire holds one or two spells
is finished the spell’s effect activates. The bloodthat a mage can learn. When a mage finds a gri-
price of a spell is the number of hit points a moire they can immediately learn the spells
character must sacrifice to cast the spell. The contained within that grimoire by deciphering
more powerful the spell is, the more hit points the text; if it is written in a language they know
a mage will have to sacrifice to cast it. Rituals they have no problem, otherwise they will need
and special materials may allow a mage to cast a to spend downtime researching the grimoire. If
spell without having to sacrifice as much blood. a mage transfers the information from a group
of grimoires into a single book, they have cre-
Basic Spells ated a spell book – one of the most sought after
Basic spells are so simple that after the initial items any mage could find.
learning period, a mage may cast them without
having to sacrifice any blood to power them. A mage that has learned the maximum number
The basic spells are also the only spells that the of spells that they can will likely carry a spell
mage can learn automatically, without magic book with the rest of the spells that they have
experimentation or an instructional grimoire. discovered. This way they can exchange spells
Counterspell is the only basic spell which a whenever the need arises without losing the
mage must sacrifice to use; that is not a blood knowledge of one of their spells. It takes 1 hour
sacrifice to power the spell, but a sacrifice to to switch from knowing one spell to knowing
negate another spell. another.

22
Magic Experimentation Enchanting a Magic Item: Making items other
A mage of fifth level or higher may seclude than wands and potions requires sacrifice. It
themselves during downtime in a library or lab- takes 2d6+3 months to enchant or craft a magic
oratory to perform magic experimentation. If item. Creating a magic item is the most expen-
you are performing magic experimentation you sive task a mage can perform; it costs 10d6 × 10
need to choose what you are doing. Magic ex- crowns to make a magic item. Choose a few
perimentation is expensive, and few mages can evocative words for the item name and describe
make a profit from it. If a mage is using their its effects to the Game Master. The Game Mas-
own library or laboratory halve the cost. ter will then tell you the blood price for creat-
ing such an item - this blood price is perma-
Creating a new Spell: It takes 2d6+3 weeks to cre- nent. You will permanently sacrifice that num-
ate a new spell. If the mage is assisted by schol- ber of hit points to create a magic item. You and
ars the time it takes to create a new spell is low- your Game Master are encouraged to negoti-
ered by one week for each scholar (at minimum ate, modifying the effect and blood price until
the amount of time needed to create a new spell you are both satisfied. Magic items are almost
is three weeks). Spell creation is not cheap, and priceless, and a good magic item can be sold for
the mage will need to pay for equipment, mate- impressive profits if a buyer can be secured.
rials, and the fee for using the library or labora-
tory. The total cost of creating a spell is 4d6 × 10 WANDS & POTIONS
crowns. Choose a few evocative words for the Wands and potions allow any creature to use
spell name and describe its effects to the Game magic as if they were a mage. These are the
Master. The Game Master will then tell you the most common magic items, and can be bought
blood price for such a spell. You and your Game from high level mages with some regularity.
Master are encouraged to negotiate, modifying
the spell effect and the blood price until you are Wands have 1d6+1 charges while potions may
both satisfied. As a part of the spell creation only be used once. A wand can be used by a
process you craft a grimoire containing the in- non-mage to cast a spell. The non-mage crea-
structions for that spell. You can sell a grimoire ture will pay the blood price of the spell, spend
for half the price of creating it; although fa- the requisite casting time focusing on the spell,
mous mages or professional spell-crafters may and then the spell effect will activate like nor-
charge more. mal. Once all of the charges on a wand have
been used, the wand reverts back to a mundane
Crafting a Wand: It takes 1d6 days of enchanting item. When a mage uses a wand, they pay one
and crafting to make a wand. It costs 2d6 × 10 less than the normal blood price for that spell
crowns to make a wand. The mage will choose (for non-basic spells, minimum price is one).
one spell that they know to bind into the wand. Potions can be quaffed once to confer some
The wand will have 1d6+1 charges of the spell magical effect upon the drinker of the potion.
that is bound into the wand. Wands may be sold This is a one-time effect, most commonly heal-
for half their cost. ing. The creature that quaffs the potion does
not need to pay any blood price for the effect.
Brewing a Potion: It takes 1d6 hours of careful
brewing and mixing to make a potion. It costs
1d6 × 10 crowns to make a potion. The mage will
choose one spell they know to brew into the
potion. Not every spell can be turned into a po-
tion, the Game Master will rule if a given spell
is appropriate for brewing into a potion. Po-
tions may be sold for half their cost.

23
Optional Material
O ptional material that your Game Master
may want to include in their game can be
found here. You will need to ask your Game
Whenever a character attempts a task that is di-
rectly related to their background they gain
advantage or disadvantage based on their back-
Master about using this material before the ground. A hunter would have advantage on
game begins; it is not assumed that this material checks to track an animal in the wilderness but
is included in the game. disadvantage on checks to interact with nobles
and aristocrats. The Game Master will deter-
BACKGROUNDS mine if a specific background should grant ad-
A character’s class reflects the broad idea about vantage or disadvantage for a particular action.
what a character can do, but a background can
add so much more. If you are playing with Social Class & Starting Wealth
backgrounds you will make one for your char- In a game using backgrounds, the Game Mas-
acter during character creation. Backgrounds ter may want a character’s starting wealth to be
aren’t included in the base game because they dependent on their background. Before choos-
overlap with the benefits that make a rogue ing your background determine what social
unique. While using backgrounds, rogue char- class that your character comes from - a charac-
acters should take skills that don’t overlap with ter from a higher social class starts with more
their background. wealth than a lower class character.
1d6 Class Starting Crowns
A background is a broad group of capabilities,
1-3 Lowborn (1d6+3) × 10
information, and connections directly related
4-5 Middling (2d6+3) × 10
to what a character did before becoming an ad-
6 Highborn (3d6 + 3) × 10
venturer. Generally this is a profession.
Characters always have disadvantage on checks
1d20 Sample Backgrounds dealing with individuals from classes other than
1 Bard (Lowborn) their own. Adventurers primarily come from
2 Barrister (Middling) lowborn backgrounds searching for a way to
3 Beggar (Lowborn) get ahead in the world. Highborn characters
4 Blacksmith (Lowborn) might be trying to escape some societal expec-
5 Carpenter (Lowborn) tations or don’t stand to inherit anything from
6 Chef (Lowborn) their family. Middling characters are rare, the
7 Clergy Member (Highborn) middle class is just emerging in the urban cen-
8 Farmer (Lowborn) ters of the world and consists of lowborn folk
9 Hunter (Lowborn) who have acquired significant wealth, allowing
10 Innkeeper (Lowborn) them to live more comfortable lives.
11 Leather Worker (Lowborn)
12 Mercenary (Lowborn)
13 Merchant (Middling)
14 Miner (Lowborn)
15 Noble (Highborn)
16 Sailor (Lowborn)
17 Scholar (Middling)
18 Scribe (Lowborn)
19 Thief (Lowborn)
20 Weaver (Lowborn)

24
CLERIC
Clerics are warrior servants of the faith. A cleric There are four basic prayers common to all
relies heavily on the religions and deities of the clerics, and the Game Master should make two
game’s setting; they are intricately linked with additional prayers that are unique to your
the mythology and institutions that define the cleric’s faith. Your cleric starts the game know-
setting. This class is not included in the base ing every prayer. Each prayer has a hymn that
game because not every Game Master wants to must be sung when it is cast, this time is equiva-
make religion a central part of their setting, nor lent to the casting time of a spell. The outcome
does everyone want to put the work in to make of the prayer takes a form relevant to the reli-
a cleric fit into that religion. Clerics can use any gion of the cleric using it.
weapon or armor not forbidden by their faith.
Blessing: One minute hymn. The cleric may heal
Clerics function on faith. Whereas the other an ally that they are touching for 1d6 hit points;
classes gain their boons by practice or study, this is considered magical healing. If that ally is
the cleric simply receives their powers from a affected by a curse, disease, drug, or poison
greater being. As such, should the cleric break they may immediately attempt a saving throw
one of their religion’s covenants or betray their with advantage to end that effect.
deity, they lose their powers.
Guidance: Ten second hymn. If the cleric uses
Clerics use prayers to affect the world around this prayer during combat they will have a +2
them. The number of times per day that a cleric bonus to their AV for the duration of the rest of
can use one of their prayers is listed as their Fa- that combat. Outside of combat this prayer will
vor. At the start of each day a cleric should grant the cleric advantage on attribute checks
spend at least one hour praying, studying scrip- for the next 1d3 minutes.
ture, or communing with their deity in some
way to regain the favor they have spent. Judgment: Ten second hymn. The cleric will
choose a creature within their line of sight to
Clerics have an aura of divine might around target with this ability. That creature makes a
them that only creatures abhorrent to their saving throw. If they pass their saving throw
faith can sense. For typical clerics these are un- they take 1d6 + 1 damage. If they fail they take
dead and demons. A creature of this type with 2d6 + cleric level damage.
HD less than or equal to the cleric’s level must
make a saving throw when they first enter com- Martyr: Instant hymn. The cleric may use this
bat with a cleric. If they fail they have disadvan- immediately as one of their allies within line
tage on attacks against the cleric. A creature drops to zero hit points. The cleric takes 1d3
that critically fails this saving throw will flee. damage and their ally retains one hit point.

Level XP HD AV Favor Raises


1 0 1+1 11 2 -
2 2000 2 12 2 1
3 4000 2+1 12 3 -
4 8000 3 13 3 1
5 16,000 3+1 13 4 -
6 32,000 4 14 4 1
7 64,000 4+1 14 5 -
8 128,000 5 15 5 1
9 256,000 5+1 15 6 -
10 512,000 6 16 6 1

25
DEMIHUMAN CHARACTERS Dwarves
In many fantasy worlds, humans are not the Dwarves are short, stocky folk who tend to live
only species that become adventurers. The underground. They have long, thick hair and
rules for playing another species are not in- the men tend to wear their beards long and
cluded in the base game because it is not appro- elaborately braided. Their love for gold is only
priate for every fantasy setting. If your Game equaled by their skill at stonework. They are a
Master allows you to use species other than hu- practical, stubborn, and prideful people.
man for your character, you can use the rules
here to make a character of a demihuman (near- Dwarves speak dwarvish automatically in addi-
human) species. The most common demihuman tion to common. Dwarves can see in the dark up
species are Dwarves, Elves, and Halflings. to 30 feet. Dwarves have advantage on saving
These species might have notable subspecies or throws against magic. They also have advantage
cultural groups depending on the setting in on attribute checks dealing with stonework,
which you are playing. traps, secret doors, slanting passages, and shift-
ing walls.
A demihuman characters determine their start-
ing attribute scores slightly different than hu- Elves
man characters. Attributes for which a demihu- Elves are a lithe and fey folk typically living in
man species is advantaged (+) they will roll 3d6 great forests or other places associated with
(drop the lowest) and add three to determine magic and nature. They have pointed ears and
their score. This gives the same range of scores tend to wear their hair long and unadorned.
as a human character, but tips the balance to- They appreciate great artistry and can live for
wards having a high score. In attributes for centuries without aging. They are an artistic,
which a demihuman species is disadvantaged (-) aloof, and conservative people.
they will roll 3d6 (drop the highest) and add
three to determine their score. In all other at- Elves speak elvish automatically in addition to
tributes (0) they determine their scores in the common. Elves can see in the dark up to 30 feet.
same way as a human character. Elves have advantage on saving throws that deal
with mind-altering effects or paralysis. They
Species Cha Con Dex Int Str Wis
also have advantage on attribute checks dealing
Dwarf - + 0 0 + -
with tracking, wilderness knowledge, and mag-
Elf 0 - 0 + - +
ical or mystic lore.
Halfling + 0 + 0 - -

If your Game Master wants to offer additional Halflings


species for you to choose from they will simply Halflings are small folk that look remarkably
choose a pair of attributes for which it is advan- like half-sized humans (thus their name). They
taged and a pair for which it is disadvantaged. have large, hairy feet and rarely wear shoes.
They find joy in the everyday things; a hearty
In addition to the slight change in how the at- meal, a good drink, and fine company. They are
tributes for a demihuman character are deter- a friendly, witty, and accepting people.
mined, demihumans have special abilities be-
yond what a human can do. This will make Halflings speak halfling (a language usually
them, in some ways, superior to humans. If your kept secret) automatically in addition to com-
Game Master wants each species to be more mon. Halflings have advantage on attribute
equal, they may grant humans a special bonus. checks related to stealth, such as hiding and
This is not necessarily an ability; for example, it moving silently. They also have advantage on
could be that humans are the most populous so saving throws against being hit by area of effect
no other species could blend into a crowd. attacks and traps that shoot projectiles.

26
LICENSE
DESIGNATION OF PRODUCT IDENTITY 5. Representa�on of Authority to Contribute: If Swords & Wizardry, Copyright 2008, Ma�hew J.
“Crown” name and associated trade dress of this You are contribu�ng original material as Open Finch.
work (font, layout, etc.) are reserved as Product Game Content, You represent that Your Contribu-
Iden�ty. Licensed artwork is copyright and Prod- �ons are Your original crea�on and/or You have Swords & Wizardry: Whitebox by Ma� Finch and
uct Iden�ty of the respec�ve ar�sts. sufficient rights to grant the rights conveyed by Marv Breig, Copyright 2008, Ma�hew J. Finch.
this License.
DESIGNATION OF OPEN GAME CONTENT Whitehack, Copyright 2013, Chris�an Mehrstam.
All text and table not designated as product iden- 6. No�ce of License Copyright: You must update
�ty are Open Game Content. the COPYRIGHT NOTICE por�on of this License to Whitehack 2nd Edi�on, Copyright 2015, Chris�an
include the exact text of the COPYRIGHT NOTICE Mehrstam.
OPEN GAME LICENSE Version 1.0a of any Open Game Content You are copying, mod-
ifying or distribu�ng, and You must add the �tle, Castles & Crusades: Players Handbook, Copyright
The following text is the property of Wizards of the copyright date, and the copyright holder's 2004, Troll Lord Games; Authors Davis Chenault
the Coast, Inc. and is Copyright 2000 Wizards of name to the COPYRIGHT NOTICE of any original and Mac Golden.
the Coast, Inc ("Wizards"). All Rights Reserved. Open Game Content you Distribute.
Castles & Crusades: Monsters Product Support,
1. Defini�ons: (a)"Contributors" means the copy- 7. Use of Product Iden�ty: You agree not to Use Copyright 2005, Troll Lord Games.
right and/or trademark owners who have contrib- any Product Iden�ty, including as an indica�on as
uted Open Game Content; (b)"Deriva�ve Mate- to compa�bility, except as expressly licensed in The Basic Fantasy Field Guide Copyright 2010
rial" means copyrighted material including deriva- another, independent Agreement with the owner Chris Gonnerman and Contributors.
�ve works and transla�ons (including into other of each element of that Product Iden�ty. You
computer languages), pota�on, modifica�on, cor- agree not to indicate compa�bility or co-adapt- Basic Fantasy Role-Playing Game Copyright 2006-
rec�on, addi�on, extension, upgrade, improve- ability with any Trademark or Registered Trade- 2014 Chris Gonnerman.
ment, compila�on, abridgment or other form in mark in conjunc�on with a work containing Open
which an exis�ng work may be recast, trans- Game Content except as expressly licensed in an- Delving Deeper Reference Rules Compendium
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produce, license, rent, lease, sell, broadcast, pub- such Trademark or Registered Trademark. The use
licly display, transmit or otherwise distribute; of any Product Iden�ty in Open Game Content The Hero’s Journey Fantasy Roleplaying, copy-
(d)"Open Game Content" means the game me- does not cons�tute a challenge to the ownership right 2016 Barrel Rider Games: Author James M.
chanic and includes the methods, procedures, of that Product Iden�ty. The owner of any Product Spahn.
processes and rou�nes to the extent such content Iden�ty used in Open Game Content shall retain
does not embody the Product Iden�ty and is an all rights, �tle and interest in and to that Product Bloody Basic: Sinew & Steel Edi�on, copyright
enhancement over the prior art and any addi- Iden�ty. 2015. John M. Stater.
�onal content clearly iden�fied as Open Game
Content by the Contributor, and means any work 8. Iden�fica�on: If you distribute Open Game SnW Whitebox Essen�al Adventuring Rules v1,
covered by this License, including transla�ons and Content You must clearly indicate which por�ons Copyright 2014 Douglas Maxwell.
deriva�ve works under copyright law, but specifi- of the work that you are distribu�ng are Open
cally excludes Product Iden�ty. (e) "Product Iden- Game Content. White Box: Fantas�c Medieval Adventure Game,
�ty" means product and product line names, lo- Copyright 2016, Charles Mason.
gos and iden�fying marks including trade dress; 9. Upda�ng the License: Wizards or its designated
ar�facts; creatures characters; stories, storylines, Agents may publish updated versions of this Li- OSRICTM Copyright 2006, Stuart Marshall,
plots, thema�c elements, dialogue, incidents, lan- cense. You may use any authorized version of this adap�ng material prepared by Ma�hew J. Finch,
guage, artwork, symbols, designs, depic�ons, like- License to copy, modify and distribute any Open based upon the System Reference Document,
nesses, formats, poses, concepts, themes and Game Content originally distributed under any and inspired by the works of E. Gary Gygax, Dave
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representa�ons; names and descrip�ons of char-
acters, spells, enchantments, personali�es, 10. Copy of this License: You MUST include a copy Labyrinth LordTM Copyright 2007–2009, Daniel
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ment, magical or supernatural abili�es or effects, Darwin’s World Copyright 2002, RPGObjects; Au-
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fied as Product iden�ty by the owner of the Prod- name of any Contributor unless You have wri�en Mutant FutureTM Copyright 2008, Daniel Proctor
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used by a Contributor to iden�fy itself or its prod- to comply with any of the terms of this License Advanced Edi�on Companion, Copyright 2009–
ucts or the associated products contributed to the with respect to some or all of the Open Game 2010, Daniel Proctor. Author Daniel Proctor.
Open Game License by the Contributor (g) "Use", Content due to statute, judicial order, or govern-
"Used" or "Using" means to use, Distribute, copy, mental regula�on then You may not Use any Lamenta�ons of the Flame Princess: Weird Fan-
edit, format, modify, translate and otherwise cre- Open Game Material so affected. tasy Role-Playing Deluxe Edi�on, Copyright 2010,
ate Deriva�ve Material of Open Game Content. LotFP. Author James Edward Raggi IV.
(h) "You" or "Your" means the licensee in terms of 13. Termina�on: This License will terminate auto-
this agreement. ma�cally if You fail to comply with all terms herein First Level Magic-User Spells Grindhouse Edi�on
and fail to cure such breach within 30 days of be- Spell Contest: Bookspeak, Copyright 2011 Daniel
2. The License: This License applies to any Open coming aware of the breach. All sublicenses shall Smith.
Game Content that contains a no�ce indica�ng survive the termina�on of this License.
that the Open Game Content may only be Used First Level Magic-User Spells Grindhouse Edi�on
under and in terms of this License. You must affix 14. Reforma�on: If any provision of this License is Spell Contest: Howl of the Moon, Copyright 2011
such a no�ce to any Open Game Content that you held to be unenforceable, such provision shall be Joel Rojas).
Use. No terms may be added to or subtracted reformed only to the extent necessary to make it
from this License except as described by the Li- enforceable. Lamenta�ons of the Flame Princess: Weird Fan-
cense itself. No other terms or condi�ons may be tasy Role-Playing Grindhouse Edi�on, Copyright
applied to any Open Game Content distributed 15. COPYRIGHT NOTICE 2011, LotFP, Author James Edward Raggi IV.
using this License. Open Game License v 1.0 Copyright 2000, Wiz-
ards of the Coast, Inc. Lamenta�ons of the Flame Princess: Weird Fan-
3.Offer and Acceptance: By Using the Open Game tasy Role-Playing Player Core Book: Rules &
Content You indicate Your acceptance of the System Reference Document Copyright 2000- Magic Copyright 2013 LotFP, author James Ed-
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Jonathan Tweet, Monte Cook, Skip Williams, Rich
4. Grant and Considera�on: In considera�on for Baker, Andy Collins, David Noonan, Rich Redman, Crown, Copyright 2020, Mason Waaler.
agreeing to use this License, the Contributors Bruce R. Cordell, John D. Rateliff, Thomas Reid,
grant You a perpetual, worldwide, royalty-free, James Wya�, based on original material by E.
non-exclusive license with the exact terms of this Gary Gygax and Dave Arneson.
License to Use, the Open Game Content.

27
Crown Character Sheet
Name:
Class: XP: Level:

Boons & Class Abilities


Charisma

Constitution

Dexterity

Intelligence

Strength

Wisdom

COMBAT HIT POINTS WEALTH


Max
HD Crowns

AV
Current Shillings
AC

Initiative Pennies
Bonus

Additional Notes
Slot Equipment

10

11

12

13

14

15

16

17

18
Crown is a rules-lite old school roleplaying game. In a
compact sixty pages it contains all the rules you need
to set out on perilous adventures, deadly journeys, and
harrowing quests. The simple d20 roll-under system is
easy to learn and quick to use, making it excellent for
introducing new players to the hobby. Crown is highly
compatible with other OSR products, and contains
the information that you need to swiftly convert from
other common Old School systems to this one.

All you need to play are a d20, 2d6, and these rules.
This book contains the player rules: character cre-
ation, adventuring, combat, the basics of magic, and
some optional material.

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