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D6 TO DECIDE D10 TO ATTACK 4. ARMOR 7.

ADDITIONAL
1-3 Fail 1 Always miss ROLL D6 TO DECIDE Price Add d3 days of food, 1 waterskin
4-5 Success 2-9 Varies 1-3 Light Armor (+1) 10 OTHER GEAR
6 Triumph 10 Always hit 4-5 Medium Armor (+2) 50 Animal Price Animal Price
CHARACTER CREATION 6 Heavy Armor (+3) 150 Cattle 1-50 Dog 20
1. ABILITIES (distribute 4 points) Mule 300 Hawk 1000
STR: HP, melee damage, vigor 5. WEAPON Horse 1000 Warhorse 10000
AGL: AC, ranged damage, tricks
ROLL D6 TO DECIDE Price
MIND: spell slots & damage, wits
1-3 One-handed (1) 5
Transport Price Transport Price
2. PARAMETRES Cart 50 Raft 50
HP: d6 + STR. Every new level add d6. 4-5 Ranged (1) 25
1 hour of rest heals d3 (if saturated). Wagon 120 Boat 500
6 Two-handed (2) 50
AC: 1 + armor + AGL Carriage 320 Sloop 5000
SLOTS: level + MIND 6. EQUIPMENT
Henchmen Price per day
3. PERSONALITY (name, gender…) Item Category Price
Height: >3 ft. but <8 ft. Torchbearer 3
Simple (rope, candles,
5
Age: no more than 300 years torches, etc.) Archer 6

4. WEALTH Special (trap, quiver, etc.) 20 Man-at-arms 12


Roll 2d6 * 10 for starting copper Luxury (book, potion, etc.) 100 Knight 25
OTHER GEAR MAGIC (find magic item, roll 2d6) DUNGEON GENERATOR
Food Price Action Object Every dungeon has d6+2 rooms. First
room is always safe, last room always
Wine/ale, bottle 1 1 Strengthen/mend Element contains boss and treasure.
Animal Feed (1 day) 2 2 Weaken/damage Sound
Room Type Monsters Treasures
Travel Rations (1 day) 5 3 Learn/detect Mind
3 weak
1-3 Empty 1 item
Clothes Price Clothes Price 4 Shield Weapon/tool per char
5 Conceal Armor 2 med
Poor 10 Unusual 1000 4-5 Monsters 2 items
per char
Common 50 Noble 3000 6 Summon/create Self
1 strong
6 Treasures 3 items
Winter 100 Furs 5000 per char
MAGIC LOOT if 3-6, then roll MAGIC
Clothes Price Clothes Price ROLL D6 TO DECIDE MONSTERS
Almost every monster attacks for 1 HP.
Stone 1-2 Heal potion (d6, 1 use) Reaction 2d6: 1-3 violant, 10-12 friendly.
Hovel 120 48000
Tower Commoner: 1 HP, 2 AC. Average folk,
3-4 Scroll (1 use)
Craftsman’s cattle.
2400 Stronghold 100000 Armor (as many as
House 5 Weak: 2 HP, 4 AC. Guards, wild animals.
spell slots) Medium: 4 HP, 6 AC. Royal guards,
Guildhall 32000 Palace 500000
Weapon (as many as zombies.
6
LEVEL ADVANCMENT (max level = 10) spell slots) Strong: 8 HP, 8 AC. Knights, wizards.
Elite/boss: 15+ HP, 10 AC. d6: 1-4 –
Completing dungeon gives 1 XP. 2 lvl = 2 XP, 3 lvl = 3 XP, 4 lvl = 4 XP…
normal, 5 – big, 6 – giant. Liches, giants,
Every new lvl provides additional HP and spell slots, every 2nd lvl gives dragons.
+1 to 1 ability. Natural maximum for every ability score is 6. Elders: immortal. Gods, eldritch beings.

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