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ALMAIA

(An Analog Fantasy Role-Playing Game)

A.A. CARROLL
1d6 GNOLLS 2021
Introduction
You live in Almaia, the only land you have ever or will
ever know; several thousand square miles of wilderness
and endless coastlines battered by roaring seafoam,
dotted with crumbling ruins, tended fields, and mighty
cities, and peopled with any and anyone you could
think of. In Almaia, life goes on as it always has, and
yea, may always will.
You and your companions come from many walks of
life, none of them noble. Your lowly livelihoods have
resulted in your accruing a considerable debt to the
Bank—failure to pay it off will result in a fate worse
than death.
It is the goal of the party, then, to remove this debt in
whichever way you see fit, the easiest and most direct
route likely being the collection and sale of valuable
goods, whether by legal or less-legal means.
This game requires one referee and at least one player,
but preferably four. The referee doesn’t get a character,
instead acting as all the NPCs, interpreting the rules in
any given situation, as well as describing what’s going
on and keeping things moving forward.

Design Philosophies

Almaia is designed as a sandbox into which a referee


can build their own vision for the setting. Almaia can
be a land of mythic heroics or grimdark dungeon-
slogging, depending on what the referee finds the most
entertaining to write and run.
The only limitation enforced on the setting by this
game is that characters must start in the lowest social
echelon: Almaia is a game of growth and personal
discovery as much as it is a game of role-playing and
combat resolution, and it is the opinion of the author
that characters in the lower rungs of society will
inherently be more relatable and easier to roleplay than
members of higher socioeconomic classes.
Player Guidelines Referee Guidelines
First and foremost, it’s important to clarify that ability Unlike other TTRPGs, it is your job as the referee to
scores do not necessarily define your character: they provide the players with as much information about
are abstract representations of your character’s their situation as they could reasonably surmise by
relative and innate chance of success in a given area as themselves without needing to make die rolls to
determined by unknown cosmic forces. determine their success. Rolling for every little thing
slows down gameplay and makes it easier for players
Furthermore, because your characters will be
to lose interest.
relatively squishy compared to other TTRPGs, it will
behoove you nine times out of ten to find nonviolent In this vein is the all-important Rule of Cool: if a
solutions to problems. That said, trying and failing player wants to do something that goes against the
combat encounters is the only way to improve your rules, allow it to have a chance of happening anyway
character’s stats, so the amount of violence your if the outcome could provide a memorable
characters wage is entirely up to you. experience. A game can only be fun if players are
allowed to play it!
As a final note, you will only know about the world
what you ask of the referee, which is to say that if you Finally, the game is more often enjoyable when
are confused, ask questions until you aren’t! Unlike serious dangers are telegraphed to some extent,
the real world, the referee is your only window into especially when playing with newer players. Surprises
the situation at hand, so don’t be afraid to investigate are okay every once in a while, but constant
as much as you want. unpredictable danger results in the game relying more
of a random chance than player agency, which tends
to be more enjoyable for, you know, the players.
All of this said, it is not my job as the rules-writer to
tell you how to play the game, just as it isn’t the job of
the sandwich-maker to tell you how to eat it. Once
the game is in your hands it is your own—feel free to
adapt, add to, or subtract from the rules as you see fit
to make the game as fun as possible to play.

Have fun!
Character Creation Roll Background
1 Beggar: Staff (d8), alms bowl
Roll 4d6 (minus the single highest roll) for each stat to
2 Burglar: Dagger (d6), lockpicks
determine your ability scores:
3 Con-Artist: Dagger, noble clothes
- Strength (STR) is a measure of physical 4 Drunkard: Broken bottle (d4), bottle of liquor
power and fortitude. 5 Gambler: Dagger (d6), deck of cards
- Dexterity (DEX) is a measure of precision Gongfarmer: Shovel (d4), sack of human
and reflex speed. 6
excrement
- Will (WIL) is a measure of confidence, 7 Gravedigger: Shovel (d4), half-full oil lamp
interpersonal charm, and mental willpower. Highwayman: Hand cannon (d6, ranged,
8 shock, requires setup, two-handed), firearm
Start with 1d8 HP (Hit Points) to determine how good
kit, domino mask
you are at not being hit. Fear not if you roll low—you
will gain more as you become Scarred. 9 Indentured Servant: Staff (d8), uniform
Mage-Apprentice: Random scroll, strange
10
Roll a Background from the Background table. This rock
represents experience and equipment you’ve gained Mercenary: Halberd (d10, bulky, two-
before the events of the game. Along with any items 11
handed), light armor (+1 DR)
granted by your Background you start with 1d6 copper Monsterhunter-Apprentice: Silver dagger
coins (cp) and common, non-armor clothing fitting 12
(d6, +d12 against monsters), wolfsbane
your profession. Peasant: Pitchfork (d8, bulky), live goat
13
(5/8/15, d4 gore)
As a group, you share 1000gp (gold coins) in debt to a
person or organization of their choice, each for your Pickpocket: Dagger (d6), small chest with
14
own reasons. No matter the debtor they will be very lock
keen on getting their money, and they will make it hard Slave Fighter: Longsword (d10, bulky),
15
for you to forget this fact. In any case, none of you helmet (+1 DR)
want to know what happens if you don’t pay it off. 16 Smuggler: Shortsword (d8), waterproof sack
Street Performer: Wooden sword (d6),
17
makeup
18 Ragpicker: Dagger (d6), bundle of rags
Ranger: Longbow (d8, ranged, bulky), 20
19
arrows/quiver, winter clothes (bulky)
Rat Catcher: Club (d6), terrier dog (7/13/10,
20
d4 bite)
See the Background Elaborations section toward the end
for optional character-building inspiration.

Players have item inventories with a number of slots


equal to 10 plus half their STR score, rounded down.
Most items take up one slot, and many small items may
be bundled in one slot at the referee’s discretion. Bulky
items, such as two-handed weapons or
heavy/awkwardly shaped objects, take up two slots.
Anyone with a completely full inventory is immediately
reduced to 0HP (this does not inflict a Scar).
Items in the first slots of the inventory equal to half the
player’s DEX score rounded down can be retrieved
and/or stowed as a free action, but anything deeper
requires a full turn to equip/unequip.
Playing the Game Magic
As said above, your first goal is to pay off your debt. Spells are painstakingly recorded in specially bound
The referee will tip you off to the location of valuable tomes known as Grimoires, which come in the form
goods, which you should attempt to bring to sale safely. of books of varying size, materials, and states of repair.
They require one inventory slot to hold and cannot be
The referee, also as mentioned above, describes the transcribed or created without a near-prohibitive
world, acts on behalf of NPCs, and interprets and amount of time, effort, and money.
adjudicates the rules for situations the players get
themselves in. Grimoires usually contain 2-3 loosely related spells
with manifestations related to the Grimoire’s origin
A roll to attempt to avoid danger in a risky situation or and intent. These, along with the contained spells’
by taking a risky action is called a save. Rolling equal manifestations, should be determined by the referee in
to or under the best-applicable ability score results in a advance.
successful save.
Scrolls are related to Grimoires except that they do not
When players encounter an NPC whose reaction to take up an inventory slot, do not generate Exhaustion
meeting the party is not immediately obvious, the on use unless enhanced, and are more easily created
referee rolls 2d6 and consults the below table to and transcribed. However, Scrolls burn into ash after a
determine their reaction. single use, which cannot be prevented or reversed by
2 3-5 6-8 9-11 12 any means.
Hostile Wary Uninterested Friendly Helpful Anyone may attempt to cast an arcane spell by holding
an item containing a spell in both hands and reading its
One gold coin is equal to ten silver coins, which in turn contents or inscriptions aloud. One point of
are equal to ten copper coins each, for a total of 100 Exhaustion is then added to the caster’s inventory
copper coins to every one gold coin. Ancient currency from the stress of wielding magic.
found in ruins varies in value depending on the Given enough time and protection, a player may
material, which is often neither gold, silver, nor copper. enhance a spell’s impact (e.g., increasing
Players are able to hire Hirelings to aid in their range/damage/efficacy/etc.) for the cost of an
expeditions. Hirelings have 1d6HP, a simple weapon additional Exhaustion point.
(d6 dmg), and 3d6 for each ability score, and cost 1- If a player attempting to cast a spell is Deprived or in
3cp per point of max HP per day to keep around. It is immediate danger, they must succeed a WIL save to
also very wise to give them a fair share of any treasure avoid Ill Effects from casting the spell as described in
the group obtains, for fear of mutiny. the Ill Effects table. Ill Effects are always rolled
randomly.
Relics are special items enchanted with a magical spell
or power, including wands, staves, and enchanted
equipment as well as inherently magical objects. Using
them does not incur Exhaustion unless the use is
enhanced. They have limited charges as well as
stipulations regarding how to recharge them, which are
often obscure and/or difficult.
Besides their reliquary abilities, Enchanted weapons
roll damage twice and take the higher result.
Enchanted armor obtains +1 additional DR.
Combat If a character takes more damage than their current HP
they are wounded, and any remaining damage is
At the start of combat, players must succeed on a DEX removed from their STR score. They must then
save to act before their enemies—otherwise, they go succeed on a STR save to avoid Critical Damage.
after.
Characters that take Critical Damage are unable to do
All players declare their actions before any dice are more than crawl and speak weakly until tended to by
rolled. Attacking characters roll the damage dice for an ally and allowed to rest. If left unattended, they will
their weapon, subtracting that many HP minus the die within an hour.
enemy’s DR from their target’s current amount.
Players may choose to destroy an equipped shield on
Attackers attacking with multiple weapons roll damage impact to avoid making a Critical Damage save. Shields
for each and keep the single highest result. Multiple require one hand to wield.
attackers targeting the same opponent work the same
way. A few minutes’ rest and a drink of water restores all of
a character’s HP, but leaves them vulnerable to random
Damage bonuses in the form of +“dice” (e.g., +d6, encounters, hostile or otherwise. If a character is
+d12, etc.) are rolled as an extra attack against the same Deprived of some crucial need, such as food, water,
target, with only the single highest die causing damage. or shelter, they cannot benefit from rests until satisfied.
Attacks against helpless targets always receive +d12.
If a character casts a spell or is Deprived for more than
Armor is described by its DR (Damage Reduction). 24 hours they gain a point of Exhaustion in their
Characters wearing armor subtract that armor’s DR inventory. One full day of rest removes one point of
score from any incoming damage. Unequipped armor, Exhaustion. If a player cannot add a point of
including shields, does not grant DR. exhaustion to their inventory due to lack of space, it is
If a player wishes to perform a daring combat instead subtracted from an ability score of the player’s
maneuver of some kind, the side most at risk makes choice.
an appropriate save to avoid the consequences. Ability score loss and serious diseases require the aid
Attacks are said to deal Blast Damage if they affect a of a medical professional to be removed. Free services
wide area, such as those made by a large group of small exist, but quality and/or fast service necessitates
enemies, an explosion, or a huge sweeping weapon or payment.
object. Blast Damage is rolled separately for each If a character’s STR score is reduced to 0 they die
affected individual, with a maximum number of instantly and irretrievably except by extremely
affected targets equal to an additional roll of the powerful magic. If DEX or WIL is reduced to 0 the
attacking weapon’s damage die. character is either paralyzed or comatose respectively
Certain weapons are large or powerful enough to cause and cannot do anything except be carried to safety by
a guaranteed amount of damage. These are said to have an ally.
shock, which inflicts 1d2 damage no matter the DR of Enemies must pass a WIL save to avoid fleeing when
the enemy’s armor. These weapons are almost always their group takes its first casualty and again when they
bulky or require setup to use. are reduced to half their original number. Groups
Large groups of combatants fighting as a single unit are being led by an obvious leader use the leader’s WIL
called Detachments. When they take Critical Damage score, otherwise it is rolled individually. Lone enemies
they disperse and if their STR is reduced to 0 they are save when reduced to half and/or 0HP.
all slain. Individual attacks made against them are If a character dies, their player creates a new character.
Impaired unless they cause Blast Damage, and attacks The referee should find a way to incorporate them into
made by the Detachment receive +d12 and cause Blast the party as quickly as possible, even at the cost of
Damage. narrative realism. Remember—this is a game, and it
Attacks that are Impaired in some way (i.e., firing can only be fun if you’re playing it.
through cover, striking unarmed, etc.) deal d4 damage If an attack takes a character to exactly 0HP, they
no matter the equipped weapon and cannot receive receive a permanent Scar that changes your maximum
bonus damage. HP or ability scores as described in the below table.
Roll d12 Scar
1 Roll 1d6: 1=Neck, 2=Hands, 3=Eye, 4=Chest, 5=Legs, 6=Ear. Obtain a gruesome scar on the given
body part. Roll 1d8 and if higher than your current max HP change it to the new result.
2 Become disoriented and make all attacks Impaired until given an opportunity to refocus. Roll 1d8 and
if higher than your current max HP change it to the new result.
3 You are winded and become Deprived until given an opportunity to rest. Roll 1d4 and add the result
to your max HP.
4 Roll 1d6: 1-3=Leg, 4-6=Arm. The rolled limb is broken or dislocated in some way and is unusable
until mended. Roll 2d8 and if higher than your current max HP change it to the new result.
5 A vital organ is badly damaged. If you take Critical Damage before receiving serious medical attention
you die immediately. If repaired, roll 2d8 and if higher than your current max HP change it to the new
result.
6 Roll 1d6: 1=Nose, 2=Ear, 3=Finger, 4=Thumb, 5=Eye, 6=Chunk of Skin. The rolled extremity is
severed or otherwise removed. Make a WIL save and if successful increase your WIL score by 1d4.
7 Roll 1d4: 1=Leg, 2-3=Arm, 4-5=Hand, 6=Foot. The rolled limb is severed or requires amputation and
the attack automatically inflicts Critical Damage. When recovered, make a WIL save and if successful
increase your WIL score by 2d6.
8 Pull a ligament in your leg and become unable to move until given an opportunity to rest for at least 24
hours. When recovered, roll 3d6 and if the total is higher than your DEX score take the new result.
9 You are dealt a humiliating blow and any attacks made against you from that enemy gain +d6. If you
kill them, roll 1d6 and add the result to your max HP.
10 Your spine is broken, reducing your DEX score to 0 until you receive serious medical attention. When
this happens make a WIL save: if successful roll 2d4 and add the result to your STR score. If you fail,
your DEX and STR scores are permanently 1 unless magically remedied, and you may be paraplegic at
the referee’s discretion.
11 You receive a serious blow to the head, rendering you unconscious for a day. On waking, reroll your
WIL score on 2d6 and change your personality based on how different your new and old scores are.
12 You receive no physical injury from this attack but the impact was severe: the next time you receive
Critical Damage, you die instantly. If Critical Damage is avoided, roll 3d6 and if the total is higher than
your current max HP change it to the new result.
Equipment and Lodging (Prices in CP)
Armor Price Food and Provisions Price
Shield (+1 DR) 10 Travel rations 5/day
Helmet (+1 DR) 10 Animal feed 2/day
Light Armor (+1 DR) Leather, gambeson, 15 Basic meal 2
hide, etc. Gourmet meal 10
Medium Armor (+2 DR, bulky) Chain, 40 Alcohol (bottle) 1
linothorax, half-plate, etc. Alcohol (barrel) 60
Heavy Armor (+3 DR, bulky) Full plate, 60
splint, scale, etc.
Lodging Price
Common room bed 1/night
Weapons Price Private room 3/night
Light (d6, d4 thrown) Daggers, clubs, 5 Hot bath 5
handaxes, light hammers, sickles, whips, etc. Suite (includes a meal and a bath) 10/night
Medium (d8) Spears, staffs, shortswords, 10 Stabling and fodder 2/night
rapiers, maces, flails, morningstars, axes, tridents,
etc.
Heavy (d10, bulky, two-handed) Glaives, 25 Gemstones Price
halberds, mauls, war hammers, war picks, Small (<2cm diameter) 100
longswords, etc. Medium (2-4cm diameter) 200
Huge (d10, bulky, shock, two-handed) 50 Large (>4cm diameter) 300
Greatswords, greataxes, greatclubs, lances, etc. Common Selenite, agate, amethyst, etc. as size
Ranged, light (d4) Slings, javelins, darts 5 Uncommon Jade, emerald, sapphire, etc. size x2
Shortbow (d6, ranged, two-handed) 20 Rare Lapis, diamond, ruby, etc. size x3
Longbow (d8, bulky, ranged, two-handed) 40 Magic/Enchanted total x2
Crossbow (d10, bulky, ranged, requires 60
setup, two-handed)
Specialized Clothing Price
Hand cannon (d6, ranged, shock, requires 100
Winter (Fur coat, stud-sole boots, snow goggles, fur 30
setup, two-handed)
hat, and fur-lined gloves) (bulky)
Musket (d10, ranged, bulky, shock, 250
Noble (Embroidered cloak and tunic, fine boots) 50
requires setup, two-handed)
(+1 to reaction checks for non-clergy and
Hand grenade (d8, ranged, shock, blast, 80/ea.
non-monsters)
single use)
Clerical (Varies depending on religion) (+1 to 15
Arrows 1/ea.
reaction checks for clergy, -1 for monsters)
Bolts 2/ea.
Unlike armor, clothing does not use inventory slots
Shot, wadding, & powder (20 uses) 200 when worn. Wearing winter gear in warm weather
Melee weapons and ammunition may be Silvered, Deprives the wearer.
which has a +d12 bonus against monsters, for 3x the
standard price of the item. Given prices are for an average town of reasonable
size. In rural areas more expensive items are often not
Tools and Gear Price available, and cities contain rare, expensive, and unique
Simple Crowbar, carpentry/masonry tools, rope 5 goods not found in these tables, as well as
(50ft), caltrops, 10ft pole, sack, torches (5), opportunities to buy property, ships, and/or custom-
bedrolls, waterskins, etc. made armor and weapons.
Standard Cookpots, ladder (bulky, 10ft), 10
lantern/oil flasks, tents, etc. Grimoires, Relics, and Scrolls are somewhat rare and
Specialty Holy water, wolfsbane, lockpicks, 25 shops that sell them don’t often deal in currency: those
hourglass, mirror, spyglass, specialty climbing gear that do always charge a very high price. The best place
(block and tackle, grappling hook, spiked boots), to look for magic items is in the lofty ruins of old mage
mundane books, etc. towers, the depths of grave barrows, and other such
obscure places.
Spell List 12. Bend Fate: Roll 3d20. Saves made after this
spell must use one of the rolled results until all
Below is a list of 100 spells that may be found in dice are gone.
Grimoires and Scrolls across Almaia. As mentioned 13. Body Swap: Switch bodies with a creature
above, their manifestations will vary wildly depending you touch. If one body dies, the other dies as
on the tomes in which they are inscribed, but the well.
effects are the same in each instance. 14. Bookmark: Make a temporary copy of a spell
Unless otherwise noted, targets, whether creatures, currently being cast by another magic user
objects, or points in space, must be visible to the caster. that may be cast once using normal casting
“Nearby” targets are within 100ft of the caster and do rules during the spell duration.
not need to be seen to be affected. Spell effects do not 15. Build: Up to six 3x3x3ft cubes of a given
need to be observed after casting to remain in material may be summoned or banished at
existence. will for the spell duration. New cubes must be
affixed to a surface of the same material,
If a spell directly affects a creature it may make an including already existing cubes.
appropriate save to avoid the spell’s effects. A 16. Charm: A target creature treats you as a
successful save reduces but does not negate the spell’s friend for the spell duration.
effects. 17. Climb: You become able to climb any non-
When spell duration is noted, its effects last 1 hour or frictionless surface, including ceilings, for the
until the caster wishes them to end: otherwise, the spell duration.
effects are not time-constrained or cancellable except 18. Command: A target creature obeys a single
by another spell or mundane reparation. Spell effects three-word command that does not bring it
may be Enhanced (e.g., more targets, longer durations, harm.
stronger effects, etc.) for an additional point of 19. Comprehend: Become fluent in all languages
Exhaustion. for the spell duration.
20. Control Plants: Nearby plants obey you and
1. Adhere: A target is covered in a strong gain the ability to grow 5ft per minute for the
adhesive. spell duration.
2. Animate Object: An object follows your 21. Control Weather: Alter the current weather,
commands as best it can. indoors or outdoors, once.
3. Anthropomorphize: A touched nonsentient 22. Counterspell: Fail a WIL save using the WIL
creature either gains human intelligence or score of a spell’s caster to reverse the effects
human appearance for one day. of that spell as it is being cast.
4. Arcane Eye: Your vision is transferred to a 23. Deafen: Nearby creatures, excluding yourself,
floating orb that flies around at your are deafened.
command, for the spell duration. 24. Detect Magic: Nearby magic and its strength
5. Arcane Prison: A target is frozen in time and becomes detectable by one or more of your
space within an invulnerable shell. senses for the spell duration.
6. Arms: You gain two extra arms, one 25. Disassemble: Any of your body parts may be
underneath both of your usual ones. detached and reattached at will without
7. Attract: Two targets are strongly attracted as causing pain or damage for the spell duration,
if magnetically when within 10ft of each remaining controllable by you.
other. 26. Disguise: You alter the appearance of a
8. Auditory Illusion: Illusory sounds come person for the spell duration, as long as they
from a visible point of origin of your choice. remain human. Attempts to duplicate real
9. Babble: A living creature loudly and clearly people are imperfect but undetectable at a
repeats everything you think and is rendered glance.
otherwise mute. 27. Displace: A target appears to be 10ft from its
10. Beast Form: You and your possessions turn actual position.
into a mundane animal. 28. Earthquake: The ground shakes violently for
11. Befuddle: A creature of your choice is unable 20 seconds.
to form short-term memories for the spell 29. Elastic Form: Your reach extends up to 10ft.
duration.
30. Elemental Wall: A straight 40ft long, 10ft tall 48. Knock: A touched mundane or magical lock
wall of a given natural element rises from the unlocks.
ground. 49. Leap: You can jump 10ft into the air for the
31. Errant: Summon an armed humanoid able to spell duration.
answer most questions regarding combat. If it 50. Liquid Air: The air in an area determined by
finds you worthy it may aid you as a free the caster becomes able to be moved through
Hireling, otherwise it disappears after the spell as if by swimming.
duration. 51. Magic Dampener: Nearby magical effects
32. Filch: An inanimate object teleports to the are Impaired, if applicable, for the spell
next open space in your inventory. If no duration. Otherwise, their effectiveness is
spaces are available or the item is too large to halved.
carry, it appears on the ground in front of 52. Magic Well: A target inanimate object
you. becomes the target of every spell cast near it.
33. Fog: A dense haze spreads from you. 53. Manse: A sturdy, furnished dwelling appears
34. Frenzy: A target creature becomes violently for 12 hours. You are able to permit and
hostile. forbid entry at will.
35. Gate: A portal to a random location in a 54. Marbles: Your pockets are full of small,
given plane opens. round objects that refill for the spell duration.
36. Gravity: Change the direction of gravity for 55. Masque: A target humanoid’s voice and
yourself. appearance becomes identical to a previously
37. Greed: A target creature develops an touched humanoid for the spell duration.
overwhelming urge to possess a target item of 56. Mirror: An illusory duplicate of yourself
your choice for the spell duration. appears under your control for the spell
38. Haste: Your top movement speed is tripled, duration.
allowing you to act three times per round, for 57. Mirrorwalk: A target mirror becomes a
the spell duration. Spells cast during this time single-use gateway to another mirror you have
automatically incur Ill Effects. seen on the same day.
39. Hatred: A target creature develops a deep 58. Night: A 40ft-diameter illusory sphere of
hatred of another creature or object and will darkness displaying the night sky appears for
attempt to destroy it by any means for the the spell duration. Standing inside it makes the
spell duration. rest of the world appear as it would as if it
40. Hear: You become able to hear faint sounds were midnight.
clearly for the spell duration. 59. Object Form: You become an inanimate
41. Heavy: The gravity in an area determined by object between the size of a wagon and an
the caster triples. apple for the spell duration.
42. Hover: A target inanimate object hovers 60. Ooze Form: You become a living jelly for the
frictionless 2ft above the ground, able to spell duration.
support up to 250lbs. 61. Pacify: A target creature develops an aversion
43. Hypnotize: A touched creature enters a to violence for the spell duration.
trance for the spell duration and will answer 62. Phobia: A target creature becomes terrified
as truthfully as possible 3 yes-or-no questions. of another target for the spell duration.
44. Icefinger: A thick layer of a hard, slippery 63. Pit: A 10ft wide, 5ft deep hole opens in the
substance spreads across a touched surface, ground.
up to 20ft in diameter. 64. Psychometry: Ask the referee a single yes-or-
45. Idol: A statue of a given form rises from the no question about a touched object. Before
ground. they answer, make a WIL save: if you fail, the
46. Illuminate: A floating light moves at your referee does not have to tell the truth.
command for the spell duration. 65. Pull: A target inanimate object of any size is
47. Jump: A target inanimate object ceases to pulled directly toward you with the strength of
exist and reappears 10 minutes later in the a horse for 1 minute or until cancelled.
nearest unoccupied space to where it jumped 66. Push: A target inanimate object of any size is
from. pushed directly away from you with the
strength of a horse for 1 minute or until 86. Swarm: Become a swarm of a given type of
cancelled. vermin for the spell duration, acting as a
67. Raise Dead: A skeleton or corpse rises from Detachment of those vermin.
the ground to serve you. It is remarkably 87. Telekinesis: Move a target up to 10ft in any
stupid and can only obey simple orders. direction without contact, once.
68. Read Minds: You hear the surface thoughts 88. Telepathy: Two target creatures become able
of nearby creatures for the spell duration. to hear each other’s thoughts at any distance
69. Repel: Two targets are strongly repelled from for the spell duration.
each other as if magnetically when within 10ft 89. Teleport: A target inanimate object
of each other. disappears and reappears on the ground in a
70. Rush: Time in a 50ft sphere moves 10x faster chosen clear, visible space up to 50ft away
for the spell duration. from where it started.
71. Scry: You see through the eyes of a creature 90. Tether: Two objects within 10ft of each
you touched earlier in the same day for the other are unable to be moved more than 10ft
spell duration. apart.
72. Sculpt: Inanimate material behaves like clay 91. Thicket: A dense mass of a given plant up to
for you for the spell duration. 50ft in diameter sprouts from the ground.
73. Séance: The spirit of a touched dead body 92. Thumb: A spectral vehicle appears for the
manifests and answers 3 questions. spell duration able to move unnaturally fast
74. Servant: A visible humanoid appears for the over any terrain, including water.
spell duration and obeys safe, polite requests. 93. True Sight: All nearby illusions disappear for
75. Shrink: You and up to one other touched you.
creature are reduced to the approximate size 94. Upwell: A spring of a given liquid appears.
of a mouse. 95. Visionmaster: Control what a target creature
76. Shroud: A target creature is rendered invisible sees for the spell duration.
as an illusion until they move. 96. Visual Illusion: A silent, immobile illusion of
77. Shuffle: Two target creatures instantly switch your choice appears up to 20x20x20ft in size.
places. 97. Ward: A circular boundary 50ft in diameter
78. Sleep: A target creature falls into a light sleep. appears on the ground that prevents a given
79. Slow: Time in a 50ft sphere moves 10x slower type of creature, object, or material from
for the spell duration. passing over it from any direction for the spell
80. Smell: You become able to smell as well as a duration.
bloodhound for the spell duration. 98. Web: Your wrists can shoot ropes of a thick,
81. Smoke Form: You and your possessions sticky substance for the spell duration.
become an opaque gas for the spell duration. 99. Wings: Your arms turn into huge wings of a
82. Sort: Any number of target inanimate objects given type for the spell duration.
sort themselves according to visually- 100. Wizard Mark: Your finger shoots a stream of
verifiable categories you choose. octarine-colored paint for the spell duration,
83. Spectacle: An unconvincing but impressive permanently visible only to you and able to be
illusion of your choice, up to the size of a seen at any distance, even through solid
palace and featuring motion and sound, objects.
appears under your control for the spell
duration.
84. Supersight: You are able to see through
inanimate objects at will for the spell duration.
85. Surge: A target inanimate object grows to the
size of a house. If it is an animal it becomes
enraged as per Frenzy for the spell duration.
Ill Effects
As described in the Magic section above, if a player attempting to cast a spell is Deprived or in immediate danger they
must succeed a WIL save to avoid Ill Effects from casting the spell, which represent unpredictable mercurial
fluctuations and tears in the fabric of magic caused by lack of focus. Ill Effects are always rolled randomly with 2d20
unless the referee has something devious in mind. On a failed save a player may avoid the incursion of Ill Effects by
smearing a small amount of blood on the item containing the spell and spending a number of points of STR equal to
half the number of times they have used this ability for the spell being cast, rounded up.
Roll Ill Effect
2 The caster’s soul is corrupted, causing 3d6 damage, -1d4 to all ability scores, and -1d4 to their max HP.
3 The caster’s flesh is corrupted, sloughing off in chunks (-1d4 max HP per day). Only healable by magic.
4 The caster’s head painfully transforms into that of an animal. Roll 1d6: 1=Reptile, 2=Goat, 3=Bull,
4=Rodent, 5=Insect, 6=Fish.
5 The caster’s limbs are replaced with octopus-like tentacles over the course of several weeks.
6 Small, twitching but otherwise functionless tentacles grow around the caster’s mouth and ears like a beard,
growing at a rate of 1 inch per month until 1ft long.
7 The caster sprouts a third eye with Truesight. Roll 1d4: 1=Forehead, 2=Palm, 3=Chest, 4=Back of head.
8 Over a week the caster’s dominant hand transforms into a crustacean claw, able to attack for d6 damage.
9 The caster grows a tail over the course of several days. Roll 1d6: 1=Scorpion (d4 sting, shock), 2=Snake,
3=Demonic (+1 DEX), 4=Hairless and prehensile, 5=Ankylosaurus (d6 club), 6=Horse.
10 The caster’s biology is corrupted. Roll 1d4: 1=Caster grows scales, 2=Caster grows gills on sides, 3=Caster
sprouts small, sparse, full-body feathers, 4=Caster’s fingers and toes become webbed.
11 The caster grows a beak in place of a mouth over the course of a month and gains a d4 bite attack.
12 The caster slowly weakens, suffering -1 to STR each month for 1d4 months.
13 An exact duplicate of the caster’s face grows on their back. It is unable to speak but is otherwise fully
functional, including being able to eat, smell, breathe, and see.
14 The caster’s metabolism increases such that they lose 2d10lbs over a month, suffering -1 to STR.
15 The caster’s metabolism decreases such that they gain 6d12lbs over a month, suffering -1 to DEX.
16 The caster develops a glowing and audibly crackling magical aura.
17-26 The spell misfires. Refer to the Misfire Effects table.
27 The caster’s soul fuses with a fragment of a dead demon’s soul. Roll 1d6: 1-2=Fingers turn to claws (d6
slash), 3-4=Feet turn to hooves (+1 DEX), 5-6=Sensitivity to light (d4 damage for every hour in full sun).
28 The caster’s skin color is corrupted. Roll 1d8: 1=Albino, 2=Pitch black, 3=Transparent, 4=Shimmering,
5=Lapis blue, 6=Lemon yellow, 7=Veiny grey-green, 8=Demonic red-brown.
29 Huge, bull-like demon horns grow gradually out from the caster’s forehead over the course of several
months. When fully grown, the caster gains a d8 gore attack.
30 The caster’s nose narrows to slits and their tongue forks, able to smell as a snake.
31 The caster’s hair is corrupted. Roll 1d4: 1=Turns bone white, 2=Turns pitch black, 3=Falls out, 4=Sticks
straight up, unable to be styled down no matter the length.
32 The caster’s eyes are corrupted. Roll 1d4: 1=Glow octarine, 2=Become light sensitive (-1 to all rolls in
daylight), 3=Infravision (see heat signatures for 100ft), 4=Become fishlike and unblinking.
33 One of the caster’s legs grows 6 inches (-1 DEX).
34 The caster develops leaking pustules on their face only healable by magical means. (-1 to reaction checks)
35 The caster develops a compulsion to pick at their skin, resulting in painful lesions and open sores on their
hands, face, neck, and arms. (-1 DEX, -1 to reaction checks)
36 The caster’s ears are corrupted. Roll 1d6: 1-2=Become pointed, 3-4=Fall off (character still hears
normally), 5-6=Shrivel and fold back like a goblin.
37 The caster develops a chill and cannot be perfectly quiet due to chattering teeth. (-1 DEX)
38 The caster’s facial appearance is disfigured based on the misfired spell. Ask the referee what you look like.
39 The caster’s height changes by 1d20-10 inches, but weight is not affected.
40 The caster passes out and is unconscious for 1d6 hours or until vigorously awakened.
Roll Misfire Effects
1 Nearest ally undergoes corruption as Ill Effect 2.
2 A random spell is cast instead on the same target. If not applicable, it explodes (d6, blast, shock).
3 The caster's tongue bursts into flame, dealing 2d4 damage before it is completely reduced to ash. They can
no longer speak intelligibly or cast spells until healed by magical means.
4 Explosion centered on nearest creature (d6, blast, shock)
5 If the spell is being cast from a Grimoire, the page it is on burns up like a scroll. If being cast from another
source, the item explodes and is destroyed, dealing d6 +shock damage.
6 Magical energies overwhelm the caster's nervous system, rendering them blind, deaf, mute, and paralyzed
until healed by magical means.
7 The spell has the exact opposite effect as intended. If unclear, the target explodes (d6, blast, shock).
8 The spell is cast on the caster instead. If not applicable, the caster explodes (d6, blast, shock).

Background Elaborations (Optional)


Almaia is a sandbox for the referee to fill with whichever cities, countries, and peoples they see fit, with the only hard
guidelines being that characters must belong to the lower levels of society as opposed to the wealthier classes.
Should referees or players want more detail from the get-go in this regard, players may choose to further flesh out
their characters with the following background elaborations, which provide some worldbuilding sparks to help get
the game on its feet before play even starts. Feel free to come up with your own backgrounds using these guidelines,
but remember: the players must come from the lower classes. Otherwise, what’s so bad about being in debt?

Beggar Burglar
The bottom rung of society, lower than even slaves and A thief specializing in breaking and entering.
peasants. At least they have jobs.
Starting Equipment: Dagger (d6), lockpicks
Starting Equipment: Staff (d8), alms bowl
What is your favorite thing to steal?
Why are you begging? (Roll 1d4, or choose)
1. Jewelry, because they always keep it in a nice
1. Your farm was seized by annoying tax box for you in the wardrobe.
collectors and is now occupied by a travelling 2. Gold, because you’re just going to sell anything
stage show caravan. else anyway.
2. You’re a disgraced alderman, expelled from 3. Ancient artifacts. Call it archaeology.
your village’s council for expressing contrarian 4. Books, because if you can’t sell them at least
opinions. you can learn something.
3. A now-benign bout of smallpox left you too
disfigured to continue your… hospitality Food for thought: What was your favorite break-in? What
service. did you steal?
4. Beats working.
Food for thought: Who is the strangest person you’ve met
while begging? Where do you beg?
Con-Artist Gongfarmer
A professional liar, but the non-thespian, illegal kind. It’s a dirty job, but someone has to do it.
Starting Equipment: Dagger (d6), noble clothes (see Starting Equipment: Shovel, sack of human excrement
Equipment for details)
What is the strangest thing you’ve found in the cesspits?
What is your con?
1. A wedding ring. You wear it to this day.
1. Convincing nobles to buy up barren land. 2. An enchanted sword, but you dropped it and
2. Selling fake magical artifacts that you actually couldn’t find it again.
make yourself. 3. A dead body, and you have a hell of a story
3. Rigging betting odds in your favor at tourneys. about it.
4. Good old fashioned fortune-telling fraud: 4. The lord mayor’s runaway daughter… and the
removing “curses” for a fee. son of the lord mayor of the next town over.
Food for thought: Who was your favorite mark? How did Food for thought: Whose cesspit do you clean? How long
you con them? have you been doing it?
Drunkard Gravedigger
You had another job, but were usually too drunk to It’s really not as bad as everyone seems to think it is.
work and got fired. At least you have booze left. It’s a great workout, anyway.
Starting Equipment: Broken bottle (d4), bottle of alcohol. Starting Equipment: Shovel, half-full oil lamp
What was your job before getting canned? Where is your graveyard?
1. Brewer. Ironic, right? 1. Behind the old chapel on the hill. Something
2. Court jester. A pretty good one, too. inside sings at night.
3. Boxer. The liquor made the hard hits hurt less. 2. In the center of a huge city. It’s noisy, but
4. Priest. You weren’t very pious, obviously, but home.
you were committed. 3. Out in the countryside. You’ve gotten used to
the ghouls, but the wraiths still spook you.
Food for thought: How do you pay for your booze now? 4. You don’t have one. You’re the world’s one
What’s your favorite kind? and only travelling gravedigger.
Gambler Food for thought: What’s the scariest thing to have
You’ve lost more than you’ve won, but that doesn’t happened to you while digging graves?
stop you from trying.
Starting Equipment: Dagger (d6), deck of cards
What is your gamble of choice?
1. Games: dice, cards, you name it, you’ve bet on
it.
2. Fights: dogs, roosters, and/or people.
3. Races: carts, horses, even snails from time to
time.
4. Property investment. Most of the party’s debt
is yours.
Food for thought: What is the most you’ve won on a bet?
The most you’ve lost?
Highwayman Mage-Apprentice
A thief utilizing cutting edge technology to rob You hope to become a full-fledged mage someday, but
caravans, convoys, and other travelers. for now you’re stuck cleaning cauldrons.
Starting Equipment: Hand cannon (d6, shock, requires Starting Equipment: Dagger (d6), random scroll
setup, two-handed), shot/wadding/powder (20 shots),
domino mask What kind of magic are you most interested in?

What’s your schtick? 1. Enchantment. Why settle for less than your
potential?
1. Gentleman robber. You’re great with the 2. Transmorphery. Why be someone when you
romancing. can be anyone?
2. “We are but poor, lost, circus performers…” 3. Necromancy. Spooky, maybe, but useful.
3. You’re actually a sea pirate. The “highway” part 4. Conjuration. You like making things.
is relative to where you are at the time.
4. You don’t really have one. You just try to make Food for thought: What mage do you serve? What kind of
ends meet, doing the best you can. magic do they practice?

Food for thought: What is the biggest robbery you’ve Mercenary


made? What did you steal, and from whom? A hired soldier, allied with whoever pays best.
Indentured Servant Starting Equipment: Halberd (d10, bulky, two-handed),
The most common profession in Almaia besides light armor (+1 DR)
general peasantry. Who do you work for now?
Starting Equipment: Staff (d8), servant’s uniform 1. A thieves’ guild, technically, but you’re the only
Who do you serve? survivor after an ambush.
2. A very old man too old to carry out his revenge
1. A sweet old lady that just needs help around himself.
the house. You’re luckier than most. 3. The Crown. Enlistment was low this month.
2. One of the village aldermen. She likes foot 4. No one. You’re between jobs.
massages.
3. A landlord. You’re basically a peasant with a Food for thought: What is the most horrible thing you’ve
written contract. seen at war? The most beautiful thing?
4. A harbormaster. It’s backbreaking work, but Monsterhunter-Apprentice
it’ll be worth it when you’re freed.
Not many last long enough to become monsterhunters
Food for thought: What made you decide to enter in their own right, but you’re pretty determined.
servitude? What are you going to do when freed?
Starting Equipment: Silvered dagger (d6, +d12 vs
monsters), wolfsbane
What’s your favorite quarry?
1. Undead. They’re usually pretty straightforward.
2. Dragons. You’ve only helped slay infants so
far, but you’re working up to children soon.
3. Pixies. The bites are annoying, but that’s the
worst part.
4. Goblins. They’re everywhere and someone’s
always looking to pay to get rid of them.
Food for thought: What monsters have you slain so far?
What was the most dangerous?
Peasant Slave Fighter
The most common profession in Almaia. It’s not A gladiator of the fighting pits, raised since youth to
glorious, but you’re alive, aren’t you? fight.
Starting Equipment: Pitchfork (d6, bulky), stubborn live Starting Equipment: Longsword (d10, bulky), helmet (+1
goat (5/8/15, 3HP, d8 gore) DR)
What do you farm? Who was your most famous kill?
1. Turnips. You hate them, but you grow enough 1. Janery Slane, the Butcher of Fromwith.
to know that everyone else must not. 2. Pinky, the famed fighting goblin.
2. Goats. Incredibly useful, insanely hard to 3. The Vercingenorus Twins, Hinkle and
manage. Bladewright.
3. Dirt, for the time being. The field you’re 4. A mountain troll owned by one of the
assigned to is being fallowed this season. slavemasters. You didn’t even need silver.
4. Lots of things. You’re from a particularly fertile
part of the country. Food for thought: How did you incur your debt in the
pits?
Food for thought: What job do you want to have instead,
if anything? Smuggler

Pickpocket You’re not a thief per se; more like a transporter of


things other people have stolen.
A thief specializing in sleight-of-hand and crowd
control. Starting Equipment: Shortsword (d8), waterproof sack

Starting Equipment: Dagger (d6), small chest with lock What do you smuggle?
and key 1. People. Mostly political refugees, but there’s
What was your biggest job? always exceptions.
2. … Pharmaceuticals.
1. The Festival of Narbad in Olm. Those priests 3. Food. The Crown isn’t nearly as reliable at
never knew what hit ‘em. distributing surplus as they claim they are.
2. The dock markets at Port Grand. All those 4. Magic supplies. Some parts just don’t trust
merchants in their stalls were positively ripe for mages very much.
the picking.
3. A ball at the Palace. Yes, THE Palace. Food for thought: How do you smuggle your goods? Have
4. Inside the Crown’s Bakery during peak hours, you ever had any interesting hangups?
stowing your takings behind the industrial Street Performer
ovens.
People love a show.
Starting Equipment: Wooden sword (d6), stage makeup
What’s your act?
1. Religious plays. The holidays are always
profitable.
2. Comedy plays. Usually raunchy.
3. Musicals. They haven’t quite caught on yet, but
you feel like they will eventually.
4. Tragic romance plays. Sometimes you just need
a good cry.
Food for thought: Who else is in your troupe? What is
your favorite show to perform?
Ragpicker Ratcatcher
You walk the streets, collecting old clothes from The cities are full of vermin. You take care of just one
people to give to the needy. kind.
Starting Equipment: Dagger (d6), bundle of old clothes Starting Equipment: Club (d6), faithful but vicious terrier
dog (7/13/10, 2HP, d2 bite)
What do you collect?
Where do you work?
1. Shoes. You’re also a cobbler, since most of
them need new soles. 1. The sewers underneath the Capital. Big, nasty
2. Undergarments. Hey, the poor need them too. buggers down there.
3. Children’s clothes. They grow up so fast. 2. The dank alleys of Under-Town. You’d bet
4. Anything people will give you. You mend it all there’s more rats than thieves there, and there’s
before handing it out. a lot of thieves.
3. The Crown Granary. You still don’t know why
Ranger they don’t just get a few cats like they do in the
You live in the wilds, keeping nature from getting too country.
close to civilization. 4. The wharfs at Riverside Harbor. Who knew
rats could swim so well?
Starting Equipment: Longbow (d8, bulky), 20 arrows in a
quiver, winter clothes (bulky, see Equipment for more Food for thought: What is your rat-catching method of
details) choice? Do you work alone?

Where do you range?


1. The Crownwood. Surprising amount of
beasties there, for being so near the Palace.
2. The Jinara Mountains. You also help with
managing bandits.
3. Around Nelmar Fjord. It’s big, but as far as you
know you’re the only ranger there.
4. Wherever the wind takes you. You don’t like
being tied down by the Guild like so many
others seem to.
Food for thought: What is the weirdest thing you’ve seen
in the wilds?
CREDITS AND THANKS
Gary Gygax and TSR (for popularizing the hobby)
Yochai Gal (for Cairn)
Ben Milton (for Knave)
Goodman Games (for DCC)
Chris McDowall (for Into the Odd and Electric Bastionland)
Hecatohedral Monk (for their Magical Mishaps table)
Definitely-Not-A-Bot and the CU Boulder D&D Discord (for inspiration)
Daniele R. (for help brainstorming)
My dad (for getting me into TTRPGs, and the obvious, I guess)
You (for your time)
…and countless other forgotten sources of mechanics and inspirations. Let me know if I left you or anyone else out!

Title page font: High Tower Text


Body font: Garamond

Elements of this game are free to be hacked, reworked, reskinned, recycled, etc. with written credit to 1d6 Gnolls or
A.A. Carroll and any of the above credits that are applicable.
Thanks again for reading, and super thanks for playing!

All images are public domain, to my knowledge.


Written and published by A.A. Carroll on behalf of 1d6 Gnolls Games, May-July 2021

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