Post by aribjorn on Oct 30, 2012 19:19:08 GMT -5
Dwarven Glory written by K-Slacker, inspired by Searchers of the Unknown by Nicolas Dessaux and SotU Refired by Simon J. Bull. Visit dwarvenglory.wordpress.com/.
No challenge or claim to the ownership of any trademarks is intended or implied. This is a not-for-profit fan work, believed to reside within Fair Use.
Dwarven GloryMinimalist Post-Ragnarök Roleplaying (Core Rules)
You are a Dwarf.
Not the proud and stubborn warrior found in so many fantasy novels and
RPGs, however; but a crafty, elusive trickster with an affinity for magic. In
Norse sagas and legends, the greatest magicians are often dwarves. They are
associated with rocks, the earth, luck, craft, metal work, wisdom, and greed.
You live within an isolated dwarven enclave of Asgård. Your people were
spared much of the hardship that fell upon other races during Ragnarök.
However, there were still many smaller dwarf-holds and colonies that were
lost to earthquakes, goblin hordes, fell monsters, or other disasters.
It is your mission to determine what has become of these settlements…
Race and Cla ss
In Dwarven Glory, all Player Characters are Asgårdian Dwarves. In
addition to the traits listed below, dwarves possess darkvision with 6” range
and gain combat bonuses against goblins, trolls, and giants.
Each PC must select a class. Fighters are good at combat and athletics.
Thieves are skilled and sneaky. Runecasters have mastered the arcane
secrets of runes. (Monsters and most NPCs do not have a class.)
Dwarf PCs may reach a maximum of 5th level as fighters, 7th level as
thieves, and 9th level as runecasters.
Hit Po int s
Characters have 1 HD per level. PCs start with maximum hit points at 1st
level, then roll all HD at each additional level, ignoring the new result if it is
lower than the previous value. Fighters have 1d10 hp per HD, Thieves have
1d8, and Runecasters have 1d6. (Monsters usually, but not always, have
1d8 hp per HD.) Dwarves gain +3 bonus hit points.
Equipment
PCs will be provided with standard adventuring supplies (food, alcohol,
etc.). In addition, each character may select 4 pieces of equipment. Medium
armour counts as 2 selections. Heavy armour counts as 3 selections. 2 light
weapons may be taken as 1 selection. Thieves may spend 1 selection for a
thieves’ tools. Runecasters can master 1 rune per equipment selection.
Armour AC Movement Examples / Notes
None 9 9” –
Light Armour 7 9” Hide Armour, Leather Jerkin.
Medium Armour 5 7½” Chain Hauberk, Breastplate.
Heavy Armour 3 6” Dwarven Plate.
Shield –1 – Cannot use 2-handed weapon.
A lower AC makes you harder to hit, but is detrimental in other ways. Note
that movement rates listed are for dwarves only. By convention, 1” equals
10 ft at the dungeon scale, and is typically 3 miles at the wilderness scale.
Weapon Damage Notes
Light Melee 1d6 Fast, concealable, can be thrown for 1d4.
Medium Melee 1d8 Requires 2 hands, ‘standard’ melee weapon.
Light Ranged 1d4 Fast, concealable, out of ammo on a 1.
Medium Ranged 1d6 Requires 2 hands, out of ammo on a 1 or 2.
Dwarves are unable to use heavy weapons and must wield medium-sized
weapons with 2 hands. Regardless of weapon type, thieves can inflict a max
of 1d8 base damage, and runecasters can inflict a max of 1d6 base damage.
The Characte r Sheet
Invent a name, an appellation, a one-line description, and your character is
ready to adventure! For example:
Kivik Forkbeard. Dwarf Thief 1 (XP 0), HD 1d8+3 (hp 11), AC 7 (leather
jerkin), MV 9”, SV +6, military pick (med melee Atk +0, 1d8), short bow
(med ranged Atk +1, 1d6), thieves’ tools. A shrewd but lonely craftsdwarf.
Combat
Surprise: In cases where a group may be caught by surprise at the start of
combat, a Subterfuge check must be made (see Adventuring Skills, below).
Roll only once, using the worst skill value for each side. Success indicates
that the other group is surprised, and loses one combat round.
Initiative: Each combatant rolls 1d6 to determine initiative. Fast weapons
are +1 to initiative, slow weapons are –1. The combatant with the highest
initiative acts first, with others following in descending order.
Attack: Roll 1d20 + target’s AC. Fighters add their level. Thieves add their
level with light or ranged weapons, otherwise they add ½ their lvl (rounded
down). Runecasters add ½ their level with light weapons only. Monsters
add their HD. Ranged weapons cannot be used in melee. 20+ is a hit.
Damage: On a hit, roll damage dice and subtract the result from hit points.
At 0 hp monsters are slain. A PC or important NPC is incapacitated at 0 hp,
but will survive until he reaches a negative hit point total greater than his
level. Incapacitated PCs are either left for dead or captured.
Death’s Door: A fortitude save vs. death (see Saving Throws, below) is
permitted to survive an effect that would otherwise cause a PC’s demise. If
successful, the character is reduced to minimum hit points and incapacitated.
Morale: In battle, NPCs and monsters are subject to morale. Both sides roll
1d20 and add the level (or HD) of their greatest combatant. If either side is
doubled they will flee. The referee may roll separately for distinct groups of
monsters, and may interpret other outcomes from the results, such as falling
back or surrender. Combatants get a free attack against a fleeing opponent.
Recovery: PCs who remain above 0 hp recover 1 hp per full turn spent
resting (when exploring a dungeon), or all lost hp by resting for a full
movement phase (on the wilderness map). PCs who have been incapacitated
recover at the much slower rate of 1 hp per day until fully healed, unless
medical treatment (such as healing magic) is applied.
Adventuring Ski l l s
All skill checks are attempted by rolling 1d20 + AC. Player Characters (and
NPCs) add ½ their level (rounded down) unless stated otherwise below.
Monsters typically add ½ their HD. A result of 20+ indicates success.
Athletics: Swimming, climbing, running, jumping, forcing doors, lifting
gates, horsemanship, taming a wild beast, and so on are all feats of Athletics.
Fighters add their level (instead of ½) and gain a +3 bonus to the check.
(Dwarves have a +2 bonus on Athletics checks involving strength or
endurance, but take a –2 penalty to checks involving grace or agility.)
Subterfuge: Sneaking around, hiding in shadows, disguise, detecting traps,
sleight of hand, sensing hazards in dungeons, and finding secret doors are all
feats of Subterfuge. Thieves add their level and gain a +3 bonus.
(Thieves (only) can use their thieves’ tools to open locks, remove traps, and
disable mechanical devices of various sorts. This is accomplished with a
Subterfuge check, and cannot be attempted if the thief wears heavy armour.)
Lore: Deciphering runes and inscriptions, solving riddles, negotiation and
diplomacy, composing a fitting ode to a chieftain, and the like are all feats of
Lore. Runecasters add their level and gain a +3 bonus.
(Runecasters (only) can prepare and activate runes with a successful Lore
check. The caster cannot wear medium or heavy armour or use a shield.)
Saving Throws
A saving throw allows a character to avoid a threat or lessen its effect. Roll
1d20 + level (or HD); 20+ is a success. Fighters add +4 to this roll, Thieves
add +5, and Runecasters add +3. Dwarves have a +2 bonus to fortituderelated
saving throws, but take a –1 penalty to reflex saves.
Runic Magic
Runecasters are masters of magic, and dwarves are renowned runecasters. A
rune is a particular magic effect which is linked to a specially-prepared
carving. A starting runecaster may choose to master runes in exchange for
initial equipment. Additional runes must be gained through adventuring.
A runecaster must first scribe and prepare a rune. A maximum of 1 rune per
caster level can be prepared at a time. To trigger a prepared rune, the caster
must touch it and recite an appropriate poem or ode, taking 1 round. A Lore
check is then made, success meaning that the rune is activated as expected.
Failure does not destroy the rune, and the caster may try again next round.
Refer to the Runecasting supplement for additional rules and sample runes.
Experience
The referee will assign XP for treasure recovered, monsters defeated, and
quests completed. All experience earned is divided evenly among surviving
party members.
Starting PCs begin at 1st level with 0 XP. A PC then requires an additional
1,000 XP multiplied by his current level to advance to each new level; i.e., a
total of 1,000 XP to reach 2nd level, 3,000 XP to reach 3rd level, 6,000 XP
to reach 4th level, 10,000 XP to reach 5th level, and so on.
A character must return to his clan hall for training, or be trained by a
higher-level PC of the same class, before gaining the benefits of a new level.
No challenge or claim to the ownership of any trademarks is intended or implied. This is a not-for-profit fan work, believed to reside within Fair Use.
Dwarven GloryMinimalist Post-Ragnarök Roleplaying (Core Rules)
You are a Dwarf.
Not the proud and stubborn warrior found in so many fantasy novels and
RPGs, however; but a crafty, elusive trickster with an affinity for magic. In
Norse sagas and legends, the greatest magicians are often dwarves. They are
associated with rocks, the earth, luck, craft, metal work, wisdom, and greed.
You live within an isolated dwarven enclave of Asgård. Your people were
spared much of the hardship that fell upon other races during Ragnarök.
However, there were still many smaller dwarf-holds and colonies that were
lost to earthquakes, goblin hordes, fell monsters, or other disasters.
It is your mission to determine what has become of these settlements…
Race and Cla ss
In Dwarven Glory, all Player Characters are Asgårdian Dwarves. In
addition to the traits listed below, dwarves possess darkvision with 6” range
and gain combat bonuses against goblins, trolls, and giants.
Each PC must select a class. Fighters are good at combat and athletics.
Thieves are skilled and sneaky. Runecasters have mastered the arcane
secrets of runes. (Monsters and most NPCs do not have a class.)
Dwarf PCs may reach a maximum of 5th level as fighters, 7th level as
thieves, and 9th level as runecasters.
Hit Po int s
Characters have 1 HD per level. PCs start with maximum hit points at 1st
level, then roll all HD at each additional level, ignoring the new result if it is
lower than the previous value. Fighters have 1d10 hp per HD, Thieves have
1d8, and Runecasters have 1d6. (Monsters usually, but not always, have
1d8 hp per HD.) Dwarves gain +3 bonus hit points.
Equipment
PCs will be provided with standard adventuring supplies (food, alcohol,
etc.). In addition, each character may select 4 pieces of equipment. Medium
armour counts as 2 selections. Heavy armour counts as 3 selections. 2 light
weapons may be taken as 1 selection. Thieves may spend 1 selection for a
thieves’ tools. Runecasters can master 1 rune per equipment selection.
Armour AC Movement Examples / Notes
None 9 9” –
Light Armour 7 9” Hide Armour, Leather Jerkin.
Medium Armour 5 7½” Chain Hauberk, Breastplate.
Heavy Armour 3 6” Dwarven Plate.
Shield –1 – Cannot use 2-handed weapon.
A lower AC makes you harder to hit, but is detrimental in other ways. Note
that movement rates listed are for dwarves only. By convention, 1” equals
10 ft at the dungeon scale, and is typically 3 miles at the wilderness scale.
Weapon Damage Notes
Light Melee 1d6 Fast, concealable, can be thrown for 1d4.
Medium Melee 1d8 Requires 2 hands, ‘standard’ melee weapon.
Light Ranged 1d4 Fast, concealable, out of ammo on a 1.
Medium Ranged 1d6 Requires 2 hands, out of ammo on a 1 or 2.
Dwarves are unable to use heavy weapons and must wield medium-sized
weapons with 2 hands. Regardless of weapon type, thieves can inflict a max
of 1d8 base damage, and runecasters can inflict a max of 1d6 base damage.
The Characte r Sheet
Invent a name, an appellation, a one-line description, and your character is
ready to adventure! For example:
Kivik Forkbeard. Dwarf Thief 1 (XP 0), HD 1d8+3 (hp 11), AC 7 (leather
jerkin), MV 9”, SV +6, military pick (med melee Atk +0, 1d8), short bow
(med ranged Atk +1, 1d6), thieves’ tools. A shrewd but lonely craftsdwarf.
Combat
Surprise: In cases where a group may be caught by surprise at the start of
combat, a Subterfuge check must be made (see Adventuring Skills, below).
Roll only once, using the worst skill value for each side. Success indicates
that the other group is surprised, and loses one combat round.
Initiative: Each combatant rolls 1d6 to determine initiative. Fast weapons
are +1 to initiative, slow weapons are –1. The combatant with the highest
initiative acts first, with others following in descending order.
Attack: Roll 1d20 + target’s AC. Fighters add their level. Thieves add their
level with light or ranged weapons, otherwise they add ½ their lvl (rounded
down). Runecasters add ½ their level with light weapons only. Monsters
add their HD. Ranged weapons cannot be used in melee. 20+ is a hit.
Damage: On a hit, roll damage dice and subtract the result from hit points.
At 0 hp monsters are slain. A PC or important NPC is incapacitated at 0 hp,
but will survive until he reaches a negative hit point total greater than his
level. Incapacitated PCs are either left for dead or captured.
Death’s Door: A fortitude save vs. death (see Saving Throws, below) is
permitted to survive an effect that would otherwise cause a PC’s demise. If
successful, the character is reduced to minimum hit points and incapacitated.
Morale: In battle, NPCs and monsters are subject to morale. Both sides roll
1d20 and add the level (or HD) of their greatest combatant. If either side is
doubled they will flee. The referee may roll separately for distinct groups of
monsters, and may interpret other outcomes from the results, such as falling
back or surrender. Combatants get a free attack against a fleeing opponent.
Recovery: PCs who remain above 0 hp recover 1 hp per full turn spent
resting (when exploring a dungeon), or all lost hp by resting for a full
movement phase (on the wilderness map). PCs who have been incapacitated
recover at the much slower rate of 1 hp per day until fully healed, unless
medical treatment (such as healing magic) is applied.
Adventuring Ski l l s
All skill checks are attempted by rolling 1d20 + AC. Player Characters (and
NPCs) add ½ their level (rounded down) unless stated otherwise below.
Monsters typically add ½ their HD. A result of 20+ indicates success.
Athletics: Swimming, climbing, running, jumping, forcing doors, lifting
gates, horsemanship, taming a wild beast, and so on are all feats of Athletics.
Fighters add their level (instead of ½) and gain a +3 bonus to the check.
(Dwarves have a +2 bonus on Athletics checks involving strength or
endurance, but take a –2 penalty to checks involving grace or agility.)
Subterfuge: Sneaking around, hiding in shadows, disguise, detecting traps,
sleight of hand, sensing hazards in dungeons, and finding secret doors are all
feats of Subterfuge. Thieves add their level and gain a +3 bonus.
(Thieves (only) can use their thieves’ tools to open locks, remove traps, and
disable mechanical devices of various sorts. This is accomplished with a
Subterfuge check, and cannot be attempted if the thief wears heavy armour.)
Lore: Deciphering runes and inscriptions, solving riddles, negotiation and
diplomacy, composing a fitting ode to a chieftain, and the like are all feats of
Lore. Runecasters add their level and gain a +3 bonus.
(Runecasters (only) can prepare and activate runes with a successful Lore
check. The caster cannot wear medium or heavy armour or use a shield.)
Saving Throws
A saving throw allows a character to avoid a threat or lessen its effect. Roll
1d20 + level (or HD); 20+ is a success. Fighters add +4 to this roll, Thieves
add +5, and Runecasters add +3. Dwarves have a +2 bonus to fortituderelated
saving throws, but take a –1 penalty to reflex saves.
Runic Magic
Runecasters are masters of magic, and dwarves are renowned runecasters. A
rune is a particular magic effect which is linked to a specially-prepared
carving. A starting runecaster may choose to master runes in exchange for
initial equipment. Additional runes must be gained through adventuring.
A runecaster must first scribe and prepare a rune. A maximum of 1 rune per
caster level can be prepared at a time. To trigger a prepared rune, the caster
must touch it and recite an appropriate poem or ode, taking 1 round. A Lore
check is then made, success meaning that the rune is activated as expected.
Failure does not destroy the rune, and the caster may try again next round.
Refer to the Runecasting supplement for additional rules and sample runes.
Experience
The referee will assign XP for treasure recovered, monsters defeated, and
quests completed. All experience earned is divided evenly among surviving
party members.
Starting PCs begin at 1st level with 0 XP. A PC then requires an additional
1,000 XP multiplied by his current level to advance to each new level; i.e., a
total of 1,000 XP to reach 2nd level, 3,000 XP to reach 3rd level, 6,000 XP
to reach 4th level, 10,000 XP to reach 5th level, and so on.
A character must return to his clan hall for training, or be trained by a
higher-level PC of the same class, before gaining the benefits of a new level.