Dragonslayer RPG Sample
Dragonslayer RPG Sample
TM
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Role-playing isn’t story-telling.
If the Dungeon Master is directing it, it’s not a game.
Gary Gygax
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Credits and Acknowledgements
Author and Designer: Greg Gillespie
Interior Art: Mustafa Bekir, Craig Brasco, Joey Docil, Mick Fernette, Brothers Fraim, Cory Hamel,
Trevor Hammond, Robin Irwin, Kennon James, Carl MacIntyre, Dave Needham, Peter Pagano,
Stuart Robertson, Tom Rogers, Val Semeiks, Phil Stone, DC Stow, Del Teigeler, Stephen Thompson
This game is not associated or affiliated with the motion picture film
Dragonslayer or Paramount Pictures Corporation.
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Table of Contents
Section 1: Introduction.................................. 6 Section 8: Dungeon Exploration.................... 260
Dragonslayer Character Sheet........................6 Light and Sight..............................................260
Introduction..................................................8 Time.............................................................260
Terminology..................................................9 Random Monsters..........................................260
Character Creation........................................10 Atmosphere and Silence.................................260
Ability Scores................................................10 Resource Allocation.......................................260
Character Races............................................12 Random Dungeon Restock.............................260
Character Classes.........................................18 Hidden Treasure............................................261
Multi-Class Characters...................................39 Doors...........................................................261
Alignment.....................................................40 Bricked Walls and Stone Doors.......................261
Trap Type and Trap Table...............................261
Section 2: Equipment.................................... 41 Trap Descriptions...........................................262
Coinage and Conversions..............................41 Swimming.....................................................262
Weapons......................................................41 Climbing.......................................................262
Armor...........................................................42 Rest..............................................................262
Basic Equipment List......................................43 Examples of Play...........................................263
Equipment Descriptions..................................44
Land and Water Transportation.......................45 Section 9: Retainers...................................... 265
Retainer Types...............................................265
Section 3: Spells........................................... 46 NPC Spell-Casting Costs................................265
Spell Lists......................................................46
Reading Spell Descriptions.............................52 Section 10: Adventure Design....................... 266
Spell Descriptions..........................................53 Introduction..................................................266
The Hamlet...................................................266
Section 4: Monsters...................................... 118 Basic Dungeon Design Process ......................266
Reading Monster Descriptions.........................118
Monsters......................................................118 Section 11: Random Dungeon Generator....... 268
Random Dungeon Generator.........................268
Section 5: Treasure....................................... 202 Random Dungeon Generator Worksheet.........274
Treasure Type Table.......................................202 Example: The Black Maze...............................276
How to Roll for Treasure.................................203 Dungeon Wander Monsters (HD: 1-5).............278
Gems and Jewelry.........................................203 Dungeon Wander Monsters (HD: 6-12)...........279
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In addition, never be a rules lawyer with your Maze
About Dragonslayer Controller. Just because the rules say a goblin has 1-1
hit dice, does not mean the goblin you are fighting in
Introduction your Maze Controller’s game has 1-1 hit dice. Just
because a spell has a certain duration or effect in the
The DragonslayerTM Role-Playing Game is the codification rules, does not mean the Maze Controller’s version of
of my longstanding Old School Renaissance (OSR) the spell is the same. More than likely, they will be the
homegame. My homegame is a reflection of how I same, but remember you are not in your game world,
played in the early 1980s with my schoolmates. Like you are in his or hers.
many of my generation, I used the engine of BX with
the chrome of First Edition. The result is a game that The League of Ordinary Gentlemen: Player characters
is simplified, but not simple. DragonslayerTM plays are not superheroes born with extraordinary powers.
fast, with just enough detail to provide an immersive Rather they are ordinary people thrust into extraordinary
gaming experience but not bog play down with useless circumstances. What does this mean? It means that you
actuarial rules. All my megadungeons, Barrowmaze, must bring your intellect, ingenuity, guile, and craftiness
Archaia, HighFell, and Dwarrowdeep were played and to each character you play. The secrets do not rest on
designed using the rules put forth in this book. Having your character sheet, they rest in your ability to problem-
said that, my homegame is both reflective and reflexive. solve unique situations and role-play at the table.
When we encountered other games and editions, we
experimented and responded to alternative ways of Game Balance: Some contemporary game companies
thinking and task resolution. We discarded many of and role-playing games note the importance of game
those rules and some, as you’ll see, we kept. balance to ensure player success. This is lame and a
boring sanitation of the hobby. Instead, if you really
First and foremost, DragonslayerTM is a game of want to know how to play role-playing games properly,
imagination. In order to play, someone must serve as read Sun Tzu’s The Art of War from 2,500 years ago.
the Maze Controller. The Maze Controller, or Game If you want to stay alive, set ambushes, engage in
Master, selects an adventure, or creates one using the deception, gather intelligence, always fight on ground
step-by-step process provided later in the book. The of your choosing, and, if your opponent outclasses you
players create individual player characters (PCs) outlined in an engagement - run away.
in the first chapter. Everyone at the table should have
a pencil, a set of polyhedral dice, a character sheet, Who’s in Control: Classic fantasy RPGs are occasionally
Funions, and Mountain Dew. Once the adventure and derided for too much control on the part of the Game
the PCs are ready, the adventure can begin in town or Master, or in this case, Maze Controller. Although the
outside a dungeon entrance. Maze Controller does have agency, it is the players
who control much of the game. The key to success is
Dragonslayer: Six Tenets to keep dice out of the hands of the Maze Controller.
If you choose to engage in combat, it is the Maze
Controller’s job (playing the monsters) to kill you. If you
Ask Exact Questions: DragonslayerTM, like all classic do not want to run into random monsters, then leave
fantasy role-playing games, is about asking good before the end of the first turn in the dungeon. If you do
questions. In order to ask good questions, players need not want to be killed, then avoid combat (which gives
to understand that the Maze Controller serves as their you comparatively few experience points in relation to
senses in the gameworld. Vision, hearing, touch, smell, treasure). In classic fantasy role-playing games, players
and taste, can only be determined by asking the right have agency and exert influence on the game.
questions. Good players constantly ask questions to
better interact with (and survive) their environment. Dice Rolls: The Maze Controller must roll all dice in
front of the players. There are exceptions. For example,
Rulings over Rules: This book cannot encompass every the MC rolls all thief skills, not the player. Thief skills are
possibility that might arise in a game session. The rules rolled secretly and qualitatively described to the player.
provide a set of reasonable guidelines to facilitate So, a badly failed result might be communicated as
play. The Maze Controller is the final arbiter of rule “No traps. All clear.” If the roll is close, but still a fail,
application. If players want to try something not covered the MC might say, “You try to pick the lock but you
in the rules, they should consult the Maze Controller just aren’t sure if it’s trapped or not.” In addition, all
prior to taking action. Once the Maze Controller rules, wandering monster checks are rolled secretly from the
the discussion is over and the game moves forward. As players (as well as their hit points). Players only roll
a Maze Controller, do not hesitate to incorporate the when called upon by the Maze Controller.
feedback of players prior to making a final decision on
gameplay.
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Percentile Dice: Percentile Dice, also called Percentage
Terminology Dice, are expressed as 1d100. In this example two
d10s are rolled. The first indicates the “ten” and the
DragonslayerTM uses specific terminology (and their second the “one” to provide a percentage number.
acronyms) common to role-playing games:
Hit Point (HP): Hit Points are an expression of the total
Maze Controller (MC): The Maze Controller, also called amount of damage a PC or a monster can sustain
the Game Master or Referee, runs the game session for before they are slain.
players and arbitrates the game rules.
Hit Dice: A monster’s total number of d8 hit points,
Player: The player is the person who creates a Player unless otherwise noted.
Character used in the game.
Armor Class (AC): Armor Class is a reflection of how
Player Character (PC): The Player Character (or PC) is difficult an opponent is to hit in combat.
the player’s alter-ego in the game world, such as Sonja
the Fighter or Jojen the Magic-User. Experience Point (XP): Experience Points are used to
measure the advancement of PCs. Experience points
Non-Player Character (NPC): NPCs are all the other correspond to PC levels.
characters encountered in an adventure. The Maze
Controller plays the NPCs. Level: A level reflects an experience point threshold to
advance a PC in power and ability.
Party: A party is a group of PCs joined together on an
adventure or quest. Encumbrance: Encumbrance is a measure of how
much a PC can carry prior to being overburdened.
Adventure: An adventure consists of one or more game
sessions in a specific location. Ability Score: There are six Ability Scores that reflect each
Player Character. They include Strength, Intelligence,
Campaign: A campaign is an adventure, or series of Wisdom, Dexterity, Constitution, and Charisma.
connected adventures, over an extended period of time.
Ability Check: An Ability Check is a d20 die roll against
Monster: A monster is any creature encountered in the a specific Ability Score. The roll must be under or meet
game. The Maze Controller plays all monsters. the Ability Score number to be successful.
Dice and Notation: Role-playing games use polyhedral Saving Throw: A saving throw is a d20 dice roll to
dice to determine random results. They include: avoid a serious, or potentially serious, effect. The roll
must meet or exceed the save number to be successful.
Die Definition
Race: Race refers to player character species such as
d4 A four-sided die human or demi-human.
d6 A six-sided die
Demi-Human: Demi-humans include all non-humans
d8 An eight-sided die characters such as Cyclopsmen, Dwarves, Elves,
d10 A ten-sided die Gnomes, Halflings, Half-Elves, and Half-Orcs.
d12 A twelve-sided die
Class: Class refers to a pre-defined player character
d20 A twenty-sided die archetype. The abilities, strengths, and weaknesses of
d100 Percentile dice each class varies.
In some instances, players are required to roll Morale: Morale is a measure of resilience, confidence,
multiple dice. Multiple dice are expressed as 2d6 or and fighting spirit. Those with low morale tend to flee
3d8 (meaning roll a d6 twice or a d8 three times, and those with high morale stand and fight.
respectively).
Hirelings: Hirelings are low skilled torch-bearers,
Modifiers may include 2d6+4 or 3d8+2. In these porters, and guides. Men-at-arms are Level 0 fighters.
examples, a d6 is rolled twice and 4 is added to the Henchmen are classed mercenaries for hire. Henchmen
result, or, in the latter example, a d8 is rolled three receive an equal share of PC treasure.
times and 2 is added.
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Character Generation Ability Scores
The first rule of DragonslayerTM Player Character Player Characters (PCs) possess six attributes. These
Creation is simple: All characters die eventually. Players include Strength, Intelligence, Wisdom, Dexterity,
need to play their characters with guile to ensure survival Constitution, and Charisma. Unless otherwise noted
at first level. Remember, the Maze Controller never kills no Ability Score may be lower than 3 or higher than 18
player characters, players kill their characters through (regardless of racial bonuses or penalties).
reckless play or fate (the dice).
4. Arrange your six Ability Scores to suit your desired race Strength
and class. Races consist of two groups: humans and
Melee Attack/Damage
demi-humans (Cyclopsmen, Dwarves, Elves, Gnomes Score
and Force Door Modifier*
Halflings, Half-Elves, and Half-Orcs). Demi-human
races receive adjustments (bonuses and/or penalties) 3 -3
to their Ability Scores. Classes consist of Clerics (and 4-5 -2
the Druid and Monk subtypes), Fighters, (including the
Barbarian, Paladin, and Ranger subtypes), Magic-Users 6-8 -1
(and the Illusionist subtype), and the Thief (and Assassin 9-12 0
subtype). Note your Ability Scores and modifiers, and 13-15 +1
any special racial or class abilities, on your Character
Sheet. Your rolls may not be high enough to play your 16-17 +2
first choice of race or class. 18 +3
5. Level 1 characters begin play with full hit points *All successful attacks score one hit point of damage
(listed under each class entry) plus/minus his or her (minimum). The modifier applies to all hand-held
Constitution Modifier. Hit points after Level 1 are rolled melee attack and damage rolls.
and the Constitution Modifier applied.
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Wisdom Score
Constitution
Hit Point Modifier*
Wisdom (Wis) describes metal discipline and the 3 -3
capacity to understand and gather insight into the
nature of existence. Clerics, druids, and monks require 4-5 -2
a high wisdom score. 6-8 -1
9-12 0
Wisdom 13-15 +1
Score Magic Saving Throw Modifier* 16-17 +2
3 -3 18 +3
4-5 -2
*All PCs receive one hit point per level (minimum)
6-8 -1 regardless of a negative modifier.
9-12 0
13-15 +1 Charisma
16-17 +2
18 +3 Charisma (CHA) refers to a player character’s physical
beauty, allure, persuasiveness, magnetism, along with
*Applies to all mind-influencing magical effects. leadership ability. Charisma influences the number of
retainers (henchmen and hirelings) a PC may retain
and bolsters their morale. As natural born leaders,
Dexterity paladins require a high charisma score.
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Role-Play: Humans are the baseline for fantasy role-
Character Races playing. Human civilizations, subject to the campaign,
may resemble early Anglo-Saxons, Vikings, Greek
Races consist of two groups: Humans and Demi- Hoplites, Spartans, Romans, or Pictish barbarians.
humans. Demi-humans include Cyclopsmen, Dwarves, These groups each possessed their own unique
Elves, Gnomes Half-Elves, Half-Orcs, and Halflings. language, dress, religion, and warfare, that provide
The ability scores generated in the previous section must inspiration for role-playing.
meet or exceed the minimum requirements of each race.
Humans have no minimum ability score requirements. Given no minimum racial ability score requirements,
Demi-humans, on the other hand, require at least one and no minimum class requirements to qualify, humans
ability score minimum to be eligible. Racial bonuses can play any manner or style of character:
may not lower Ability Scores below 3 or above 18.
Human Racial Abilities
Human Movement: Humans have a speed of 40 feet per round.
Ability Score Requirements: None Languages: Humans begin play with Common. A
Ability Score Modifiers: None human can speak Dwarf, Elf, Gnome, Halfling, or Suul,
subject to Intelligence Modifier.
Class and Level Limitations: None
Human Starting Age: Cleric (20+1d4), Fighter (16+1d4),
Humans are the most common race in any fantasy Magic-User (19+1d4), Thief (16+1d4). These ages
world. Humans live in remote medieval settlements include all respective class subtypes.
and villages and often share the same physical
characteristics. Humans are adaptable. Their versatility
allows them to select any class and they have no level Human Height and Weight (lbs)
restrictions. Due to their combination of lifespan and Height Modifier Weight Modifier
birthrate, their population sizes normally exceed other
races. Humans live for approximately 60 years, but are Male 5’8” 1d6 175 4d10
subject to disease, malnutrition, and pestilence. Female 5’5” 1d6 130 3d10
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Alcohol: Cyclopsmen are unable to consume alcohol.
Cyclopsman For them, alcohol has the same effect as lethal poison
(Save or Die). They can consume clotted cream, which
Ability Score has the same intoxicating effect as alcohol.
Strength 13, Constitution 14
Requirements:
Depth Perception: Cyclopsmen possess poor depth
Ability Score Intelligence -1, Wisdom -1, perception and are -2 on all ranged attacks.
Modifiers: Constitution +1, Charisma -1
Class and Level Resilient: Cyclopsmen are resilient to harsh
Fighter 10, Paladin 8
Limitations: environments (+1 on saves versus heat and cold).
Cyclopsmen are rare. They look like large humans Immunity: Cyclopsmen are immune to poison gas.
(between 6’3” to 6’8” feet tall) with a single eye. They
are striking to behold. Their hair colour varies from Languages: Cyclopsmen begin play knowing Suul, the
light brown to black and their eye colour from pale name of their own language. A cyclopsman character
blue to green. Cyclopsmen, sages believe, were bred may speak Common, Dwarf, Elf, Gnome, or Halfling,
for labor at some point in the distant past. As a result, subject to Intelligence Modifier.
they are hardy and strong, and rarely speak. Due to
these attributes, cyclopsmen make excellent warriors. Cyclopsman Starting Age: Fighter or Paladin (12+1d4).
Cyclopsmen possess unique digestive systems. They are
unable to draw nutrients from cooked meat or other Cyclopsman Height and Weight (lbs)
foods and, as such, are raw carnivores. Cyclopsmen
live for 50 years. Height Modifier Weight Modifier
Male 6’2” 1d6 225 3d10
Role-Play: Cyclopsmen are a dour, staid, and dogmatic
race. They are the first to act and the last to speak. Female 6’1” 1d4 200 2d10
They value loyalty and think little of braggarts. For these
reasons, they prefer the company of dwarves, whom
they admire for their physical strength and loyalty. They
Dwarf
have empathy for halfings, as cyclopsmen endure
prejudice for their height in the same manner halflings Ability Score
Strength 8, Constitution 12
are mistreated for their short stature. Cyclopsmen have Requirements:
no corollary in their own language for metaphorical Ability Score
communication. This presents difficulty understanding Constitution +1, Charisma -1
Modifiers:
the hyperbolical everyday language of humans and
demi-humans. As a result, cyclopsmen interpret Class and Level Assassin 5, Cleric 9,
common vernacular and slang literally, leading to Limitations: Fighter 9, Thief 12
difficulty in basic communication. Given their size, and
their communication issues, they are often stereotyped Dwarves are a short (4 to 5 feet tall), stocky, demi-
as simple-minded. Cyclopsmen are disparaged by human race. All dwarves have beards, both men and
some races, particularly humans, who refer to them as women. They are a strong, proud, and resilient people.
“Slags.” As a result, they make excellent warriors. Dwarves can
be found in human cities and settlements, but they prefer
Cyclopsman Racial Abilities their own communities in mountains and hillsides. They
are excellent miners and craftsmen. Dwarves live 400
Movement: Cyclopsmen move 40 feet per round. years and hold grudges. They have the second lowest
reproductive rate of all demi-humans.
Darkvision: Cyclopsmen are accustomed to labour
underground. As a result, they can see in total darkness Role-Playing: Dwarves are xenophobic and are slow to
up to 40 feet. trust those outside their race, especially elves. They take
great pride in their ancestral lineage and often carry the
Detect Secret Doors: When actively searching they may name of their sire or grandsire alongside their own. A
detect hidden or secret doors on a roll of 1-2 on 1d6. dwarf might introduce himself as, “Duric Hammerhand,
Son of Dulnak, Blood of Dulgar the “Blood Axe.”
Superstitious: Cyclopsmen are highly suspicious of Although slow to trust, they are loyal and possess a
arcane magic. Despite their deep distrust of wizards, strong sense of community. They love feasting, drinking,
they gravitate toward spirituality and organized religion. and the hammer-chants of their ancestors.
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Dwarf Racial Abilities Elf
Movement: Dwarves have a speed of 20 feet per round.
Ability Score Intelligence 8, Dexterity 7,
Darkvision: Dwarves are accustomed to life underground. Requirements: Charisma 8
They can see 60 feet in total darkness. Ability Score
Dexterity +1, Constitution -1
Modifiers:
Stone Sense: Dwarves feel the earth beneath their
feet. Dwarves have a 1-2 in d6 chance of detecting: Class and Level Assassin 7, Cleric 7, Fighter 7,
Stonework Traps, False Walls, New Construction, Limitations: Magic-User 12, Thief 10
Unstable Stonework, Toxic Gas, Stonework Secret
Doors, and Sloped Passages while underground. Elves are lithe, sylvan demi-humans with subtly pointed
Dwarves must concentrate and be within 10 feet to use ears. Elves are extremely fair in complexion, eye, and
their Stone Sense (as applicable). hair color. They have sharp facial features. Elves are
slightly shorter than humans, between 5 to 6 feet tall.
Gem Appraisal: Dwarves may appraise gemstones for Although elves may be found in human cities and
gold piece value held in-hand (1-2 on d6). Roll failure settlements, they prefer their own secluded woodland
results in a mis-evaluation (+/- 50% of true value). communities away from civilization. Elves exist in
harmony with the forest and live for 1,000 years. Due
Saving Throw Bonuses: Dwarves are sturdy and to their long lifespans, elves are highly skilled warriors
resilient. They receive the following bonuses: Breath and craftsmen. They have the lowest reproductive rate
+2, Death +4, Stone +4, Wand +3, Spell +4. of all demi-humans.
Racial Enmity: Dwarves receive +1 to hit versus orcs, Role-Playing: Elven personalities reflect their
goblins, hobgoblins, norkers, and bugbears. exceptionally long lifespans. Years are mere moments
to the elven race. As a result, they take a broad view
Weapon Restrictions: Dwarves may not use the halberd, of time and they are not easily incited to hasty words
longbow, bastard sword, or the two-handed sword. or actions. To most races, elves seem distant, serious,
and staid. Unlike humans, elves are more amused than
Armor Class Size Adjustment: When attacked by enthusiastic and more curious than passionate.
larger than medium-sized creatures (7 feet or taller),
dwarves receive a +4 armor class bonus. Elf Racial Abilities
Thief Skill Bonuses: Dwarven thieves receive bonuses to Movement: Elves have a speed of 40 feet per round.
Pick Pockets +7%, Find Traps +10%, Climb Walls -10%
Darkvision: Elves are accustomed to life under the
Languages: Dwarves begin play knowing the Dwarven stars and can see 60 feet in total darkness.
language. A dwarven character may select Common,
Gnome, Goblin, Halfling, or Orc, subject to Intelligence Detect Secret Doors: When elves pass near a secret
Modifier. door they receive a passive 1 on d6 chance to
automatically detect due to their keen eyesight. When
Dwarf Starting Age: Assassin or Thief (45+3d6), actively searching, elves may detect hidden and secret
Fighter (50+3d6), Cleric (60+3d6). doors on a roll of 1-2 on 1d6.
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Thrown Weapons and Restrictions: Halfings are +1 to
Halfling hit with slings and daggers. Halflings may not use two-
handed melee weapons, longbow, or heavy crossbow.
Ability Score
Dexterity 9, Constitution 9 Hiding: Halfings may hide outdoors if motionless and
Requirements:
silent (1-5) or in shadows underground (1-2 on d6).
Ability Score
Strength -1, Dexterity +1
Modifiers: Armor Class Size Adjustment: When attacked by
Class and Level larger than medium-sized monsters (7 feet or taller),
Cleric 4, Fighter 6, Thief 14
Limitations: halfings receive a +4 armor class bonus.
Halflings are short (3 to 3.5 feet tall) demi-humans. The Thief Skill Bonuses: Halfling thieves receive the
term halfling refers to being half the size of a human. following bonuses Pick Pockets +5%, Open Locks
Halflings have round cherubic faces with curly brown +5%, Find Traps +5%, Move Silently +10%, Climb
hair, and slightly pointed ears. Halfling feet are large Walls -15%, Hide in Shadows +10%
for their short stature and topped with thick hair. They
tend to be chubby in appearance and yet are agile and Languages: Halflings begin play knowing Halfling and
nimble-footed. Male halfings are incapable of growing Common. The may speak Dwarf, Elf, Gnome, Orc, or
beards, but may grow sideburns or mutton-chops in later Suul, subject to Intelligence Modifier.
age. They tend to wear drab colours such as browns,
muted blues, and greens, that reflect their agrarian Halfling Starting Age: Fighter (18+1d8), Thief (20+1d8).
and pastoral way of life. Their short, stubby hands
are remarkably dexterous, and they make outstanding Halfling Height and Weight (lbs)
thieves. Halfings are quick-witted and adept at solving
riddles and puzzles. They see gnomes as kindred spirits. Height Modifier Weight Modifier
At a casual glance, humans often mistake halfings for Male 3’0” 1d6 40 3d4
children. They live for 80 years.
Female 2’9” 1d4 30 2d4
Role-Play: Halfings have adapted to a world ruled by
humans twice their size. They face prejudice due to their
height, but approach the world with a joyful nature,
Half-Elf
unending patience, and an agreeable disposition, that
endears them to all races. Halfings are notoriously Ability Score
Dexterity 6, Constitution 6
curious and possess a child-like naivety and enthusiasm Requirements:
for life. They celebrate life’s simple pleasures, like ale, Ability Score
food, and pipe-weed, and their social nature allows None
Modifiers:
them to fit into any party of adventurers. Halflings have
an affinity for sparkling gemstones and treasures, and Assassin 11, Cleric 5, Druid 8,
Class and Level
as a result, many are innocent kleptomaniacs. Humans Fighter 10, Magic-User 10,
Limitations:
use the derogatory term “Peck” to refer to halfings - in Ranger 8, Thief 12
reference to the unit of measure. In response, halfings
refer to any humanoid taller than themselves as “Bigs.” Half-elves come from the union of humans and elves.
They are not as tall or muscular as humans, nor are
they as lithe and agile as elves. They possess the
Halfling Racial Abilities pointed ears of their elven ancestry, with paler skin
than humans. Some half-elven men may grow beards.
Movement: Halflings move 20 feet per round. Half-elves are more commonly found among humans
than elves, as humans are somewhat more accepting
Darkvision: Halfings can see in total darkness up to of their mixed heritage. Half-elves live for 200 years.
30 feet.
Role-Play: Half-elves feel like outsiders. They exist
Gem Appraisal: Halflings may appraise gemstones between human and elven cultures and do not feel at
held in-hand (1 on d6). Roll failure results in a mis-
home in either. They have the curiosity and ambition
evaluation (+/- 50% of true value). of their human ancestors, alongside a fascination with
magic and nature from their elven lineage. As outsiders
Saving Throw Bonuses: Pecks receive the following they possess a natural wanderlust and are often drawn
bonuses: Breath +2, Death +4, Stone +4, Wand +3, to a life of adventure. Half-elves dress specific to the
Spell +4. culture in which they were raised.
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Half-Elf Racial Abilities Half-Orc
Movement: Half-Elves have a speed of 40 feet per
round. Ability Score
Constitution 13
Requirements:
Darkvision: Half-elves possess partial nighttime vision Ability Score Strength +1, Constitution +1,
from their elven ancestors. They can see 30 feet in total Modifiers: Charisma -2
darkness.
Class and Level Assassin 15, Cleric 4,
Detect Secret Doors: When actively searching, half- Limitations: Fighter 12, Thief 12
elves may detect hidden and secret doors on a roll of 1
on d6 due to their elven heritage. Half-orcs are born from the union of orcs and humans.
Half-orcs are as tall as humans, but with more
Paralysis: Half-elves, from their elven lineage, are 50% muscular builds. They are particularly broad through
immune to ghoul paralysis. the shoulders. Half-orcs have sloping foreheads, broad
jaws, and some may have oversized canines. They have
Languages: Half-Elves begin play knowing both coarse black hair and gray skin-tones. Half-orcs live
Common and Elvish. They may also speak Dwarf, shorter lifespans than humans (50 years).
Gnome, Goblin, Hobgoblin, Orc, or Suul, subject to
Intelligence Modifier. Role-Play: Like half-elves, half-orcs exist between
cultures. They are ill-tempered, yet they also possess
Thief Skill Bonuses: Half-elven thieves receive bonuses the adaptability of their human ancestry. Half-orcs are
to Pick Pockets +10% and Hide in Shadows +5%. accustomed to thriving under difficult circumstances.
They tend to be brooding and soft-spoken until
Half-Elf Starting Age: Cleric (50+1d10), Fighter or angered. Half-orc player-characters are drawn from
Ranger (35+1d6), Magic-user (40+1d10), Assassin the small percentage that pass as human in society.
or Thief (33+1d6). Half-orcs tend to dress and speak the language of the
culture in which they were raised.
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