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Brimstone is the working title for a simple fantasy role-playing game. It aims for a flavor akin to the
Original game from 1974, but with more consistent rules and less reliance on tables or formulae.
Although there are already several good “retro-clone” games, they tend to retain the Original’s clunky
nature. Brimstone attempts to strike a more comfortable balance between modern mechanics and
old-school flexibility.
The game is still in early development. You may notice gaps, inconsistencies, and even the complete
absence of some things (e.g., monsters, magic items). Additions and refinements will come in future
updates, until, with any luck, something resembling a final draft emerges.
Hopefully you will find this project somewhat interesting, and I’d be very grateful for any feedback.
Notice: While the eventual published version of this project will likely be released under the
conditions of the Open Gaming License v1.0, at this time all text and tables remain reserved.
Ref: “From outside you can’t really tell anything other Thomas: “Something’s definitely been living here.”
than that they are footprints, possibly made by more
than one creature. Do you want to step into the temple Ref: “At the far back of the temple, only dimly lit by the
to get a proper look?” torch, you see where an altar sits. Also down that end
but off to one side, there appears to be a slanted
Gregor: “Yeah, why not? I pull my axe off my back railing, possibly indicating a way leading down.”
harness and step inside.”
Gregor: “I say we slowly make our way over there,
Thomas: “I’ll dig a torch out of my pack and work on keeping an eye out for traps. Any objections?”
lighting it. It looks like we may need it.”
Ref: “Everyone’s okay with that? Okay, you don’t hear
or see anything odd as you cross the old
stone floor. Once you get up to the
altar area, you see there is indeed a
stairway leading down to a lower
level. The steps are narrow and
dark, but you see the same footprints
following them down.”
Ref: “The crossbow bolt hits you square, and deals Ref: “Just as you reach them another crossbow bolt
(rolls dice) 8 damage!” comes whizzing out of the darkness!” (The referee
makes an attack roll.) “No good! The bolt zips past
Thomas: “Um…I only have 7 hit points! This isn’t harmlessly. Down in the dark, a third orc drops his
good. I look down at the bolt sticking out of my chest crossbow, draws his sword and moves forward.
confused for a moment, then slump to the ground.” Meanwhile, the orc you sent tumbling has regained his
feet. Blood running down the side of its head, it steps
Klenda: “No, Thomas! I rush over and try to stabilize over the body of its friend and climbs toward you.”
him.”
Klenda: “Enough! I can’t give Thomas any aid under
Ref: “As you reach him you get a view down the stairs this pressure. We need to get him out of here. Gregor,
and see two orcs in leather armor coming up, swords pick him up and let’s run for it! I’ll try to keep the orcs
drawn!” at bay with my bow. I’ll fire one shot down the stairs
then take off.” (The shots misses.)
Gregor: “Time for Gregor to shine! I rush to the stairs,
my axe held high, and leap down on top of them! I’ll Gregor: “No time to holster my axe, and like hell I’m
try to cleave one as I fall.” going to just drop it. I grab Thomas by the scruff of his
shirt and drag him.”
Ref: “Make your attack roll.”
Ref: (Looks at Gregor’s stats.) “You’re plenty strong
Gregor: (Rolls) “Ha! A natural 20! And (rolls for and Thomas is pretty light since he’s a halfling, so
damage) 5 points damage. But double that for a okay. He’ll get a few scrapes and bruises from being
critical hit, so 10 points total!” drug around though, maybe even a broken bone. And
he dropped his rapier.”
Ref: “Your axe comes down on the head of the lead
orc, splitting it all the way to the neck. The force of Thomas: “Forget it! Just go, go, go!”
your jump throws the body back into the second orc,
who loses his balance and falls down the stairs! He The orcs get to the top of the stairs as the party is
cracks his head as he falls, taking 4 damage. It’s quite about half way back to the hole in the wall. Klenda
a blow but it will survive.” stops briefly to take another quick shot in an attempt to
slow pursuit. The referee is about to rule that this
Gregor: “Nice. I’ll dash back up the stairs to Thomas unsteady attack is made at Disadvantage. But then he
and Klenda to guard over them.” remembers that Thomas dropped the torch, which now
is probably creating nice silhouettes of the orcs for
Klenda to aim at, so he decides it’s a wash and doesn’t
impose the Disadvantaged rule. The party bursts out
into the sunlight, takes off into the woods, and hopes
that they can evade the orcs quickly enough to help
Thomas. Assuming he hasn’t already died…
ABILITY SCORES
Characters have six ability scores, which measure their
physical and mental aptitude. Down one side of your
character sheet, list: Strength, Dexterity, Constitution,
Intelligence, Wisdom, and Charisma.
Roll 3d6, record the result on scrap paper, and
repeat until you have a total of six scores. Then, assign
these scores to your character’s abilities to create the
type of character you wish to play.
Derived Statistics
Hit points (HP) represent the amount of strain, wear
and tear, and damage a character can take before
dying. New 1st level characters have 8+CON hit
points. Should a character or monster drop to 0 hit
points, they fall unconscious and may die.
Mind points (MP) represent intellect, clarity, and
spiritual power. New 1st level characters have
8+INT+WIS mind points. MP are drained by casting
magic spells, but might also be lost via psychic attack,
drugs, or other effects. If a character or monster drops
to 0 mind points, they fall unconscious and may die.
Size is determined by the creature's race. The most
common size is medium, which includes most of the
Gaining Skill Ranks RANGED COMBAT (DEX) covers the use of ranged
Characters attain ranks by spending skill points. New ammo-based or thrown weapons, such as bows,
characters begin with 4 points, and upon reaching a new crossbows, slings, knives, flasks of oil, etc.
level earn additional points as noted on the Experience &
Level table (page xxx). STEALTH (DEX) includes the ability to move silently, hide
Each skill rank costs points equal to the number of the in shadows, make sneak attacks, and otherwise avoid
rank. Learning a new skill at rank 1, for instance, costs detection. Wearing medium body armor imposes a –2
one point. Increasing a skill from 3 to 5 would cost a penalty to Stealth checks, while heavy armor gives –4. For
total of nine points: four to reach 4, then another five for magic armor, the penalties are 0 and –2.
rank 5. Skill points may be saved and spent at any time.
The maximum rank a mortal may have in any skill is 9. SURVIVAL (WIS) encompasses hunting and gathering,
tracking, making snares and simple traps, predicting
weather patterns, finding fresh water, identifying herbs or
poisonous plants, and geographic knowledge of areas
the character is familiar with.
RESILIENCE
Requires: Wisdom 13+ or Charisma 13+
Through sheer force of will, the character is able to
keep going past the point that would kill most people.
Treat their Constitution modifier as if it was 2 points
higher whenever the character gains new HP, heals
damage, or makes a Constitution save to avoid death.
Masterful Resilience Instead of falling disabled and
dying at 0 HP or 0 MP, the character remains up and
kicking until –10 HP or –10 MP.
MAGIC ARMOR
Magic armor often provides an additional AC bonus,
and may also have other special powers. In addition,
magic armor weighs only half as much (round down),
and can automatically resize itself one category larger
or smaller to fit the wearer.
The chance of arcane spell failure is reduced by 1
for magic armors. That is, light magic armor has no
chance of failure, and arcane spells will only fail on a
roll of 1 for medium magic armor, or 1-2 for heavy
magic armor.
Magic armors are valued at 10 times the listed price,
for each point of magic bonus and/or each special
ability. E.g., a suit of+1 Chain Mail of Warning would
be valued at 800 gp (40 gp base price for chain mail,
x10 = 400 for the +1 bonus, plus another 400 for the
Warning special ability). Magic armors are so precious
and rare that it is extremely unlikely you will find them
for sale, so you are likely to use this calculation mostly
for evaluating sales and the fair splitting of treasure.
Melee Weapons
Just like creatures, weapons are categorized by size
(small, medium, large, etc.). Characters can use
weapons one size smaller, the same size, or one size
Ranged Weapons
Category
Weapon Cost (gp) Size Weight Damage
Thrown
Dart / Skuriken 5 sp S ½ 1d4
Javelin 7 S 2 1d6
Launched Missile
Sling 2 S * 1d3
Hand Crossbow 15 S 3 1d4+1
Light Crossbow 30 M 7 1d6
Heavy Crossbow 40 M 15 1d6+1
Shortbow 25 M 2 1d6
Longbow 55 L 3 1d8
Ammunition
Sling Stone n/a - * -
Sling Bullet 1 sp - * +1
Bullet Pouch (30) 1 - - -
Crossbow Bolt 1 sp - * -
Bolt Case (20) 5 - 1 -
Shortbow Arrow 1 sp - * -
Longbow Arrow 2 sp - * -
Arrow Quiver (20) 5 - 1 -
Melee or thrown weapons can be coated with silver for 10 times base
price. Ammunition can be tipped or cast in silver for 20 times base price.
Adventuring Advice
Do not try to uncover every nook. Find the good
treasure hauls, complete any essential objectives, and
get out. Scout ahead to evade problems, and try to
avoid wandering monsters which don’t carry much
treasure. If you get worn down it may be difficult to
escape.
Ask lots of questions about what you see. Remember
to look up, and occasionally glance behind you.
Examine floors before stepping. If anything seems odd,
Dungeon Ecology ask for clarification or look closer. You will need to test
things and fiddle around, but also keep in mind almost
As a dungeon is explored more fully, its stock of anything can bite your hand off if you’re careless.
monsters and treasures will begin to diminish, and so Don’t assume you can defeat any monster you
too will its mystery. While the heroes will often seek to encounter. Yes, the referee would and occasionally will
delve into deeper levels and so meet fresh challenges, put things that are “too hard” in your way. Learn to
the referee should never allow any dungeon area to judge challenges appropriately. Know when to run!
become too familiar. Simple tools can help immensely. Probe the floor
If the party should return to a previously cleared with a wooden pole if you’re worried about a trap.
chamber or area, there is a 1-in-6 chance per day Wedge an iron spike into a doorjamb to hinder
passed (cumulative) that some new denizen has taken pursuers. Toss a flask of oil into the spider pit and send
up residence. These may be nearby groups that have a flaming arrow after it. You are limited only by your
expanded into the newly vacant area, wandering imagination and the referee’s rulings.
monsters that have decided to relocate their lair, If you escape a dungeon but plan to go back,
groups passing through the area, or what have you. consider following up with your contacts first. They may
Creatures that may have survived or avoided previous be able to comment on what you have found so far.
encounters with the party may have fortified their areas Hire some fodder, and keep them happy with good
– setting traps, blocking passages, and the like. pay and good treatment. Spears can usually reach past
Intelligent enemies might set alarms or leave warnings. your first rank of fighters, so a phalanx of retainers
The referee should not shy from extending the limits of works well if you’re willing to put forth the expense and
a dungeon so that fresh areas always await hassle.
exploration. When deciding a marching order, consider placing
Should the players nonetheless become blasé, the heavily armored characters with high hit points up
referee can introduce wholesale change due to cave- front, while keeping weaker members near the center.
in, subsidence, flooding, supernatural winter, reality Also, don’t underestimate the importance of having a
distortion, slime plague, and so on. solid and keen-eyed rear guard.
A dungeon should never be “cleared” by a party.
There should always be more crannies, always another
MAGIC MISSILE (150ft, instant) A bolt of magical SHIELD (self only, 5 rounds +1 per level) An invisible
force darts from the caster's fingertip to strike a target disk of force hovers in front of the caster, moving
creature, dealing 1d4+1 damage. The missile strikes rapidly and spontaneously about him in order to block
unerringly, regardless of AC or circumstances. It always potential blows. This provides +2 AC against ranged
deals damage, even if the target is incorporeal or attacks, +4 AC versus melee or touch attacks, and
ethereal. Total cover or total concealment protects the negates magic missiles directed at the caster. The
creature, as the caster must identify a target. Specific shield is ineffective against area effects or attacks that
body parts cannot be singled out. Inanimate objects do not depend on armor class.
cannot be targeted or damaged.
At 5th level, a single casting creates two missiles. At SLEEP (90ft, 5 rounds per level) Multiple creatures
10th level, three missiles appear. Multiple missiles may selected by the caster, of no more than 2d8 total hit
target one creature or be divided between several. All dice and/or levels, must make Wisdom saves or
missiles must be assigned their targets before damage collapse into sleep. Targets with more HD than the
is rolled. caster has levels gain +2 to their saving throw for each
point of difference. If there are too many creatures
MAGIC MOUTH (30ft, until triggered) The caster present for them all to be affected, those with the least
enchants an object to form a mouth and speak a hit dice are affected first. Mindless creatures such as
message should a specified event occur. A magic undead and constructs are not affected, nor are
mouth can only be triggered once, then the spell ends. elementals. Elves are naturally immune to magical
The message may be no longer than 3 words per sleep effects.
caster level. It cannot use command words or activate Creatures under sleep are helpless and can be killed
magical effects. It may be spoken in any language instantly with a deadly weapon. Several firm slaps to
known by the caster, and can range from a whisper to the face, a scream in their ear, or more forceful
a yell. The voice will resemble the caster's but will not disturbances will awaken them, but normal combat
be identical. noise or movement does not.
The trigger can be as general or as detailed as
desired, although only visual and audible triggers can VENTRILOQUISM (60ft, 20min) The caster may make
be used. The spell behaves as if the enchanted object his voice appear to come from any location or source
were a creature with darkvision and average hearing within range. The caster himself does not appear to be
(yet limited to a 30ft radius). Therefore: visual triggers speaking. The apparent source does not form a mouth;
must occur within line of sight; the spell may be fooled statues or animals do not move their lips, etc.
by disguises or illusions; normal darkness does not
stop a visual trigger, but magical darkness or invisibility
does; silent movement, magical silence, or anything
2nd Level Arcane
which blocks sound (such as a thick stone wall) defeats
audible triggers; and so on. CONTINUOUS LIGHT (120ft, permanent, reversible)
A magic mouth cannot distinguish level, hit dice, or This spell functions identically to the light spell, with the
other abilities or statistics, except by appearances (for exception that the effects are permanent unless
example, external garb). dispelled. The reverse of this spell is continuous
darkness.