Rules

We’ll begin with roughly the Original (Whitebox) rules, see OD&D Engine for a summary. Delving Deeper v4 will be used as the primary reference text.

We’ll probably add further house rules as the campaign proceeds. See House Rules to Consider.

Familiarity with the rules is not really required to play. The GM will ask you to roll when necessary.

If you’re curious how PCs are generated, see Character Creation.

General

Species

We’ll start the campaign out with only human PCs. Other sophonts exist but they are NPCs.

Classes

All characters start as level 0 apprentices. Upon surviving their first expedition & returning to a safe haven, your PC gains level 1 and you choose a class.

The only universal modification to character classes from RAW is that any character may use any normal weapon or armour, but they will fight as a 1HD monster unless using armament allowed by class. Use of magical weapons & armour is RAW.

Otherwise:

Thieves are RAW, save that their abilities are as follows (the following description of thief abilities is OGC, see the License):

At levels 1–4 a thief accomplishes all of the above with a throw of 4-6 on a six-sided die; at levels 5–10 he requires a throw of 3–6; and at levels 11–12 he requires a throw of 2–6. Should he fail to disarm a trap it will be sprung with all the usual consequences.

Ability Scores

Remember: the extremes of the ability score range are truly exceptional. E.g. a Strength of 18 is equal to that of an ogre or a bear: a superhuman level of strength.

Also: ability scores have prime requisite effects (Strength for Fighters, Dexterity for Thieves, and Intelligence for Sorcerers).

Equipment

When in Haven Town you can purchase anything you like from the Market.

Movement & Encumbrance

These are handled in an abstract manner.

You can carry up to your Strength in significant items. Beyond that you are encumbered, the effects of which are adjudicated on a case-by-case basis.

The maximum number of significant items you can carry is Strength x2.

Exploration

Discern Noise: 1-in-6

Force Doors: 2-in-6, +Str

Search: 2-in-6

Encounters

Surprise on 2-in-6.

Reaction check 2d6: 2 attack, 3-5: hostile, 6-8: uncertain, 9-11: accepting, 12 enthusiastic (+Cha, additional mods based on circumstance)

Combat

Turn sequence:

  1. Players declare action for this turn. Attacks don’t necessarily need a target, but spells do.
  2. Roll 1d6 combat hazard die for initiative and other matters.
  3. Resolve actions in accordance with hazard die result.

Attack roll: d20 + number of HD + modifiers + target's AC ≥ 20 is a success.

For example, for a 1st-level character (1HD) to hit a target in mail (AC 5) they need to roll a 14 or higher on d20 (14 + 1 + 5).

Combat Options

Hit Points

If you get a long rest in a safe place, you reroll your hit dice. If the new total is higher than your current, keep that.

You also reroll hit dice when you gain a level. Again, if the new total is higher, keep it.

Wounds

If a hit reduces your hit points to 0, or if you’re hit and your hit points are already 0, roll on the following table.

If you’re carrying a shield, and you take such a hit, you can instead opt for your shield to be sundered. The shield is completely destroyed, but you escape this table … for now! 👹

2d6 Result
2 Instant Death: Decapitated or other grievous wound
3 Fatal Wound: gutted, stabbed through lung, broken back; you’ll die in 1d6 rounds
4 Severed Limb: roll a d4: 1 – sword arm, 2 – shield arm, 3, 4 – leg; you’ll die in 3d6 rounds unless you cauterize the wound using fire or stop the bleeding using a tourniquet
5 Broken Bones: roll a d4: 1 – sword arm, 2 – shield arm, 3 – leg, 4 – rib; healing takes 2d4+9 weeks
6 Painful Loss: roll a d6: 1 – nose, 2 – eye, 3 – ear, 4 – finger, 5 – d6 teeth, 6 – mean cut and ugly scar
7, 8 Unconscious: knocked out and helpless for 2d6 rounds unless wearing a helmet; with a helmet, stunned for a round
9 Stunned: unable to act for a round; with a helmet, only knocked down
10 Knocked Down: enemies get advantage, you can get up next round and either attack or retreat
11 No effect: you can take it!
12 Adrenaline Surge! Roll half your HD (round up), gain that many HP; after the fight your HP drop back to zero and you faint for 2d6 rounds

The above table is Open Game Content (see the License).

Hazard System

Necropraxis Productions Hazard System v0.3 (2017)

d6 result
1 setback
2 fatigue
3 expiration
4 locality
5 percept
6 advantage

Used for:

More Info