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DURF Expanded 0 - 7

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EXPANDED

DISCLAIMER:
Text is an early draft.
Art and layout is purely to make it readable for now
Final version will feature all new art and an nicer layout

by Emiel Boven
badly laid out early draft 0.7 - February 2024
What is DURF? 3
Creating a Character 4
Gameplay Basics 8
Time 10
Travel 12
Exploration 14
Encounters 16
Combat 18
Rest & Recovery 20
Advancement 21
Equipment 22
NPCs 26
Hirelings 27
Magic 28
D66 Blunders 29
Scrolls & Spellbooks 30
Magic Items 31
APPENDIX A: Bestiary 32
APPENDIX B: Treasure 42
APPENDIX C: Alchemy 50
APPENDIX XX: Example Traps 51
APPENDIX D: Archetypes 52
APPENDIX X: Spells 56
What is DURF?
DURF is a role playing game in which
players search for treasure in dangerous
dungeons.

How to play
One player is the Game Master (GM).
They describe the situation the other
players are in. The players ask questions
and use their player characters (PCs) to
interact with the environment. The GM
tells the players what happens or asks
them to roll dice to determine the out-
come.

Dice
DURF uses two dice types: a standard
six-sided one and a twenty-sided poly-
hedral die.

Standard dice notations:

• d6: Roll a single six-sided die

• d20: Roll a single twenty-sided die

• d3: Roll a six-sided die, half the re-


sult and round up.

• d66: Roll two six-sided dice, count


one of them as tens and one of them as
single digits.

Having one d20 normally suffices, but it


is good to have a handful of d6s avail-
able during the game.
Creating a 3. Trait
Roll a d20, subtract the total sum of
Character your attribute scores, and reference the
Trait table to find your character’s trait.

1. Roll for attributes


4. Belongings
Each player character (PC) has three at-
tributes: PCs start with two Supplies (see Equip-
ment) and a dagger or staff.
• Strength (STR) - Physical strength
and endurance. This is probably To find out what else your PC is carry-
your highest attribute if you’re the ing, roll a d6 on the Belongings table
sturdy type who likes to hit things matching your highest attribute. If two
in the face. or more attributes are tied for highest,
you may choose one of them. Then roll
• Dexterity (DEX) - Finesse and a d20 on the General Belongings table.
agility. This is probably your highest
attribute if you’re the sneaky type Roll 2d6 and multiply the result by 5 to
that likes to hit things from afar. determine your starting gold. You may
use this to buy additional equipment if
• Willpower (WIL) - Charisma and you like.
mental endurance. This is probably
your highest attribute if you’re the
intense types that like to cast 5. Name
spells. Name your character.

Roll a d3 for each of these in order to


determine your PC’s attribute scores.

2. Hit Dice and Inventory


Slots
Each PC starts with one Hit Die (HD).
These are rolled when the character is
wounded to determine if the wounds
are fatal.

Note the number of item slots your PC


has. PCs have slots equal to 10 + their
STR. Inventory slots are used to carry
items and to track the amount of stress
a PC accumulates.
Traits

-8 Geriatric: Each time you return to a 3 Animal-friend: You gain a Buff on


safe haven. Roll a d20. If the result is rolls dealing with animals.
less than your STR, reduce your STR by
4 Locksmith: You gain a Buff on rolls to
1. If your STR reaches 0 you die of old
pick locks.
age.
5 Dragon-sense: You can smell gold
-7 Feeble: Whenever you roll your Hit
from a room away.
Dice, half and round up the result.
6 Dim-light vision: You ignore the
-6 Night-blind: You suffer the penalties
penalties of dim-light.
of darkness even when in dim-light.
7 Pugilist: When fighting unarmed, you
-5 Maimed: You’ve lost (roll a d3) 1:
may choose to roll a d6 to determine the
Arm, 2: Leg, 3: Eye
damage.
-4 Chaos conduit: You always roll on
8 Hardy: You gain a Buff on rolls to re-
the Blunder table when casting a spell,
sist poison or disease.
regardless of if the spell was cast suc-
cessfully. 9 Gifted: You know a 0-level spell you
can cast from memory.
-3 Slow: You always act last during a
combat round, regardless of on which 10 Light-footed: You gain a Buff on
side you are on. rolls to sneak.

-2 Anemic: You suffer a Break on rolls 11 Insomniac: You gain a Buff on saves
to resist poison or disease. resisting charm or sleep effects.

-1 Easily-influenced: You suffer a 12 Chill: You heal 1 Stress during a


Break on rolls to resist charm and sleep short rest.
effects.
13 Slippery: You cannot be grabbed or
0 Indebted: You start with 2d6 x 10 restrained unless incapacitated.
gold pounds and owe ten times as much
14 Undead slayer: Gains a Buff on rolls
to a creditor decided on by you and the
while in closes combat with undead.
GM.
15 Quick reflexes: You gain a Buff on
1 Good nose: You are able to smell poi-
DEX saves.
son.
16 Tough skin: Reduce all incoming
2 An acquired taste: Creatures with
damage by 1.
bite attacks don’t bite you more than
once. 17 Lucky: You may re-roll a roll once
per session.
d6 STR Belongings
1. Silver Sword

2. Medium Armor

3. Flail

4. Heavy Armor

5. Halberd

6. Spiked Shield (1 dmg to the attacker)

d6 DEX Belongings
1. Blowpipe

2. Light Armor

3. A set of lockpicks

4. Bow and Ammo

5. Vial of Poison (Ingested: STR save or die)

6. Invisibility Potion

d6 WIS Belongings
1. Two rings which let the wearer see through each other’s eyes

2. Scroll containing a random spell. Roll a d3 to determine the spell level.

3. Slug Potion (Drinker becomes slimy and able to stick to any surface for d6+1 Turns)

4. Crystal ball which shows a place it is connected to. (Three Turns to connect to a new
location)

5. Winged homunculus (Skill 2, HD 1, Claws 2 dmg)

6. A spellbook containing a level 0 spell and a level 1 spell


d20 General Belongings
1. Sack of dried chicken feet

2. Make-up set, also includes fake nails, eyelashes and various mustaches.

3. A wind-up toy mouse on little wheels.

4. Glass eye. Does not take up an items slot if you are missing an eye.

5. Miniature Goose (Skill 1, HD 0, Bite 1dmg)

6. Bottle filled with living bees

7. Stick of the World Tree, breaking it opens a gateway to a random plane of existence.
Use at your own risk.

8. Pot of fluorescent paint

9. Bomb, deal 9 damage to all caught in the explosion.

10. Spyglass

11. Tourist Guide to the Outer Planes, has some common phrases in a variety of lan-
guages.

12. A piece of soap that grows back each morning

13. A dog (Skill 2, HD 1, Bite 3 dmg)

14. A jug of troll pee

15. A badly taxidermied penguin

16. A sachet of very strong chili powder.

17. Diary that once belonged to an unsuccessful cult leader

18. Small sealed barrel of super glue. Opening it will cause it all to harden within a Turn.

19. Wheel of ancient cheese, so pungent that a good whiff of it requires a STR save to not
pass out

20. Tonic of Health, drinking it heals 6 Wounds and any physical affliction
Gameplay Buffs & Breaks
Some situations can give a PC Buffs
Basics and/or Breaks on their roll.

When making the roll, the player rolls a


The Golden Rule: DURF is a free-form d6 (in addition to the normal d20) for
game with not many rules. Use your own each Buff or Break affecting the roll.
judgment to resolve situations not cov-
ered by the rules. When in doubt, talk it If the d6s rolled are Buffs, the highest
through with your group. As long as you roll among them is added to the final
are having fun, you are doing it right! result.

If the d6s are Breaks, the highest roll


Action Rolls & Saving among them is subtracted from the fi-
nal result.
Throws
When the success of an action is uncer- Buffs and Breaks cancel each other out.
tain, a player rolls a d20 and adds the For example, if PC has 2 Buffs and a
score from their relevant attribute. A re- Break, the Break cancels out one of the
sult 16 or higher is a success. Do not Buffs, resulting in the final roll only
roll for situations where the outcome is being affected by 1 Buff and no
obvious, or for actions that are impossi- Breaks.
ble to succeed.
NPCs do not roll Buffs or Breaks. In the
The GM can also ask a player to make an case of an NPC being at an advantage or
action roll to determine if a PC is able to disadvantage when making an opposed
resist an effect or react quickly enough roll vs. a PC, the PC should gain a Break
to avoid harm. These action rolls are or Buff respectively.
called saving throws or saves.

Opposed Rolls
Inventory
A PC has a number of inventory slots
Sometimes a PC’s action is counteracted
equal to 10 + their STR. Most items
or resisted by an NPC. In that case, both
take one slot to carry but some items,
sides make an action roll (NPCs use
like weapons or armor, take up multiple
their Skill score). Instead of the action
slots. A PC cannot carry more items or
succeeding on a result of 16 or higher,
Stress than they have inventory slots.
the side with the highest result wins and
succeeds at what they are trying to at-
tempt. In the case of a tie, the instigator
of the action wins, if there is no clear in-
stigator the situation remains as it was
before the action.
Stress Party Action
Some actions and situations, like push- If there is ever a situation where the
ing the PC (see below), cause a PC to re- combined success of each party member
ceive Stress. Each instance of Stress influences the outcome of the situation,
takes up an inventory slot. PCs can use a Party Action. A common
use for this is attempting to sneak
If a PC involuntarily receives Stress
around as a group. To attempt a Party
without having any empty slots, they
Action one PC must be chosen to lead
will need to drop items to make space. If
the action. Then, each participating PC
a PC would ever take more Stress than
makes an appropriate action roll, with
would fit in their inventory, they fall un-
the highest result among them counting
conscious.
as the result for the whole group. For
each PC who failed their roll, the ac-
Pushing a Character tion leader takes a Stress as they push
When making an action roll, if their themselves to cover for the failures of
character has at least one empty inven- the party members who don’t succeed.
tory slot, players may choose to push For example, a party of four charac-
their character by taking a Stress to re- ters attempts to sneak past a slumber-
ceive a Buff on the roll. A player may ing dragon without waking it. Swift-
choose to push their character multiple foot, the party’s resident sneaky char-
times on a single roll, as long as they acter, offers to lead the action and all
have sufficient empty inventory slots to four PCs make a DEX roll. As ex-
take the Stress. pected, Swiftfoot succeeded their roll,
as did one of the other PCs. The other
two were less fortunate and both
failed. This resulted in the party suc-
cessfully sneaking past the dragon
without waking it, but Swiftfoot had to
mark down two points of Stress in
their inventory slots to cover for the
two failures.
Time
Besides the conventional days and weeks,
DURF uses three measurements to track
in-game time. Think of these as turns in a
board-game. They each are used at differ-
ent phases of the game and are a way of
zooming in while there is a lot going on
and zooming back out when the granular
tracking of time becomes less important.

Exploration Turns - Turns are used when


the party explores a dungeon. A Turn is
enough time for a party to search a room,
attempt to pick a lock, or move to another
room.

Combat Rounds - Rounds are used when


a fight breaks out. A Round is enough time
for a PC to attack, cast a spell, or chug a
potion.

Travel Watches - Watches are used when


traveling longer distances through the
wilderness. A Watch is enough time to
travel through a single hex on a map, hunt
for food, or explore the surrounding area.
A day can be divided in 4 watches: Morn-
ing, Day, Evening, Night.
Travel Searching a hex
Traveling through a hex reveals its most
Each Travel Watch: obvious features to the party. Spending
a Watch exploring the hex more thor-
1. Actions: The party decides what oughly reveals any hidden landmarks it
they want to do this Watch and might contain.
communicates this to the GM. (e.g.
travel to another hex, search the
current area, rest, hunt for food) Resting
For every three Watches traveled, PCs
2. Encounters: The GM makes an en-
need to rest for one Watch. If they
counter roll.
don’t, for each additional Watch they
3. Description: If no encounters oc- travel, they add a special kind of Stress
cur, the GM describes how the party to their inventory called Exhaustion.
goes about their chosen action and, Exhaustion stress is only removed af-
depending on the chosen action, ter sleeping for a Watch.
may ask for additional action rolls.
If an encounter is rolled, the GM
follows the encounter procedure
Food
found in Encounters. PCs need to have at least one meal ev-
ery day. If they don’t, they add a special
kind of Stress to their inventory called
Encounter Roll Hunger. Hunger stress is only removed
Each Watch the GM rolls a d6. On a 1, after eating a meal. If a PC would ever
an encounter occurs and the GM follows get their fourth Hunger stress, they fall
the encounter procedure found in En- unconscious and will die after a day if
counters. they are not fed a meal before then.

If this roll is made for a during the


night Travel Watch, the GM rolls two Hunting
d6 and uses the lowest result.
If the party spends a Watch hunting,
each participating PC may make a DEX
Movement Rates roll. For each success, the party gathers
2 rations. Some places, like forests and
• Open Terrain: 2 hexes per Watch,
oceans, are abundant with food, giving
3 hexes if riding mounts.
each PC a Buff on this roll, while other
Plains, Farmland, Hills, Desert, etc. places, like snowfields and deserts, are
more barren, giving each PC a Break.
• Difficult Terrain: 1 hex per Watch,
2 hexes if there is a clear road.

Forest, Jungle, Mountains, Swamps, etc.


Keeping Watch Weather conditions
PCs may keep an eye out for danger 2-3 - Storm: The ship cannot control its
while the rest of the party sleeps. If no direction. The GM rolls a d6 to deter-
one keeps watch while the party mine a random adjacent hex the ship
sleeps, they are automatically sur- moves into (count clockwise around the
prised if an encounter occurs. hex the ship is currently in starting from
the top adjacent hex). If the ship would
A PC keeping watch does not gain the move into a land hex, it becomes dam-
benefits of a night’s rest, recovering no aged instead. A damaged ship moves 1
Wounds or Stress, but may repair their hex slower per Watch until it is repaired
weapons and armor by spending Supply. at a port. If a damaged ship becomes
If two PCs keep watch, they may both damaged again, it shipwrecks, sinking
recover d3 Stress. with its cargo and crew.

4-9 - Calm Weather: No changes to


Waterborne Travel movement rate.
• Open Water: 2 hexes per watch
9-12 - Strong Winds: Move one addi-
• Upriver: 1 hex per watch tional hex per watch.

• Downriver: 3 hexes per watch


Sinking
Each time the GM rolls for an encounter,
When a ship sinks, if it is adjacent to a
a player should also roll 2d6 for the
land hex, the PCs and hireling on board
weather conditions.
must make a DEX save. If they fail the roll,
or there is no land adjacent, they drown.
A success means they wash ashore.
Exploration amount of light dice. If a light source
has no light dice left, it has burned out.

Tallying up the total number of Light


Each Exploration Turn:
Dice a party carries determines the
1. Actions: The party decides what party’s light level:
they want to do this Turn and com-
• Bright - Light Dice equal to the
municates this to the GM. (e.g.
number of party members. The party
Move to another room, search the
gains a Buff on the surprise roll but
current room, rest, pick a lock)
cannot surprise their enemies.
2. Encounters and Light: The GM
• Dim - Less Light Dice than party
makes an encounter roll and all
members. Ranged attacks suffer a
players carrying a light source roll
Break.
their Light Dice.
• Darkness - No Light Dice. All at-
3. Description: If no encounters oc-
tacks and action rolls suffer a
cur, the GM describes how the party
Break, and the party is always sur-
goes about their chosen action and,
prised by their enemies.
depending on the chosen action,
may ask for additional action rolls.
If an encounter is rolled, the GM Don’t let the light go out!
follows the encounter procedure on If all Light Dice rolled by the party come
the next page. up with a result of 1, all light sources
burn out simultaneously, plunging the
Encounter Roll party in darkness, and an encounter oc-
curs regardless of the GM’s encounter
Each Turn the GM rolls a d6. On a 1, an roll.
encounter occurs and the GM follows
the encounter procedure in Encounters.

Light Dice
Light is a precious commodity while ex-
ploring dark dungeons. Light sources,
like torches and lanterns, all come with
a number of Light Dice (LD). These dice
determine both the brightness and burn
duration of the light source. Each Turn,
PCs carrying a lit light source roll a
number of d6s equal to the light
source’s Light Dice. Each die with a re-
sult of 1 is removed, reducing the total
Breaking Down Doors Traps
Locked or stuck doors can be broken PCs will automatically spot traps as long
down using axes, crowbars or hammers. as they are in bright light, and not run-
This does not require a roll, but it takes ning or otherwise distracted. In dim
time and makes a lot of noise (the GM light, PCs will only spot traps before
rolls two d6 for the encounter roll and they trigger if they are actively search-
takes the lowest). It also makes it im- ing for them.
possible to surprise creatures on the
Triggering a trap usually allows the PCs
other side.
to make a DEX roll to avoid some por-
Wooden doors - 1 Turn to break. tion or all of its effects.

Stone and metal doors - 3 Turns to Disarming a trap takes a Turn. To disarm
break. a trap, a PC may make a DEX roll. The
GM is free to add Buffs or Breaks to this
roll if the method described by the
Picking Locks player is particularly clever or risky. A
Picking a lock requires the PC to have a failure means the trap is triggered.
lock picking toolkit. To pick a lock the
PC must make a successful DEX roll. A For examples of traps, see Appendix
success means the lock is opened. Fail- XX: Example Traps
ure means it is still locked. The PC can
try again next Turn if they have enough
lock picks left.

After each attempt, whether successful


or not, the PC rolls a d6 to see how
many lockpicks they have used up. On a
1 their lock picking kit only has enough
picks left for one more attempt after
which it is removed from their inven-
tory.
Encounters Reaction
When an NPC’s initial reaction to en-
When a random encounter occurs the countering the PCs is not obvious, roll
GM rolls on a random encounter table 2d6 and consult the table below. This
(either one they prepared themselves or only determines the initial reaction and
one included in the adventure they’re can change quickly depending on the
using) to determine the nature of the PCs’ actions.
encounter. 2-3 Hostile

4-5 Unfriendly
Surprise
6-8 Indifferent
The PC at the front of the party makes
an opposed WIL roll against the clos- 9-10 Friendly
est encountered NPC. If one side has a
11-12 Helpful
result that is at least 5 higher than the
other, they have surprised the other.

Surprise can also be used to determine


the distance between the party and the
encountered creatures. If one side has
surprised the other, they are generally in
a favorable position. What this means
exactly varies depending on the crea-
tures encounter and their environment,
and is ultimately up to the GM.

For example, if the surprising side is


a hostile group of goblins wielding
bows and arrows, their preferred po-
sition would be to ambush from some
distance away and preferably behind
some kind of cover. But if the players
were the surprising side in this sce-
nario, it would benefit them from ei-
ther spotting the goblins from some
distance far enough away to avoid
the ambush entirely, or by catching
the goblins by surprise in a melee en-
gagement.
Combat Ranged Combat
Shooting or throwing something at a
Each Combat Round: target works mostly the same as close
combat. The difference being that the
1. Establish combat order. Roll a d6 opposed roll between the two creatures
for each side to determine the com- uses DEX instead of STR, and if the de-
bat order this round; the side that fender wins they dodge the projectile,
rolls highest goes first. In case of a but do not deal damage to the at-
tie, the PCs go first. tacker.
2. Each side acts. When a character
can act, they may move around and Critical Hit
take an action. This action may be
If a creature rolls a 20 on the d20 dur-
attacking, casting a spell, making a
ing their attack, it counts as a critical
second move or any other action
hit. This means the creature deals dou-
deemed reasonable by the GM.
ble their weapon damage to their op-
ponent, even if the opponent still wins
Close Combat the opposed roll. Creatures who are the
To hit in close combat, the attacking target of a ranged attack cannot score a
and the defending creature make an op- critical hit, since they only roll to avoid
posed STR roll. The winner deals their the incoming attack.
weapon’s damage to the opposing side.
In case of a tie, the attacker wins. Worn Weapons
If a PC rolls a 1 on the d20 during their
attack, their weapon becomes worn. A
worn weapon only deals 1 damage un-
til it is repaired. If a worn weapon would
become worn again, it is destroyed.

A worn weapon can be repaired by


spending Supply (see Rest & Recovery).
Damage & Armor Retreat
If a creature takes damage while they’re If a creature breaks away from close
wearing armor, the damage first reduces combat, the nearest enemy they are en-
their Armor points. If no Armor points gaged with is allowed to take a swing at
remain, they take the remaining damage them. Treat this as a close combat at-
as Wounds. tack, but instead of STR the creature re-
treating makes a DEX roll and does not
Some attacks or effects may deal direct
deal combat damage if they win.
damage. This ignores a creature’s Ar-
mor and is all counted as Wounds.
Dual-Wielding
Shields A PC wielding two one-handed weapons
Wielding a shield reduces incoming makes a single attack using one of the
damage by 1, but never reduces the weapons, but may deal 1 additional dmg.
damage to below 1. Additionally, a PC
may choose to shatter their shield to Slow Creatures
ignore all incoming damage except1.
Some creatures are designated as being
slow. This means they go last during a
Hit Dice & Death Combat Round, even if their side won
Each time a creature receives Wounds the combat order roll.
they roll their Hit Dice (HD). Each HD If there are slow creatures on both sides,
is a d6. If the result is less than or their order is determined by the combat
equal to the Wounds they have accumu- order roll.
lated, the creature dies.

Other Hazards
Morale Poison: Either deals direct damage, or
NPCs have a Morale score. The GM drains an attribute or HD. Allows for a
should make a Morale roll when some- STR save to resist.
thing manages to shock the NPCs (they
meet more resistance than expected, Fire: A creature on fire takes 4 dmg each
their leader is killed etc.). Round they are on fire.

To make a morale roll, roll 2d6. If the Drowning: A PC can hold their breath
result is higher than the Morale of the for a number of Rounds equal to their
NPCs, they will flee or attempt to parley. STR. After that, they take 4 direct dmg
per Round until they can breath again.

Falling: If a fall is from a high enough


place to deal damage but not obviously
lethal, it deals 2d6 direct damage.
Rest & Attribute Drain
Some creatures or effects may tempo-
Recovery rarily lower a target’s attributes or num-
ber of HD. Unless otherwise stated, if a
creature’s HD or attribute would be re-
Resting duced to below 0 they die.
Short Rest: A PC who spends a Turn
The drained attributes and HD are re-
catching their breath may spend a sin-
stored at a rate of 1 point/day of rest,
gle Supply to repair weapons and armor.
when resting in a safe haven.
Night’s Rest: A PC who sleeps for a
Watch heals 1 Wound and d6 Stress
“Safe Havens”
(including Exhaustion Stress). They may
also spend any number of Supplies to DURF frequently mentions safe havens
repair weapons and armor. in its rules. A safe haven is any place
where characters can safely rest for an
Full Rest: A PC who spends a full day extended period without having to fear
resting in a safe haven heals all for their lives, in contrast to the danger-
Wounds, recovers all Stress and re- ous dungeons or wilderness where they
stores all Armor and worn weapons. spend most of their adventures. These
places are generally towns or cities, but
Repairing Weapons and can just as good be a lone tower inhab-
ited by a friendly wizard or a garrisoned
Armor fortress at the edge of the wilderness.
While resting, Supplies can be used to
repair weapons and Armor. A single Sup-
ply restores 2 Armor points or one
worn weapon.
Advancement Gaining HD
Once a PC earns XP equal to 1000 x
their current Hit Dice (HD), they auto-
Gold is the Goal matically spend it to gain a HD.
PCs are rewarded Experience Points
For example, a PC with 3 HD would
(XP) based on the gold value of the
need to earn 3000 XP after they gained
treasure they haul back from their expe-
their third HD to gain their fourth.
ditions in monster-infested dungeons.
The meager amount of XP gained for When a PC’s HD increase they may also
killing monsters is almost never worth increase an attribute by 1. No attribute
the risk of fighting them, so clever char- can be increased above 8.
acters find ways to get to the treasure
A PC cannot have more than 10 HD. If
through other means, like stealth, diplo-
they would gain their eleventh Hit Die
macy or deception.
they retire from adventuring.

Rewarding XP Funerals
At the end of each session the GM re-
If a PC dies and their body is brought
wards the party XP based on the gold
back to a safe haven, the other PCs may
value of the non-magical treasure they
choose to throw a funeral for the de-
brought back to a safe haven, 1 GP = 1 XP.
parted. For each GP the party spends on
They also gain 25 XP per NPC Hit Die the funeral they gain 1 XP, up to a total
of each monster they defeated or number of XP equal to the dead PC’s
outsmarted. HD × 1000.

The total XP is divided evenly between For example, Orvin is killed during a
party members. goblin ambush. His three companions
have carried his body all the way back
to town and decide to throw their late
friend a funeral. Orvin was a 3 HD
character, so the three other charac-
ters decide to collectively spend 3000
GP on a burial statue to commemorate
Orvin, netting each of them 1000 XP.
Equipment Supply
Supply is an abstract item representing
Most items take one inventory slot to basic gear a PC brought with them and
carry, but some, like unwieldy weapons costs 5 GP. At any time during a session
or armor, may take up additional slots. a PC may trade a Supply they carry for
any simple, commonly available item,
which they then note in their inventory.
Gold Examples are given below, but ulti-
The standard coin used in DURF is the mately it is up to the GM which items
gold pound (GP). 100 coins fill up a can be acquired using Supply and which
single inventory slot. To save space, should be bought separately.
players may choose to store some of the
Supply can also be used to repair
gold while they are in a safe haven. The
Armor and worn weapons during an
stored gold is removed from their inven-
expedition. See Rest & Recovery for
tory and can only be accessed while in
more details.
the safe haven. To retrieve stored gold
the PC must pay a fee of 10% of the re- Examples of Supply items
trieved amount. • 10' pole
• 3 days of rations
For example, Bobbo is carrying 750
• Bedroll
GP, costing him 8 inventory slots. To
• Bag of caltrops
free up some slots he decides to store
• Some chalk pieces
700 GP while he is back in his home
• Empty alchemy vial
town and keep 50 GP on his person.
• Crowbar or sledgehammer
This frees up 7 item slots and leaves
• Face paint
him with 50 GP in a single inventory
• Flask of oil
slot, and 700 GP stored in his home
• Lantern or Torch
town.
• Rope
A while later, Bobbo wants to buy a • Waterskin
suit of plate armor for 250 GP. He uses
250 of his 700 stored gold to pay for it,
paying a 25 GP fee to retrieve it. This
reduces his stored gold to 425 GP.
Examples of non-Supply items Light
• Weapons and armor
• Ammo The amount of light available to the PCs
• Tent is represented by Light Dice (LD). See
• Spyglass Exploration for more details.
• Specialized equipment, e.g. an • Torch - provides 2 LD
alchemy kit or a set of lock picks.
• Musical instruments • Lantern - provides 5 LD but re-
• Fancy clothing quires a separate flask of oil.
• Books and maps
• Anything not widely available Other Purchases
and cheap
• Uncommon items - 30 GP

A settlement’s size determines how Tent, lockpicks, musical instrument,


many Supplies are available. These Sup- holy water, books, etc.
plies are replenished each time the PCs
• Rare items - 200+ GP
return from their expeditions.
Alchemy kit, potions, fancy clothes,
• Village - 1d6 Supplies
empty spellbook, spyglass, etc.
• Town - 2d6 Supplies
• Transport - Mule (100 GP),
• City - 4d6 Supplies Horse (500 GP), Cart (100 GP),
Ship (5,000 GP)

Food
A single ration provides enough food
and water for a single person for one
day. Up to three rations fit in a single
inventory slot.
Weapons & Armor

Weapon Traits Price (GP)

Improvised, Unarmed, etc. 2 dmg -

Blowpipe, Sling, Dart, etc. 2 dmg, does not use Ammo 2

Dagger, Club, Staff, Sickle,


3 dmg 5
etc.

Sword, Axe, Mace, Spear,


4 dmg, takes up 2 slots 10
etc.

Greatsword, Halberd,
5 dmg, two-handed, takes up 3 slots 15
Warhammer, etc.

Bow 3 dmg, two-handed, takes up 2 slots 35

Crossbow 4 dmg, two-handed, takes up 3 slots 30

5 dmg, Round to reload, loud, takes up 2


Pistol 100
slots

Ammo see Ammo. 5

Flask of Oil 4 dmg per Round if target is doused and lit Supply

Flask of Holy Water 7 dmg if target is doused (undead only) 25

Armor Traits Price (GP)

Light (Leather, etc.) 3 Armor 20

Medium (Chain, etc.) 5 Armor, 2 slots 50

Heavy (Plate, etc.) 7 Armor, 3 slots 500

Shield Reduces incoming damage by 1 10


Ammo Silver Weapons
Ammo is an abstract item representing Silver weapons and ammunition can be
the ammunition a PC brought with used to deal damage to creatures nor-
them for their weapon. Players do not mally only affected by spells or magical
keep track of individual arrows or bul- weapons. A silver weapon or a set of sil-
lets, but must roll a d6 at the end of ver Ammo costs ten times as much as
combat in which their PC used a ranged its mundane counterpart. If it be-
weapon. On a result of 1, they only comes worn, it is destroyed instead.
have enough ammunition left for one
shot after which the Ammo is removed
from their inventory.
NPCs NPCs cannot push themselves and can-
not gain Stress.

For more details on how to use these


The allies and adversaries PCs can en-
statistics, see Combat.
counter are described using the follow-
ing statistics:

• Skill (Skill)- An NPC’s Strength,


Example NPC
Dexterity and Willpower distilled
into one value. The GM adds this to Borgle
any action roll the NPC makes. Skill 2, HD 1 [0], ML 8
• Hit Dice (HD) - The amount of d6s Slippery humanoid salamanders who live
the GM should roll when an NPC in swamps. They are known to coat their
becomes wounded. An NPC with 0 weapons in a paralyzing poison harvested
HD dies when it takes any Wounds. from slugs.
• Armor - Noted in brackets “[]” be- Attacks: Spear (4 dmg), or Blowpipe (2
hind the Hit Dice. The amount of dmg + paralyse)
damage an NPC can take before it
• Paralyzing poison: STR save or
starts rolling its Hit Dice.
become paralyzed for d6+1 Rounds.
• Morale (ML) - An NPC’s odds of
• Slippery: PCs attempting to re-
giving up during battle.
strain a borgle gain a Break on their
• Possible attacks and/or special roll.
abilities the NPC might have.
For more NPCs see Appendix A: Bes-
tiary
Hirelings For each available hireling, roll a d6 to
determine its type

1-3 Torch-bearer: Carries the party’s


NPCs can be hired to help PC’s during
stuff. Will not fight for the players.
their adventures. To create a hireling,
Wage: 5 GP a day
roll a d6 - 1 to determine their Skill
and give them 1 HD. A hireling has 10 4-5 Warrior: Has a weapon and
inventory slots. Experienced hirelings medium armor. Wage: Half a share of
might possess a higher Skill or HD, at treasure.
the GM’s discretion.
6 Magic-user: Has a random spellbook.
Each PC can hire a number of hirelings Wage: Half a share of treasure.
up to their WIL score.

If a hireling is expected to fight along-


side the PC’s in combat they also re-
quire half a share of whatever treasure
the party obtains.

For example, a party of 4 PCs (a full


share each) and a hireling (half a
share) find 3600 GP. After bringing it
back to a safe haven they divide the
treasure by 4.5 (four full shares and a
half): 800 GP. As a result each PC gets
800 GP and the hireling gets 400 GP.

Who is available for hire?


A settlement’s size determines how
many hirelings are available. Re-roll
each time the PCs return from their ex-
peditions. If players spend 25 GP adver-
tising their recruitment effort, roll twice
and pick the highest result.

• Village - d3 Hirelings

• Town - d6 Hirelings

• City - 2d6 Hirelings


Magic Spell Levels
A PC can only attempt to cast a spell if
PCs carrying a scroll or spellbook can their X value is at least equal to the
use it to cast spells. For a list of example spell’s level.
spells, see Appendix X: Spells. Level 0 spells, also known as cantrips,
To cast a spell the caster must have at can be cast by anyone and succeed auto-
least one empty inventory slot to re- matically. They still cause the caster to
ceive Stress, one hand free to hold the gain Stress.
scroll or spellbook, and must be able to Design note: Since PC attributes only
speak. go up to 8, it is normally impossible
When a PC attempts to cast a spell they for PCs to cast level 5 spells, leaving
must make a WIL roll, but instead of these spells to only be used by NPCs.
trying to roll 16 or higher, they need to Finding a way to circumvent this limit
roll 11 or higher. through magical items or other means
can be a fun goal for a longer DURF
If they succeed, the spell is cast and campaign.
they take a Stress.

If they fail, the spell does not take ef- NPC Spellcasters
fect. Roll on the Blunders table to de-
Whenever an NPC attempts to cast a
termine an unforeseen effect.
spell, the GM makes a roll just like a PC
would, but uses the NPC’s Skill score in-
Ritual Casting stead of WIL. The X value of NPCs is
If a PC takes a full Exploration Turn to half their Skill rounded up.
cast a spell, they still receive a Stress NPCs don’t receive Stress and do not
but do not have to make a WIL roll and roll on the Blunders table.
automatically casts the spell.
Instead of receiving Stress, NPC spell-
casters are only able to cast each spell
X, The Magic Number once each day, unless otherwise stated.
Some spells contain an “X” in their de-
While most NPCs cast spells from a
scription, swap this out for half the
scroll or spellbook, some magical crea-
caster’s WIL rounded up.
tures, like dragons, are able to cast
spells without the need for such an
item.
D66 Blunders
11: With the sound of a kazoo, the caster ex- 42: For d6 days, while in darkness, the caster's
plodes into giblets and confetti. They are dead. eyes project beams of light. This counts as +1 LD
12: Caster becomes under review by the Council for determining light level but is never rolled.*
of Numbers. A temporal scribe will follow them 43: A small wooden outhouse materializes
for a week, silently taking notes. around the caster.
13: Caster is shrunk to 1/10th their current size 44: A bushy field of poison ivy springs up around
for 2d6 Turns.* the caster.
14: Caster's face moves to their belly for d6 days.* 45: Caster's body becomes overgrown with crys-
15: The spell is still cast, but an unexpected flare tals that rip apart any clothes or armor the caster
of magical energy drains d3 points of a random might be wearing. Remains for d6 Turns.*
attribute of the caster (roll a d3 to determine the 46: Caster falls asleep.
attribute). 51: Caster’s hands turn to slippery fish heads un-
16: Caster grows a long white beard. til they take a Night’s Rest.*
21: Gravity affecting the caster becomes reversed 52: Caster disappears for 1d6 Turns, after
for d3 Rounds. which they return to the exact same place they
22: All footwear in the area around the caster were before.
permanently disappears. 53: All light sources around the caster burn out
23: Caster becomes blinded for d6 Turns, gaining in a violent flash, dealing 4 dmg (DEX save for
a break on all their action rolls.* half) to each creature close to it.

24: Caster’s attributes shift (STR becomes DEX, 54: It starts raining sardines for d6 Turns.
DEX becomes WIL and WIL becomes STR). 55: Caster becomes made of slime for d6
25: The animal closest to the caster becomes hy- Watches. Everything they hold becomes slightly
per intelligent, gains the ability to speak, and is wet and they can squeeze through tight gaps.*
overcome with unbridled ambition. 56: d6 creatures near the caster wither and take
26: Caster and the target(s) of the spell switch dmg equal to the caster's WIL. The caster heals 1
places. Wound for each affected creature.

31: Caster cannot lie, and thinks out loud until 61: Caster's body conjoins with that of a nearby
they take a Night’s Rest. creature. They peel apart after d6 days.*

32: All non-magical weapons around the caster 62: A small gnome ringing a silver bell appears
are turned into flowers. and starts shaming the caster.

33: Caster grows fur and can talk with animals for 63: Caster ages rapidly, giving them the Geriatric
d6 days. Each morning, a woodland critter brings trait, see Creating a Character.
them one ration.* 64: A heavy rainstorm is summoned for d6
34: Caster body swaps with a nearby creature for Watches. It extinguishes unprotected fires and
1d6 Watches.* makes travel more difficult.

35: The spell is still cast, but the caster takes d6 65: Doves keep flying out of the caster’s pockets,
additional Stress. at random intervals (roll a d6 each Turn, on a 4+
new doves appear), for 2d6 Turns.
36: Caster is turned into a chicken for d6 Turns.*
66: Roll twice and combine.
41: Caster's brain escapes from their skull and
runs away on little legs. Caster has 0 WIL until it
is caught and put back in. * roll a d6, on a 1 this effect is permanent.
Scrolls & Random Spellbook
Generator
Spellbooks Roll a d3 to determine the number of
spells the spellbook contains. Then roll
a d20 for each spell to determine its
Scrolls level.
A scroll is a single spell infused in a
1-2 Level 0 spell (cantrip)
piece of parchment. It allows a creature
to cast the infused spell without having 3-7 Level 1
to make a WIL roll or take any Stress.
8-12 Level 2
Casting the spell destroys the scroll.
13-16 Level 3

Spellbooks 17-19 Level 4


Spellbooks are tomes containing multi- 20 Level 5
ple spells. They can contain up to three
spells. As opposed to scrolls, spellbooks Then roll on the spell lists in Appendix
are not destroyed after a spell from it is X: Spells.
cast.

Writing Down Spells


For an amount of gold equal to 200 x
the spell’s level (level 0 spells are free),
a character can copy a spell from any
source onto a blank scroll or into a
spellbook that contains two or fewer
spells. A PC can only copy spells they
would be able to cast. This process takes
a full week. Any book of blank papers
can be turned into a spellbook by copy-
ing spells into it
Magic Items Magic Weapons and
Armor
Items with magical properties are rarely Magical weapons and armor usually
found in shops. The most common way note a bonus (for example a magical +1
of acquiring magical items is through sword).
adventuring and searching for them in
• When wielding a magic weapon
places few others dare to go.
the bonus is applied the weapon’s
For examples of magical items, see Ap- damage. Additionally, the bonus
pendix XX: Magical Items. grants an equal number of arcane
strikes, which allow the wielder to
choose to automatically hit without
Identifying Magical the need for an attack roll. These
Items arcane strikes are recharged at a
A PC can sense when an item is magical, rate of 1/day, while resting in a safe
but the exact properties of the item can haven.
only be discovered through use or care-
• When wearing magic armor the
ful experimentation.
bonus is added to the wearer’s total
Armor. Additionally, the bonus
grants an equal number of arcane
blocks, which allow the wearer to
choose to negate all damage and
effects of an attack. These arcane
blocks are recharged at a rate of 1/
day, while resting in a safe haven.
APPENDIX A: dmg + paralyse)

• Paralyzing poison: STR save or

Bestiary •
become paralyzed for d6+1 Rounds.

Slippery: PCs attempting to restrain


[This is just a part of the full bestiary I a borgle gain a Break on their roll.
have planned for the finished version of
DURF Expanded, and doesn’t have all Cockatrice
monster descriptions yet, but I think it
Skill 6, HD 5, ML 7
gives enough different examples of
monsters and their abilities for you to Attacks: Peck (4 dmg + petrification)
brew your own until then]
• Petrification: If any damage dealt
by the Cockatrice would be dealt as
Wounds, it reduces the victim's
Bear DEX by that amount instead. If a
victim's DEX would be reduced to 0
Skill 5, HD 5, ML 7
because of this, they are turned to
Attacks: Claws (3 dmg + hug) or Bite (5 stone.
dmg). • Immunity: Immune to petrification
• Bear Hug: If the bear wins the at- effects.
tack roll by 5 or more (or scores a
critical hit), the victim is grabbed Corpse Crawler
and takes 4 direct damage each
Skill 5, HD 3 [7], ML 9
Round, including the Round it was
grabbed in. Grabbed creatures may Attacks: 4 × Tentacles (paralysis)
attempt to break free as their ac-
• Paralysis: Instead of being dealt
tion by making a successful STR
damage, creatures hit by the corpse
save. The bear cannot make any
crawler’s tentacles become para-
other attacks while it is crushing a
lyzed for d6 Turns. Paralyzed crea-
victim like this.
tures will be devoured by the
crawler if it is left alone.
Borgle
Skill 2, HD 1, ML 8

Slippery humanoid salamanders who live


in swamps. They are known to coat their
weapons in a paralyzing poison harvested
from slugs.

Attacks: Spear (4 dmg), or Blowpipe (2


Dragon
Skill 12, HD 8 [12], ML 10

Big, proud, intelligent, fire-breathing


lizards with wings that like to hoard gold.
You know what a dragon is.

Attacks: 2 × Claws (4 dmg), and Bite (12


dmg) or Breath

• Fire Breath: Can be used 3 times a


day. All creatures caught in the fire
take 24 dmg (DEX save for half)

• Immunity: Immune to fire and


mundane weapons.

• Magical: PCs attempting to cast a


spell with the dragon as the target
gain a Break on their roll.

• Spells: Dragons might know a few


spells at the GM’s discretion.

Echo Gecko
Skill 2, HD 0, ML 6

Dog-sized gecko with pale translucent skin


and big pupil-less eyes. Can produce a
Eelfolk
paralyzing shockwave. Often kept as Skill 4, HD 1 [3], ML 7
guard animal by denizens of the Sunless
Slippery fish person from the River King-
Princedoms.
doms. Loves political intrigue and a good
Attacks: Bite (2 dmg) or Call pistol duel.

• Stunning Call: Target must make Attacks: Pistol (5 dmg) or Dueling Cane
a STR save or become paralyzed for (3 dmg)
1 Turn. No effect on creatures un-
• Pistol: Takes an action to reload.
able to hear it.
• Slippery: PCs attempting to restrain
• Cling: Can walk on walls.
eelfolk gain a Break on their roll.
• Echolocation: Navigates using
echolocation.
ELEMENTAL Water Elemental
Air Elemental Skill 9, HD 8, ML 10

Skill 9, HD 8, ML 10 Attacks: Wave (5 dmg) or Engulf

Attacks: Blow (5 dmg) or Whirlwind • Engulf: The elemental engulfs their


target to drown them (see Combat,
• Whirlwind: Forcefully sweeps Other Hazards). The victim may
aside nearby creatures who fail make an opposed STR roll during
their STR save. Creatures swept their Round to try and escape.
against solid objects take 7 dmg.
• Immunity: Immune to water and
Flying creatures, and creatures with
cold.
1 or less HD, automatically fail this
save. • Weakness: Takes double damage
from heat or fire.
• Immunity: Can only be harmed by
magical weapons or spells.
Flesh Orb of Zuld
Earth Elemental Skill 6, HD 5 [3], ML 9

Skill 9, HD 6 [8], ML 10 An ancient sentient computer covered in a


fleshy mass. It levitates around its lair and
Attacks: Stomp (6 dmg) or Quake knows when it is being lied to.
• Quake: All creatures near the ele- Attacks: Slam (5 dmg) or Spell
mental must make a STR save or be
• Spells: The flesh orb has spells
knocked prone.
stored on its hard drive (savy PCs
• Immunity: Can only be harmed by may find a way to use this as a
magical weapons or spells. spellbook), allowing it to cast them
each once per day:
Fire Elemental Bolt (L1) - Throw X bolts of magi-
Skill 9, HD 8, ML 10 cal lightning; each bolt deals 3
dmg.
Attacks: Lash (5 dmg) or Heat Flare
Grasp of Yahzahar (L2) - Up to X
• Heat Flare: All creatures near the creatures must make a STR save or
elemental must make a DEX save else are grabbed by a shadowy hand
or take 4 damage, and flammable and held in place for d3 Rounds.
object near the elemental start to
burn.

• Immunity: Immune to fire and heat.

• Weakness: Takes double damage


from cold or water.
Gargoyle Giant Centipede
Skill 6, HD 4 [5], ML 10 Skill 3, HD 0, ML 7

Attacks: Claws (4 dmg) and Bite (4 dmg) Attacks: Bite (poison)


and Horns (3 dmg)
• Poison: Victim must make a STR
• Immunity: Can only be harmed by save or become sick for d6 days.
magical weapons or spells. Creatures sick from centipede poi-
son gain a Break on all rolls and are
considered slow during combat.

Gelatinous Cube
Giant Spider
Skill 4, HD 4, ML -
Skill 4, HD 3 , ML 7
Attacks: Touch (6 dmg + paralysis)
Attacks: Bite (4 dmg + poison)
• Translucent: A gelatinous cube • Poison: Victim must make a suc-
gains +3 Skill when determining cesful STR save with a Buff or have
surprise. their HD drained by d6.
• Paralysis: Creatures hit by the • Cling: Can walk on walls and ceil-
gelatinous cube become paralyzed ings.
for d6 Turns.
• Immunity: Immune to cold and Growlyhoot
lightning.
Skill 7, HD 5, ML 9

Ghoul Attacks: Claws (4 dmg + hug) and Bite


(5 dmg)
Skill 4, HD 2[3], ML 9
• Hug: If the growlyhoot wins the at-
Attacks: 2 × Claw (3 dmg + paralysis)
tack roll by 5 or more (or scores a
• Paralysis: Creatures hit by a critical hit), the victim is grabbed
ghoul’s claws must make a STR save and takes 5 direct damage each
become paralyzed for d6 Turns. Round, including the Round it was
grabbed in. Grabbed creatures may
• Weakness: Takes double damage
attempt to break free as their action
from silver weapons.
by making a successful STR save.
• Undead: Unaffected by poison, The growlyhoot cannot make any
charm, or sleep effects. other attacks while it is crushing a
victim like this.
• Resistance: Only takes half damage
from spells and magical weapons.
Goblin Golem, Iron
Skill 3, HD 1 [3], ML 7 Skill 10, HD 10 [10], ML -
These pale cave-grown freaks come in all Attacks: Fist (14 dmg) or Gas Breath
shapes and sizes, sprouting from the an- • Gas Breath: Can be used twice a
cient fungal rhizome stretching through- day. All creatures caught in the gas
out all reaches of the underworld. No two cloud must make a STR save or
goblins are the same and adventurers may have all their attributes drained by
find themselves allying with some while d3.
being hunted by others.
• Metallic body: Fire spells repair
Attacks: Weapon (4 dmg) the golem. Restore 1 Wound for
• Dark-dweller: Goblins can see in each point of damage it would oth-
the dark. If a goblin is in full day- erwise have taken.
light, attacks against it gain a Buff. • Immunity: Immune to mundane
weapons.
• Construct: Unaffected by poison,
charm, or sleep effects.

Hydra
Skill 8, HD d6+4[6], ML 9

Attacks: 5-10 × Bite (6 dmg)

• Heads: A hydra has a heads equal


to its HD. Each head is able to make
an attack. For every 6 Wounds the
hydra takes, one head is destroyed
and it makes one less attack. The
number of HD rolled for determin-
ing if the hydra dies is not reduced
by this.
Jabberwock healing is only half as effective.
Each day, the affected character
Skill 10, HD 9, ML 9
looses another 1 STR unless the
A monstrous creature with large glowing disease is magically cured. If their
eyes, born from the nightmares of a pow- STR is reduced to below 0, they die
erful wizard. and rise after d6 days as a mummy.
Attacks: Bite (5 + poison) and 2 × Claws • Resistance: Only takes half dam-
(5 dmg + grab) age, except from fire, magical
• Poison: STR save or loose d6 WIL. weapons and spells.
• Grab: If the Jabberwock wins the • Undead: Unaffected by poison,
attack roll by 5 or more (or scores a charm, or sleep effects.
critical hit), the victim is grabbed
and takes an 4 direct damage each Mimic
subsequent Round. Grabbed crea-
Skill as HD, HD d6+1[5], ML 8
tures may attempt to break free as
their action by making a successful Attacks: 2 × Tentacle (3 dmg + grab)
STR save. The Jabberwock cannot
• Grab: If any damage dealt by the
make claw attacks while it is hold-
mimic is dealt as Wounds, it auto-
ing another creature like this.
matically sticks to its victim. This
• Regeneration: The Jabberwock heals allows the mimic to bite down on
d6 Wounds at the start of each Com- their victim each subsequent
bat Round. Wounds dealt by magical Round, automatically dealing 4 di-
weapons are not regenerated. rect damage. The grabbed creature
• Immunity: Immune to poison. can pull themselves free by making
a successful STR save, but they do
Mummy suffer a Break on this roll due to the
stickyness of the mimic’s tentacles.
Skill 7, HD 5, ML -
• Sticky: Can walk on walls and ceil-
Attacks: Touch (7 dmg + rot) ings.
• Paralyzing Gaze: Anyone seeing • Weakness: Alcohol dissolves the
the mummy for the first time, must gluelike substance of a mimic’s ten-
make a WIL save or become para- tacles causing them to let go and
lyzed until the mummy attacks or take 4 direct damage as a result.
moves out of sight.
• Mimicry: Mimics can take the
• Mummy Rot: STR save or contract shape of almost any kind of object,
a disease that slowly rots away often choosing to take the form of
flesh. Creatures afflicted by treasure chests, statues or other
mummy rot loose d3 STR and can valuables to lure unsuspecting
no longer heal naturally. Magical adventurers.
OOZE Purple Worm
Green Slime Skill 12, HD 12 [10], ML 9

Skill 3, HD 2, ML - Attacks: Bite (8 dmg + swallow) and


Attacks: Pseudopod (5 dmg + acid) stinger (4 + poison)

• Ambush: If the slime manages to • Swallow: If the worm wins the at-
surprise their victim, it drops on tack roll by 5 or more (or scores a
them from the ceiling, automati- critical hit), their victim is swal-
cally hitting their attack roll. lowed whole. Swallowed creatures
• Acid: If this damages an armored take 3 dmg from the worm’s stom-
creature, their armor is perma- ach acid each Round and cannot
nently destroyed, even if the dam- breathe (see Combat, Other Haz-
age would normally not be enough. ards), but automatically succeed at
Magical armor is not affected. After attacking the worm using melee
a successful attack, it will stick to weapons.
its victim, dealing 6 dmg each • Poison: If any of the damage dealt
round until it is burned way with by the tail stinger is dealt as
fire (this deals half damage to the Wounds, the victim must make a
victim and half to the slime). STR save or have their STR reduced
• Immunity: Can only be harmed by by d6.
fire or cold.
• Rock Eater: The worm’s stomach
• Cling: Can move across ceiling and contains d3 gems. Roll on the gems
walls. table in Appendix XX: Treasure.
• Ooze: Can squeeze through small
holes and cracks. Rat Swarm
Skill 2, HD 1, ML 8
Black Pudding
Attacks: Bite (2 dmg) or Engulf
Skill 6, HD 8, ML -
Attacks: Pseudopod (10 dmg) • Engulf: Target must make a STR
save or is pushed to the ground.
• Division: If it takes damage from a
source that isn’t fire and it has • Swarm: A swarm only takes 1
more than 1 HD, it ignores the damage from weapon attacks.
damage and splits in two, creating • Afraid of fire: Will flee if attacked
two new slimes with half the HD. with fire.
• Cling: Can move across ceiling and
walls.
• Ooze: Can squeeze through small
holes and cracks.
Rust Monster Skeleton
Skill 4, HD 4 [6], ML 8 Skill 3, HD 1, ML -

A rust-colored cross between a cockroach Attacks: Weapon (4 dmg)


and an armadillo, with a hunger for metal.
• Undead: Unaffected by poison,
Attacks: Antennae (rusting) charm, or sleep effects.

• Rusting: If the rust monster wins


an opposed melee attack, their op- Spellclaw
ponent looses d6 armor. If they Skill 4, HD 2, ML 7
lose the opposed melee attack,
Small humanoid creatures with cracked
they take damage normally, but
obsidian skin, white pupils, and long
metal weapons used to strike them
glass-like transparent claws. Spellclaws
rapidly rust and become worn.
are often found around places of magical
Magical weapons are unaffected
power trying to find spells to absorb to
when using an arcane strike.
feed their hunger.
• Can smell metal and is attracted by
its scent. Attacks: 2 × Claws (3 dmg + absorb
magic)

Shadow • Absorb Magic: Can drain the


magic from a magical item they
Skill 3, HD 2, ML -
touch, doing so grants them the
A faceless silhouette made from swirling powers of the drained item. The
black shadows. stolen powers return if the spell-
claw is killed or willingly returns
Attacks: Touch (3 dmg + drain)
them. Touched magical weapons or
• Strength Drain: The shadow’s armor have their arcane strikes/
touch drains 1 point of STR. If a PC’s blocks reduced by 1. A touched
STR gets reduced to below 0 they die spellbook has a random spell ab-
and immediately rise as a shadow. sorbed from its pages and allows
• Silent: Shadows are dead silent, the spellclaw to cast it once a day.
gaining +3 Skill when determining • Immunity: Immune to magical
surprise. weapons or spells. Spellclaws ab-
• Immunity: Can only be harmed by sorb the spells cast at them.
magical weapons or spells.

• Undead: Unaffected by poison,


charm, or sleep effects.
Troll Attacks: Touch (drain + 4 dmg)

Skill 8, HD 6, ML 10 • Energy Drain: The wraith’s touch


drains 1 HD. If a creature dies be-
Tall, cunning, humanoids with rubbery
cause of this attack, they rise as a
skin. Trolls see anything smaller than
wraith a day later.
them as a potential meal. They are hard to
kill due to chopped off body parts simply • Immunity: Can only be harmed by
reattaching themselves if the troll is not magical weapons or spells.
hurt by fire or acid. • Undead: Unaffected by poison,
Attacks: 2 × Claws (4 dmg) and bite (6 charm, or sleep effects.
dmg)

• Regeneration: Heals d6 Wounds at


Xorn
the start of each Combat Round. Skill 9, HD 7[8], ML 8
Wounds created by fire or acid are
Three armed creatures from the elemental
not regenerated. After it is killed, it
realms that eat precious metals and gems.
will return to life in d3 Turns, un-
Hangry xorns might attack PCs carrying
less its body is destroyed using fire
gold or gems if they refuse to share their
or acid.
“food”.
• Afraid of fire: Has Morale 7 when
Attacks: 3 × Claw (4 dmg)
threatened with fire or acid.
• Rubbery: Due to their rubbery • Camouflage: Xorns can blend into
bones and flesh, trolls can squeeze their environment, giving them +3
through small cracks, like going Skill when determining surprise.
under a barred door. • Immunity: Immune to fire and
cold, and takes only half damage
Woglin from lightning.

Skill 4, HD 1 [5], ML 8 • Can pass through solid stone.

Small wooly llama-people living in the • Can smell precious metals and
mountains. Skilled artisans and crafters of gems, and is attracted by the scent.
magical items.
Zombie
Attacks: Weapon (4 dmg)
Skill 3, HD 2, ML -
• Immunity: The woglin’s wool coats
make them immune to spells. Attacks: Slam (4 dmg)

• Slow: Always go last during combat.


Wraith • Undead: Unaffected by poison,
Skill 6, HD 4, ML - charm, or sleep effects.
APPENDIX B: Treasure
Treasure Hoard Generator
Roll two d20s, plus a number of d20s equal to the HD of the monster guarding the
treasure hoard. Then, for each d20 rolled, reference the table below. If the treasure
hoard is guarded by a group of creatures, use the highest HD number among them.

d20 Treasure

1-3 The rolled number × 300 in loose gold coins

4-7 Goods

8-11 Art Objects

12-14 Gems and Jewels

15-16 Consumable

17-18 Wondrous Item

19 Random Spellbook (see Spellcasting)

20 Magical Weapon or Armor


d20 Goods d20 Art Objects

1 Chunk of coral (20 GP) 1 Set of pure gold dentures (30 GP)

2 Porcelain doll in the shape of a cyclops (50 GP)


2 Bundle of incense sticks (35 GP)
Two glazed urns decorated with flowers (35 GP
3
3 Pot of jellied eels (50 GP) each)

Thick tapestry depicting duel between two wiz-


D6 bottles of neutral alchemical spirits (40 GP 4
4 ards (100 GP)
each)

Marble bust depicting a haughty looking noble,


5
5 Piece of purple wurm chitin (100 GP) painted in clashing colors (100 GP)

6 Solid copper birdbath (220, 2 slots)


6 Sack of powdered narwhal horn (120 GP)
Triptych painted with a scene of a legendary
7
battle (250 GP)
7 Big spool of thick copper wire (200 GP, 2 slots)
Ivory mirror case carved with the image of a
8
knight courting a princess (280 GP)
Jar of corpse crawler eggs preserved in
8
formaldehyde (240 GP) Wood and glass frame containing a collection of
9
colorful, pinned butterflies (300 GP)

9 Sack of pungent, kiln-fired rock salt (275 GP) Silk toga embroidered with reeds and water
10
birds (400 GP)

10 Wax-sealed barrel of black vinegar (300 GP) Glass and gold philatory containing the knuckle
11
bone of a long-forgotten saint (450 GP)

Three sacks of vibrant dye pigments (100 GP


11 Gold-plated skull inside a cube of silver filigree
each) 12
(500 GP)

12 Bundle of seal furs (325 GP) Illuminated manuscript with a jeweled cover
13
(600 PG)
Small sealed amphora filled with perfumed oil
13 Carved ebony chair inlaid with small ivory faces
(400 GP)
14
(1,000 GP, 3 slots)

14 Roll of warm-colored cashmere (450 GP) Exquisitely crafted violin made of burgundy-
15
lacquered wood and catgut string (800 GP)

15 d6 bottles of fine champagne (125 GP each)


Solid gold statue of a naked man (2,000 GP, 6
16
slots)

16 Roll of patterned velvet (600 GP)


Gold-foiled chaise-longue with purple velvet
17
cushions (1,200 GP, 4 slots)
Massive wheel of aged minotaur cheese (700 GP,
17 Chess set made of sea turtle shell and ivory
2 slots)
18
(1,000 GP)
18 Petrified dragon egg (700 GP)
Ceremonial suit of plate armor adorned with
19 brightly colored feathers and golden trims
19 Small sack of saffron (800 GP) (1,000 GP, 3 slots)

Slender mahogany box of silkworm eggs (1,000 Solid gold death mask inlaid with eyes of tour-
20 20
GP) maline (1,200 GP)
d20 Gems and Jewels d20 Consumable
1 Scroll containing a level 0 spell
1 Twisted bronze anklet (40 GP)
2 Scroll containing a level 1 spell
3 Scroll containing a level 2 spell
2 Electrum nose-ring (75 GP)
4 Scroll containing a level 3 spell

Brass Belt buckle in the shape of a slumbering 5 Scroll containing a level 4 spell
3 Tonic of Healing (Drinker heals 6 Wounds and is
dragon (130 GP)
6 healed of all diseases or poisons affecting
them.)
4 Pearl bracelet (200 GP)
Potion of Water-Breathing (Drinker can breathe
7
underwater for d6+1 Turns)
Silver brooch set with small polished pieces of Potion of Flight (Drinker becomes able to fly for
5 8
bloodstone (300 GP) d6+1 Turns)
Potion of Invisibility (Become invisible for d6+1
9
Platinum earrings in the shape of a serpent coil- Turns or until attacking or casting spells)
6
ing around a black pearl (360 GP) Potion of Ether (Drinker is able to pass through
10 solid objects for d6+1 Turns, but cannot physi-
cally interact with anything.)
Silver locket with an ivory carving of a hand-
7 Potion of Strength (Drinker has 8 STR for d6+1
some young man inside (400 GP) 11
Turns)
Salve of Fire Resistance (3 doses, halves fire
Necklace of golden beads in the shape of eyes, 12
damage for a Watch)
8 each with a differently colored gemstone as the
Jar of Ooze (Thick glass jar containing a green
iris (425 GP) 13
slime (see Bestiary))
Smitestone (A crystal of condensed prayers,
Golden crown decorated with jagged shards of 14 throwing it on the ground will call down a light-
9 ning that deals 8 dmg)
unworked ammolite (600 GP)
Violet Incense (Spellcasters inhaling its smoke
gain a Buff when casting a spells, but roll twice
10 Amber (350 GP) 15
on the Blunder table if they fail. Burns for one
Turn.)
11 Moonstone (400 GP) Slug Potion (Drinker becomes slimy and able to
16
stick to any surface for d6+1 Turns)
12 Nephrite (420 GP) 17 Poison (If ingested: STR save or drain d6 HD)

Gravebane Oil (3 doses, a weapon treated with


13 Amethyst (450 GP) 18 this counts a magical against undead and deals
d3 additional dmg. Lasts for 1 Watch)
14 Peridot (500 GP) Tablet of Protection (Roll d6 to see what it pro-
tects from: 1 Demons, 2 Magic, 3 Undead, 4 Ele-
mentals, 5 Poison, 6 Werecreatures)
15 Topaz (500 GP)
Clay tablet that can be snapped in half to acti-
19 vate a magical protection. Protection lasts for 1
16 Emerald (600 GP)
Watch and allows the protected creature to au-
tomatically succeed at saving throws resisting
17 Fire Opal (750 GP) effects from the specified source, halves all
damage from that source, and makes them im-
mune to attribute drain from that source.
18 Sapphire (900 GP)
Chalk of teleportation (Can be used to draw two
circles on the ground, after which it is used up.
19 Star Ruby (1,200 GP) For 1 Watch after completing the second circle,
20
or until a circle is wiped away, anyone stepping
into one circle will be teleported to the other
20 Diamond (1,500 GP)
and vice versa)
[This is just a small part of the full list of
d20 Wondrous Items
wondrous items I have planned for the
1 Bag of Holding finished version of DURF Expanded]

2 Whispercloak

3 Gauntlets of the Forge


Bag of Holding
This magical bag is bigger on the inside
4 Dreamflute than it looks. It can hold 6 slots worth of
items. When attempting to quickly re-
5 Eye of Edna trieve an item from the bag the PC rolls
a d6. If the result is equal to or lower to
6 Butterfly Cloak the number of items in the bag, the PC
quickly finds the item they are looking
7 Giggledust for, otherwise it takes another Round to
find it.
8 Rutglut’s Magical Beartrap

Whispercloak
9 Shadow Staff
A spider silk cloak that grants the wearer
a Buff on attempts to sneak or hide.
10 Ring of Protection

11 Ring of Spellturning Gauntlets of the Forge


Heavy bronze gauntlets which can melt
12 Gravelight Candle stone and metal by pressing the palms
against it.
13 Cloak of Starlight

Dreamflute
14 Winged Boots
Playing this flute deals 2 direct Wounds
15 Hat of Brilliance to each sleeping creature that can hear
it and wakes them.
16 Crowbar
Eye of Edna
17 Mirror of Time
A mummified eye that, when put into
the empty eye socket of a dead hu-
18 Plate of Waves
manoid, animates the remains and
makes it a semi-sentient servant to the
19 Jar of Infinite Pickles
creature who put the eye in.

20 Vorpal Blade
Butterfly Cloak Gravelight Candle
A cloak embroidered with colorful but- A pale white candle that burns with a
terflies. The wearer of this cloak can cold black flame. While this candle is
turn into a cloud of butterflies for up to burning, a creature holding it is invisi-
3 Turns by taking a Stress. ble to undead monsters with 3 or less
HD. It burns for 3 Turns.
Giggledust
A bag with three doses of shimmering Cloak of Starlight
purple powder. A creature who inhales it A dark blue cloak with stars of a faintly
must make a WIL roll or laugh hysteri- glowing silver thread sown onto the in-
cally for 2d6 Turns. ner lining. Once per day its wearer can
cause the stars to create a bright flash of
Rutglut’s Magical Beartrap light, blinding nearby creatures for d6
Turns unless they make a STR save.
An enchanted bear trap on a chain. Can
be thrown at nearby target as a ranged
attack, dealing 4 dmg (counts as magi- Winged Boots
cal) and biting into the target, allowing Red leather boots with a pair wings of
the user to pull the target towards them silver feathers sprouting from the sides.
(opposed STR roll). Roars when thrown. The wearer may take a Stress to be able
to fly for 1 Turn.
Shadow Staff
A magical +1 staff. The wielder is able to Hat of Brilliance
see in total darkness. If it ever becomes A tall cone-shaped hat that increases its
worn or is broken on purpose it releases wearer’s WIL to 6. If the wearer’s WIL is
the shadow bound within (see Shadow already 6 or higher it has no effect.
in Appendix A: Bestiary).
Crowbar
Ring of Protection A magical black metal crowbar (can be
This magical ring adds 1 Armor to the used during combat as a +1 club) that
wearer’s total Armor. This point is re- allows the wearer to talk with birds, and
stored when taking a Short Rest. turn into a crow for a Turn once a day.

Ring of Spellturning
Spells cast on this ring’s wearer are re-
flected back onto the caster. It can be
used four times, after which it must be
recharged by shattering a silver mirror
reflecting a full moon.
Mirror of Time Jar of Infinite Pickles
A silver hand mirror in which objects A large ceramic jar filled with a ration
can be reflected as they were at a time of worth of pickles. Magically refills itself
the holder’s choosing. Choosing the at sunset each day.
time requires the holder to take Stress
equal to the number of days they want Vorpal Blade
to look back in time.
A magical +1 sword forged to slay the
Jabberwock. When the wielder of this
Plate of Waves sword rolls a natural 20 using this
A suit of +1 heavy armor made of a weapon, the victim's head is lopped off.
blueish metal decorated with wave pat- On a natural 1, the wielder must make a
terns and marine life. The wearer can DEX save or accidentally chop off their
breath underwater and does not suffer own head.
the usual penalties for swimming in
heavy armor.
Magic Weapons and Armor Generator
To generate a random magic weapon or armor, first roll a d20 on the Weapon and Ar-
mor table to determine what kind of item it will be. Then, roll a d20 on the Item Bonus
tables to determine the size of its magical bonus (see Magic Items), and finally, roll on
the corresponding Material table to see what kind of additional effect the item has.

d20 Weapon and Armor d20 Item Bonus

1 Club 1-15 +1

2 Dagger 16-19 +2

3 Staff 20 +3

4 Sickle
d6 Ranged Weapon Material
5 Sword
Astral Crystal - This weapon does not
1 use Ammo, instead shooting magical
6 Axe
bolts of astral energy.

7 Spear
Sparkwood - Creatures hit by an ar-
cane strike of this weapon releases a
8 Mace 2 shock of electric energy, dealing dam-
age equal to this weapon’s bonus to
9 Greatsword creatures around it.

10 Halberd Ice - An arcane strike of this weapon


3
also freezes its victim for d3 Rounds

11 Warhammer
Adamantine - Cannot become worn or
4
be destroyed
12 Bow
Lithewood - This weapon takes up 1
5
13 Crossbow item slot less than its mundane version

14 Pistol Soul Alloy - When making an arcane


strike, the wielder of this weapon may
6
Armor (Armor type is determined by its add half their WIL (rounded down) to
15-20 this weapon’s damage.
material)
2d6 Melee Weapon Material 2d6 Armor Material

Bloodbriar - If this weapon deals Wyrdweave (Light Armor) - Wearer


2 wounds to a victim, its wielder heals can spend an arcane block to increase
2
wounds equal to its bonus the effective X value of a spell they
cast by 1.

Cold Iron - If this weapon deals


Mimic Silk (Light Armor) - Wearer
3 wounds to a victim, they cannot cast
can spend an arcane block to make the
spells for a Turn.
3 armor look like any other type of
clothing or armor. This effect lasts for
Astral Crystal - The wielder can tele- one Watch.
4 port this weapon back to their hand at
will. Demonhide (Medium Armor) - Infused
with a spell of a level equal to its bonus.
4
The wearer may cast this spell as if us-
Ice - An arcane strike of this weapon
ing a spellbook containing that spell.
5 also freezes its victim for a number of
Rounds equal to its bonus.
Astral Crystal (Medium Armor) -
Wearer can spend an arcane block to
Moonsilver - Glows with a soft blue 5
teleport as short distance to a place
6 light, permanently providing 1 LD for they can see.
the purposes of determining light level.
Sharkskin (Light Armor) - Wearer can
Adamantine - Cannot become worn or 6 breathe underwater and does not suffer
7 a Break for fighting underwater.
be destroyed.

Mithril (Light Armor) - Enemies do not


Mithril - Deals d6 additional damage
8 7 double their damage when striking a
when making a critical hit.
critical hit against the wearer.

Obsidian - Wielder can spend an ar- Bramble (Medium Armor) - Attackers


cane strike to set the weapon ablaze, 8 are dealt damage equal to the armor’s
providing 1 LD. This Light Die is also bonus each time they hit the wielder.
9 rolled as additional damage during
combat, but burns out whenever it rolls Primordial Bronze (Heavy Armor) -
a 1, whether it is in combat or as part of 9 Gives the wearer a Buff on saves vs.
the normal light dice rolls. magical effects).

Wurm Carapace (Heavy Armor) -


Dragonbone - When fighting other- Wearer is unaffected by shockwaves or
10 worldly creatures, double this weapon’s 10
other effects that try to move the
bonus damage wearer against their will.

Gravestone - Undead hit by an arcane Dragonscale (Heavy Armor) - Wearer


11 strike of this weapon must make a WIL 11 only takes half damage from fire and
save or be turned to dust lightning.

Umbral Chain (Medium Armor) -


Soul Alloy - When making an arcane Wearer can spend an arcane block to
strike, the wielder of this weapon may 12 become invisible for a number of Turns
12
add half their WIL (rounded down) to equal to its bonus, or until they are hit
this weapon’s damage. by an attack or spell.
APPENDIX C: When creating an alchemical item, the
PC chooses an ingredient they have,

Alchemy and a form for the item they want to


create. The ingredient determines
what kind of effect the item has, while
Potent alchemical ingredients can be its form determines how it applies
found throughout the underworld, rang- this effect to the world.
ing from the poison glands harvested
The effects of an alchemical item last
from a manticore corpse, to psychedelic
for d6 + 1 Turns.
mushrooms growing in a volcanic tun-
nel deep below the earth.
Forms
Harvesting Ingredients • Potions affect those who drink it.

Harvesting an ingredient takes a Turn Examples: a potion made from the


and requires the PC to have access to an skin of a troll that regrows the
empty alchemy vial (can be gained from drinker’s lost limbs, or a poison made
a Supply) to fill with the ingredient. from the saliva of a cockatrice which
Monster corpses usually only provide turns the drinker to stone.
one usable ingredient, unless they are
• Oils can be applied to objects to af-
particularly large.
fect them.
Ingredients influence the effects of the
Examples: an oil made from the eggs
alchemical item they are turned into.
of a corpse crawler which when ap-
With ingredients harvested from a mon-
plied to a sword will paralyze those
ster corpse this effects will be similar to
who are cut by it, or a strong glue
the abilities of the monster in question.
made from the silk of a giant spider.
For example, the fire glands harvested
• Bombs can be thrown to create a
from the throat of a dragon would
cloud or splash of their substance.
produce fire-themed items, like a po-
tion of firebreathing, an oil of heat re- Examples: a bomb made from yeti
sistance, or a fire bomb. horns which freezes creatures caught
in the blast, or a bomb made from the
spores of nightcap mushrooms that
Creating Alchemical makes creatures fall into a deep coma.
Items
A PC can turn an ingredient into an al-
chemical item using an alchemy kit
(can be bought in a city for 200 GP). This
process takes a full day and can only be
done in a safe haven.
APPENDIX XX: Fire-breathing Statue
Trigger: Removing the treasure held by
Example Traps the statue.

Effect: The open mouth of the statue


Darts breathes out a cone of flames. Dealing 8
dmg to all creatures in front of it, DEX
Trigger: A pressure plate in the floor.
save for only half.
Effect: Poison coated darts shoot out
from holes in the wall. DEX save to
Poisonous Gas
dodge them. Creatures hit by the darts
have their STR reduced by d3. Trigger: A thin string attached to the
lid of a trapped chest.

Falling Block Effect: Opening the chest without de-


taching the string expels a rapidly ex-
Trigger: A thin tripwire spanned a
panding cloud of poisonous gas from a
hand’s width above the floor.
hidden compartment. All creatures in-
Effect: A loose slab of rock dislodges side the room must make a STR save or
from the ceiling, smashing the creature have their HD drained by d3.
who tripped the trap. The creature takes
10 dmg unless they make a DEX save to
Crystal Face
jump aside.
Trigger: Opening a door with a crystal
face embedded in it without first speak-
Pit Trap ing the proper passphrase.
Trigger: Stepping on a metal plate dis-
Effect: The crystal face paralyses the
guised as a part of the floor.
creature who opened the door for d6
Effect: The floor gives way, plummeting Turns, and telepathically alerts the cre-
the creature stepping on it into a deep ator of the trap.
pit unless they can make a DEX save to
grab onto the edge of the pit. Creatures
falling into the pit take 6 dmg. The walls
of the pit are impossible to climb up
without a rope.
APPENDIX D: Archetypes
Character archetypes are an optional rule that can be used to differentiate PCs more
from the moment they are created. To use archetypes in your game do the following:

• In addition to the random trait rolled during character creation, also note down
the trait of your chosen archetype.

• Instead of rolling on the belongings table for the PC’s highest stat, roll on the
belongings table of your chosen archetype and add any other items the
archetype says the PC starts with.

Fighter Thief
When a fighter hits a creature with an As long as a thief is not wearing heavy
attack they initiated, they may take a armor:
Stress to immediately initiate another
• They gain a Buff when trying to do
attack. They may keep doing this as long
thieflike things (pickpocketing,
as they keep hitting and have empty in-
picking locks, sneaking, etc.)
ventory slots to take the Stress.
• After hitting a creature that is un-
Belongings aware of them, they may take a
Stress to double the attack’s damage.
A fighter starts with a weapon of their
choice, Ammo if they choose a ranged
weapon, and: Belongings
Starts with a set of lockpicks, and:

d6 Fighter Belongings
d6 Thief Belongings
1 Medium Armor
1 Blowpipe

2 Heavy Armor
2 Light Armor

3 Spiked Shield (deals 1 dmg to the attacker)


Obsidian spyglass, allows you to see things far
3
away, even in the dark.
Warhorn (Blowing it during combat forces ene-
4 mies to make a morale roll, but it is loud so it
adds a die to the encounter roll next Turn) 4 Smoke bomb

5 Silver sword 5 Crossbow and Ammo

Invisibility Potion (Become invisible for d6+1


6 Squire (an unpaid torchbearer, see Hirelings) 6
Turns, or until attacking or casting spells)
Wizard Priest
If a wizard is near another caster who As long as a priest is holding their holy
casts a spell of a level the wizard would symbol:
be able to cast, they may attempt to
• Any weapon they carry is consid-
wrestle control of the spell away from
ered magical when fighting crea-
the other caster. To do so, they take a
tures normally unharmed by mun-
Stress and make an opposed WIL roll. If
dane weapons.
they win, they take control of the spell
and may choose new targets for it. • They gain a Buff on saves vs. the
abilities of undead creatures.
Belongings
Start with a randomly generated spell- Belongings
book (see Scrolls & Spellbooks), and: Starts with a holy symbol, and a spell-
book containing either Turn Undead OR
d6 Wizard Belongings Healing Hands, and:

Crystal containing the soul of your dead mentor,


1 holding it allows you to telepathically commu- d6 Priest Belongings
nicate with them.
1 Mace
2 Serpent scale cloak (Buff on saves vs. spells)
2 Flask of holy water
Winged homunculus familiar (Skill 2, HD 1,
3
Claws 2 dmg) Set of oracle bones, can be used to query your
3
gods.
Crystal ball which shows a place it is connected
4
to. The ritual to connect it takes three Turns. Smite stone, a crystal of condensed prayers,
4 throwing it on the ground will shatter it and call
Wand charged with the essence of a lightning down a lightning strike that deals 8 dmg
5 elemental (2 charges, can shoot a lightning bolt
that deals 4 direct damage, DEX save for half) Tonic of Healing (Drinker heals 6 Wounds and is
5
healed of all diseases or poisons affecting them.)
Scroll containing a random spell. Roll a d3 to
6 Reliquary containing a relic of your gods. It can
determine the spell level.
be used to consecrate a site, making it impossi-
6
ble for undead to enter for as long as the reli-
quary remains there. The ritual takes a Watch.
Brawler Ranger
A brawler can use any object as an effec- A ranger may collect a trophy from a
tive weapon. Depending on its size, it creature they killed. A trophy like this
takes up the same amount of slots and grants them a Buff on attacks against
deals the same damage as either a dag- those creatures and on saving throws
ger, sword, or greatsword. When attack- against their abilities. A trophy takes up
ing with such an improvised weapon, one inventory slot.
the brawler may choose to take a Stress
to shatter the object when dealing dam- Belongings
age, if they do so, the attack deals d6 ad-
A ranger start with a trophy of a crea-
ditional damage.
ture of their choice, and:

Belongings d6 Ranger Belongings


A brawler starts with either light armor
1 Bow and Ammo
or heavy armor, and:
2 Medium Armor
d6 Brawler Belongings

1 Shield 3 Two swords

Potion of Fire Breathing (for 1d6+1 Turns the


Enchanted hooded cloak that grants a Buff
2 drinker may take a Stress to exhale a cone of
4 when attempting to hide or sneak while out in
flames that deals 8 dmg, DEX save for half)
the wilderness.
Hefty gold medal from a fight you won, worth
3 Bear trap (4 dmg and traps the creature that
100 GP. 5
sprung it)
Amulet of Titan Skin (Critical hit against the
4 wearer is automatically turned into a normal 6 Wolf companion (Skill 3, HD 2, Bite 4 dmg)
hit, after which the amulet turns to dust)

5 Jar of grease

Universal antivenom (1 dose, a creature taking


6 this immediately when poisoned automatically
succeeds the poison’s saving throw)
Bard Alchemist
As long as a bard has access to a musical Alchemists do not need to be in a safe
instrument, the bard may: haven to create an alchemical item (see
Appendix: Alchemy) and it only takes a
• Play a song and take a Stress to
Watch instead of a day. When they cre-
grant each of their allies a Buff on
ate an alchemical item, they roll a d6.
their next roll. This effect lasts for
On a 6, the ingredient is distilled per-
1 Round.
fectly, extending the item’s effect dura-
• At the start of a Night’s Rest, tell tion to a full Watch instead of the usual
tales at the campfire causing each d6+1 Turns.
ally to heal 1 Wound and restore 1
Stress. Belongings
Starts with an alchemy kit, and:
Belongings
A bard starts with a musical instru- d6 Alchemist Belongings
ment of their choice, and: Gas mask (wearer is immune to toxic gases and
1
airborne poisons)
d6 Bard Belongings
2 Pistol + Ammo
1 Dramatic cape
Bottle of alchemist fire (sticky substance that
3
Music box that plays a soothing lullaby when burns when exposed to air, 3 dmg each Round)
2
opened.
Reflective goggles (protects against being
4
Dueling cane (a sword disguised as a walking blinded by bright flashes)
3
cane)
Thick rubber safety gloves (protects hands from
5
Snake that has been trained to use its body to chemicals and fire)
4 spell out words one letter at a time (Skill 1, HD
0, bite 1 dmg) Flare (4 LD, burns underwater and isn’t affected
6
by wind)
5 Some firecrackers

Enchanted ventriloquist puppet that can record


6
and playback short soundbites.
APPENDIX X: Spells
Level 0 Spells (Cantrips)
1. Arcane Weapon - A weapon touched by the caster becomes infused with magi-
cal energy for 1 Turn, making it able to damage creatures normally resistant to
mundane weapons.

2. Bee - A single bee is summoned near the caster. It disappears after a Turn.

3. Footfall - The noise of footsteps sound from a nearby location that is deter-
mined by the caster.

4. Grease - An nearby area becomes slick and slippery.

5. Liquid Liar - A liquid targeted by the caster gains, for a Turn, the appearance of
another type of liquid.

6. Night Eye - Grants one of the caster’s eyes night vision. Cast twice to see with
depth perception.

Level 1 Spells
1. Animal Friendship - Targeted wild animal must make a WIL save or else become
friendly towards the caster.

2. Animate Armor - Animates a set of armor for X Turns. It becomes a loyal NPC (0
HD, Skill 0) with an Armor score equal to that of the animated set.

3. Bark Skin - Target’s skin grows a layer of bark for a Turn, providing a buffer of X
additional Armor points that regenerates every Round.
4. Bolt - Throw X bolts of magical lightning; each bolt deals 3 dmg.

5. Choking Cloud - A cloud of thick foul-smelling smoke fills a nearby area desig-
nated by the caster for X Rounds. Creatures inside it must make a STR save each
Round or spend it violently coughing and retching.

6. Color Spray - Summons forth a prismatic spray of bright colors that blinds and
confuses a target for X Rounds. If the target has 3 or more HD they may make a
WIL save to resist this effect.

7. Healing Hand - Heals X+2 Wounds of a creature touched by the caster.

8. Knock - Magically opens a locked door or container touched by the caster.

9. Lock - Magically locks a door or container touched by the caster.

10. Magelight - Summons a floating orb of light that follows the caster, providing X
Light Dice. The light also reveals subjects of invisibility magic.

11. Mend - Restores a worn weapon, 1 point of Armor, or a small crack or tear in an
object touched by the caster.

12. Push - Pushes up to X creatures and/or objects with a burst of invisible force.

13. Shadow Blade - Summons a blade made of shadowy smoke. It exists for 1 Turn
and deals 3+X dmg. When attacking with it, the caster may use their WIL instead
of STR. If cast during combat, the caster may immediately make an attack.

14. Slow - Up to X creatures chosen by the caster becomes slowed for a Turn, causing
them to always go last during combat.

15. Snake Storm - Summons a small rain cloud which starts raining down snakes.
The cloud disappears after X Turns.

16. Summon Flock - Summons X sheep (HD 0, Skill 0); the sheep disappear in a
cloud of bubbles after a Watch or when they are killed.

17. Swarm Form - Caster transforms themselves into a swarm of bugs, rats or bats
for up to X Turns.

18. Talk with Spirit - Summons the spirit of a corpse touched by the caster to an-
swer one “yes” or “no” question. The spirit only knows what they knew while they
were alive and answers truthfully according to what they believe to be true.

19. Turn Undead - Undead creatures with a combined amount of HD equal to X+1
flee in terror.

20. Weave Light - A visual illusion manifests nearby or around a nearby object or
creature. It lasts for X Turns.
Level 2 Spells
1. Acid Rain - It starts raining acid for X Turns in a nearby area designated by the
caster. The rain deals 2 dmg each Round to each creature in the area.

2. Bubble - Creates a bubble of breathable air around the caster for X Turns. The
bubble is large enough to fit a number of people equal to the casters WIL.

3. Demonic Servant - Summons a demon to complete a simple task. Disappears


after 1 Turn or when it has finished its task.

4. Fireball - Throw a ball of fire that explodes at a location nearby, dealing 6 dmg
to each creature in the area of the explosion, or 3 dmg on a successful DEX save.

5. Gills - Up to X creatures grow gills to breathe underwater for a Watch.

6. Grasp of Yahzahar - Up to X creatures must make a STR save or else are


grabbed by a shadowy hand and held in place for 1d4 Rounds.

7. Light Eater - Summons a little homunculus that eats the light in the surround-
ing area. On command, it explodes and creates a blinding flash that deals no
dmg. Explodes on its own after X Turns.

8. Locate Object - The caster gains a sense of direction towards a specific object
they are picturing, as long as it is no further than a Travel Watch on foot away
from them.

9. Mage Eye - The caster enchants an object by carving an eye symbol in it. For X
Watches, the caster can look through the eye as if it was theirs.

10. Mask - The caster’s face morphs into another face of their choice for X Turns.

11. Ooze Form - The caster’s body turns to slime for up to X Turns. While in this
state, they can squeeze through any hole. It should be noted that their equip-
ment is not affected by this spell.

12. Pippi’s Slumber - Nearby targets with a combined HD total of no more than
X+2, fall asleep. Creatures with 4+ HD are allowed a saving throw to resist the ef-
fect.

13. Protection from Heat - Target becomes immune to extreme heat for X Turns.

14. Raise Bones - X skeletons (1 HD, Skill 3) rise from the ground to do the caster’s
bidding.

15. Rope Trick - A rope held by the caster animates and follows the caster’s com-
mands for up to X Turns.
16. Shock - A creature touched by the caster takes 4 direct damage. Roll a d6, if the
result is equal to or below X the energy arcs to another nearby creature. Repeat
this process for each additional target.

17. Silence - An area designated by the caster becomes devoid of sound.

18. Spider Legs - Eight spider-legs sprout from the caster’s back, allowing them to
cling to walls and ceilings.

19. Summon Food - A piece of stale bread and a glass of lukewarm water is sum-
moned in the hands of the caster. It is just enough to sustain a single person for
a day. Trying to cast this spell more than once a day results in the summoning of
a piece of parchment with the handwritten message: “Sorry, the kitchen is closed
for the day. :(”

20. Termite Ghosts - A legion of undead termites is summoned forth from beyond
the grave. They swarm to devour a wooden object pointed at by the caster, leav-
ing only dust in their wake.
Level 3 Spells
1. Alter Size - Grow or shrink target creature for X Turns. Unwilling targets may
make a WIL save to resist the effect.

2. Become Swole - The caster’s muscles swell as their physique becomes that of a
bodybuilder. For X Turns they gain a Buff on all STR checks.

3. Blade Wall - A wall of swirling swords is summoned near the caster. The floating
swords deal 6 dmg to any creatures who attempt to move through the wall. (DEX
save for half). While it makes it harder to aim, the wall does not stop projectiles
being shot through it.

4. Charm - Target must make a WIL save or else become friendly towards the
caster for X Turns.

5. Delayed Blast - An object the caster holds becomes charged with magical en-
ergy. The energy can be released by uttering a passphrase chosen by the caster.
The release shatters the object and deals 5 damage to all creatures near it, DEX
save for half.

6. Forest Walk - The caster and up to X willing creatures can walk through a
nearby tree and instantly come out of another tree anywhere else in the same
forest.

7. Freezing Touch - A creature touched by the caster must make a STR save or lose
a HD.

8. Impact Barrier - A shimmering magical sphere forms around the caster for a
Turn. It protects the caster and up to X creatures directly next to them from pro-
jectiles, but does not prevent creatures from entering it or taking swings at the
creatures inside it.

9. Levitate - Up to X targets gain the ability to levitate for a Turn.

10. Mind Read - The caster is able to read the surface thoughts of all nearby crea-
tures for a Turn.

11. Paralyzing Ray - A crackling ray springs forth from the caster’s pointed finger
and paralyzes a creature for X Rounds. If the target has 3 or more HD they may
make a WIL save to resist this effect.

12. Riptide - Summons a massive wave of water. Creatures caught in it must make a
STR save or be swept along with it and take 6 dmg.
13. Shield of Lore - The caster enchants a nearby object containing knowledge,
whether it’s a book, scroll or stone tablet. It starts to float around them for X
Turns and when a creature wishing the caster harm comes near it will explode,
dealing 2 direct damage and freezing them in time for 1 Round.

14. Shroud - A creature or object touched by the caster turns invisible for X Turns,
or until they attack another creature.

15. Speak with Plants - Makes caster able to speak to plants. The plants will obey
simple commands, but are unable to talk back to the caster.

16. Telepathic Bond - Up to X creatures can talk to each other telepathically for X
Turns.

17. Touch of the Grave - Target touched by the caster takes 5 direct Wounds. If this
kills them, they rise as a 1 HD zombie under the control of the caster.

18. Unravel - Targeted spell or other magical effect unravels and its magical energy
is released back into the world. This cancels the spell, but the caster has to roll
on the Blunder table to see how the released energy affects them. If this spell is
cast as a reaction to another spellcaster, the casting roll is an opposed WIL roll
vs. the other other spellcaster. Permanent enchantments are only unraveled for
X turns.

19. Wall of Ice - A wall of ice springs up at a location near the caster. The wall has 3
HD, with fire dealing double damage. Creatures at the targeted location must
make a DEX save or else become stuck in the wall.

20. Worm Ray - Target must make a WIL save or is turned into an arm-sized worm
(1 HD, 0 Skill) for X Turns.
Level 4 Spells
1. Amnesia Flare - Summons a bright flash above the palm of the caster that
makes all creatures seeing it forget what happened in the last Turn.

2. Banish - Target creature is banished to another plane; the target may make a
WIL save to resist banishment. The creature returns after X Turns. However, if
the creature is from a different plane than where the spell was cast, it will return
to its plane of origin rather than to the plane where the spell was cast.

3. Clone - Summons an identical copy of the caster for X Turns. It has the mental
capacity and loyalty of a golden retriever. Over the course of its last Turn alive it
slowly melts into a pool of purple slime.

4. Command - Target must make a WIL save or else follow a one-word command.
The command cannot cause the target to harm itself directly.

5. Control Weather - The weather shifts to a state chosen by the caster. It can only
nudge the weather a bit, not drastically change it. This means a blizzard can’t be
turned into a heatwave, but a storm can be calmed, or a sunny day can be turned
into a rainy one.

6. Cure Afflictions - A creature touched by the caster is healed of all diseases or


poisons affecting them.

7. Dreamshift - The caster whistles a lullaby, shifting their conscious into the
dream of a sleeping creature the caster can see. The caster is subjected to the
dream world conjured up by the dreamer. However, they do gain a Buff on all
rolls there and can exit the dream at will.

8. Earthquake - For a Round, a violent tremor shakes a nearby area designated by


the caster. All creatures in the area must make a DEX save to remain standing,
this is all they can do this Round. Creatures who fall take 2 dmg. If this spell is
cast inside, roll a d6. On a 3 or lower, the ceiling collapses. Creatures caught by
falling debris take 20 dmg and become buried, suffocating in the rubble. A suc-
cessful DEX save halves the damage.

9. Gateway - Opens a person-sized portal to a location visited before by the caster.


It stays open for 1 Turn or until the caster dismisses it.

10. Head Lopper - Summons a colossal spectral blade of an ancient warrior hero.
While the sword is summoned, anyone can challenge another creature to a duel.
Refusal means instant death. The duel is fought using three opposed STR rolls,
the participant with the most successes wins. After the duel, the blade swings
down, decapitating the loser, after which it fades away.

11. Passwall - Opens a person-sized hole in a stone wall.

12. Petrify - Target creature must make a STR save or else is turned to stone. Crea-
tures with 8 or more HD can only be partially turned to stone using this spell.

13. Polymorph - Target creature is morphed into another form determined by the
caster. The effect lasts for X Turns. Unwilling targets may make a WIL save to re-
sist the effect.

14. Reaper’s Ward - A creature touched by the caster becomes immune to death
magic and do not roll any Hit Dice for when they take Wounds. After this effect
wears off, if they have sustained any Wounds, they roll their Hit Dice once to see
if they succumb to their Wounds.

15. Restore Vitality - A creature touched by the caster regains a point of a drained
attribute or HD.

16. Sanctuary - A bubble the size of a small hut forms at a location determined by
the caster. It remains there for one Watch. Creatures not invited in by the caster
cannot enter it and the interior is warm, pleasantly lit, and smells faintly of cin-
namon.

17. Shatter - A non-magical inanimate object


made of wood, metal, glass, stone, or simi-
lar substance touched by the caster shat-
ters into pieces.

18. Summon Elemental - Summons an ele-


mental of an element of the caster’s
choice. It is not loyal to the caster.

19. Sunlight - Creates a glowing orb of sun-


light for X Turns. This will bathe the sur-
rounding area in bright light for the spell’s
duration, regardless of its usual light level.

20. Winds of Terror - A wind starts blowing


in the area around the caster. It whispers
fear into the hearts and minds of the
caster’s enemies caught in it, forcing them
to make a Morale check with a -2 penalty.
Level 5 Spells
1. Breath of Life - Dead creature touched by the caster comes back to life. Only
works on creatures that have been dead for less than a Turn.

2. Death Spell - Creature touched by the caster must make a STR save or else die.

3. Nullsphere - Creates a large zone in which magic and magical items don’t work.

4. Planar Portal - Opens a person-sized portal to a location anywhere on any


plane of existence. It stays open for a day or until the caster dismisses it.

5. Rewind Time - Rewinds time to a point up to 1 Turn before. Only the caster
knows this has happened.

6. Soul Storage - The caster stores a piece of their soul into an object they pre-
pared for it. This reduces their HD by 1, but when they die, their body reforms
near the object over the course of a week. If the object is destroyed, the HD is
lost and the caster’s body no longer reforms.
Next update:
Carousing

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