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The world was created by the gods to harbour the souls that are born in their

realm. The world was shattered into four pieces after the evil god,
sometimes called the Liberator, had lured the fourteen nations into waging
war on each other. The fourteen kings were ruthless lords who became
immortal so that they could rule the mortal realm forever.
The mortals revolted and with the help of the gods the first heroes defeated
the fourteen kings, destroying eight of them, and shattering the world in the
process. The first heroes sacrificed themselves to stabilize the four worlddiscs.
The remaining god-kings took what remained and imprisoned the Liberator
in a sphere of rock, feeling betrayed that they couldn't rule forever in the
mortal realm. The moon is now their realm from where they lure mortals
into hating other mortals. Those that succumb are dragged to the moon to
become demons in service of the god-kings.
The world of mortals is now protected by the angel-stars, but the god-kings
will always be there with the promise of power.

Microlite 2d6: Dungeons and dragons v1.0 by Freek 'Madwarrior' de Wijs


Your character's abilities:
A character has three abilities and four skills which are combined to
overcome obstacles. Fighting is resolved mostly without skills and uses
only the modifier. Skill tests use an appropriate Skill Rank and Ability
Modifier. For example, to climb a rock face, you roll Str/Phys, using your
Strength Modifier and Physical Skill Rank to add to a 3d6 roll. In the
example below, the character has a Str Score of 16, which indicates a
Modifier of +3, and a Physical Rank of +1. The Str/Phys bonus to the roll
for scaling a cliff is thus +4. Let's say scaling a cliff is tough, then a
Difficulty Class of about 14 is appropriate. The character thus needs to roll
at least a 10 on 3d6 to scale the cliff.
Rolling ability scores:
You roll 4d6 three times, and each time discard the lowest before writing it
down. Then you assign the three scores to the abilities you like. If all three
are 10 or lower, re-roll the lowest until you have at least one score 11 or
higher.
Ability:
Score:
Modifier:
Physical
Subterfuge
Knowledge
Communication

Rank
w
x
y
z

Strength
a
d=(a-10)/2

Dexterity
b
e=(b-10)/2

Mind
c
f=(c-10)/2

w+d
x+d
y+d
z+d

w+e
x+e
y+e
z+e

w+f
x+f
y+f
z+f

Summary:
Ability score = 4d6, drop lowest
Modifier (XXXmod) = (Stat-10)/2 Rounded down.
Hitpoints (HP) = STR score + level
Armour Class (AC) = 10+DEXmod+Armour
Initiative = 3d6+DEXmod
Melee attack = 3d6+STRmod (+weapon)
Ranged attack = 3d6+DEXmod (+weapon)
Skillpoints = (MIND/2)+level

Combat:
In combat, each character may move and perform an action like drawing a
weapon or attacking with said weapon on his turn. Alternatively, he may
run, moving twice as fast.
The order in which these turns are played is determined by Initiative. Each
player rolls 3d6 and adds his Dex Modifier. players play in order of highest
to lowest Initiative.
To attack another creature in melee, you roll 3d6, add your Str modifier and
possibly a bonus from a weapon and compare it to the target's Armour
Class, which is equal to 10 plus his armour bonuses and his Dex Modifier.
To attack at range, you roll 3d6, add your Dex modifier and possibly a
bonus from a weapon.
Conditions:
-If you are stunned, you cannot act or move.
-If you are prone, you lie on the ground and have a -1 to all rolls and AC.
-If you are immobilized you cannot move.
Healing:
When healing a character, you cannot raise total hitpoints above maximum.
When healing a character below 0 hitpoints, you start healing as if the
character had 0 hitpoints.
Death and dying:
A character can die in two ways: a) Hitpoints drop below minus half the
maximum (rounding down). So a character with 13 hitpoints dies at minus 6
hitpoints. b) The character fails three death saves. When a character is a 0 or
less hitpoints, it must roll a death save every turn on 1d6. On a 3 or lower,
the save is failed. Passing three death saves means you are stable and the
death save process starts anew. Dead characters cannot be healed without
the 'raise dead' spell.

Races:
Six types of intelligent mortal races can be discerned among the denizens of
te world: Dragons, and Lizardmen, Giants and Humans and Fey and Trolls.
Fey, Giants, Humans Lizardmen and Trolls are playable in the game.
Fey (Elves, gnomes, dwarves) produce 1 gold worth of either arcane or
divine spell components every morning when they wake up. Which they
produce is determined at birth.
Giants (Giants, ogres, cyclopses) double their hitpoints and do d6 unarmed
melee damage. Though they have to pay double for armour and weapons to
compensate for their size as they take up a 10x10 square.
Humans (Humans, halflings, half-humans) ignore the first death saving roll
after they drop below 0 hitpoints, starting the process at the second turn
after they drop below 0 hitpoins.
Lizardmen (Kobolds, yuan-ti, kuo-toas) remain conscious and remain
active until they die (unless knocked unconscious through a spell effect or
fatigue).
Trolls (Trolls, orcs, goblins) regenerate one hitpoint per turn in combat
when they are wounded. Outside combat, they regain one hitpoint per
minute.
If you really want one could attempt these rules for dragons:
Dragons do d6 unarmed melee damage, may fly and may use a breath
attack, but may wield no weapons and may wear only specialized dragonfitted armour.
At level 1, a dragon is 5x5 suare, just like humans. They pay double for
their armour.
At level 2-4 dragons are 10x10 squares, double their hitpoints and pay
triple for their armour.
At level 5-7 dragons are 15x15 squares, triple their hitpoints and pay
quadruple for their armour.
At level 8-10 dragons are 20x20 squares, quadruple their hitpoints and pay
five times as much for their armour.
Example dragon lvl 8: STR14 DEX13 MIND13
AC11, HP88, PHYS+3 SUB+3 KNOW+4 COMM+3

Levelling up:
A character may level up if they gain ten experience points. To gain
experience points, a character must set goals for themselves or take a goal
from the GM. Goals have a difficulty and a type, either group or individual
goals. Each goal has a difficulty from 1 to 3, and a number of characters
who can receive experience from the goal.
The number of experience points which can be gained from a goal are equal
to the difficulty (1-3). The goal is met, and experience points awarded after
a number of scenes, accomplishments and/or sacrifices made towards the
goal. The number of accomplishments is equal to the difficulty multiplied
by the number of character who join in the goal times three.
For example: Three characters were wronged by a knight; he kidnapped a
girl who was the love interest of one character, the best friend of the second
and the sister of the third. They set out to rescue the girl, which now
becomes their goal. It has a difficulty of two (determined by the GM), and
three characters joining in. Thus the number of accomplishments before
they receive experience is 2*3*3 = 18. They need to find out where the
knight lives (1) then defeat the knights soldiers on the road (2), climb the
mountain to the castle (3) and find the secret entrance (4). Then they need to
break into the castle (5), fight the monster in the secret tunnel (6) find out
where the lady is held (7) and break her out of the prison (8). Theyre barely
halfway, for they need to sneak through the castle (9), discover the entrance
is blocked (10), find the gate mechanism (11) and sneak to the gate (12).
Next they need to open the gate (13) fight the soldiers at the gate (14) and
escape the castle before more soldiers show up (15). Lastly they need to
hike down the mountain (16) set up an ambush (17) and defeat the knight in
combat (18).
Of course, this requires the GM to constantly be on his feet and throw new
challenges at the characters until the stack runs out.

If a character levels up, they gain in power and ability, depending on their
class. There are four classes of characters, but each class may add one point
to one of their basic abilities at every level, except level one.
Arcane characters
Martial characters
Divine characters
Skillful characters
Each class has a list of feats. Characters gain one appropriate feat at first
level and one more at each even level (2, 4, 6 etc). In addition, each
character has a +1 to each roll with their associated skill. Arcane characters
have +1 knowledge, Divine characters have +1 communication, Martial
characters have +1 physical and Skillful characters have +1 subterfuge.
Lastly, at each uneven level, each class has their inherent bonus that
upgrades at each uneven level (including level 1).
The maximum level a character can reach is level 10.
Arcane characters may forage for magical essence in the neighbourhood,
and find up to one gold worth of arcane spell components per uneven level
per day by scavenging for an hour.
Martial characters may choose each uneven level to gain +2 hitpoints or +1
damage in combat.
Divine characters may pray for an hour to their god each day and may
choose one divine spell they can cast for free, even if they do not know it.
The maximum level of the spell is 1 at character level 1, 2 at character level
3, 3 at character level 5, 4 at character level 7 and 5 at character level 9.
Skillful characters may pass up to one roll without rolling per day for each
uneven level. However, they get one type of roll for each uneven level.
There are five types of rolls, one for each type of skill and rolls to hit in
combat.
Multiclass feat: All characters may choose the multiclass feat. They gain the
level 1 bonus for the chosen class, and may choose feats from the other
class feat list when the character may choose a new feat.

Gold & equipment:


At the start of the game, each player has a wealth of 100 gold - the total of
your ability scores. So a character with 12, 13, 7 for stats has 68 gold. Then
each player may spend that gold on weapons, spells and equipment.
Weapons:
1-handed
Unarmed
Improvised
Improvised
Dagger
Mace
Sword
Axe
Spear
Staff
Sling
2-handed
Broadsword
Battleaxe
Pike
Shortbow

Type

To hit

Damage Special

Cost

Melee
Melee
Ranged
Melee/ranged
Melee
Melee
Melee
Melee
Melee
Ranged

+1
+1
+1
-

d3
d3
d3
d3
d6
d6
d6+1
d6
d3
d3

Range 20'
(Range 20')
Reach 10'
Reach 10'
Range 40'

5
7
11
10
9
3
5

Melee
Melee
Melee
Ranged

+1
-

2d6
2d6+1
d6
-

Bow

Ranged

Longbow

Ranged

Steel arrow

Ammo

d6

17
15
Reach 15'
11
Range 40', needs
arrows
5
Range 80', needs
arrows
10
Range 120', needs
arrows
20
Needs bow
1

Armour:
Leather
Chainmail
Plate
Platemail
Shield

vs melee
+1
+2
+1
+2
+1

vs ranged
+1
+2
+2
+2

Cost
10
30
30
70
30

Other equipment:
Item
Gold
Arcane focus
1
Bedroll
3
Bandages
2
Firemaking tools 3
Prayerbook
10
Rope
1/20'
Spellbook
10
Tent (2 persons) 10
Thieves' tools
5
Torch
1
Waterskin
3
10' pole
2

Rules if applicable
Make a DC10 Dex/Know check and spend the
bandages. On a success, you heal d6 hp.

+2 to picking locks.
Burns bright light 30' around for two hours

Adventurer's kit: 25 gold


Waterskin, tent, bedroll, firemaking tools, 60' rope, 3 torches
Food and drink:
Beer
Rations
Wine
Soup
Bread
Meat and potatoes
Roast pig

Typical Gold cost:


1 for a pint or 10 per 10 liters in a barrel
2 per day
1 for a glass or 5 for a bottle
1 for a meal
1 for a meal
2 for a meal
20 for 10 persons

Minor magic items:


Healing potion
Bag of holding

Gold
5
50

Sunrod

Type
Rules
Divine Heals 2d6 HP
Arcane Holds 200 pound in weight or
20 cubic feet as if it weighed
only 1 pound.
Arcane Burns bright light 40'
around for four hours

Moves
Moves are available to anyone, but may not be used to augment arcane
magic. New moves may be invented by players, their drawbacks are to be
invented by DMs:
Charge:

Cleave:

Boon:
You may both move and
subsequently attack
within the same action,
but also gain your Str
modifier in extra damage.

Penalty:
You suffer -2 to hit on the
attack and must move at least
half your movement rate
before the attack.

You may attack two or


more adjacent targets.

Roll to hit for each target and


roll damage once. The damage
is divided among the targets

.
Double-attack: You may attack twice
instead of moving and
doing an action.

You suffer -1 to hit on each


attack.

Grab:

Make an attack roll, the None.


target is immobilized and
you hold the target.
Phys/STR against a DC
of 7+STRmod.

Tackle:

Make an attack roll. You None.


do only d3 damage but
knock the target prone.
You may choose to grab
the target as well.

Two-weapon
fighting:

Requires two one-handed You suffer -1 to hit on each


weapons. You may attack attack.
once with each weapon.

First aid:

You spend five minutes stabilizing a character and bring


them back to d6+1 hitpoints on a succesful DC10 dexmod
+ knowledge skill roll.

Martial feats:
Ambidextrous: You can wield two one-handed weapons without penalty.
Multi-attack:

When double-attacking, you suffer no penalty to hit.

Power attack:

You double your rolled damage, but you suffer -2 to hit.

Power cleave:

When you cleave, all targets suffer full damage.

Trained charge: You suffer no penalties to hit on a charge.


Unarmed
fighter:

Your unarmed attacks do d6 damage. You may wield both


your hands as if they were two weapons.

Combat medic: As an action, you may make a DC15 dexmod+knowledge


skill roll and if succesful, heal d3 HP to an adjacent
character.
Athlete:

You may pass one physical test per day for free.

Skillful feats:
Hit-and-run:

You attack and subsequently move away from your target


in one attack action. You suffer -2 AC until the end of
your next turn.

Improved hit
and-run:

You do not suffer -2 AC for using hit-and-run

Acquirer:

Once per day, you may freely acquire up to five gold


worth of nonmagical items and consumables.

Raw talent:

Choose one of the five rolls skillful characters may choose


to ignore a limited number of times per day. You gain one
extra free pass per day on that type of roll.

Arcane
scavenger:

You may scavenge d3 gold worth of arcane


spell components per day when scavenging
for an hour.

Combat medic: As an action, you may make a DC15 dexmod+knowledge


skill roll and if succesful, heal d3 HP to an adjacent
character.
Guile:

You may re-roll one subterfuge roll per day.

Arcane feats:
Expert
scavenger:

You gain +d3 gold worth of spell components if you


scavenge

Improved mage You double the weight you can lift with mage hand.
hand:
Aimed spray:

You may choose not to hit allies with color spray.

Teleport:

If you also have dimension door, you may teleport from


any teleportation circle to any known teleportation circle.

Demiurge:

If you also have: A prayerbook and a faith, you may pray


for a free level one divine spell every day. If you
multiclass into divine character you may also choose to
gain divine spell components instead of arcane spell
components every day you scavenge.

Expanded mind:You gain +1 to your Mind basic ability.


Prestidigitation: You may cast one minor magical effect per hour for free;
you may conjure an object no heavier than 2 lb in your
hand or move a similar object within 10, or an illusion no
bigger than a 5 cube or a 10 square image. Conjured
objects disappear after one minute per level of the caster.
Bardic knowledge: You pass one Knowledge test per day for free.

Divine feats:
Demiurge

You may gain one gold worth of divine or, if you also
have a spellbook and a focus, arcane spell components per
day during your prayer for a free spell.

Holy water

Once per day, you may bless one phial of water; this water
either stabilizes a wounded comrade, bringing him back to
0 hitpoints, deals d6+1 damage to undead or has the effect
of the bless spell. Requires spending an action to drink it
or in the case of the undead, requires an attack roll to
throw.

Devout:

The level of your free spell may be one level higher than
normally allowed.

Monk

As long as you keep your faith, your unarmed attacks do


d6 damage. You may wield both your hands as if they
were two weapons. You add your Mind mod to your AC.
One of the tenets of your faith becomes: May carry no
weapons nor armour.

Expert healer: You heal +1 hitpoint every time you heal a character.
Paladins oath: You and allies adjacent to you gain +1 AC as long as you
have your faith.
Clerical speech: You automaticlally pass one communication skill roll.

Arcane spells:
Casters require a spellbook, arcane spell components and a focus to cast
spells. Casting without a focus raises the component cost of the spell and
component cost for extra duration by 1.
Spellbook: 10 gold.
Focus: Wand or symbol, staff.
Spell cost is 10x level.
Spell component cost is equal to level.
You may not learn spells of a level higher than your Knowledge rank.
Spells:
Magehand

Level
1

Magic missile
Light

1
1

Sleep

Feather fall

Shield

Color spray

Bigby's Grasp

Fireball
3
Dimension door 4
Dispel magic
4
Invisibility

Range Effect
20'
Move an object no heavier than your
STR x 10 pounds within your range.
40'
Attack ranged, +1 to hit, d6 damage
Touch The target gives off light 30' around it
for 1 hour (spend 1 gp of components
per extra hour).
20'
Target and all within 10' fall asleep if
they fail a STR test against a DC of 7 +
you MINDmod.
Sight Target will suffer no falling damage
from it's next fall.
20'
Target gains +2 AC against the next
attack.
10'
Attack ranged, attacks all creatures
within 10', d3 damage and stun.
20'
Target is immobilized and you may
immediately attack it as if attacking in
melee unarmed. You may hold the target
until it has succesfully wrestled free as if
you were grabbing it. In addition, you
may make a free unarmed melee attack
on your turn.
40'
Attack ranged, +1 to hit, 2d6 damage.
Teleport 40'.
10'
One spell cast at you or anyone within
10' has no effect.
10'
You or another creature is invisible for 2
turns +1 for each extra gp worth of
spellcomponents you use.

Mordenkainens 5
sword

10'

Fly

10'

Stoneskin

Touch

Disintegrate
6
Prismatic spray 6

30'
10'

Meteor swarm

30'

You conjure a sword that attacks like


you would wield a broadsword. The
sword lasts for 1 turn +1 for each extra
gp worth of spellcomponents you use.
The target may fly for 1 hour + 1 hour
for each extra gp worth of
spellcomponents you use.
The target halves all damage for 1 turn
+1 turn for each extra gp worth of
spellcomponents you use.
Attack ranged, +1 to hit, 3d6+3 damage.
The target must pass a STR test or suffer
d6 damage and immobility for 1 turn,
pass a DEX test or suffer 2d6 damage
AND pass a MIND test or lose all
actions for two turns.
Attack ranged, target and all within 10'
suffer 2d6 damage.

Divine spells:
Casters require a prayerbook, divine spell components and a faith to cast
spells. To disobey commands from the faith renders the caster unable to cast
divine spells until the caster has repented.
Prayerbook 10 gold.
Spell cost is 10x level.
Spell component cost is equal to level.
You may not learn spells of a level higher than your Knowledge rank.
Spells
Bless

Level
1

Smite
Lay on hands
Turn undead

1
1
2

Cure light wounds


Purify

2
2

Cure moderate wounds


Speak with dead
Remove disease

3
3
3

Harm
Heal

4
4

Commune

Cure serious wounds


Create food

5
5

Banishment

Raise dead

Range Effect
10'
Target gains a +2 to the next
roll.
Melee deal +1d6 damage on an attack.
Touch Heal d3 HP.
20'
Ranged attack, +1 to hit, d6
damage; +2 to hit and double
damage vs undead.
10'
Heal d3+1 HP.
Touch Purifies a days worth of food
and water rations for 1 person.
10'
Heal d6+1 HP.
5'
Ask 3 questions from a corpse.
Touch Remove a disease or condition
on a character.
Touch Deals 5 damage to the target.
Touch Heals 4 HP and ends all
conditions on a character.
Deity answers two 'yes or no'
questions.
10'
Heal 2d6+2 HP.
5'
Creates a day's worth of food
and drinks for one person.
20'
Banishes an extraplanar
creature. It returns when it
passes a MIND test against a
DC of 7+ your MINDmod.
Touch Heals a dead character back to
1 HP. The combined total of all
three abilities of the dead
character is added to the
component cost.

Cure critical wounds


Antimagic field

6
6

10'
20'

Heal 3d6+3 HP.


No arcane spells can be cast
within 20' of the caster this
turn.

Faith: in order to be able to cast divine spells, you must have a god with:
-A name and short description (1-3 sentences)
-A goal or domain (1-3 sentences).
-3 imperatives (not doing these things is disobeying a command of the
faith).
-3 taboos (doing one of these things is disobeying a command of the faith).
Repenting: To repent, a caster must act on all three imperatives followed by
a short prayer after each.
Acknowledgements:
This product was inspired by/ripped off from:
Microlite20: http://www.microlite20.net/
Dungeons & Dragons by Wizards of the coast:

http://www.wizards.com/dnd/

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