Sunday, May 17, 2026

How to Beat (Classic) Dungeons and Dragons

 


Now I know what you are thinking. Surely you cannot “Win” at D&D.
It is an explicitly open-ended game, a sandbox where your character can
accomplish anything within the realms of fiction.

Allow me to enlighten you (or deceive you, gotta watch out for false prophets.)

Classic D&D* is a game about System Mastery, developing your Capabilities and Improvisation.

As a new player, you must first learn the Rules by which the game works. Hit points, Armor, making attacks, spell slots etc. This lets you play the game.

But then you begin to learn the diegetic rules of the game’s fictional world.

Getting ganged up on by Kobolds is bad news, treasure may be cursed, carry a 10ft pole so that pressure plates and other traps don’t ruin your day.

I believe that originally, before the days of Metagaming, players were expected to use their own knowledge to help their characters survive. Perhaps your Level 5 Fighter has never met a Ghost before. But you know what will happen if you go up against one unprepared. So you do the smart thing and run instead of fighting.

To fight a Ghost, your character needs to develop their Capabilities. This enables them to face and defeat in-game challenges and obstacles. To defeat a Werewolf, you need silvered weapons. To beat a Rust Monster, you will need a plan better than “I hit it with my sword.”

Fighters find magical weapons and armor. Magic-Users learn more powerful spells. Thieves become ever more skillful cut-purses and assassins.

The Monsters of D&D attack more than your Hit Points. Wights drain your experience levels, Ghosts age you, Disenchanters ruin your magic items.

The scope of D&D means that you will never have all the capabilities you need for every challenge. You may encounter a Vampire and find yourself without any garlic, mirrors or magical weapons. Perhaps you find a locked door that your Thief cannot open. Or a deep pool of water full of treasure when you cannot Breath Water.

This is where Improvisation comes into play. Fleeing or hiding from the Vampire, forcing the door with crowbars and mechanical advantage and fishing for treasure with a rope and magnet are all solutions which may work. Tactical Infinity means that you will always have an opportunity to change the situation in your favor, however slim the chance.

In conclusion, a player with deep and rich earned Knowledge of the game’s systems and monsters, along with the earned Wisdom of knowing what solutions do and do not work, has essentially “Beaten” Dungeons and Dragons.


And yet, the game is like an ever-opening onion, with layer upon layer. After mastering dungeon-delving, Domain level play awaits, and the player must learn alongside their character how to lead armies and rule a nation. And beyond that, the Immortal level, where they may change to very fabric of reality.

*(By which I mean generally TSR era D&D, AD&D and some OSR offshoots)

Sunday, May 3, 2026

100 Magical Potions

 

100 magical Potions

Lasts 10 minutes unless otherwise stated.

Can be thrown on creatures to affect them.


1. Turn to Glass

2. Burning Head

3. Breath Fire

4. Grow fragile butterfly wings (can hover)

5. Leaping (x3 jump)

6. Anti-Gravity

(unaffected by gravity)

7. Giant’s Strength

8. Luck (Pass next Check automatically)

9. Stamina (+3D6 Dodge)

10. Must Laugh Loudly

11. Turns into a Random Monster,

Being or Beast

12. Grows powerful rabbit ears

13. Insomnia (24 hours)

14. Immortality (Permanent)

15. Sleep (Strength Check or fall asleep)

16. Formless

(Can stretch like gum, attacks are Impaired)

17. Immune to Fire and Smoke

18. Fear of The Sun

19. Fear of Fingers

20. Compulsive Lying

21. Temporary Amnesia

22. Wall Crawling

23. Speak With Animals

24. Animal Hatred (Towards you)

25. Become Invisible

26. Must speak the Truth

27. Blindness

28. Deafness

29. Shrink (1/12 size)

30. Grow (Triple Size)

31. Become Werewolf (Strength 18, immune to everything except silver)

32. Rusting

(Everything you touch rusts)

33. Regeneration

(+1 Strength every on your turn)

34. Animal Friendship

35. Speak with Plants

36. Extra Arm (Permanent)

37. Extremely Gullible

38. Read Languages

39. Become your character’s favorite animal

40. True Sight

41. Breathe Water

42. Telepathy

43. Telekinesis

44. Pyrokinesis (2D6 Armor Piercing damage)

45. Detect Thoughts

46. Healing (+2D3 Strength)

47. Restoration (Regain all Statistics, cures poison and disease)

48. Paralysis (Strength Check to resist)

49. Invulnerability

50. Summon Random Monster, Being or Beast

51. Intangibility (Passes through everything)

52. Poison (Lose 3D6 Strength)

53. Flying

54. Web Spinning

55. Light (You glow like a torch)

56. Haste (Take two turns in combat)

57. Hair Growth (1ft on your turn)

58. Breath Spores (1D6 Armor Piercing damage)

59. Shattering Shout

6 0. Become 10x as heavy

6 1. Enlightenment (Permanent +1 Maximum Will/Int)

62. Empowerment (Permanent +1 Maximum Strength)

63. Nimbleness (Permanent +1 Maximum Dexterity)

64. Stink (Like any smell you choose)

65. Fangs (Magical 1D6+1 Natural Weapon)

66. Eagle Splendor (+2 to Will/Charisma)

67. Protection from Missiles

68. Astral Projection

69. Ironskin (+2 to Armor/AC)

70. Fog Form (Can fit through cracks, blown by the wind)

71. Voice Mimicry

72. Lose Voice

73. Can only speak an animal language (Player chooses which)

74. Animal Senses (Player chooses animal)

75. Obedience (To first creature you see)

76. Delusion
(Roll again to determine which potion you believe you drank)

77. Feeblemind (Will/Int becomes 1)

78. Hallucinations

79. Vampirism (Heal 1D6 from drinking fresh blood. 
Drink some or lose 1D6 Strength)

80. Levitation

81. Slipperiness (Cannot be grabbed or bound. 2/6 chance of dropping something under stress.)

82. Focus (Your next attack deals maximum damage automatically)

83. You become two-dimensional for one scene.
Take only 1 damage from piercing attacks.

84. Stuttering/Lisping

(Cannot cast spells)

85. Disguise Self

(As someone you have seen)

86. Chameleon Camouflage

87. Aging (2D10 years, if over 70, Strength Check or lose -4 Strength Permanently)

88. Immunity to Poisons
(Cures all poisons)

89. Purify Water
(Enough to fill a castle moat)

90. Ancient/Youthful Appearance

91. Cat’s Reflexes (Re-roll failed Dexterity Checks)

92. Infrared Vision

93. Burrowing (3ft on each of your turns, through loose stone, soil
and sand)

94. Grow Eyes (1D20+5 anywhere you choose. 1D6 of them are permanent)

95. Magnetism (You pull everything magnetic towards you)

96. Reverse Magnetism

97. Triple Weight (Slows you to ½ Speed, attacks against you are Enhanced)

98. Immovability

99. Time Skip (Vanish from existence for 1D6+1 Rounds)

100. Glow in the Dark

Saturday, January 31, 2026

Rethinking RPG Travel

 



Have you ever told your players that they must travel to the Farthest East, to the Palace of Night, and they simply nod and say “We start walking, how many days does it take us?”


Here are some suggestions for how to make traveling into an interesting challenge and allow players to use their problem-solving skills.


Remember, when players think outside the box, like building an improvised hang glider to cross a ravine, or capturing a camel to carry their supplies, reward their ingenuity.


Walking: Will get you anywhere within a day’s travel over easy terrain.


Map/Compass: Beyond the boundaries of civilization, away from common roads and high-ways, it is easy to become lost. Maps marking landmarks and navigation gear, or the assistance of a guide are vital for extended trips into the wilderness.

A Ranger would provide most welcome service here.


Climbing Gear: Steep cliffs, mountainsides and ravines may be impassible without proper equipment such as rope, pitons, crampons, picks and chalk. An experienced guide, preferably a local, can be of great help in this instance.


Light: To journey in the darkness, underground, through clammy, tight tunnels requires more than bravery. Without the light of torches, lanterns etc. even the most level-headed adventurer would quickly be lost, easy prey for nocturnal predators. Dwarves and Gnomes are valuable for their ability to navigate underground. Minotaurs also are never lost, but unfortunately are more likely to eat your party than give directions.


Donkey/Cart: Beyond several week’s journey, it becomes impossible to carry enough rations with you. A sturdy creature can carry supplies such as food, firewood and shelter, foraging as it goes.


Horse/Steed: To cross wide ranges of inhospitable terrain, a strong steed can lend it’s strength. Taking turns riding and walking, wide deserts, open plains and chilly steppes can be traversed without faltering in the face of the elements and exhaustion.


Ship: To cross large lakes, seas and oceans you need a large and sturdy ship, a capable navigator and a considerable crew to operate the oars, sails, rudder etc. Bring enough food, fresh water and repair materials. A carpenter, sailmaker and doctor would be welcome additions to the crew.


Flying: Some truly tremendous obstacles, such as a thousand-mile desert, sheer mountain face or floating castle in the clouds can only be reached by flight. This may be achieved by mechanical means, such as a hot-air balloon, or magical means, such as by a flying carpet, winged pegasi or winged boots.


Planar: Some locations, such as a pocket-dimension, another plane of existence or fairy realm can only be reached by means of powerful teleportation magic, or the assistance of a powerful being.

Sunday, December 7, 2025

Three Role Playing Games that are important to me

 The Rule of Three

These are the 3 Role Playing Games that are important to me
what are yours?

Electric Bastionland: The system that stopped my unending search for the perfect system.
No roll to hit, you just deal damage. No variable DC numbers, just roll under your stat.
No rolling initiative, just roll under your Dexterity or skip acting in the surprise round.
It changed the way I game forever.

Basic Fantasy: Retro-DnD that made me appreciate systems with some crunch and delightful
old school rules at an incredible price point.

Classic Traveler: The Grandfather of sci fi rpg's. This wonderful 1970's retro-scifi vibe of enormous
computers, space truckers and blatant Dune ripoffs. Made me appreciate making your character
as its own push-your-luck minigame.

Thursday, October 10, 2024

Rime Walkers Final Version as of Oct, 10, 2024

 

R ime Walkers



Prince Dolwin has gone missing,

somewhere in the cold embrace of the Farthest North.

The Tsar has offered 10,000 Golden Ducats to whomever brings the prince back alive and well, or 1,000 for proof of his death.

The Sled-driver has taken you as far north as he dares to go,

leaving you in a lonely valley, beside an old logging-road.


Each location is approximately 1 day’s travel away from the next numbered location.


1. Nordlandeir Encampment

Three sturdy log cabins surrounded by a half-finished palisade wall by the river.

3D6 Nordlanders are working on the palisade, dragging lumber from the forest or building the palisade. Cautious but amiable. Sven Gunnarson is their Foreman.


2. Cave of the North Wind

Enormous stone face carved into a cliff-face, mouth open wide.

Flanked by very long tattered crimson banners.

Within the mouth lies a long passage with a cracked floor and smooth walls.

Every 30 seconds or so, gale-force winds sweep the passage, driving anyone within them back out into the snow. Does not normally cause damage.

There is a Wooden Pawn figurine swinging in the cave like a wind chime.

Inside lives the North Wind. If the PC’s are reasonable, he will offer to take them to The Head’s Hill, The Hall of the Frost Giants or The Edge of the World, before returning to his cave.


If asked, will reveal that Prince Dolwin is a prisoner of the Frost Giants and offer to take the PC’s to their hall.


3. The Head’s Hill

An enormous, disembodied head stands on a hilltop and shouts insults at passers-by.

If approached it introduces itself as Bodoc, once a mighty and important person,

betrayed by his brother Fodoc.


4. The Whispering Wood

Fir trees lie silent in a blanket of soft snow. Only the creak of ice-brittled branches and the soft swoosh of snow sliding from a limb breaks the stillness.

(Random Encounters here)

1. Wandering Berzerker, stalking you from the trees.

2. A Nordlander lies trapped beneath a tree, swinging at a Polar Bear that wants to eat him.

3. Herd of deer lead by a majestic stag glide through the wood, digging for grass.

4. Twelve Partridges explode from a snow-loaded bush and fly away.

5. The remains of Prince Dolwin’s escort. Dead horses, looted bags and broken swords.

6. Exhausted Berzerker sleeping besides a burned-out fire and a dead deer, eaten raw.

5 . Frozen Lake

The thick ice will not crack easily.

There is a large cabin at the lake’s edge where the Lakewick Woman lives.


Those walking over the lake see something pass beneath them through the fracture-riven ice.

It is the Lake Wyrm, a snakelike monster as large as a tower, all blued scales and red eyes.


There is a frosty Silver Sword plunged into the center of the ice lake.

It deals 1D6+1 damage and transforms anyone it slays into a frozen statue of ice. It’s magic is keeping the lake frozen. If removed, the ice begins to rapidly thaw and crack in minutes.



6. Northern Reaches

Bare tundra spotted with sparse shrubs spreads to the horizon.

The Northern Lights shimmer in the distance.


Tundra Encounters

1. 1D6 Reindeer Riders, hunting

2. Lone male Polar Bear

3. Snorri Sledgurdson trying to free his sled from a snowbank. A dozen Loyal Dogs look on.

If the PC’s help him, will give them fur coats from the sled that protect against the cold.

4. A Polar bear and her 2 cubs patrol the area, looking for food.

Extremely protective of her cubs, will attack any who approach.

5. 2D6 Reindeer Riders make camp, cooking salted fish and barley stew.

6. Lone Frost Giant with a bag of deer for the King’s feast.

Can be followed to the Hall of the Frost Giants.


7. Hall of the Frost Giants

Sturdy stone cottage, it’s solitary door leads to an enormous hall filled with 2d6 Frost Giants feasting at a large oaken table. King Grimbones sits at the head of the table.

The captive prince Dolwin sits beside him.


The Frost Giant King greets you, having watched your progress on the World-Pool.

He invites the PC’s to dinner, and afterwards challenges them to the Game of Champions.

If they win, they may take any one person or thing from his hall. If he wins, he claims the right to summon them 3 times by blowing the Calling Horn.


After the game King Grimbones will give the PC’s one night of hospitality before bidding them farewell.


Within the hall are several magical items.

  • There is the Ever-burning Brazier, which needs no fuel.

  • The World-Pool, a 60ft radius, shallow brass bowl on which a map of the entire continent is magically displayed, including clouds,

    peasants working the southern fields, and a dragon gliding on thermals.

  • And the Checkered Board, a 3x3 ft table whereon the Game of Champions is played.


8. The Edge of the World

The earth drops away, revealing an endless chasm. Above, the Northern Lights dance in rippling patterns of light. Each PC receives a gift when they first gaze upon this wondrous sight.


GIFTS

1. A great white bear appears for a moment in the shimmering lights and roars.

Gain +2 Maximum HP.

2. A Weapon or tool of the GM’s choosing becomes enchanted.

The PC knows instinctively that if someone sings near it, the enchanted item will glow,

splashing the shimmering northern light like a torch.

3. The wind howls, and you howl back. Increase your Strength Bonus by +1 permanently.

4. The sky-lights dance is reflected in your eyes. You can now see in darkness like a cat.

5. The North Star twinkles and whirls. Ask one question and it will be answered accurately.

6. From the distance, hear the roar of distant oceans. Water becomes your friend, refusing to

drown you and always putting you safely ashore when asked to.



Persons of interest


Nordlanders

Stern, strong, smells of beaver pelts and mead

HP 8 AC 12 Axes/Hunting Bows 1D6

Hunting and building a palisade.

Waiting for the Longship to return in the spring for their stockpile of animal pelts.

Will gladly give a night’s hospitality to travelers.

Any who bring them meat or other useful gifts will earn their friendship.

Warn PC’s about the Berzerkers wandering about.

Love songs, especially folk songs. Ask travelers to perform songs for them.

Sven Gunnarson will give a Golden King figurine to those who earn their friendship.


North Wind

Dignified, reasonable, smells of spring breeze

HP – AC – Gale-Breath 3D6

Being an avatar of the elements, the North Wind cannot be harmed by conventional weapons. Does not normally hurt others, but will blow those who annoy him far away.

Can carry up to 10 willing creatures through the air, or 2 unwilling ones.

He will offer the Wooden Pawn figurine in his cave to the most brave-seeming adventurer.




Bodoc the Head

Gregarious, lonely, smells of rotten teeth and boot leather

HP 25 AC 12 Foul Breath 1D6 (Pushes back 20 ft)

B ite 2D6 (If you get that close, for some reason.)

Can be kicked, pushed or pulled down the hill. If rolled this way or shrunk in size, becomes much more agreeable. Fears being abandoned and longs for someone to talk to and news from other lands. Can tell the PC’s that the Frost Giants captured Prince Dolwin, if asked, but doesn’t know where he was taken. Has a Stone Knight figurine tied to his hair.

Will part with it if you will tell him a sad story.


Berzerker

Wild-eyed, bony and cunning, smells of blood and iron

HP 14 AC 10 Twin Hand-Axes 1D6, 2 Attacks.

Stalk and attack living creatures in a frothing rage, looking for hearts to eat.

Wearing a Silver Polar Bear figurine around his neck.



Polar Bear

Casual, ferocious, smells of dead fish and pine needles

HP 18 AC 14 Claws and Teeth 1D8. If it hits with an attack, it makes a follow up attack.

Cautious predator: If reduced to 1 / 2 HP, makes a morale check. If it passes the check, it will fight until death, trying to tear it’s enemies to shreds.


Polar Bear Cub

HP 7 AC 12 Big Teeth 1D6

Prefers to flee combat if alone.


Deer

Cautious, alert, smells of moss and leather

HP 3 AC 8 Hooves 1D4

Flee from danger whenever possible. Stags have HP 5, Horns 1D6 and will fight to protect their herd.


The Lakewick Woman

Stooped, surprisingly strong, smells of lavender and fish

HP 7 AC 10 Old Broom 1D3

K nnows a great deal about the surrounding area. Loves to give advice


Advice of the Lakewick Woman

  • Frost Giants are very deep sleepers.

  • There is an enormous head atop a nearby hill, but if you pinch it’s nose,

it becomes a normal sized head.

  • The North Wind can be sucked into a bottle by unstoppering it and shouting his name.

  • The lake outside is kept frozen by a magical sword stuck in the ice.

Will ask the PC’s for help with chores in exchange for a night’s lodging.

Has a Magic Loom that spins wool by itself

and a Flying Chair that will carry a creature through the air with a rocking motion.

Wears an Obsidian Wizard figurine on a necklace.

Will give it as a gift to the kindest-seeming adventurer in the party.

The Lake-Wyrm

Hungry, Patient, smells of ice and death

HP 30 AC 16 Great Jaws 1D10 Steam-Breath 1D6 in an area, once per fight.


Ancient beyond reckoning, the Lake-Wyrm

lies trapped beneath the Frozen Lake.

If the Silver Sword is removed from the lake, it begins ramming the ice, trying to break free. Within minutes the damage will be done and the Wyrm will be free to hunt.

It’s favorite tactic is to dive beneath it’s prey,

then burst to the surface beneath them, hurling them into the water.



Reindeer Riders

Ruthless, fast, smells of boiled fat and string

HP 5 AC 12 Spears and Javelins 1D6

Ride the Northlands, always keen to surround dismounted strangers and loot their valuables. Travel in tight-knit packs with their reindeer mounts and 1D4 loyal dogs.

Skirmish from a distance when in battle.

Carry a Wooden Pawn figurine tied to their spear-heads.


Loyal Dogs

HP 3 AC 12 Jaws 1D6


Snorri Sledgurdson

Cheerful, Generous, smells of beard oil and flannel

HP 15 AC 14 Chopping Axe 1D6

Red-bearded Nordlander merchant. Travels the north, selling warm fur coats, lantern oil, axes and other necessaries to remote outposts. Always looking out for a good business opportunity. Wears a Stone Knight figurine in his hair.

Will part with it in exchange for something that he has never seen.


Frost Giants

Icy, Fun-loving, smells of wood smoke

HP 15 AC 12 Clubs/Large Stones 1D12


King Grimbones

Clever, Honorable, smells of sweat and mead

HP 20 AC 16 Greatsword 2D6

Owns 2 Pawn, 1 Knight, 1 Wizard and 1 King Figurine

for use in the Game of Champions



Rage of Winter

The weather is not kind in the Farthest North.

For each day of travel, there is a 2-in-6 chance of

a powerful snowstorm. Lasts 1D10 hours.


When the PC’s are caught in a storm, ask them if they have thick winter clothes, shelter from the elements and a source of warmth, like fire or the innards of s freshly butchered horse.


  • If they have all of these things, no consequence, they weathered the storm.

  • If they have only 2, they are Chilled and cannot regain HP until they rest in a shelter with a warm fire.

  • If they have only 1, they are Frostbitten and lose 1D3 fingers/toes (50/50 chance)

  • If they have none of these things, hypothermia sets in.

They have about an hour before they freeze to death.




Rime Walkers is an independent production of TrueTenno

and is not affiliated with Questing Beast LLC.

Wednesday, October 9, 2024

100 Fantasy Classes

 New List of 100 Classes I have been working on.

1. Highway Robber: Pistol (1D6+1, Reload), Sabre (1D6), Lantern.


2. Dwarf: Helmet with Headlamp, Can smell precious metals, Pick or Axe (1D6)


3. Piper: Magical Pipe (Controls small mammals and vermin), Striped red clothes.


4. Dreamcatcher: Dream Jar (Contains a bad or good dream), Dreamcatcher Net.


5. Woodcutter: Double-Bitted Axe (1D6+1, Bulky), Can Speak to Wild Animals.


6. Bard: Lute or Viol (1D6, Fragile), By tradition must be given one night’s shelter and hospitality in return for a song or story.


7. Berzerker: Twin Hand-Axes (1D6), Bear Coat (Armor 1), may enter a Rage, cannot be incapacitated or slain by damage until the current fight ends.


8. Yeoman: Suit of Lincoln Green, Longbow (1D6+2), Horn of the Band (When blown, once per day all your allies who hear it may appear nearby and rush to your aid).


9. Orphan: Oversized Sword (1D6+1, Bulky), handkerchief of lunch on a stick, No-Quit Attitude, if someone injures you, your attacks deal 2D6 damage to them until the end of the fight.


10. Gravedigger: Shovel (1D6, Bulky), Hooded Lantern, an old but obedient dog.


11. Gallowglass: Bearded Greataxe (1D6+2, Bulky) Chain Mail (Armor 2), Line-breaker, anyone struck by you must have their armor broken or be flung back 10 feet.


12. Landschneckt: Zwiehander Sword (1D6+2, Bulky), Flamboyant Clothes, if a nearby creature would be attacked, you may demand that the attacker target you instead if they can see you. You cannot use armor with this ability.


13. Man-at-arms: Poleaxe (1D6+1, Armor Piercing, Bulky), Plate Armor (Armor 2), Mercygiver Dagger (1D6, Armor Piercing). if you strike a target, you may force them to trip onto their face instead of dealing damage.


14. Ember: Iron star medallion, Firestorm Ignition (1D6, Blast, Reload) If you roll a 6 when attacking with Firestorm, roll 1D6 and add that to your damage, the GM will describe how the fire grows wildly out of your control. These rolls may trigger additional damage bonuses on a 6.


15. Pickpocket: Slingshot (1D6), pocket full of sand. Face in the Crowd, in a crowd you may pick any targets pocket without rolling to avoid detection. You may also use this ability on any target that one of your allies are distracting.


16. Halfling: Walking Stick (1D6, Bulky), lunch-basket, Luck of the small Folk, at the start of a new session roll 1D20, you may replace any roll you make for the rest of the day with that number.


17. Templar: Arming Sword (1D6), Kite Shield (Armor 1), Honor: You may ask someone a single yes or no question. If they lie to you they take 1D6 damage, this damage ignores armor and always hits. This ability only affects each person once. They cannot lie if they don’t know.


18. Link Warrior: Master Sword (1D6+1, Indestructible), Spherical Bomb (2D6, one use) Hammer Space: You are never overencumbered by carrying too many bulky weapons.


19. Knave of Hearts: Dagger (1D6, double backstab damage), 1D6 Tarts (+1D6 HP).


20. Gladiator: Short Sword (1D6), Barbed Helmet and Shield (Armor 1), Focused Violence: When you deal damage with a 1-handed weapon, you may also strike with your shield or make an unarmed strike for 1D6 damage.


21. Smoke-Walker: Crossbow (1D6+1, Reload), Pipe and Tobacco, You can shape and walk on smoke as if it were solid. Strong wind or other factors may require a roll to use this ability.


22. Conman: Expensive clothes, Rose-scented soap, Vulture-headed Cane (1D6+1). You can forge any document with 1 day to work in a safe area and 10 GP in supplies. It will become useless in a week unless you have examined a similar document previously.


23. Duelist: Rapier (1D6+1), Crosshilt Dagger (1D6), Blade-master, when attacked, you may roll the damage of an equipped non-bulky weapon and reduce the incoming damage by the result.


24. Beastmaster: Staff (1D6, Bulky), bone whistle. You may calm any non-monstrous creature. If you give it some food it will befriend you and help you faithfully. You may only befriend one creature at a time.


25. Storm-Caller: Silver-lined Sword (1d6) Call the Storm (1D6), when you control the weather, you are surrounded by whirling wind and debris, no ranged attacks may hit you for the rest of this fight. You may create any weather for a day at the cost of 1D6 Strength.


26. Strongman: Champion’s Belt (+1 Strength), once per day you may lift, carry, push, bend or break anything.


27. Pirate: Cutlass (1D6), Blunderbuss (1d6,Blast, Reload), Grapple Hook and Rope, saltwater refuses to drown you and will always bring you ashore.


28. Aqueous Atlantean: Chime-loaded Staff (1D6), Boil Water (1D6), Melt (Destroy metal object) Porcelain Rebreather (You can only breath water).


29. Questing Knight: Dagger (1D6), Plate Armor (Armor 2), Lance (1D6, Bulky, 2D6 if charging mounted), War Horse. Sworn to Aid the Helpless, Serve your Lord and always fight honorably.

30. Beggar: Club (1D6), tin cup and ragged blanket. You can always get a day’s wages in a settlement by begging.


31. March Warden: Warbow (1d6+1, Bulky), inherited sword (1D6), Elvish Cloak. You can see in complete darkness and can always start a small fire anywhere except underwater.


32. Gnome: Hammer (1D6), Tinker’s tools, Welding-wand, Once per day may craft a smoke-bomb, Grease-pot or Grenade (1D6, Blast) for 1Gp worth of supplies.


33. Wizard of the Exchange: Golden Mask, Silver Scale Armor (Armor 1), may always demand an audience with important people. Once per day turn any nonliving thing you touch into either gold or brittle clay.


34. Bounty Hunter: Hand Crossbow (1D6), Rope and Grapple Hook. Wanted Poster: Once per session, you may announce that a creature you can see is wanted dead of alive at the nearest settlement. The GM will tell you how much money you can get for them.


35. Sewer Salvager: Muck-rake (1D6, Bulky), You may dig through rubbish for an hour each day to find a small, valuable item like a ring, cup or knife.


36. Eastern Prince: Scimitar (1D6), Lyre, Flying Carpet/All seeing Telescope/Pouch of infinite copper coins. Parkour, you can move across difficult terrain at full speed.


37. Brackish Mariner: Jack-Knife (1D6), Bottle of Rum, Pipe and Tobacco. Hunted: A menacing foe has followed you for many years. At any time choose an enemy, that target is killed or frightened away by your nemesis, who becomes the new threat.


38. Jester: Wooden Scepter (1D6), Spring-heeled boots, disguise bag. Once per day a group of entertainers will appear for an hour to help you with any non-violent task.


39. Outlander: Stone Spear (1D6+1, Bulky), Slingshot (1D6), you can track anything you have seen


40. Shadow-Walker: Large Sack, Vial of Sleeping Powder (Str save or fall asleep). Once per night you may teleport from any shadow to another shadow that can hold you.


41. Tree-Speaker: Sturdy Staff (1D6, Bulky), you may ask the forest any question as long as you tell it a secret, only works in moonlight or sunlight.


42. Monster Slayer: Oversized Sword (1D6+2), Bear Trap (1D6, Str to escape).


43. Stage Magician: Cape, concealed dagger (1D6) You can take an hour to change a room. Add a trapdoor, false panel, concealing curtains and/or flimsy stage furniture.


44. Raider: Twin hand-axes (1D6), painted shield (Armor 1). You can loudly break down any door.


45. Noble: Fine Sword (1D6+1) HP +2. Somewhere, there is a kingdom waiting for you to return.

46. Crow Speaker: Hunting Bow (1D6, Bulky), skull mask. Once per day you may vanish in a cloud of feathers and appear somewhere high and dry or send a crow to scout the land.


47. Threadbare: Needle Sword (1D6), large spool of Red Yarn, small cat, candle and matches. Once per day you may glide on patchwork wings or tangle anything in yarn (Str check to escape).


48. Apothecary: Syringe (1D3), Empty bottles. Once per day may create a

Fortifying Elixir (Heal +1D6 Str/HP), Glue Flask, Sleeping Drought or Poison for 1GP.


49. Beetle Knight: Nail Sword (1D6+1), Carapace (Armor 2), Small Wings (Can glide).


50. Elf: Recurve Bow (1D6, Bulky), sleep very lightly. Your arrows and bladed weapons are enchanted, either glowing with soft light, or burning hot to the touch.


51. Warlord: You can attract the service of mercenaries in any town, they will fight for you as long as you pay them 1 coin per day. You always have a banner-bearer and musician at hand.


52. Highlander: You do not age and can only be permanently killed by decapitation. Once per session you may announce that a NPC is actually a Highlander. You duel them and the winner increases a stat by +1 or Dodge +3 permanently.


53. Sleepwalker: Handgun (1D6+2, Reload), Nightcap and gown, Umbrella. If slain they instead awaken at the last place they slept, once per session.


54. Shape-shifter: Staff (1d6, Bulky), choose an animal your character has seen, you can change into it at any time and change back when struck by moonlight. Animals of the same type ignore you, animals that hunt that animal type go berzerk and try to attack you.


55. Barsoomian Commando: Sword (1D6+1), Radium Rifle (1D6+2, Bulky, Reload). You are green and have 4 arms, allowing you to dual wield paired bulky weapons. Generally regarded as ugly.


56. Rogue: Hooded Lantern, Coil of Rope, Throwing Knives (1D6). May roll Dex in a settlement to find a criminal contact.


57. Wanderer: Scimitar (1D6), Recurve Bow (1D6+1, Bulky). When you roll maximum damage, choose whether your target is Hobbled or Disarmed.


58. Hoplite: Aspis Shield (Armor+1, Bulky), Bronze Breastplate (Armor 1), Spear (1D6+1, Bulky). If standing besides an ally, all ranged attacks against either of you are Impaired.


59. Prizefighter: Fists (1D6), Glowing star-gem, cloth satchel. When you roll maximum damage with your fists, the GM will tell you what bone you just broke. +1 to your attack roll for every enemy within range of your fists.




60. Tomb Robber: Pickaxe (1D6, Bulky), oil lantern, pitons and rope. Once per day you may call up a dozen unskilled laborers to move up to a ton of dirt, stone, sand, or break down a door or wall.


61. Myrmidon: Chitin Plate (Armor 1), Gladius (1D6). You take -1 damage from all sources.


62. Cossack: Saber (1D6), Pistol (1D6+1, Reload), Fermented milk. You and your companions may travel twice as quickly as long as you are all riding a living steed.


63. Barber: Shaving kit, Bonesaw (1D6), jar of liquid soap. When a creature dies, you may test Dex or Will once to bring them back with 1 Str. Swap two of their stat’s maximum values permanently.


64. Bodyguard: Mail armor concealed beneath a cloak (Armor 1), Longsword (D6+1). If an adjacent ally would take damage, you may leap in the way and take it instead.


65. Plague Doctor: Cane (1D6), Crow Mask stuffed with Herbs (You are immune to airborne toxins and noxious fumes.) Bag of Herbs. Once per day you may save someone who just died with your treatments. They will still die in 1D20 Hours.


66. Gambler: Leather Jack (Armor 1), Knife (D6), Dice, Pack of Dice. When you cheat at games of chance, you may automatically win. Roll, on a 1 you are caught red-handed. If someone else is cheating, you both know who is, but neither of you can win.


67. Footpad: Bludgeon (D6, stuns on a 6), Lantern, Tent, 50’ Rope. Once per scene, when attempting something risky but not impossible, you may declare that you have a 50/50 chance and roll for it.


68. Lamplighter: Wick on a Pole (D6, Bulky), Packet of Safety Matches, Lantern, Handgun (1D6+2, Reload, AP). You can always light something flammable by expertly flicking a match.


69. Watchman: Ironshod Club (D6, on a 6 roll again and add together), Bright lantern, Alarm Whistle. When you shout at a creature, they must either tell you their name or flee.


70. Mountaineer: Pickaxe (1D6), 100’ Rope, Pitons, Oil Flask, Portable stove, sack of Beans.


71. Professional Chef: Knives (D6), Pot and Pan, Jar of Spices. Your meals are especially nourishing, restoring 1D3 HP/Str. You never miss with knives and they are Armor-Piercing.


72. Rat-Catcher: Machete (1D6), Lantern, Bundle of rat-traps, Round of Cheese, Gloves.


73. Glass-Shaper Mage: Crystal Dagger (D6, AP), Darkened Goggles. Mirror Walk, move between two reflective surfaces you can see. Slag, beam turns sand or stone to molten glass.




74. Artificer: Hammer (D6), Pen, ink and paper, Weathered Satchel. You can build a Siege Engine, Primitive Flying Machine (one use), or Blasting Charge (2D6 Blast) for 100 GP in one week.


75. Apothecary: Firefly Lantern, Gardening Rake (D6, Bulky). Can craft a dose of Healing Herbs (+1D3 HP/STR), Poison (1D6 AP + Deprived) or Blue Dye each evening if herbs were gathered


76. Assassin: Curved Knife (D6+1), Bag of Disguises. When you attack a target for the first time, you do +1D6 if they believe you are their ally and +1D6 if you are unobserved.


77. Geologist: Surveying Stick (D6), Astrolab, Telescope. When you dig samples from the ground, roll 1D6. On a 6, an earthquake, volcanic eruption etc. is imminent, describe when and where it will occur. On a 1 the GM chooses what will happen, when and where. On anything else, this area is geologically stable.


78. Tinker: Staff-Sling (1D6, Bulky), tool bag, Leather Apron, Wheelbarrow. You may spend an hour to mend broken items, they gain the Fragile trait (When attacking, breaks on a 1).


79. Executioner: Two-Handed Axe (1D6+2, Bulky), Black Hood. When you roll a 6 with a melee weapon against a living target, you chop off their head unless they pass a Dexterity Check.


80. Inquisitor: Sabre (1D6+1), Brace of Pistols (D6+1, Reload), Sweeping Cloak, funny hat. You may send a letter asking one question about an NPC, you will receive a yes or no answer by the end of the week.


81. Acrobat: Balanced Staff (1D6, Bulky), Striped Stockings, juggling balls. You can walk across a tight rope, breath fire, juggle, cartwheel and other suitably entertaining things. Expert Climber.


82. Cataphract: Lance (1D6+1, +3 when mounted, Bulky), Flanged Mace (1D6, AP), Scale Armor (Armor 2).


83. Alchemist: Greek Fire Thrower (1D6, Blast, AP). With a day of work and 1 GP worth of supplies you can craft a flash-bomb, acid vial or tranquilizer dart.


84. Charlatan: Folding Knife (1D3), flask of cheap rum. Roll for another class. You have the equipment of this class but none of it’s skills. You are pretending to be of this class.


85. Fireheart: Ember-filled Hammer (1D6+2, Bulky), backpack. You never need to sleep or eat, you glow from within and may superheat an object once per day by holding it. You age swiftly and will only live 1D20+16 years.


86. Birdman Wanderer: Small crossbow (1D6, Reload), bag of marbles, candlestick. Can glide but not fly. Can mimic any sound you have heard before.




87. Rootkin: Wooden Club (1D6), Satchel of seeds. Oaken hide (Armor 1) You are made of living wood. Heal 1D6 per day when you soak your feet in water and stand in sunlight for an hour. You do not sleep, but become drowsy in darkness. Take double damage from fire.


88. Scarecrow: Pitchfork (1D6, Bulky), basket. You may stuff yourself with straw once per day to regain 1D6 Str/HP. At 0 Str you fall to pieces and must be reassembled. Take 2D6 damage from fire.


89. Rhinox: Plated Hide (Armor 2), Horn (d6, +3 if charging), Glaive (1D6+1, Bulky). Your Small, beady eyes make you nearsighted. Your ranged attacks are Impaired unless you get glasses.


90. Feral: Animal skin Cloak, Javelin (1D6+1), Firefly lantern. Choose an animal that raised you, that species always treats you as friendly. On a 6 your attacks blind or cripple your target.


91. Inkblood: Hooded cloak, tinderbox, healing salve (1D6 HP/Str, one use). You can store up to one non-bulky item as an image on your skin. Takes a full turn to store or regain an item.


92. Peddler: Knife (1D6), Push cart loaded with (Soap/Scissors/Cheese/Lanterns/Brooms). You can make a Will Check to sell someone some of your wares, even if they don’t need it.


93. Remedy Hawker: Cane (1D6), Many-pocketed Coat. When someone drinks your patent remedy, restores 1D3 HP/Str once per day. They suffer from a side effect. 1. Itchy Rash 2. Shaky Hands 3. Lethargy 4. Sneezing 5. Shaking Legs 6. Dry Mouth. Lasts for an hour.


94. Mole-Folk Exile: Steel Claw (1D6+1), Headlamp, watch and chain. With your formidable claws you can dig tunnels quickly and deal 1D6 damage unarmed.


95. Wild-Walker: Pouch of Herbs. Your unarmed attacks deal 1D6 damage. You can run or swim all day, as fast as a horse, on account of your diet of secret herbs and constant exercise.


96. Deep-Dweller: Trident (1D6+1, Bulky), Aquamarine scale mail (Armor 1). You can breath underwater and speak to water creatures, but must keep your skin moist or be Deprived.


97. Moth-Tamer: Candle, Incense sticks, Magnifying Glass. A moth will seek your flame by starlight. It will answer one question about someone who is asleep before fluttering off.


98. Mist Warden: Smoking half-plate (Armor 1), Smoking Greatsword (1D6+1, Bulky). When you shout someone’s name, within an hour a wall of mist will appear. You and anyone else you permit may walk into the mist, emerging from it somewhere near your target. Works once per day.


99. Savage Armiger: Plate Armor (Armor 2), Falchion (1D6+1), Flowing Hair. In battle, you may enter a battle-trance to gain +2 to all damage rolls, but if you ever roll a 1, you drop your weapon and fight unarmed for the rest of the battle.




100. Cinder Knight: Charred Half-Plate and Cape (Armor 1), Longsword 1D6+1. When you would be slain, instead return with -2 maximum Strength. Your maximum Strength and Dodge cannot be increased.


101. Artist: Dagger (1D6), Stepstool, candlabra. You can walk into well made paintings and interact with them as if with a real place. You can bring statues to life and give them orders for as long as moonlight is touching them.


102. Gardener: Spade (1D6, Bulky), Watering Can. Wheelbarrow. Once per day you may cause nearby plants to grow rapidly and entangle a creature. They can cut themselves free with a bladed weapon. You are immune to poison.


103. Sell-Staff Wizard: Pen-Staff (1D6+1, Bulky), Fashionable Hat, Blank Book. Can bring anything you draw crawling out of your book to serve you for an hour. Each time you do, you must burn 2D6 GP. Your inklings cannot be larger than 1ft x 1ft.


104. Brute: Your unarmed attacks deal 1D6 damage. You can move, lift and carry up to 400 LBS. You may wield something large like a tree log, door or pillar, dealing (2D6, Bulky) but reducing your Dodge to 0.


105. Galley Slave: Broken Manacles (1D6), Spotlight Lantern, Bottle of Rum, Coil of Rope. When you make a Strength test, you may make a Will test instead.


106. Tournament Jouster: Lance (1D6, Bulky, +2 when charging), Plate Armor (Armor 2, bulky). Warhorse. In battle you may surrender to any sentient enemy. They will offer you a deal in exchange for your life. Only works once on each enemy.


107. Poacher: Recurve Bow (1D6+1, Bulky), Skinning Knife (1D6), Fur Coat (Armor 1). Once per day tell the GM that you are hunting. They will choose a creature to emerge close by. e.g. Deer, boar, etc.


108. Magnibug: Walking Stick (1D6), magnifying glass, pouch of napkins and handkerchiefs. Your hard exoskeleton gives Armor 1, but you cannot wear armor.


109. Magician’s Apprentice: Dagger (d6), oversized book (bulky), knows Animate Broom

(one at a time), Convince Locks and Ghostly Hand (5lbs of force).


110. Chimney Sweep: Wire Brush (1D6, Bulky), Yesterday’s paper. When you hide, you can wriggle into very small spaces and you will not be found unless someone is looking for you.


111. Trained Bear: Bear Claws (1D6+2) Furry Hide (Armor 1). Very sharp for a bear, cannot read, wield weapons or wear armor not designed for you. You know a funny dance though.


112. Vizier: Curved Dagger (1D6), Silken robes, oil lamp. When you advise a PC how to complete a task, they may reroll a related skill check once per day if they follow your wisdom.


113. Buried: Shovel (1D6), 1D6 Candles, Soiled Clothes, Elixir that induces a week-long coma.


How to Beat (Classic) Dungeons and Dragons

  Now I know what you are thinking. Surely you cannot “Win” at D&D. It is an explicitly open-ended game, a sandbox where your character ...