Player's Handbook
Crimson Harp Expedition Guide
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ABOUT THIS CAMPAIGN
ACCESSIBLE D&D
- Homebrew built on old-school (1980s-era) Dungeons & Dragons
- Rules trimmed and modernized to stay approachable for new and returning players
OPEN TABLE
- Anyone can play in any session — no standing commitment required
- Play just once, or as often as you like
- New and returning players are always welcome at the table
THE HEXCRAWL
- Follow any story hook, or explore the wilderness map
- The dungeons placed on the map are a curated showcase of acclaimed content from the independent TTRPG community and classic hits from D&D history
SESSIONS
- Sessions alternate between virtual (Roll20) and in-person at venues around Los Angeles
- The DM updates the Next Session Poll link between sessions to find everyone's availability
- A calendar invite goes out to players available for the chosen date
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CHARACTER CLASSES
FIGHTER
(Human)- Melee Attack Advantage
- Initiative Advantage
- Strength Advantage
- Intimidate
- Shield Push
- Use Light Armor
- Free Hireling
- Knowledge of Humanoids
WIZARD
(Elf)- Start Each Day with 10 Karma
- Spells: Cantrip, Comprehend Languages, Magic Missile, Read Magic, Ropework, Sleep
- Advantage at Door Listening
- Detect Secret Doors
- Ghoul Paralysis Immunity
- Infravision 60'
- Knowledge of the Arcane
- Can't use armor
- Disadvantage with all weapons
- Elven Language
ROGUE
(Halfling)- Dodge Advantage
- Surprise Advantage
- Backstab Advantage
- Climb Advantage
- Intimidate
- Thievery: Pick Locks, Disarm Traps, Hide in Shadows, Scroll Casting, Pickpocket, Move Silently
- Use Light Armor
- Hidden in Forest or Undergrowth
- Knowledge of Traps
CLERIC
(Dwarf)- Divine Spells: Turn Unholy, Lay On Hands, Blessing, Protect from Evil, Detect Evil, Detect Magic
- Use Heavy Armor
- Use blunt weapons only
- Advantage at Saves vs Poison & Magic
- Infravision 60'
- Detect Traps
- Knowledge of the Undead
- Dwarven Language
RANGER
(Elf)- Ranged Attack Advantage
- Door Listening Advantage
- Wilderness Guide
- Tracking
- Use Light Armor
- Detect Secret Doors
- Knowledge of Dragons & Fey
- Ghoul Paralysis Immunity
- Infravision 60'
- Elven Language
DRUID
(Human)- Shape Shift into animals
- Commune with and Transmogrify Plants & Animals
- Craft Herbal Remedies
- Knowledge of Plants & Animals
- Use non-metal weapons only
- Can't use armor
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EXPEDITION RULES
PLAN
- Pick a story hook or a destination and go...
- The Tavern Board: softwareoblique.com/crimson-harp-tavern
- Maps: softwareoblique.com/erewynn-valley
- The Bounty Board: softwareoblique.com/bounty-board
- Next Session Poll: https://lettucemeet.com/l/d4lDr
CORE MECHANICS
- D&D boiled down to two six-sided dice...
- Actions are resolved by rolling 1d6 vs #
- Roll # or higher to succeed, otherwise fail
- 1 always fails, 6 always succeeds
- Spend Karma to increase your roll
- 6's take another roll, usually repeat action
- When at Advantage = roll twice, take highest
- When at Disadvantage = roll twice, take lowest
- Earn +1 Karma with each action failure
PROVISION
- Use the default equipment list or tailor your gear...
- Provisons: softwareoblique.com/provisions
- 10 Inventory Slots for Equipment & Provisions
- Worn and small items don't take a slot
- Buy & Sell in the Hallow Haven Market
- Anything less than 1 gold piece is free
- Bedroll, Rations, and Water needed for long expeditions
EXPLORE DUNGEONS
- The original D&D loop...
- Every action takes a Turn = 10 minutes
- 2 Turns = 1 Random Encounter Check
- Surprise Check, free Round = 1d6 vs 3 per side
- Initiative = 1d6 per side, high wins
- Combat round = 10 seconds
- Declare spells and retreats
- Initiative check
- Winning side acts
- Movement
- Missile attacks
- Spell casting
- Melee attacks
- Other sides act in order
- Torch or Oil Flask lasts 1 hour of real time