Player’s Handbook

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

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
    1. Declare spells and retreats
    2. Initiative check
    3. Winning side acts
      1. Movement
      2. Missile attacks
      3. Spell casting
      4. Melee attacks
    4. Other sides act in order
  • Torch or Oil Flask lasts 1 hour of real time

NAVIGATE WILDERNESS

  • If you are planning a long, multi-day trip...
  • The map is on a hex grid, six cardinal directions
  • 6 Moves per day, then camp or exhausted
    • Roads or Grassland = 1 Move
    • Hills or Forests = 2 Moves
    • Mountains or Swamps = 3 Moves
  • Chance of getting lost
    • Follow Road or River = 0-in-3
    • Hills or Forest = 1-in-3
    • Mountains or Swamps = 2-in-3
  • Camping = 1 Rations & 1 Water per character
  • 1 Move = 1 Random Encounter Check