Player’s Handbook

⚔ Player's Handbook ⚔

— The Crimson Harp Expedition Guide —
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PROVISION

  • 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

NAVIGATE

  • 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

EXPLORE

  • Torch or Oil Flask lasts 1 hour of real time
  • 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

CHALLENGES

  • Actions are resolved by rolling 1d6 vs #
  • Roll # or higher to succeed, otherwise fail
  • Natural 1 always fails, natural 6 always succeeds
  • Spend Karma to increase your roll
  • 6's take another roll, usually repeat action
  • Advantage = roll twice, take highest
  • Disadvantage = roll twice, take lowest
  • Earn +1 Karma with each roll failure
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CHARACTER CLASSES

FIGHTER

(Human)
  • Use Any Weapons and Armor
  • Shield Push
  • Intimidate
  • Free Hireling
  • Advantage on Initiative, Melee Attacks, Strength
  • Knowledge of Goblins, Bugbears, Hobgoblins, Gnolls, Gnomes, Kobolds, Lycanthropes, Orcs, and Troglodytes

WIZARD

(Elf)
  • Start Each Day with 10 Karma
  • Spells: Cantrip, Comprehend Languages, Magic Missile, Read Magic, Ropework, Sleep
  • Detect Secret Doors
  • Ghoul Paralysis Immunity
  • Infravision 60'
  • Advantage at Door Listening
  • Knowledge of Aberrations, Demons, Constructs, and Fey
  • Elven Language
  • Can't use armor
  • Disadvantage with all weapons

ROGUE

(Halfling)
  • Use any weapons and Light Armor
  • Intimidate
  • Thievery: Pick Locks, Disarm Traps, Hide in Shadows, Scroll Casting, Pickpocket, Move Silently
  • Hidden in Forest or Undergrowth
  • Advantage at Surprise, Dodge, Backstab Attacks, Climb
  • Knowledge of Traps and Secret Doors

CLERIC

(Dwarf)
  • Use blunt weapons and any armor
  • Spells: Turn Unholy, Lay On Hands, Blessing, Protect from Evil, Detect Evil, Detect Magic
  • Infravision 60'
  • Detect Traps
  • Advantage at Poison Saves, Magic Saves
  • Knowledge of the Undead, Divine Magic, Dungeons, Caves
  • Dwarven Language

RANGER

(Elf)
  • Use any weapons and light armor
  • Hunting & Tracking
  • Detect Secret Doors
  • Ghoul Paralysis Immunity
  • Infravision 60'
  • Advantage at Ranged Attacks, Navigation, Door Listening
  • Knowledge of Dragons, Fey
  • Elven Language

DRUID

(Human)
  • Use non-metal weapons
  • Shape Change into reptiles, birds, and mammals
  • Summon Familiar
  • Detect Poison
  • Purify Food & Water
  • Weather Forecast
  • Foraging
  • Knowledge of Plants & Animals
  • Can't use armor