Sie sind auf Seite 1von 29

MACCHIATO MONSTERS

This is a collection of rules for adventures in a dungeonverse built around the


characters. It’s directly adapted from The Black Hack (Black) and Whitehack
(Mehrstam), which are both inspired by Original D&D (Gygax & Arneson). Along the
way, I drew from B/X D&D (Moldvay, Marsh & Cook), Into the Odd (McDowall) and dk
System (Grümph and me). The game was developed running Keep on the Borderlands
(Gygax), RND (Stieha), Yoon-Suin (McGrogan) and A Red and Pleasant Land (Sabbath).
OSR logo by Gorgonmilk.

These people deserve a nice coffee: Bruno Bord, Sophia Brandt, Jerzy A. Brzozowski,
Matthieu Chalaux, Peggy Chassenet, Docteur Chestel, Sébastien ‘Minû’ Chianese,
Michaël Croitoriu, Coralie David, Didier Fontana, Khelren, Loïc Girault, David
Grossoleil, Jérôme Larré, Magi Max, Mathieu Mazzoni, Antoine Pempie, Gaël Rouzic,
Alexandre Sauter, Roland Scaron, Gherhartd Sildoenfein, Gianni Vacca, Sean Wills,
Tom Z.

CORE MECHANICS
Stat checks
Whenever your character is in danger, or is attempting a risky action, you make a
stat check. Roll d20 under or equal to one of your stats, as indicated by the
referee. The referee narrates how this goes, but they can always ask for your
input. Crits (1 on the die) and fumbles (20) double the effect/damage or bring an
interesting consequence or side effect into play.
Advantage, disadvantage, and modifiers
To reflect difficulty, situation and other external factors, the referee will
sometimes give you advantage or disadvantage. Roll two d20s instead of one.
If you have disadvantage, keep the highest (worst) die.
If you have advantage, keep the lowest (best) die.
The game sometimes uses modifiers, such as +2 or -1 that are applied to the stat.
Risk dice
A risk die, or dR, can be of any polyhedral type (d12, d10, d8, d6, d4). As you
will see throughout these rules, sometimes risk dice are rolled to get a value
(such as armour), other times just to know how close to a certain threat or event
the characters are. Whatever the reason, on a result of 1-3 the die is stepped down
(meaning it drops by one type: d12 becomes d10, d10 becomes d8, etc.). A dR cannot
go below d4; the specific rule for each risk will tell you what happens then.
If a risk die has a modifier, only take the modified result into account. For
example, a chainmail shirt with a dR of d6+1 is only stepped down on a 1 or 2.

Text conventions. In this book, ‘you’ is addressed to the player. Boxed text like
this is an optional rule or a piece of advice, both addressed to the referee.
MAKING A CHARACTER
1. Roll 4d4 in order for STRength, INTelligence, WISdom, DEXterity, CONstitution,
and CHArisma. Swap two scores if you like.
2. Choose a class: Strong, Deft, or Wise, and come up with the right group(s) for
your character concept. Talk to the referee about them.
3. Roll your class hit die. You can spend 1 point of CON to roll again, and keep
the best result.
4. Roll for languages and ask the referee about alignment in their world.
5. Choose an equipment pack.
6. Go be an adventurer!
THE THREE CLASSES

Classes are wide mechanic frames that fit most character concepts. It is the group
or groups you invent that will make your character unique. Whether you decide to
play a Wise, Deft, or Strong paladin, you’d still be playing a stalwart defender of
the faith. By choosing this group for your character, you help decide what paladins
are like in the world.

The Strong
The Deft
The Wise
d10 hp
d10 weapons and armour
Once per day, reroll armour
OR use monster power
1 group
d8 hp
d8 weapons and armour
1 special (once per day)
2 groups
combat advantage (1/day)
d6 hp
d6 weapons and armour
2 spells
1 group
Leveling up
+d10 hp
+1 to any stat
+1 attack (melee or ranged)
+1 group at levels 4, 7, 10
+d8 hp
+1 to any stat
+1 special (or daily use)
+1 use of combat advantage
+1 group at levels 4, 7, 10
+d6 hp
+1 to any stat
+1 spell
+1 group at levels 4, 7, 10
Spend 1 CON to reroll your new number of hit dice. You cannot have less hp than
before.

Option: Weak Heroes. You may allow characters with at least one stat of 6 or lower
to choose an extra group per weak stat.
The Strong’s monster power
After killing a monster, a Strong character can gain one of its abilities (like a
vampire’s charm), skills (kobold style ambushes), or an immunity to its powers
(ghoul paralysis). You and the referee must agree on an explanation for this new
ability. Later, you can replace a power by a new one, but the original is lost
until you kill another monster of that type.
On their first adventure, a Strong character has the ability to reroll their armour
die once per day. You can always choose to do this instead of using your monster
power.
The Deft’s specials and combat advantage
A special is an ability, creature, or piece of equipment that reflects your
character’s unique skill. It works once a day and, unless it's a really impressive
feat, does not require a check. Talk with the referee to establish what it does,
especially if there is a mechanical advantage or if it breaks the rules in some
way. You can buy a special several times to get more daily uses. Some ideas:
faithful pet, backstab, twin weapons, silver tongue, detect lie, light sleeper,
trick shots, martial arts, acrobatics...

Defts are the only characters who routinely get advantage on a combat check (see
Taking risks below for the exception). An attempt has to reflect one of the
character’s groups, however. For example, an assassin can backstab a guard if
undetected, or a duellist can feint when fighting with a sword. Every day, a Deft
gets combat advantage a number of times equal to their level.
Wise spells
Spells are freeform descriptions such as Control Undead, Sense Magic, Battlefire,
Summon Animals, Flight… You come up with the spells your character has. The more
precise the wording, the narrower the focus of the spell, and therefore the easier
it is to use. See Magic below for more details.
Groups
Groups are what define your character: origins, factions, occupations, etc. They
tell the referee:
what your character is - dwarf, green Thark, dandelion-hair pixie.
what your character does - knight, witch, courtier, merchant… even simply cleric,
thief, or magic-user.
what your character belongs to - organisations you can get resources and help from.
where your character comes from - a city, a forest, a distant moon.
The referee will have questions about your groups; answer them to make sure
everyone is on the same page. The ideas you come up with help building the setting.
The referee will use them for their adventures. In any case, don’t panic if you
don’t have all the answers now. The details will emerge through play.

Whenever you make a check in a situation where your group is relevant, you get
advantage (or avoid getting disadvantage). A group will also allow you to roll for
actions that another character wouldn’t be able to attempt, such as climbing
vertical walls, or taming an Astral Slugdragon.
Sometimes, the referee will give you disadvantage because of your group (for
instance if you’re a known member of a thieves guild negotiating with the Church of
Law, or a giantkin trying to disappear in a crowd).

Option: Player rumours. You can let the adventurers fill in the blanks whenever
they hear about a place, a monster, or a culture you haven’t defined yet. Have the
character who might know about it (via a group or otherwise) check INT.
On a success, the player gets to say something that is at least partially true. Ask
them more questions if needed.
On a failure, someone else (you or a player) can say something that is probably not
entirely true.
Languages
Your character speaks either some form of common tongue, or the language of their
native culture. At creation, check INT, WIS, and CHA. Each success gives you an
extra language. The referee will say if languages need to be decided before the
game starts of if you can do so during the adventure.
Alignment
Ask the referee if they use alignment in their campaign. Alignment can be a
powerful tool to show what metaphysical or political struggles are important in the
setting. Is the world torn between Good and Evil, Order and Chaos? Or are
characters stuck between Magic and Reason, Gods and Titans, Empire and Rebellion?

Option: Level zero player characters. You may need commoner characters for a funnel
scenario, or to allow first level heroes to survive a fatal blow.
Level zero player characters roll their stats normally but cannot swap scores. They
have d6 hp and one suitable group (typically a profession or race). They can only
use d6 weapons and d6 armour and start with meagre equipment.
If a player character is reduced to level zero due to injury, they reroll their hp,
and lose all class abilities. A Deft loses one group, keeping the most basic.
GEAR
Starting gear
At character creation, choose one of the packs below. Talk to the referee if you
think your character should have something else. Dice in brackets are risk dice, do
not roll them now.

Soldier’s pack:
- armour, two weapons
- shield or extra weapon
- road rations (d6)
- wineskin (d6)
- raincoat
- dice or deck of cards
- sack
- gold (d4)
Traveller’s pack:
- armour, weapon
- shield or extra weapon
- tools or holy symbol
- lantern and oil (d6)
- bedroll and blanket
- road rations (d6)
- backpack (+2 items)
- gold (d6)
Explorer’s pack:
- armour, weapon
- notebook, quill and ink (d8)
- poultices and herbs (d6)
- torches (d6)
- rope (d10)
- road rations (d6)
- tent, bedroll, furs
- mule & bags (15 items)
Encumbrance
You can comfortably carry 1 item per CON point. (Armour doesn’t count towards this
number.) If you’re willing to be encumbered, you can add a number of items equal to
your STR. When encumbered, the referee may give you disadvantage on checks
involving stealth, nimbleness, or speed. Your traveling speed is reduced as well
(see Wilderness travel below).
Wealth and gold risk dice
In Macchiato Monsters, keeping track of your money is as simple as writing down
your gold risk die. Whenever you make a significant purchase, you roll your gold
dR. If it drops below d4, you have spent your last penny.

Gold risk dice represent purchasing power. You won’t buy Mordenkainen’s stolen
undies with d4 gold. The table below shows some guidelines for what you can afford
with your current gold dR.
If the item or service you want is below your current wealth, the referee may ask
you to roll for a group purchase, or handwave the roll entirely.

Gold
Weapons and armour
Equipment
Lodging (week) and food
Services
d4
Simple weapons, leather armour
Consumables, d4 components
Kitchen floor, bread, soup, tea
Information from a beggar or urchin
d6
Common weapons and armour
Regular gear, magic focus,
d6 components
Common room, stew or pie, ale
Armour and shield repairs
d8
Platemail, two-handed weapons, musket
Quality gear,
d8 components
Private room, roast meat, pudding, wine
Potions and scrolls
d10
Fine weaponry, ornate armour
Exceptional items,
d10 components
Luxury room, venison, sweet treats, fine wine
Spy, oracle, high level bribe
d12
Custom made
Magical items,
d12 components
Your own valet, fancy cuisine from all over
Raising a friend from the dead
d20
Enchanted to order
Unique artefacts
Palace, owlbear terrine and virgin tears
Everything has a price and you can afford it
Getting rich
At the end of an adventure, convert your share of the treasure in gold (or whatever
standard the referee is using) and raise your gold risk die accord to the
thresholds below.

10 gold: raise die to d4


100 gold: raise die to d6
1000 gold: raise die to d8
10,000 gold: raise die to d10
100,000 gold: raise die to d12
1,000,000 gold: raise die to d20
For every multiple of your current threshold you have, roll your gold dR. If you
get the maximum result, raise your die.

Example: Babakoa the Strong knight sells the loot from her last expedition for 350
gp. She currently has d4 gold. The first 100 raise her die automatically to d6. The
remaining 250 allow her to roll her d6 twice: she rolls 6 the first time, so her dR
is now a d8. There is no need to roll again as she would need 1000 gp to have a
chance of raising a d8 to a d10.
Equipment list

Weapons
Damage
Dagger, knife, blackjack; Dart, sling
d4
Short sword, quarterstaff*, club / Javelin, short bow
d6
Sword, mace, spear, polearm*, axe / Longbow, crossbow, pistol
d8
Great sword*, battle axe, lance, flail / Musket*, heavy crossbow*
d10
* Two-handed melee weapons and powerful missile
weapons give +2 to damage rolls and -2 to attack checks.

Armour
Risk die
Gambeson, hide, leather armour
d4
Studded leather, ring/scale mail
d6
Chain hauberk, half-platemail
d8
Full plate mail
d10

Most expendable items have a risk die. Roll it after every use; if it is stepped
down below d4, you’ve run out.
Weapon damage dice are not risk dice. That said, the referee may want to have you
roll damage as a dR when your character is stupid enough to parry a minotaur’s axe
with a rapier.
Item
dR
Notes
Torches
d6
Roll after a fight or when the characters rest
Lantern
-
as torches, using your oil’s dR.
Oil
d8
dR damage for 2 rounds
Holy Water
d6
2dR damage on one undead, demon, and the like
Holy Symbol
d6
number of extra targets to turning spells
Specialised tools
d8
related to one specific group
Tent
d8
extra hp regained after a full night (divide amongst PCs)
Iron spikes, caltrops
d6
area covered in square metres
Road rations
d8
Roll after each day
Wineskin or booze
d4
people who get drunk
Rope
d10
number of people who get advantage using the rope
Mule
d8
carries 10+dR items - risk die is for obedience
Backpack
-
carry 2 extra items
Sack

contains 100 coins or gems (gold dR depends on value)


Quiver of arrows/bolts
d8
roll at the end of a fight, or to add to damage for one attack (once per fight)
EXPERIENCE AND GOALS
Characters level up after reaching a number of goals equal to their next level.
Each goal is defined by the players with the referee’s approval. Some examples:
clear a goblin nest, rescue a lost knight, find out who killed the innkeeper,
explore a portion of wilderness, bring back enough gold to fund the next
expedition, travel through a haunted forest, steal the duke’s ring...
Some goals may be more difficult or time consuming than others. The referee should
make sure that a goal requires one or two game sessions in average.
Start each session by listing the party's goals, adding new ones to the list. It's
never too late to update the list if the characters accomplish something noteworthy
that wasn't written down. A fair referee can also grant half-points if you came
close, but couldn't entirely cross a goal off the list.

Optional experience. Feel free to substitute your favourite experience system.


Whitehack has XP tables for the three classes I stole. If you like the gold-for-xp
paradigm, I recommend making each goal a share of treasure worth a fixed sum, such
as 1000 gp (maybe more at higher levels).
COMBAT
Time, distance, and action
Wargames, being competitive, need specific rules for who can do what and go where
in what amount of time. Roleplaying games, even the old school kind, are about
meeting challenges and experiencing an adventure. This is why we use loosey-goosey,
cinematic units. The Moria troll scene from Lord of the Rings was exciting because
the fight wasn’t played out on a board. Draw quick maps to help everyone understand
the situation, but never let characters spend whole turns running towards enemies.
If something is boring, assume it’s been edited out and cut to the exciting part.
Turns
Each character and monster gets a turn, until everyone has. Then everyone still
standing gets another turn-and so on. The turn order depends on who's doing what
(see below). On your turn, your character can attack, move, cast a spell, reload a
gun… anything that would be feasible in a handful of seconds.

Make it clear. Establish what the monsters are doing before asking the players how
their characters react. Make sure they are aware of who is attacking their
characters, and what they risk by rolling the d20. In a small space, where everyone
can attack anyone, it may be useful to have the players declare what they are doing
before any dice are rolled.
No square grids!
Macchiato Monsters doesn't bother with distance. Your character is able to move a
few paces during their turn. If all you’re doing during your turn is run, then you
can go farther. How far? Ask the referee. Have them draw a map if it's not clear in
your mind.
Fighting for your life
Each turn, you roll only once to see how well you’re doing. Use STR in melee and
DEX with missile weapons, depending on what’s happening to you. The situation may
call for another stat (INT for a defensive spell, or CHA for an attempt at
intimidation are just two examples).

If your check is a success, and you are attacking, deal your damage (if you’re a
Strong, deal the damage of all your attacks).
If it’s a failure, you get hit by whoever was attacking you and take all the
corresponding damage.
Tactical fights
Remember, as a general rule, groups do not give advantage in combat. On the other
hand, things like high terrain, cover, or shooting at an unsuspecting enemy might.
Minor factors can grant -1 or -2 to your roll. For example, an ally fighting the
same opponent as you is worth a -1. The referee decides on these modifiers.

This goes the other way too: some circumstances make your checks harder. Also, to
reflect a monster’s combat skill, the referee can ask you to add its HD to your
check. And to reflect pressing numbers, you may have to add the number of attackers
as well.

Example. A Strong shieldmaiden with 15 STR wants to charge a 4 HD ogre, ignoring


his three goblin retainers. The referee warns the player that her check will
receive a +7 penalty. But two of the PC’s hirelings are joining her, reducing the
penalty to 5. That’s a fair chance to lose a lot of hit points, and the player
decides to shoot at the goblins instead.
Taking risks
If you are willing to put yourself in harm’s way to gain a tactical advantage
(charging, attacking recklessly, maneuvering the enemy into a difficult
position...), the referee may let you take risks:
- If your combat check is successful, you (or an ally) get advantage next turn.
- If it is a failure, you have disadvantage on your next turn.

Who shoots first?


Macchiato Monsters doesn’t have an initiative system. We use common sense instead:
a readied crossbow should always shoot at a charging enemy before they can attack,
a character drinking a potion while in melee will be attacked before the potion
takes effect, etc.
Quick and dirty mass combat rule
Each unit has a risk die. Roll every turn or so. The higher roll has the upper hand
(pushing forward, breaking lances, finding the high ground, etc.) The referee uses
this to colour the battlefield and give you exciting challenges during the battle.
A unit whose dR goes below d4 is destroyed or routed. Characters actions on the
battlefield can grant +1 or +2 to a roll.

Feuding factions. This rule is handy to simulate conflict between major groups in
the setting (guilds, kingdoms, cults, etc.). Roll between adventures, or every
month, season... and use the results to describe a living world.
Armour
Armour works as extra hit points. Each type of armour has a corresponding risk die
(see equipment table). You don’t know in advance whether your next opponent will be
able to find the crack in your armour. Roll when first hit: that's how much damage
your armour will soak during this fight. You’ll roll again for your next fight,
provided you had time to rest and restrap your armour. As usual with risk dice, if
you roll 1-3, your armour die is stepped down. It will need repairs to get back to
its maximum dR.
Armour weight
Add the armour die to checks whenever doing something it is not made for (swimming,
dancing, massages…). If you’re wearing armour above what is permitted by your
class, add the die to all physical and magic checks - including in combat.
Donning armour takes dR turns. Divide this time by half if you are assisted.
Shields
Shields raise the armour die by one type, to a maximum of d12.
You can sacrifice your shield to negate the damage from any one attack, as long as
it makes fictional sense.
Wounds and death
At 0 hp you're unconscious, bleeding. Probably dead. When someone turns you over,
make a CON check to determine if you’re still breathing. On a success, you have 1
hp and can be healed normally, but you’ve sustained a grievous wound: lose a level
to represent the loss in abilities and stamina. The only way you will recover is by
earning experience and leveling up again. Agree on what your injuries look like
with the referee. They can make some checks more difficult for you until you are
fully recovered.
Rest
When you take a few minutes away from danger, have a bite to eat and a swig of
mead, all armour dice are refreshed. Once a day while resting, roll your hit die
and add the total to your hit point.
When making camp (provided there’s food - don't forget to roll your rations risk
die) and after a decent night’s sleep, make a CON check to regain a hit die worth
of hp.
Roll with advantage if you are eating stew and sleeping in a comfy bed, and with
disadvantage if your campsite conditions are particularly dreary.
MAGIC
Casting magic
To use one of your spells, you pay a hit points cost and make a check with a
penalty equal to that cost. The stat used depends on your character concept and on
the specifics of the spell.
Tell the referee what you are attempting. They may ask for clarifications before
they tell you what stat to check, and how much the cost will be. Make sure the
referee understands what you want to do, and they will give you a fair number. The
cost cannot exceed your remaining hit points. You can always dial back the effects
you went in order to lower the cost.
Spend the hit points, and check your stat minus the spell cost:
On a success, the magic takes effect.
On a failure, it doesn't work, unless you let chaos come into play (see page 14).
Note that critical rolls have extra consequences:
On a natural 20, the referee says what goes wrong.
On a natural 1, you don’t lose any HP.
Option: specialist magic. You can allow characters with traits such as
illusionist or pyromancer to roll with advantage when casting. But being
specialised means lacking certain knowledge. A pyromancer would get disadvantage to
know about or cast water-based spells, for example.
The chaos risk die
The chaos risk die represents magic’s stability in the area. It normally starts at
d12, but some weird places and situations have a lower dR. If you want a failed
spell check to have some kind of effect, roll the chaos risk die and let chaos do
its part.
Spell mishap (chaos dR)
1. Power surge. No magic happens, but you regain the HP lost from the spell.
2. Mistake. The effect is reversed or dramatically altered.
3. Mutation. Your magic works, but leaves you with a scar, deformity or oddity.
4. Erasure. The magic works but you forget the spell until you have a full night's
sleep.
5. Power leak. The magic works if you pay the HP cost again.
6. Pyrotechnics. Loud, flashy and mostly harmless. Unless something catches fire...
7. Weak spell. Effects, area, number of targets, etc. are halved.
8. Lack of control. Your magic has a negative and annoying side effect
9. Drain. Lose points in a random stat equal to the HP cost. You recover one point
per day.
10. Delayed action. The magic takes effect, but in d4 turns.
11. Bad aim. The spell affects another target of your choice.
12. BÄM! The effects, number of targets, or size of the spell are doubled.
Depending on your setting, the chaos dR may be the same for everyone, or distinct
for different types of Wises (representing the gods’ interest in mortals, or the
psychic maelstrom, or whatever cosmic force your setting is using).
When a risk die is stepped down below d4, magic simply doesn’t work on a failed
check. Chaos dR are refreshed at the referee’s discretion, depending of what you
do, where you go and how much magic you cast.
Tapping the chaos
You can always let more chaos seep into your magic. Roll the current risk die, look
up what happens on the mishap table, and reduce the spell's HP cost by the result.
All side effects are cumulative.
Foci and components
To alleviate the cost of magic, most Wises carry a bag of components or a focus
such as a wand, orb, psi gem or holy symbol. It is a resource (with an associated
dR) to gather mystic energy from.
Roll your components risk die to get extra points for paying magic HP cost. Just
like armour, you only roll this dR once per fight, when you cast your first spell.

Optional guidelines for spell penalties. A basic spell (cost 1) takes a full turn
to cast. It is instantaneous, targets one creature at a short range, deals or heals
1 damage, and/or has an inconsequential yet possibly entertaining effect.

Increase the cost by 1 to 5 points for:


generic wording (any use of a spell simply called Necromancy or Battle Magic should
add at least 2 points to the difficulty)
fast casting time
long range, extra targets or large area or effect
damage or healing (d6, d6/2 levels, d6/level)
targets with more HD than the caster has levels
spell duration (one turn, minute, hour, day, etc. per level)
fictional effects (charm, phantasms, summonings, scrying, etc.)

You can also decrease the cost if the spell takes a long time to cast, requires
rare or expensive ingredients, or can only be completed in a temple or lab. If
allowed in the campaign, healing spells should be limited to 1d6 per Wise level. A
character can only be magically healed once per fight.

Remember:
- do not waste everyone’s time counting beans
- do not tell the players exactly what you're doing. Magic is mysterious and fickle
Magical items
In Macchiato Monsters, magical bonuses don’t go above +2. Each permanent item
should have a unique power, name or reputation. The shortsword Hillpiercer, which
imbues its wearer with the capacity to see through a metre of stone or earth, is
more interesting than a simple +1 blade.
A suit of magical armour adds its bonus to the dR, making it more efficient and
harder to damage. A magical shield can negate the damage from as many additional
attacks as it has ‘plusses’ before it is splintered.

Risk dice and magical items. You can use the risk die mechanic to handle charges in
wands and staves (I sometimes do a combined damage-and-risk die). Intelligent items
can have a loyalty risk die (and a motivation), much like hirelings do.
Crafting magical items
Spend a week in a lab and make an INT check. If successful, roll your gold dR. On
1-3 you lose money as usual (your gold dR is stepped down).

1-3: item has one use


4-5: item dR is d4
6-7: item dR is d6
8-9: Item dR is d8
10-11: Item dR is d10
12+: Item dR is d12
MONSTERS
Use your favourite monster list, with the following adaptations:
- Hit dice are d8s, unless monsters are especially resilient or weak.
- For armour and shields, use the equipment table or simply add 1 or 2 HD.
- Damage according to stat block or by weapon.

Monster Magic. Don’t bother with magic rules for NPCs and monsters. The powers and
spells in the stat block you’re using will do fine. If you’re statting up the
monster yourself, have a clear idea of what its magic can and cannot do. When a PC
is targeted by a spell during combat, I recommend allowing a saving throw if the
spell has effects beyond mere damage. Otherwise just add the spell’s damage to what
the characters take if the players fail their combat check.
Dungeon encounters
When you make noise or spend time looking for traps, resting, etc., the referee
rolls an encounter risk die. The initial risk die depends on the dungeon: recently
cleared ruins start with d12, overcrowded goblin lairs with d6. An encounter takes
place if the maximum result is rolled. On a result of 1-3, the die is stepped down
for the next roll.
When the encounter dR goes below d4, something happens in the dungeon. The alarm
bell goes off, the summoning ritual starts, etc. The die then goes back to its
initial type.
It can be fun if the referee puts the die in plain sight, hiding their rolls but
reminding everyone how likely a random encounter is at any time.

Option: Monsters Everywhere! When rolling an encounter risk die, you may interpret
a step down as a sign that something is nearby. Roll an encounter and use the
following table to decide if the monsters are…
Risk die result: 1. … stalking the party.
2. … alert but unaware of the characters.
3. … busy with something else.
Reaction
Monsters react according to their agenda and the situation. They should always be
busy doing or looking for something. If the referee isn’t sure, they can roll the
current encounter risk die on the table below.
Checking CHA is a good way to decide if monsters are aggressive or open to parley.

Encounter goal or activity (dR)


1. roll d12 twice, mixing results
2. looking for allies or help
3. moving out or escaping
4. raiding settlement or ambushing travelers
5. running away from other monsters
6. driving intruders away
7. looking for prisoners
8. scavenging or hunting
9. exploring
10. fighting amongst themselves
11. resting or setting camp
12. looking for goods or gold to trade
Morale
Most monsters have a morale risk die. The referee rolls it at the end of each turn
in which the monsters have taken a sizeable blow. The monsters flee or surrender
when their morale dR drops below d4.
If they are able to communicate, a character acting as the party’s leader can try
to influence the monsters (usually with a CHA check, adding the monsters’ HD if
they are cunning) and reduce their morale dR by one type.

Tentative B/X morale conversion: 6-7 = d4 8-9 = d6 10 = d8 12 =


no dR
Chasing and running away
Getting out of combat requires a DEX check. Outside of combat, the party needs to
make CON checks. Wearing heavy armour, carrying treasure, having shorter legs can
give you disadvantage (or advantage if your circumstances are better than the
monsters’).
WILDERNESS TRAVEL
A map is measured in 10 kilometer hexes (or squares). You travel 4 hexes a day,
modified as below. The minimum distance is 1 hex.

Daily travel distance


4 hexes per day (minimum 1)

+2 mounted or on a boat
+2 force march *
+1 on a road
-1 adverse weather
-1 heavy armour (d10 or better)
-1 encumbered
-1 woods, broken, desert, hills
-2 mountain, jungle, swamp
* CON checks or disadvantage on most rolls until you sleep

Becoming lost is a distinct possibility in the absence of a road, landmarks or a


guide. One character checks INT (with a map) or WIS (without one):
with disadvantage if they don’t know the area, do not have a map/compass, or are in
a hurry
with advantage if they have a group such as Explorer, Ranger, etc.
Wilderness encounters
Encounters depend on terrain: twice a day and once at night, the referee rolls an
encounter risk die that depends on the terrain.
Clear, grasslands, ocean: d12
Woods, wastelands, lake: d10
Hills, desert, river: d8
Swamp, mountains, jungle: d6

An encounter takes place on the maximum result (8 on a d8 for instance). On a 1-3,


the die is stepped down for the next roll. When the encounter risk die goes below
d4, the referee starts again with the appropriate dR.

The Monsters Everywhere! option (see above) is useful to make the world feel more
alive.
WEATHER
Macchiato Monsters uses a risk die for weather conditions. In a temperate climate,
spring and autumn are typically d10, summer d12, and winter d8. That said, weather
dR varies widely with locations.

Every day, the referee rolls the risk die and looks up the weather on the table
below.

1. Thunderstorm or blizzard
2. Same as yesterday but colder
3. Rain or snow
4. Colder than normal, windy
5. Showers, no wind
6. Showers, windy
7. Overcast
8. Dry, windy
9. Sunny, warmer than normal
10. Warmer than normal, windy
11. Same as yesterday but much hotter
12. Freak weather event

On 1-3, the die is stepped down as usual. On the maximum result however, travelers
get a break and their dR goes up by one type.
HIRELINGS
Hiring a follower
Follower wages range from daily pay in silver or gold, to equipment, to a lump sum
(roll gold dR accordingly), or even a share of the treasure. The negotiation should
be roleplayed out and concluded with a CHA check.

Free follower! if it's your first session and groups aren’t going to be very
influential, everyone who chose an organisation or faction as a group should get a
follower.
Followers risk die
A hireling has a risk die that represents both their skill and their loyalty.
Typical villagers have d6, while professional adventuring support staff will have
d8 to d10. A d12 means a fanatic or some sort of madman. Double payment or other
strong incentives increase the initial die by one step.
Whenever a hireling is hurt, does something dangerous that isn’t part of their
contract, or is otherwise in grave danger, roll their dR.
A follower’s risk die is also rolled when using their ability if they have one, or
if you want to improve their chances for a stat check (see below).

Availability* Hireling abilities (dR)


1. Torchbearer: number of items they will carry (cumulative)
2. Spearman: additional hp for the current fight
3. Scout: hours ahead they recon on their own
4. Healer: total hit points they heal after a fight
5. Halfling: if cooking, number of CON checks that get advantage
6. Hedge wizard: number of minor spells per day
7. Chaplain: number of people protected from Evil/Good (adv. to resist magic)
8. Elf: times they give advantage to a perception check
9. Dwarf: times they give advantage to a secret door check
10. Bodyguard: additional armour for their charge
11. Burglar: number of people who get advantage to sneak checks
12. Bard: number of morale boosts per day (advantage on one roll)
* roll a few dice. The bigger the town, the higher the dice.

A hireling whose die goes below d4 quits or flees. Food, drink, a good night’s
sleep, the fulfillment of their goals, or a successful CHA check may bring a
hirelings’ risk die back up by one type.
Hirelings stats and equipment
The player whose character hired a follower is in charge of rolling for them. In
combat, they act at the same time as that character. When they need to check a
stat, either use 10 or 10+dR (at the risk of a step down).
As zero-level characters, they have d6 hp and one suitable group. Their equipment
is minimal: one decent weapon or suit of armour, rarely both.

To know more about what makes an NPC tick, roll on the motivation table to the
right.

If it’s a hireling or other character with an associated dR, that’s what you roll.
Otherwise roll d12.
NPC motivation
1. Debt & Despair
2. Love or friendship
3. Fame and glory
4. Wanderlust
5. Need to impress someone
6. Revenge
7. A vow
8. Escape the law
9. A death wish
10. A sense of duty or destiny
11. Paid by a third party
12. A divine plan or vision
EXTRA SHOT: AN APPENDIX
Catching up with the party
This table will help kickstart your sessions. When a character joins in the middle
of an adventure, roll to learn what happened to them. When the entry mentions
monsters or a faction, either choose one from your adventure or roll a random
encounter.

Just joined the party (encounter dR)


1. Lost all your weapons and gear, save for one item of your choice.
2. Scarcely escaped monsters. They are right behind you.
3. Killed a monster and lost 1d6 hp.
4. Friendly NPC taken alive by monsters. You saw where they went.
5. Non-violent contact with a monster or faction.
6. Encountered a monster and turned it into an ally.
7. Stalked by monsters. They are close.
8. Found a clue to a danger nearby.
9. Fell down a hole and lost a random weapon.
10. Walked into a trap. Roll dR for all your items.
11. Found a dead body. Took something interesting off it.
12. Roll again twice, ignore this result.
Fast travel
Use this table if you need to gloss over a few days of dangerous travel. Unless
noted otherwise, have everyone step their ration dR down.

Fast forward travel: roll encounter dR


1. Got captured. Escaped with your lives and one item of your choice.
2. Pushed back an ambush. Roll your HD again for current hp.
3. Long chase. Check CON or lose d6 items.
4. Got lost. Journey took d4 extra days, no rations left.
5. As above but you made a discovery: a place, a resource, a danger…
6. Had a non violent encounter with monsters or locals.
7. Made a discovery at a cost (gear, treasure, hp...)
8. KIlled some monsters and found d100 gp worth of treasure.
9. Killed monsters, but some of them fled. Roll your ammunition and armour dR.
10. Found food. No rations expended.
11. Found a shortcut and gained 1 day.
12. Made a discovery (a danger, a resource, an opportunity…)
Meanwhile, at the Keep...
When you spend a week working instead of adventuring, choose a job that you could
do and roll under the corresponding stat. On a success, you get the job's earnings.

Job
Check
Success: weekly earnings after cost of living
Failure
Caravan guard
CON
35 gp and 10% discount on gear
d10
Crafts
DEX
4 gp or 10gp in goods
d6
Entertainment
CHA
1d12 gp and a rumour
d6
Highway robbery
WIS
3d100 gp
d12
Hunting
WIS
5 gp or 15 gp in skins or 5 days rations
d8
I Inn service
DEX
1 gp and 2 days rations
d4
Manual labour
-
1 gp
-
Petty crime
DEX
1d20 gp and 1d100 gp in stolen goods
d10
Poaching
INT
30 gp in skins or 10 days rations
d10
Private watch
CON
5 gp and a contact
d8
Scouting
WIS
15 gp and a you place a discovery on the map
d10
Smuggling
INT
100 gp (100 gp investment is lost if check is failed)
d12
Trade
INT
50 gp (100 gp investment is lost if check is failed)
d6

If you fail the job check, roll the corresponding failure die. Unless otherwise
stated, you still cash in..

1. Out. The job is lost for the foreseeable future, but you make an extra d20 gp.
2. Bad week. You only make half the earnings.
3. Unexpected expenses. No earnings, and you lose d6 gp.
4. Accident. Lose 1 point of a random stat until you rest for a full week
5. Argument. You make an enemy of someone you worked with.
6. Misconduct. No earnings, and you owe 2d20 gp to your boss.
7. Debt. No earnings, and you owe someone a favour.
8. Got in trouble. Some bad people have it in for you. Watch your back.
9. Robbed. You lost everything except one item. You know where to find your stuff.
10. Grievous wound. Lose 1 point of a random stat, permanently.
11. Caught and fined. No earnings, pay 50 gp or go to jail.
12. Captured or arrested. You’ll need help to get out of jail.

There’s no such thing as a quiet day


Sometimes, the weather is so bad that no one’s heading out. Roll the encounter dR
for the area (or just d12) on the table below. Adapt and expand according to your
setting and rolls.

1. Attack. Local monsters are raiding the town. What do they want?
2. Scouts. Monsters or enemy trooups are spotted in the area.
3. Spy. An outsider is caught spying on the town. Who do they work for?
4. Shortage. Food, water, or another vital resource is getting scarce.
5. Newcomers. On their way to somewhere else or intending to stay?
6. Sickness. Probably benign, but zombie plague and lycanthropy are always a risk.
7. Rumours. Whether it’s a new threat or an old one, everyone is talking about it.
8. Fire! Something or somewhere is destroyed. Was it really an accident?
9. Dura Lex. Someone is arrested, tortured or hanged. Are they guilty?
10. Supplies. A caravan or hunting party brings in valuable goods.
11. Religious event. A weekly prayer or a once in a century holy day.
12. Infighting. Individuals or factions have a go at each other. Mind your back.

Das könnte Ihnen auch gefallen