Players Rules
Players HandbookRandom Encounters is a Free to download and play tabletop game system that can be adapted to almost any world you can imagine. Played out of a simple Hexigon grid system, character development is fast and easy and can act as a great substitute to your regular game system if your looking for a roll and go system.
Designed for fast and frantic action this system is great for all them last moment quick setup game sessions with new players. With easy to follow rules, its ideal for new players to get to grips with and gives novice DM's and GM's the chance to develop story ideas and adventures.
Download your copy Free!
Designed for fast and frantic action this system is great for all them last moment quick setup game sessions with new players. With easy to follow rules, its ideal for new players to get to grips with and gives novice DM's and GM's the chance to develop story ideas and adventures.
Download your copy Free!
Half-Giants
Half-GiantsLarger than humans, but smaller than the full giants that this race shares its lineage with. The half-giant is a force to be reckoned with, brute strength and muscle gives this race more health than others, however this comes at the cost of learning and it is almost unheard of to see a half-giant take any form of study outside of the realms of weapons and combat.
Profession Bonus :
Special : Half Giants do Double Damage in Combat.
Dwarfs
DwarfsShort and stubborn, they delight in mining as well as fighting over ale. Not as strong as their half-giant cousins but they do move a little faster, it is not completely unheard of to see a dwarf at study, although they tend to stick to skills that benefit their understanding of the underground world and exceed at its plunder.
Profession Bonus :
Special : Dwarfs Do 1 Extra Point of Damage in Physical Combat.
Humans
HumansThe cities of the world are full of these creatures, taking up almost any trade. Many become accomplished adven-tures in all areas, a great part of them take to study to better understand the world that surrounds them, they delight in adventure and making new discoveries.
Profession Bonus :
Special : None.
Elves
ElvesWoodland folk, but they have been known to mix with city folk also, and when they do they often follow their leads into a life of adventure and study. There slight slender bodies make them good at hunting with a quicker pace. Sev-eral opt for a life of learning and study, especially in the realms of magic. Elves have the natural ability to see in al-most complete darkness which draws them to a life of a dungeon adventure.
Profession Bonus :
Special : Elves Do 1 Extra Point of Damage with Magical Attacks.
Half-Elves
Half-ElvesA mixture of human and elf, brought about by the engagements of elves that move to cities and towns across the world. They share a body make up with humans but lack the luck of their elf ancestry.
Profession Bonus :
Special : None.
Gnomes
GnomesSmall tiny creatures that arrived from the north, they spend much of their time in study and research making them good in the realms of academic and learning. Gnomes tend to shy away from adventure with their small bodies but them that do take up the challenge find a place in the arts of a thief or tomb robber.
Profession Bonus :
Special : Gnomes take 3 Points less of Damage from traps
Reptilians
ReptiliansA strange creature from the west, these lizard like people are slim and nimble but not very strong, They delight is using knowledge and understanding to fight their way through to a prise, almost always striking first and without warning, their goal is to take down the enemy quickly before they have a chance to attack. They are shunned by oth-er races and few venture into city life because of their deceitful ways.
Profession Bonus :
Special : Reptiles are Immune to Poison Damage.
Fairys
FairysThese small shy folk come from old forests and groves towards the east. Tiny in size they serve no purpose in com-bat, but there inherent an ability with natural magic making them valuable spell casters and healers. They have a deep understanding of the world giving them insight knowledge in a great many areas. Fairies almost always fly everywhere and can cover a lot of ground very quickly. They have a permanent glow around them even while asleep.
Profession Bonus :
Special : Fairies gain double AC, All physical attacks made by the Fairy result in just 1 Point of Damage being delivered, they can distract 1 enemy with close flybys at high speed, this requires a successful acrobatics roll, enemies under distraction are at a dis-advantage.
Fighters
FightersFighter is a generic and broad class; individual fighters have diverse backgrounds and different styles. Bodyguards, adventurers, former soldiers, invading bandit kings, or master swordsmen are all fighters, yet they come from all walks of life and backgrounds and often find themselves on very different alignments, goals, and sides in a conflict.
Profession Bonus :
Barbarians
BarbariansBarbarians are born warriors, skilled in multiple weapons of combat with a strength to match. Given their lack of knowledge surrounding the world and in particular magic they still are more than capable of getting through the toughest of adventures.
Profession Bonus :
Rangers
BarbariansTrackers, trappers and scouts mostly describe this profession, skilled in some combat as well as study make this class a good all round, multi talented adventurer. The are often found leading a party or stepping into arguments the brawn of the fighting classes and the intellect of the magical classes.
Profession Bonus :
Bards
BardsA semi spell caster, more trained in entertainment and illusion. Bards are creative people spending time writing sto-ries, telling tales and singing songs. They adventure for the experience and upon returning proclaim there success to others openly in song and story at the nearest tavern.
Profession Bonus :
Thiefs
ThiefsOnce in a while you need someone to pick a lock or disarm a trap and the thief is perfect at this. When money runs short he is often called upon to drum up new ways of raising finances, noticing when something is not quite right and warning others of hidden dangers.
Profession Bonus :
Healers
HealersA party is not complete without one or in some instances two of these important people. They help keep the group on the move and in fighting fit shape to complete the quest. There are no shortage of demand for a healer in the world and often find themselves I the employment of adventures ready to take on the most hazardous of dungeons.
Profession Bonus :
Wizards
WizardsPure spell casters of the team, they deliver critical damage in times of need while allowing the more stronger party members to take the foes on head first. Long years of study have prepared them for the world and they long to make new discoveries and gather riches to extend their studies and magic.
Profession Bonus :
Skill
Skill
Weapon Skills - The adventures is able to fight in close combat with the weapon. Spears, Daggers, Javelins can be thrown to make an attack. Throwing item – allows the adventure to throw an items such as a rock, bottle, stick etc. The adventure has some knowledge in the care and maintenance of the weapon and is able to sharpen or create a weapon from suitable materials, (in many instances a forge may be required).
The adventure is also able to spot a fine or badly made weapon.
Bows and cross bow uses can manufacture arrows and bolts from available materials is required.
Luck
Luck
Ability
Ability
Pace
Pace
Spells
AbilityWhen cast this spell will give advantage to the next ABILITY skill check.
Range: TouchCost: Bard (1), Wizard (2), Healer (1),
DarknessThis spell conjures up a area of murky darkness in a circular area around the caster. The darkness extin-guishes all artificial light, and negates the DARK SEEING skill. Caster cannot see out and other cannot see in. Caster make any attacks while in the darkness. Duration is rounds equal to the level of the caster and can move along with the caster.
Range: 1 hex around the caster.Cost: Bard (1), Wizard (1), Healer (2),
FearThis spell terrifies one chosen person, sending him cowering as far away as possible from the spell caster. The effect lasts for two rounds, after which time the victim recovers from his irrational fear.
Range: target up to 5 hex away.Cost: Bard (1), Wizard (1), Healer (2),
BoltThe spell caster hurls a short, stabbing blast of fire or ice at one target form a pointed finger. Causing 1D6 damage.
Range: target up to 6 hex away.Cost: Bard (2), Wizard (0), Healer (2),
IllusionThe Spell Caster can use this spell to create an illusion that will convince one nominated person it is real, the illusion can be visual or audible but not both. The illusion is not real and will not attack or do damage. The illusion will last for five rounds. The spell can be recast before the spell runs out. (target can make an aware-ness check against the illusion)
Range: up to a range of 4 hex away.Cost: Bard (1), Wizard (1), Healer (1),
LightThis spell creates a magical light which glows with the same intensity at a lit torch. It is usually cast upon the tip of a staff. The light last for one hour, but can be snuffed out at will by the caster. A magical light of this sort in not affected by DARKNESS.
Range: 1 item.Cost: Bard (0), Wizard (2), Healer (1),
LockThis spell simply locks a door, treasure chest or whatever by magic and stops it from being opened by unauthorized persons. The spell can be removed by an OPEN spell, or by the original caster at will. Anyone trying to open the lock is struck by an electric shock doing 1D6 damage.
Range: lock, touch.Cost: Bard (1), Wizard (1), Healer (2),
GlamorThis spell allows the caster and all his possessions , including his voice, to take on a magical disguise of his choosing. The spell is only capable of creating an illusion equal to the size of the caster. The spell gives an advantage to the casters performance while in ’disguise’. The spell will not change the gender of the individu-al but the illusion will continue unless it is cancelled at the request of the caster or if the caster falls unconcise from injury.
Range: Caster Only.Cost: Bard (2), Wizard (2), Healer (2),
LuckWhen cast, this spell will give the recipient an advantage to the next LUCK skill ability check.
Range: 1 person, touch.Cost: Bard (1), Wizard (2), Healer (1),
OpenThis one is used simply to open a lock safely, whether on a door, treasure chest, window, or anything else that is lockable. It is also used to cancel out the LOCK spell.
Range: 1 lock, touch.Cost: Bard (1), Wizard (1), Healer (2),
SkillAs with the LUCK spell, this spell will give a recipient an advantage roll to making a SKILL skill ability check.
Range: 1 person, touch.Cost: Bard (2), Wizard (3), Healer (1),
PaceAs in the case of the LUCK spell, this spell will give an advantage roll to anyone making a PACE skill ability check. (it will not effect initiative rolls)
Range: 1 person, touch.Cost: Bard (2), Wizard (3), Healer (1),
WardThis spell may deflect one arrow, spear or other missile thrown at the caster. The missile whistles past and falls harmlessly to the ground.
Range: caster only.Cost: Bard (2), Wizard (1), Healer (1),
WeaknessVery useful spell if the caster can land a good hit with it first. This spell reduces the victims Armour Class score by 1D6 points.
Range: 1 target up to 6 hex awayCost: Bard (1), Wizard (3), Healer (2),
Counter SpellThis spell, which cancels out any other spell, works in quite a complicated way. When used, the spell will au-tomatically cost the caster 2 points plus the cost of the original spell being cancelled. This spell only works on spells being cast directly onto the caster.
Range: 1 spell cast against the casterCost: Bard (2), Wizard (2), Healer (2),
CureOne of the most commonly used spell by all spell casters. Cures any one person of poison or curse.
Range: 1 person, touchCost: Bard (2), Wizard (3), Healer (0),
CurseThe Caster places a curse on the target giving them a disadvantage to there following attacks, this can only be removed with a CURE spell.
Range: 1 target up to 4 hex awayCost: Bard (2), Wizard (1), Healer (3),
ESPWith this spell, the caster suddenly becomes able to tune into a creatures thoughts. It won’t allow him to read the actual words or ideas, but can indicate a creature’s emotions and general frame of mind. For example, it can reveal someone, who appears to be friendly , if he really is so, or if he is not being full truthful with ques-tions. It cannot work on inanimate objects, unless they have some vestiges of intelligence. The power lasts for a maximum time of one round per level of the caster.
Range: 1 target up to 5 hex awayCost: Bard (1), Wizard (2), Healer (3),
Far SeeingThis spell simply endowers the caster with the eyesight of an eagle, allowing him to see in the minutest detail for a distance up to 1 mile, and in less detail even further. It should be remembered, though that even eagles cant see through walls. The effect lasts for ten minuets, but can be cancelled at will sooner.
Range: caster only.Cost: Bard (1), Wizard (2), Healer (3),
Force BoltThis spell, similar to the BOLT spell, delivers a lighting bolt which causes 2xD6 damage.
Range: 1 target up to 5 hex awayCost: Bard (3), Wizard (2), Healer (3),
RelifeAll Healers can cast this without expending Magic Points. The spell Temporarily restores 1 Health Point to any one at zero health.
Range: 1 target at 0 Health Points, touchCost: Bard (1), Wizard (2), Healer (0),
LevitateAnyone possessing this spell may cast it upon objects, players, opponents or himself. It frees the target from the effects of gravity and causes him to float freely up or down in the air under the casters control. For more controlled movement—say backwards or forwards—one needs a FLY spell. The effects remain in place until either the target struck, reaches the roof or floor, or is cancelled by the caster. If the caster is struck the spell also cancels.
Range: 1 target up to 5 hex awayCost: Bard (2), Wizard (1), Healer (2),
HasteThis spell allows one person to make 3 attacks during there normal attack round, the spell last for 1 round only.
Range: 1 target, touchCost: Bard (1), Wizard (2), Healer (3),
SleepThis spell, if it works, simply sends one victim to sleep. If the victim is wounded while asleep, he will immedi-ately waken (unless killed by the injury of course), a sleeping victim can be awoken by a load noise or if water is splashed onto the face,
Range: 1 target up to 4 hex awayCost: Bard (2), Wizard (2), Healer (1),
HealCaster restores 1D6 points to the receivers Health total.
Range: 1 target up to 1 hex awayCost: Bard (2), Wizard (3), Healer (1),
All HealAs with the HEAL spell except 2D6 + 2 of health is restored.
Range: 1 target up to 2 hex awayCost: Bard (3), Wizard (5), Healer (2),
Arrow SnakeThis strange spell is a must for any sorcerer who likes giving people nasty surprises. What it dose, quite simp-ly, is turn an arrow, when notched and ready for firing, into a poisonous snake which instantaneously bites and wounds the archer. The snake automatically inflicts 2D6 points of damage, before slithering away.
Range: 1 target up to 5 hex awayCost: Bard (3), Wizard (4), Healer (5),
SilenceCreates a bubble of silence around the caster for a duration of five rounds. No sound can be heard form out-side on inside the bubble, the bubble will move with the caster. The caster can control the size of the bubble up to a 3 hex radius.
Range: 1 hex around the casterCost: Bard (2), Wizard (2), Healer (2),
FindThis spell may be used to find almost anything the caster desires in the target area. It cannot detect emotions (find someone with evil thoughts, for example); and you should beware of looking for something too general, (find metal, say, would probably lead you strait to your own weapon) When this spell is cast and the appropri-ate subject is concentrated upon by the caster, he will suddenly be informed if the object is in that location.
Range: 5 hex diameter area unto 3 hex away from the casterCost: Bard (4), Wizard (4), Healer (4),
FlyThis spell is an advance on the LEVITATE spell, in that it allows the spell caster (or whoever or what ever the spell is cast upon) to move in all directions, The Spell lasts until the target or the caster is struck, or the target makes contact with the ground again.
Range: 1 target up to 5 hex awayCost: Bard (4), Wizard (3), Healer (4),
Grand IllusionBuilding on the ILLUSION spell, this more sophisticated spell allows for the fooling of as many people as the Hero’s Level. Hence, someone Level 12 may fool up to twelve people with the same Illusion. In all other respects the illusion works exactly the same way as the ILLUSION spell, including a maximum length of five round. The spell can be recast before the spell runs out.
Range: up to a range of 4 hex awayCost: Bard (4), Wizard (5), Healer (5),
GrowWhen this spell is cast upon a person or object , it will grow to half its size again, in all directions. Hence a shield a meter across will grow another half meter, while a two meter man will become three meters tall! Note that a persons clothing will not expand with him, and this could prove nasty in very tight armour! The effect wears off after three rounds. Casting the spell again while the first is still in effect will cause the effect to re-main a further three rounds. This spell also gives the target advantage on any Strength skill ability checks.
Range: 1 target up to 3 hex awayCost: Bard (3), Wizard (4), Healer (4),
InvisabilityThis spell turns the caster (or someone or something else) completely invisible for 3 rounds per level of the caster, this includes their clothing and equipment. One should bare in mind, however, the following points : an invisible person in not necessarily a silent person, and invisible people still have to open doors. The spell is cancelled as soon as the target is struck or makes an attack or action. Anyone invisible making an attack has an advantage for the first attack before becoming visible again.
Range: 1 target up to 1 hex awayCost: Bard (4), Wizard (3), Healer (4),
RestrainThe nominated person or object upon whom this spell is cast will be held in magical bonds, rooted to the spot and unable to move, for up to three rounds. People restrained in this manner will still be able to breath, talk and move their eyes but not to do much more. Objects measuring up to about three meters cubed can be held in place—so a boulder could be temporarily stopped from falling.
Range: 1 target up to 5 hex awayCost: Bard (4), Wizard (4), Healer (2),
ShrinkThis spell works in exactly the opposite way to GROW, shrinking a living being or object down to half its size in all directions. The effect wears off again after three rounds. Casting the spell again while the first is still in effect will cause the target to remain shrunk for s further three rounds. This spell will give the target a disad-vantage on any Strength skill ability checks.
Range: 1 target up to 3 hex awayCost: Bard (3), Wizard (4), Healer (4),
Speak with AnimalsThis spell endows the caster, or another person, with the bizarre tongue used by the animals and lower crea-tures. It should be noted that many animals have very limited conversations! The spell lasts for ten rounds.
Range: 1 animal within 3 hex of the casterCost: Bard (3), Wizard (4), Healer (3),
WallCasting this spell creates an invisible wall up to three hex out around the caster, through which nothing can pass, for a maximum of five rounds. It can withstand arrows, sword blows, people, monsters and spells, (though COUNTER SPELL may remove wall). If anything from inside the wall touches it, the wall will immediately disappear. The wall needs to be centred around the caster, the wall dose not move with the caster.
Range: up to 3 hex out form the casterCost: Bard (4), Wizard (4), Healer (4),
Banish UndeadThis spell works in the opposite direction to RAISE SKELETON, in that it returns an undead creature to the peaceful rest of true death. It will work on one creature, removing the magical life-force which had it animated. A banished corpse may not be resurrected again.
Range: 1 target up to 5 hex awayCost: Bard (6), Wizard (5), Healer (3),
Shape ShiftThis spell is in fact the classic of fairy tales and legends: the ‘turn-you-into-a-funny-creature’ spell. This spell will turn a target into a creature of approximately the same mass or smaller, generally the changed target is unable to communicate unless a SPEAK WITH ANIMALS spell is employed. The effect is permanent or until the caster decides to cancel the spell, or the target is reduced to zero health. It is also worth knowing that the spell doesn't turn the targets clothes or processions in to anything—they simply remain where they were when the spell was cast.
Range: 1 person, touchCost: Bard (6), Wizard (5), Healer (5),
PetrifyBeing turned into stone is very unpleasant indeed, but that’s exactly what this spell does. The effect starts at the feet and slowly works its way up the body, petrifying him, his clothes and equipment as it goes. The victim loses 1 health point every round, and this will continue until he is turned completely to stone—that is unless a COUNTER SPELL is used against it, or the caster who cast it is killed, where upon the effects will be re-versed. If the victim dies before this can happen, he will not revert back again, but will remain a statue forev-er. A person under the PETRIFY spell is unable to move but can still attack. No Health is restored if the vic-tim recovers from a PETRIFY spell.
Range: 1 target up to 6 hex awayCost: Bard (6), Wizard (5), Healer (6),
Raise SkeletonThis necromantic spell is used to raise 1 Skeleton per level of the caster, under the control of the caster. It should also be remembered that the undead do not really think for themselves, so any instructions given to the Skeleton must be very explicit if they are not to be misinterpreted. Remains of Skeletons must also be present within the target area for this spell to work, the caster cannot raise none human Skeletons.
(Skeleton HEALTH 20, ATTACK/ACTION +2, ARMOUR CLASS 12).
Range: 1 target within 3 hex from the casterCost: Bard (6), Wizard (4), Healer (8),
TeleportTo teleport is to hop from one place to another in the twinkling of an eye, setting off and arriving in the same round as casting the spell. A caster using this means of travel may go anywhere within ten hexes in a single jump, and may take whatever he can carry in his hands (this can include another person). The caster needs to have line-of-sight to his destination.
Range: Caster only, anywhere within 10 hexCost: Bard (6), Wizard (6), Healer (6),
Death BoltA devastating shock of dark energy delivering 3D6 + 1D6 per level of the caster. Lucky for anyone who can survive an attack like that!
Range: 1 target within 4 hex rangeCost: Bard (10), Wizard (8), Healer (12),
ResurrectThis spell fully restores a character that has ‘Died’ being reduced to zero health for length of time in hours equal the casters level or shorter. The ‘Restored’ character is able to get up dust off the bruises with full Health, ready for the next fight.
Range: 1 target within touchCost: Bard (10), Wizard (12), Healer (8),
Divine BlessingThis spell, once cast will allow the receiver three advantage rolls against any actions taken within the next 24 hours.
Range: 1 person within touchCost: Bard (10), Wizard (12), Healer (8),
Potions
Minor Heal PotionHeals 1 x d6 health when drunk.
Cost: 5gp
Regular Heal PotionHeals 1 x d6 +4 health when drunk.
Cost: 7gp
Major Heal PotionHeals 2 x d6 health when drunk.
Cost: 8gp
Greater Heal PotionHeals 2 x d6 + 6 health when drunk.
Cost: 10gp
Restore PotionHeals 1 x d6 magic points when drunk.
Cost: 4gp
Greater Restore PotionHeals 2 x d6 magic points when drunk.
Cost: 7gp
Anitidote PotionCures Poison.
Cost: 3gp
Poison PotionTarget is at disadvantage until cured.
Cost: 2gp
Skill PotionSame as the Skill Spell
Cost: 5gp
Luck PotionSame as the Luck Spell
Cost: 5gp
Ability PotionSame as the Ability Spell
Cost: 5gp
Pace PotionSame as the Pace Spell
Cost: 5gpWeapons
AxeDamage 1d6 +2
Cost: 10gp
ClubDamage 1d6
Cost: 3gp
DaggerDamage 1d6 (can be thrown 4 hex)
Cost: 3gp
Pole Arm / StaffDamage 1d6
Cost: 3gp
SpearDamage 1d6 +1 (can be thrown 6 hex)
Cost: 6gp
SwordDamage 1d6 +1
Cost: 8gp
Two Hand SwordDamage 2d6
Cost: 15gp
BowDamage 1d6 +1 (Fired 8 hex)
Cost: 8gp
CrossBowDamage 1d6 +3 (Fired 6 hex)
Cost: 12gp
JavelinDamage 1d6 +1 (can be thrown 8 hex)
Cost: 7gp
Two Hand AxeDamage 2d6 +2
Cost: 18gp
Two Hand HammerDamage 2d6 +1
Cost: 17gp
MaceDamage 1d6 +2
Cost: 10gp
HammerDamage 1d6 +1(can be thrown 4 hex)
Cost: 7gpArmor
ClothingAC +0 (includes shoes) / (-0 Spell Points)
Cost: 1gp
Soft Leather ArmourAC +1 / (-2 Spell Points)
Cost: 3gp
Hard Leather ArmourAC +2 / (-4 Spell Points)
Cost: 5gp
Chain MailAC +3 / (-6 Spell Points)
Cost: 8gp
Scale MailAC +4 / (-8 Spell Points)
Cost: 15gp
Plate MailAC +5 / (-10 Spell Points)
Cost: 22gp
ShieldAC +1 / (-1 Spell Points)
Cost: 5gpGear
ArrowsWooden / (Amount 20)
Cost: 1gp
BoltsIron / (Amount 20)
Cost: 2gp
Ale / Wine1 Bottle, Flagon / (Amount 1)
Cost: 1gp
Candels1 Hour light / (Amount 6)
Cost: 1gp
Horseplus saddle
Cost: 60gp
Lantern4 Hours light
Cost: 4gp
Meal / Hot Tavern1 Meal / (restores 2 health)
Cost: 2gp
Room / Shared1 Night / (includes bath)
Cost: 1gp
Room / Single1 Night / (includes bath)
Cost: 2gp
Rope50 feet / (Adv to Climb)
Cost: 2gp
Travelper mile / (coach)
Cost: 1gp
Food Pack1 meal / (restores 1 health)
Cost: 1gp
Torch1 hours light
Cost: 1gp
TinderboxStarts small flame
Cost: 2gp
Makeup KitMakeup and mirrow / (Adv to Performance)
Cost: 2gp
Picklock KitSmall keys and tools / (Adv to Pick Lock)
Cost: 2gp
TentProvides Shelter for 4
Cost: 5gpDownloads
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