Modern Adventuring & Plunder Rules
Modern Adventuring & Plunder Rules
Modern
adventuring
& plunder
Core Rules
Modern Adventuring & Plunder
Introduction
Modern Adventuring & Plunder (MAP) is horrific monsters and escaping with
an Old School Renaissance (OSR) adjacent untold riches.
ruleset focused on simplicity and
customization. The ruleset is a basis for What do you need?
running a fantasy tabletop role playing Every player needs a piece of paper for
game (TTRPG). If this is the first time you their character sheet and a pen or pencil.
hear about TTRPG, check out the Additionally, you need a twenty sided die
introduction on Roll20. If you aren’t (D20) and a six sided die (D6). Ideally,
familiar with OSR movement, check out every player and the GM would have their
the excellent Principia Apocrypha. own dice. The GM needs to also have an
To run a game using MAP you need at adventure ready. If you are a new GM and
least two people. One person is the Game looking for an adventure, check out the
Master (GM), while the rest are players. excellent Tomb of the Serpent Kings by
Together they create stories of adventurers Skerples.
exploring fantastical locations, fighting
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Modern Adventuring & Plunder
Characters
Every player controls one character (PC). characters by getting new talents and
PCs are central to the story and the most raising attributes.
important part of the game. A group of
PCs is called an adventuring party. Attributes
There are four attributes that describe a
Stats character: Strength, Dexterity, Wisdom
The information about the PC is stored on and Charisma. They range from 0 to 4.
the character sheet using stats. The stats
describe the PC’s well being, strengths and Strength (STR)
weaknesses. Brawn, muscle, and physical power.
Health, stamina, and endurance.
Hit Points (HP)
◆ Ability checks involving jumping,
HP are the measure of how well the pushing, forcing open, breaking,
character can avoid harm and death. swimming.
Whenever the character is about to get ◆ Saving throws against poison, disease
hurt, they lose HP. If the HP go down to or petrification.
zero, the PC dies.
◆ Added to melee attack checks and
Attributes melee damage rolls.
Attributes broadly describe the character’s ◆ Added to the total HP.
basic physical and mental strengths. There ◆ Added to the total number of
are four: Strength, Dexterity, Wisdom and encumbrance slots.
Charisma. Dexterity (DEX)
Defense (Def) Agility, reflexes, speed, and balance.
Def describes how hard it is to hit the ◆ Ability checks involving balance,
character in combat. By default all stealth, finesse, searching for traps and
creatures have 10 Def. secret doors.
Talents ◆ Saving throws against area attacks,
mechanical devices, explosions.
Talents are special abilities available to
characters - spells, ability to use better ◆ Added to ranged attack checks.
weapons or armor, martial prowess and ◆ Added to Def.
more. Wisdom (WIS)
Conditions Willpower, common sense, perception,
Conditions are both temporary and and intuition. Learning, memory, and
permanent afflictions and boons that are reasoning.
consequences of characters’ actions. ◆ Ability checks involving recalling facts,
Getting blinded, poisoned, maimed but identifying monsters.
also blessed or inspired are examples of ◆ Saving throws against magic, insanity,
conditions. confusion.
Experience points (XP) ◆ Added to the number of known
languages.
Measure of advancement of the character.
Players can spend XP to improve their ◆ Allows learning higher level spells.
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◆ Increases the effectiveness of arcane Cleric
spells. A fervent follower of a deity on a mission
Charisma (CHA) to vanquish evil.
Force of personality, persuasiveness, Copy the following information onto the
personal magnetism, physical character sheet:
attractiveness, and ability to lead. HP 10 Def 15 STR 0 DEX 0 WIS 0 CHA 1
◆ Ability checks involving deceiving, Talents: Divine magic, Spell Level 1 x 2,
convincing or inspiring, monster Light Armor Proficiency, Medium Armor
reaction checks. Proficiency
◆ Saving throws against fear or charm. You can cast Turn Undead and Cure
◆ Added to the number of hirelings that Light Wounds once a day each.
the character can have. You start with a hireling that uses the
◆ Increases the effectiveness of divine Fighter playbook.
magic. You start with the following equipment:
Character creation Chain mail, Shield, Mace, 2 x Vial of holy
water, Rations, Holy symbol, 2 x Torch,
Basic Rope, Grappling hook
Choose one of the playbooks from the Conjurer
next section and copy the information A mystic pursuing the ancient lore of
from the playbook onto your character arcane arts.
sheet. Choose an appropriate name for
your character. You are ready to play. This Copy the following information onto the
is recommended for first time players and character sheet:
GMs. HP 10 Def 10 STR 0 DEX 0 WIS 1 CHA 0
Advanced Talents: Arcane magic, Spell Level 1 x 3,
Scroll use
You start with a character with 10 HP, 10
Def and 25 XP. Use the rules of
advancement to improve character’s
attributes or purchase talents. The GM
decides what equipment the PCs start
with. A good default is any armor the PC
has proficiency talent for and 30 silver
pieces.
Depending on the power level of
the campaign, the GM may assign
significantly more or fewer XP.
This includes assigning 0 XP
and running the game as
commoners that only learn the
adventuring during the game.
Playbooks
Playbooks are starter packages for
your character. Each playbook is
an archetype of a fantasy
adventurer. Once you choose the
playbook, you only need to
follow the instructions on what
to copy onto your character
sheet. Keep in mind that effects of
Talents, Equipment and Attributes
are already included in other Stats.
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You can cast Magic missile, Hold portal gives players Experience Points (XP) at the
and Sleep once a day each. end of each session. Players use XP to
You start with the following equipment: improve their characters.
Spell book, Rations, Lantern, 2 x Oil flask, The primary source of experience for
Staff, 2 x Bandages, Antidote characters is bringing treasure from the
adventure site to the settlement. For each
Fighter 1g (see coins) worth of treasure, the party
A man at arms seeking glory and a worthy receives 1 XP to share. If they hauled
challenge. treasure worth 42g, they would receive 42
Copy the following information onto the XP to split.
character sheet: The GM may grant additional XP for
HP 15 Def 17 STR 1 DEX 0 WIS 0 CHA 0 other achievements, but these should be
minor rewards.
Talents: Light armor, Medium armor,
Heavy Armor, Martial Weapons, Improving attributes
Improved hit points Players may spend XP to improve
You start with the following equipment: attributes. The improvement is always one
Plate mail, Shield, Long sword, Rations, 2 point at a time and costs 10 XP multiplied
x Torch, Iron Spikes, Hammer, 2 x by the new attribute value. For example
Bandages increasing STR from 0 to 1 costs 10 XP.
Rogue Increasing WIS from 2 to 3 costs 30 XP.
A cunning scoundrel living for the thrill Improving talents
and riches. Players may spend XP to purchase
Copy the following information onto the additional talents. The base cost of
character sheet: purchasing a talent is equal to the number
HP 10 Def 13 STR 0 DEX 1 WIS 0 CHA 0 of known talents plus 1. For example, if
the character has no talents, purchasing the
Talents: Light armor, Martial Weapons, first talent costs 1 XP, purchasing the sixth
Improved dexterity saves, Improved one costs 6 XP and purchasing the 20th
dexterity checks, Backstab talents costs 20 XP.
You start with the following equipment:
Studded leather armor, Longbow, Quiver, Conditions
Dagger, Rations, Rope, Grappling hook, Conditions alter a creature's capabilities in
Crowbar, 2 x Torch a variety of ways and can arise as a result of
Talents a spell, character’s action, a monster's
attack, or other effect. A condition lasts
Talents are special abilities available to either until it is countered or for a duration
characters. Martial prowess, ability to use specified by the effect that imposed the
armor, spell casting or improved condition.
endurance are all talents. The characters Some conditions can be applied multiple
usually start with a couple of talents and times. In that case the effects of the
can select more as they advance. Consult condition stack and can end at various
the list of available talents and their times.
descriptions.
Some conditions can always be ended
Some talents can be purchased multiple when a specific requirement is met. For
times and they stack. If that’s the case, the others, whatever effect triggers the
talent description will mention the limit condition also describes when the
on the number of times the talent can be condition ends.
purchased. If no limit is mentioned, the
talent can be purchased only once. List of conditions
Advancement Blind. A blind creature can't see and
automatically fails any ability check that
PCs in MAP are not static. They grow as requires sight. A blind creature can’t make
they adventure. To reflect that, the GM
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melee or ranged attacks. GM decides if the Converting treasure
creature can use special attacks or magic.
Charmed. A charmed creature can't If you are running a module from a
attack the charmer or target the charmer different ruleset you need to convert the
with harmful abilities or magical effects. treasure value. If the other ruleset uses
The charmed creature considers the gold standard, divide the treasure value
charmer their close friend and will defend by 10 and convert to silver pieces. For
them against any attacks. The condition example, if a module says that the
ends if the charmer attempts to harm the goblet is worth 1000, in MAP it would
charmed. be worth 100s. If the party finds 200
gold pieces in a pouch, in MAP it
Exhausted. This condition can be applied would be 20s.
multiple times. Some special abilities and
environmental hazards, such as starvation pounds. Encumbrance is a combination of
exposure to freezing or scorching carrying capacity and available space.
temperatures, lead to exhaustion. For each Your character has 8 + STR equipment
instance of this condition the character slots. Every carried item occupies a slot.
gets a -2 modifier to all checks. If the Items marked as light require half a slot, so
cumulative modifier is higher than the you can carry two light items in a single
total HP of the character, they die. slot. Items marked as heavy require two
Fast. Fast characters move, flee and chase slots. Weapons and armor are also
significantly faster. See Pursuit. considered as items.
Frightened. A frightened creature makes You can carry more items than your
all checks with a -5 modifier while the maximum. For every additional slot you
source of its fear is within line of sight. need above the maximum, even if only
Poisoned. The poisoned creature makes used for a light item, you make checks
all checks with -5 modifier. with a cumulative -1 modifier.
Paralyzed. Paralyzed characters can’t take Coins
any action. The attacks against a paralyzed
character automatically hit. The character MAP uses gold, silver and copper coins. 1
automatically fails DEX saving throws. gold (g) coin is worth 10 silver (s) coins,
and 1 silver coin is worth 10 copper (c)
Petrified. Character and their equipment coins. 100 coins of any type counts as a
turns into stone. They can’t perform any light item.
actions, but is also immune to most
damage. The condition can be removed Adventuring gear
by powerful magic, usually in a form a Below is the list of the most common
scroll. adventuring gear with the usual purchase
Restrained. Restrained character can’t prices. If the item is light or heavy it is
move. The attacks against a restrained mentioned in the description, otherwise
character are made with +5 modifier. The the item takes a single slot.
character automatically fails DEX saving Antidote. 5s. Grants another saving throw
throws. against poison.
Slow. Character moves, flees and chases Bandages. 5c. Light item. Required for
significantly slower. See Pursuit. wound binding.
Stunned. The stunned creature makes Caltrops. 1s. If spread on the floor they
attacks and ability checks with -5 will hurt and slow down anyone with
modifier. Once per round the creature can exposed feet who tries to run over them.
make a STR saving throw and on success
remove the condition. Crowbar. 2s. Opens stuck doors or chests.
Grappling hook. 3s. Light item. Can be
Equipment and attached to rope.
encumbrance Hammer. 5s. For driving spikes or
breaking things.
MAP uses an abstract system of
encumbrance rather than counting
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Holy symbol. 1g. Light item. Required required armor proficiency talent. Armor
for divine magic. is considered an item and uses an
Iron spikes. 5s. A dozen. Can be driven encumbrance slot. The character can
into walls or wedged into doors. receive the Def bonus from one type of
armor at a time, with the exception of the
Lantern. 3s. Burns for 6 hours on one vial shield.
of oil.
Leather armor. 5s. Requires Light Armor
Quiver/bandolier. 2s. For arrows, bolts or Proficiency Talent. Add 1 to Def. Doesn’t
gunpowder and bullets. You don’t count consume encumbrance slot.
individual pieces of ammunition in MAP,
but you need to carry an ammunition Studded leather armor. 1g. Requires
container to use a ranged weapon. Light Armor Proficiency Talent. Add 2 to
Def.
Rations. 1s. For 3 days.
Chain mail. 2g. Requires Medium Armor
Rope. 3s. 50 feet. Proficiency Talent. Adds 4 to Def. Limits
Ten foot pole. 5c. Keep your distance. Def bonus from DEX to 2.
Thieves’ tools. 5s. Light item. Necessary Breast plate. 4g. Requires Heavy Armor
for picking locks and disarming some Proficiency Talent. Adds 5 to Def.
traps. Character doesn’t receive the bonus to Def
Torch. 5c. Light item. Burns for two from DEX.
hours. Plate mail. 8g. Heavy item. Requires
Vial of acid. 2s. Light item. Ranged Heavy Armor Proficiency Talent. Add 6
weapon. Attacks negate the armor Def to Def. Character doesn’t receive the
bonus. The acid deals damage over two bonus to Def from DEX.
turns, 1D6 each. Shield. 1g. Requires Medium Armor
Vial of oil. 1s. Light Item. Can be lit and Proficiency Talent. Add 1 to Def.
used as a ranged weapon. Attacks negate Weapons
the armor Def bonus. The fire deals
damage over two turns, 1D6 each. The oil Adventurers always carry weapons in case
can also be used in a lantern. they encounter dangerous monsters.
Vial of Holy Water. 5s. Light Item. Can Weapons occupy encumbrance slots and
be used as a ranged weapon. Attacks have various properties:
negate the armor Def bonus. The holy ◆ +/- N is the damage modifier that gets
water deals 1D6 + 6 damage to Undead applied to the damage roll.
and Fiends. ◆ Martial. The Martial weapons talent is
required to wield this weapon.
Transportation
◆ Destructive. Slashing weapon destroy
Adventuring involves reaching remote wooden barriers. Blunt weapons
locales. The PCs may purchase modes of destroy stone barriers.
transportation to carry more equipment or ◆ Two handed. The character must use
move faster. both hands to wield this weapon. They
Mule/donkey. 5s. Can carry equipment can’t hold a torch or a shield at the
worth 10 encumbrance slots or pull a cart. same time.
Cart. 1g. Can carry equipment worth 50 ◆ Heavy item. Occupies two
encumbrance slots. Needs to be pulled by encumbrance slots.
2 beasts of burden. ◆ Light item. It occupies only half of an
Horse. 1g. Can carry equipment worth 4 encumbrance slot.
encumbrance slots. Travel in the ◆ Piercing/slashing/blunt - Types of
wilderness is halved, as long as it’s damage that can be dealt with the
accessible. weapon. Some creatures can be
Armor immune to certain damage types.
◆ Thrown.This melee weapon can be
Wearing armor increases the character used for a ranged attack.
Defense stat as long as the character has the ◆ Slow reload. This ranged weapon
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requires a full round to be reloaded. Longbow. 2g. D6+1 Two handed.
◆ Reach. This weapon increases the Piercing. Martial.
melee range for the character. Light crossbow. 2g. D6-1. Piercing. Slow
◆ Loud. Using this weapon triggers reload. Light item.
encounter checks. Crossbow. 3g. D6+1. Two handed.
Skilled craftsmen can create silvered Piercing. Slow reload.
weapons. They costs 3 times their regular Pistol. 3g. D6+1. Piercing. Slow reload.
price and deal one point damage less than Martial. Loud. Light item.
the regular version.
Arquebus. 6g. D6+3. Two handed.
Melee weapon list Piercing. Slow reload. Martial. Loud.
Axe. 1g. D6 + 1. Slashing. Martial.
Destructive.
Battle axe. 3g. D6 + 3. Slashing. Martial.
Two handed. Heavy item. Destructive.
Martial.
Dagger. 2s. D6 - 1. Light. Piercing/
slashing. Thrown.
Short sword. 6s. D6. Piercing/slashing.
Long sword. 1g. D6 + 1. Piercing/
slashing. Martial.
Hatchet. 5s. D6. Slashing.
Destructive.
Halberd. 3g. D6 + 2.
Piercing/slashing. Two
handed. Heavy item.
Reach. Martial.
Javelin. 3s. D6. Thrown.
Piercing. Martial.
Club. 5c. Blunt. D6 - 1.
Light item.
Mace. 3s. D6. Blunt.
Destructive.
Spear. 5s. D6 + 1.
Piercing. Two-handed. Reach.
Staff. 1s. D6 + 1. Blunt. Two-handed.
Two handed sword. 3g. D6+3.
Piercing/slashing. Martial. Two
handed. Heavy item.
Warhammer. 2g. D6+1. Blunt.
Martial. Destructive.
Ranged weapon list
Short bow. 1g. D6. Two
handed. Piercing. Martial.
Light item.
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List of Talents
Additional attack (Limit 3). Once per combat you can make an additional attack.
Arcane magic. Requires any Spell talent. You have access to arcane magic.
Backstab. When attacking an enemy that is not aware of you, add +4 to the attack roll
the and increase the damage by D6 points.
Bardic Lore. After spending a turn studying an item and a successful WIS check, the
PC can determine if an item is magical and its magical properties. One attempt per
item.
Battle mage. Add 2 to the damage dealt by your spells.
Brutal. When rolling for damage you can roll twice and choose the better result.
Cleave. If you kill a creature during a combat round, you can immediately make an
additional attack against an enemy in melee range.
Critical hit. When you roll a 19 or 20 on a die for an attack check, it’s always a hit. For
that attack double the number D6s you roll for damage.
Divine magic. Requires any Spell talent. You have access to divine magic.
Favorite enemy. Choose a monster type. You get +2 attack bonus and +1 damage
when attacking creatures of this type. You get +4 bonus to WIS ability checks to recall
information about the monster characteristics. You can purchase this talent multiple
times for different creature types.
Fearless. You receive +7 bonus to CHA saving throws against fear.
Heavy armor proficiency. Requires Medium Armor Proficiency. Wearing heavy armor
improves your Def.
Immune to magic. +6 to save checks against magic. You can’t use Spell talent.
Immune to poison. You receive +7 bonus to STR saving throws against poison.
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List of Talents
Improved melee damage Limit 3. +1 to the damage dealt with melee attacks.
Improved ranged damage Limit 3. Add +1 to the damage dealt with ranged attacks.
Lucky save. Limit 2. Once per game session you can re-roll a failed saving throw.
Martial weapons proficiency. You can use weapons with the Martial tag.
Medium armor proficiency. Requires Light Armor Proficiency. Wearing medium
armor and using a shield improves your Def.
Packing proficiency (Limit 2). Your maximal encumbrance increases by two slots.
Rage. Until the end of the combat you get +2 to melee attacks, +1 to damage rolls and
+1 to Def. Your character can’t declare a retreat until all enemies are defeated.
Scroll use. You can use magical scrolls.
Sheer willpower. Requires CHA 1. Whenever a spell description uses WIS to determine
the effect, you can substitute it with CHA.
Song of rest. Requires CHA 1. The character can sing healing songs. Whenever a party
member rests or uses the bandage, they add the talent’s owner CHA to restored HPs.
Spell level 1 (Unlimited). You can cast a level 1 spell.
Spell level 2 (Unlimited). Requires WIS 1 or CHA 1. You can cast a level 2 spell.
Spell level 3 (Unlimited). Requires WIS 2 or CHA 2. You can cast a level 3 spell.
Two-weapon fighting. You can use a light weapon in your off-hand. You can make
an additional attack during a combat round using that weapon.
Wand use. You can use magical wands.
Weapon specialization. Choose a weapon. You get +1 to attack rolls and +1 to damage
when attacking with this weapon.
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The Game
The checks ask for an ability check. The GM should
Whenever the outcome of an action is only ask if the task is hard, risky or
uncertain MAP uses checks to determine important to the shared story. Trivial,
what is going to happen. Most checks are routine actions should not require a check.
performed by the players. Making a check When the GM asks for an ability check
means rolling a D20, adding positive and they specify the attribute. Consult the
negative modifiers and comparing the attribute information to help decide which
results the the target number. If the sum is attribute is relevant to the action.
more or equal to the target number, the The player rolls D20, adds the attribute
check is successful. The target number in value, as well as modifiers from talents and
most cases is 15. Rolling a natural 1 on the conditions. The target number for this
D20 is always a failure. check is always 15.
Ability checks Saving throws
When a character wants to achieve When a character is about to suffer some
something, negative effects, they might be able to
the GM avoid or mitigate them through
c a n a saving throw.
When GM asks for a
saving throw they
specify the attribute.
Consult the
a t t r i b u t e
information to
help decide
which attribute
is relevant to
the saving
throw.
The player
rolls 20, adds
the attribute
value, as well
as modifiers
from talents
a n d
conditions.
The target
number for
this check is
always 15.
Contests
If two
characters or
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creatures oppose each other, both makes exploring, resting or pursuing any other
an ability check. The GM decides which activity related to wilderness adventuring.
attribute each of them uses, depending on
the circumstances. Whoever achieves the Adventure site
higher result, wins the contest. Whenever the party enters an adventure
site, the GM switches to 10 minute long
Attack checks units of times called turns. During a turn
When in combat the PC makes an attack the party can for example search the
check to see if they can hit the enemy. The surroundings, travel through a couple of
target number for this check is equal to rooms, interact with the adventure site
Def of the target. For melee attacks the features.
character makes a STR check and for
ranged attacks they make a DEX check. Encounters
Many talents grant bonuses to the attack During an encounter, especially one
checks. involving combat, the GM uses 10 second
Ranged attacks get negative modifiers long time units called rounds. During a
based on cover. Half cover incurs -2 single round the monsters and characters
modifier, ¾ cover incurs -4, and full cover can make their attacks, shoot their
makes it impossible to hit the target. Being weapons, or cast spells.
in the second line in the formation is Marching Order
considered half cover, while being in the
third or further line is considered ¾ cover. Before starting an adventure, the players
should determine the normal arrangement
Tracking time of their PCs when exploring. This is
The MAP games take place in one of three known as the party’s marching order. For
modes: safe settlement, wilderness or example, players may decide to move in a
adventure site. Safe settlement is usually a two-column formation, with well
village or a town where the characters can armored characters in front, weaker
recuperate, purchase equipment or spend characters in the middle, and a rear guard.
their money. Wilderness are the wide The group may define different standard
open range through which the characters marching orders for common situations
travel both overland and in the (e.g. standard exploration, combat,
underworld. Adventure sites are specific opening doors, searching, etc.). The
locations that can be explored: dungeons, characters in the front are considered to be
abandoned temples, ruined castles and in the first line, then characters in the
more. second line, etc.
In some cases the same places can play two Wilderness
roles, for example a town can be both a
safe settlement and an adventure site. exploration
Whenever the PCs are adventuring the The wilderness exploration follows this
GM should keep track of the time. To sequence:
simplify this MAP uses special measures of 1. The players decide on their course of
time depending on the circumstances. travel for the quarter.
Tracking time is important, because it 2. The GM determines whether the party
informs when the characters must rest, or gets lost.
consume resources like food or torches.
Additionally, the GM makes encounter 3. The GM makes an encounter check.
checks based on the passage of time. 4. The GM describes the terrain passed
Wilderness through and any adventure sites that
the party comes across. If the
While exploring the wilderness the GM encounter check was successful, the
uses 6 hours long units of time called GM describes the encounter.
quarters of the day. During one quarter
the party can be traveling, foraging, Course of travel
Every quarter the party can move across
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the wilderness, rest or explore an Generally the more attention the party
adventure site if one is nearby. draws to itself, the lower the target
The party can travel through two quarters number. Standard target number is 18. If
of the day. Traveling through more the check is successful, the party
quarters gives them the Exhausted encounters some monsters. The GM
condition for each additional quarter. should prepare a list of monsters the party
can encounter and choose appropriate
The party can forage or hunt during the ones, likely through a random method.
travel, allowing them to not consume their
rations. However, their travel speed is Resting
halved. Hunting or foraging are only Characters must rest for one turn every
possible if the wilderness has game or hour (6 turns) in the dungeon. If
edible plants. characters press on without resting, they
Getting lost suffer a level of exhaustion until they have
rested for one turn.
Unless the party uses a guide or follows a
trail, one of the PCs makes WIS check. On Traps and secrets
failure the GM decides what direction they Adventure sites usually contain traps and
travel, instead of the desired one. If the secrets, whether these are hidden treasure
party traveled frequently through a or rooms.
region, the GM might skip this check.
In some cases the PCs can simply discover
Encounter check them by interacting with the adventure
The GM determines the target number for site. For example, there might be a hatch
this check depending on how dangerous below a statue that needs to be moved to
each part of the wilderness is. Generally uncover it.
the farther from the civilization, the more In other cases a successful search is
dangerous and the lower the target necessary. For example, pressing a single
number. Standard target number is 18. If piece of a mosaic can open up a wall. If the
the check is successful, the party party doesn’t know which piece it is, a
encounters some monsters. The GM search is necessary. Searching a room takes
should prepare a list of monsters the party a turn and requires a successful DEX
can encounter and choose appropriate check. On success the characters find
ones, likely through a random method. secrets or traps. This check can be
repeated, but takes a turn every time. The
Adventure site GM can decrease the target number if the
exploration party declares searching in the right place.
The adventure site exploration follows this Damage and healing
sequence:
All characters and monsters have a hit
1. The GM makes an encounter check. point total, which represents their ability
2. The party decides what action to take to avoid death. Many attack forms,
(e.g. moving, searching, listening, including attacks with weapons in
entering rooms). combat, subtract hit points from this pool.
3. The GM describes what happens. If the Weapon damage
encounter check was successful, the The most common source of damage is
GM describes the encounter. being hit with an attack. When that
4. The GM updates time records, with happens, the target takes 1D6 points of
special attention to light sources, spell damage. This number can get modified by
durations, and the party’s need to rest. the weapon modifier and certain talents. In
case of melee weapons, it also gets
Encounter check modified by the attacker’s STR.
The GM determines the target number for Attacking without a weapon or using an
this check depending on how dangerous improvised weapon deals 1D - 2 damage
the adventure site is and PCs actions. modifier.
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Spell damage 2. Initiative.
The spell description provides information 3. Winning side acts
how much damage it does if any. 3.1. Monster morale.
Environmental damage 3.2. Movement.
Falling. After a fall the character takes D6 3.3. Missile attacks
damage per 10 full feet of distance.
3.4. Spell casting
Fire. For every round of being exposed to
significant fire, the character takes 1D6 of 3.5. Melee attacks
damage. 4. Losing side acts (same 3.1 - 3.5).
Death Declare spells and retreats
A character or monster reduced to 0 hit Casting spells and retreating from combat
points or less is killed. must be declared before any action takes
Healing
Natural. For each full day of
complete rest, a character or
monster recovers 1d6 hit points.
If the rest is interrupted, the
character or monster will not
heal that day.
Magical. Healing may also
occur through magic, such
as potions or spells. This
kind of healing is
instantaneous. Magical
healing and natural healing
can be combined.
Wound binding. If the PC
received damage during
combat, immediately after
combat ends they can
spend a turn and expend
bandages to bind wounds.
If they do, the PC recovers
1D6 hit points.
Combat
When the PCs
encounter dangerous
monsters the rules of the
game change to
accommodate this special
situation. Instead of turns,
we use 1 minute rounds.
Combat
Sequence Per
Round
Each round consists of a
sequence of steps.
1. Declare spells and
retreats.
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place. This forces the players to make Morale
tactical decisions as to whether to use their In combat, the GM decides whether
magical resources or run before they start monsters or NPCs surrender or run away.
suffering consequences. Whenever half or more of the monsters
Initiative have been killed or incapacitated, the GM
should make a CHA saving throw for one
The PC closest to the enemies makes a of the of the monsters. On failure, the
WIS check. On success the PCs win the monsters flee or if that is not possible, yield
initiative. On a failure, the monsters win and ask for quarter.
the initiative. If multiple PCs are closest to
the enemy, the players choose who makes The check should be repeated with every
the check. additional monster being killed or
incapacitated. If the monsters succeed
Monster morale multiple times on this check, the GM can
If the monsters are acting they might have decide they fight until the bitter end and
to make a morale check. stop further checks.
Movement Some monsters can have increased morale
or even be completely immune to failing
If the character is not involved in melee morale checks. See the Unwavering
they can generally move around. The GM monster talent.
decides whether the distance is achievable
in a single round. In a dungeon the answer Hirelings
should generally be yes, unless the PC can hire help to increase their chances
chamber is very large. of surviving in the dungeon. Every PC is
In melee the character might only try to limited to the number of hirelings equal to
move back if the path is free or retreat. If their 1 + CHA.
they wish to retreat, they turn around and The GM decides whether there are
start fleeing as fast as possible. They can’t hirelings available in the settlement. The
take any other actions this round. The hirelings use the same character playbooks
opponent gains a +2 bonus to all attacks as the PCs. This makes them an easy
against the character replacement if one of the PC die.
Ranged attacks The cost of the hireling is in silver coins
Ranged attacks are possible against targets equal to the number of their talents per
that aren’t in the melee range from the week. Paid up-front. Additionally, when
character. dividing the treasure equally among the
party hirelings expect to participate. Each
Spell casting hireling receives half the amount of
treasure a PC gets. Finally, for any
At this point during the round the spell experience points given by the GM, the
takes effect. The caster can’t move or take hireling receives a half of the share too,
any other action this turn. allowing them to advance. This means
If at any point during the round the caster that the more hireling the party brings, the
gets hurt or fails a saving throw, they must less treasure and experience points they
immediately make another CHA saving receive.
throw. If they fail, the casting is disrupted For example, the party of 3 PCs and 3
and the spell use is wasted without taking hirelings hauls in 100g to the settlement.
any effect. Each PC receive 22g and 22XP, a full
Melee attacks share. Each of the hirelings receives 11g
and 11XP, half a share.
Only possible against targets within melee
range as determined by the GM. For Hireling abuse
example, if the character is within the Hirelings will generally expect to be
second line of the marching order they treated as equals in the party. They will
might not be able to make melee attacks refuse to be treated as cannon fodder, trap
unless they have a weapon with Reach detectors or monster bait. If the character
property.
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orders them to do something that seems makes a CHA ability check. Consult this
unfair, they must make a successful CHA table for the reaction depending on the
check. On success the hireling obeys. On result of the roll.
failure, they refuse. Having multiple failed
checks might lead to the hireling leaving Reaction
the party or even becoming a traitor and
backstabbing the PC at the next 20+ Friendly, helpful
opportunity.
15-19 Indifferent, uninterested
Encountering hirelings
During an exploration of an adventure site 8-14 Neutral, uncertain
or in the wilderness the party can
encounter characters that can become 4-7 Unfriendly, may attack
hirelings. These can temporarily ignore
the CHA requirement for hirelings and
will only leave the party once they reach a 1-3 Hostile, attacks
safe settlement.
Starting distance
Hireling morale
By default the encounter starts at a
If a PC dies while having hirelings, these distance that requires a full round of
must immediately make a morale saving movement to reach melee. This allows the
throw. On failure they flee or yield. On player characters or monsters to declare a
success, they fight on to avenge their retreat without immediately exposing
leader. themseleves to the melee damage. The
Encounters GM can adjust the starting distance under
An encounter begins when the characters
stumble onto a monster either in the
wilderness or in the adventure site.
Surprise
If one group is
aware of the
other, but not
vice versa, they
can try to surprise
them. To see if the surprise
is successful, make a contested
check of DEX for the aware side vs
WIS for the unaware side. Each group
chooses one character to make the
contested check.
If one group is surprised and there is
combat, they can’t take any action in
the first round.
Reaction
The GM determines
monsters’ reaction to the
party. Sometimes,
circumstances make it
obvious how a
monster will react.
Otherwise, the
party designates
one of the PCs
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certain circumstances, for example if one use the monster’s total HP as a rule for
side is surprised. thumb if the value is sufficient. Dropping
more treasure increases the likelihood of
Pursuit success. The GM should make a check as
If during combat one side flees, while the to whether the attempt is successful.
other decides to chase them, there is a The fleeing side can also drop burning oil,
pursuit. The pursuit lasts until the fleeing caltrops or other obstacles, to slow or stop
side is blocked from running or the other pursuit.
side gives up. The fleeing side can be
blocked by a door, environmental hazard Slow and fast conditions
or simply a dead end. In the majority of cases both parties run
The fleeing side can try to discourage the with a similar speed. However, if one or
chasing side by throwing food or treasure. two of them have slow or fast conditions,
Food works on beasts, while treasure is the pursuit changes. Consult the table for
effective against intelligent monsters. the result of the chase.
When dropping treasure the GM should
Fleeing Chasing
Result
side side
Slow Regular/Fast The pursuit ends in one round and combat starts
again.
Normal Fast The pursuit ends in one round and combat starts again
Fast Regular/Slow The fleeing group escapes and the pursuit is over.
Slow Slow Same as when both have normal speed
Fast Fast Same as when both have normal speed
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Magic
The worlds in which MAP games take new spell must have the same level and
place are full of magic. Characters can cast you must meet requirements for that spell.
spells, use magical wands and scrolls and You can’t do the replacement if you
wield powerful magical items. Magic is a expended the Spell from the talent. You
powerful force that can be both beneficial must first rest to regain the ability to cast it
and dangerous at time. again.
Learning spell casting Casting spells
The most common way for characters to Casting a spell takes a round, unless
cast spells is through the Spell talent. specified otherwise. The caster must speak
Additionally, talents like Arcane Magic the formula loudly and be able to use at
or Divine Magic allow them to access a least one hand to perform the hand
large variety of spells. The GM can design gestures. If the spell range is not touch, the
additional spell casting methods if they caster must see the target of its spell.
wish so.
Spell list
Spell talents
The following list describes the most
There are three Spell talents for different common spells employed by adventurers.
Spell levels. Whenever you purchase any It is not exhaustive and the GM is
of them choose a spell at that level. You encouraged to expand it.
can cast this spell once, after which you
must rest uninterrupted for 8 hours to Every spell has either Divine or Arcane
regain that ability. property, or both. They describe the
nature of the spell. Some talents only work
Arcane Magic talent with spells that have a certain property.
You can use spell books with spells with The description of the spell contains
the arcane property. If you have access to a following pieces of information:
spell book, you can spend a turn to replace 1. Level of the spell.
a spell granted by the Spell talent with one 2. Requirements. The character must
from the book. The new spell must have satisfy these requirements in order to
the same level and you must meet cast or even learn this spell.
requirements for that spell. You can’t do
the replacement if you expended the Spell 3. Duration. How long the spell remains
from the talent. You must first rest to in effect. If not specified, the spell’s
regain the ability to cast it again. effect is permanent.
You can copy spells into a spell book, if 4. Range. How far in feet can the target
you know them, if you have a spell scroll of the spell be for the spell to work. In
or from another spell book. some cases the spell work for targets in
sight, independent of the actual
Divine magic talent distance. If the range is not specified,
Your deity blessed you with access to the spell requires touching the target.
magical power. You can spend an hour Many spell effects are modified by either
praying quietly using the holy symbol to WIS or CHA. This always means the
replace a spell granted by the Spell talent caster’s attribute value. If both WIS and
with any spell with divine property. The
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CHA are mentioned, the caster uses the Darkness
higher of the two to determine the effect. L1, Arcane/Divine, Duration: 6 + CHA/
Aura of protection WIS turns
L3, Divine, Duration 6 + CHA turns, Range Creates a 15’ radius area of magical
sight blackness, preventing normal sight, but
not infra vision.
Allies get a bonus to saving throws equal
to caster’s CHA. The spell can be cast on a creature, which
must succeed on a WIS saving throw or
Bless receive the Blind condition for the
L2, Divine, Duration 6 + CHA turns, duration of the spell.
Range: sight Detect enemies
Allies get bonus to attack and damage L2, Divine, Duration 2 + CHA, Range 60’ +
equal to caster’s CHA. 20 x CHA
Cure disease The caster can sense the direction towards
L2, Divine any hostile creature within the range.
Cures the target of any disease. Detect invisible
Cure Light Wounds L2, Arcane, Duration 6 + WIS turns, range
sight
L1, Divine
Invisible creatures or items in range are
The target heals 1D6 + caster’s CHA hit revealed to the caster.
points.
Detect magic
Cure serious wounds
L1, Arcane, Divine, Duration: 1 + WIS
L3, Divine turns, Range: 60’
The target heals 2D6 + caster’s CHA hit The caster sees enchanted objects, areas, or
points. creatures shine with a magical blue glow.
Both permanent and temporary
enchantments are revealed.
Detect traps
L2, Divine, Duration 1 +
CHA turns, Range: sight
The caster sees trapped
objects or areas shine
with a magical red
light.
Dispel Magic
L3, Arcane, Range
120’
Dispel magic
attempts to end
spells of non-
instantaneous
duration within a 20’
cube area. To
succeed, the caster
must make WIS
contest check with
the caster of the
dispelled spell. If they
fail the check, the caster
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can only retry dispelling after their WIS horizontally within spell range. It moves
increases. with caster’s speed.
Magical items are unaffected. When the spell ends, the disc disappears
and whatever it holds is dropped.
Enlarge/Shrink
L1, Arcane, Duration 2 + WIS turns Fly
You either enlarge or shrink the target L3, Arcane, Duration 6 + WIS turns
creature by 20%. For every point of WIS The subject gains the ability to fly through
the caster can r the size by another 20% up the air using their regular speed.
to 80%. Shrunk target’s melee damage is
reduced by the caster’s WIS. Enlarged Infra vision
targets melee damage in increased by the L3, Arcane, WIS days
caster’s WIS. Unwilling targets are The target can see in the dark up to 60’.
allowed a WIS saving throw.
Invisibility
Haste
L2, Arcane, Duration: WIS turns, Range
L3, Arcane, Duration 2 + WIS turns, Range 240’
60’
The caster or another creature or object
1 + WIS targets receive Fast condition and within range becomes invisible.
can make an additional attack per round.
Knock
Hold Person
L2, Arcane
L3, Arcane, Divine, Duration 6 + WIS/
CHA turns, Range: sight The caster opens stuck, barred, or locked
doors, gates, chests, etc. This includes
Up to WIS/CHA humanoid type magical locks.
creatures must succeed on a STR saving
throw or receive Paralyzed condition. Light
Hold portal L1, Arcane, Divine, Duration: 6 + CHA/
WIS turns
L1, Arcane, Duration: 2d6 turns The caster conjures a source of light with
This spell magically holds shut a door, a 15’ radius. The magical light is sufficient
gate, window, or other kind of portal. A for reading, but is not as bright as daylight.
knock spell opens the held portal instantly. The spell may be cast upon an object, in
Only the GM is aware of how long the which case the light moves with the
spell lasts. object.
Fireball If cast in an area affected with the
Darkness spell, they cancel each other
L3, Arcane, Range 240’ out.
Flame streaks towards a point within The spell can be cast on a creature, which
range and detonates in a 20’ radius sphere. must succeed on a WIS saving throw or
Fireball deals 1D6 of damage per point of receive the Blind condition for the
WIS of the caster. Creatures within the duration of the spell.
radius can make a DEX saving throw to
reduce the damage by half. Levitate
Floating disc L2, Arcane, Duration 6 + WIS turns
L1, Arcane, Duration: 6 + WIS turns, Range The target of the spell can move vertically
10’ through the air. They can move
horizontally by pushing against solid
The caster conjures a slightly concave, objects.
circular disc (3 feet diameter) of magical
force that follows them about and carries Locate Object
loads. The disc can hold load equal to 6 L2, Arcane, Duration 1 + WIS turns,
encumbrance slots. The disc floats at waist Distance 60’ + 20’ x WIS
height and remains level, floating along
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The caster can sense the direction towards Protection from Missiles
an object. L3, Arcane, Duration 6 + WIS turns
Mage armor The target gains complete immunity to
L1, Arcane, Duration 6 + WIS turns small, non-magical missiles. No protection
is granted against hurled boulders or
If target’s defense is lower than 16, it enchanted projectiles.
becomes 16 instead. Additionally, they add
the caster’s WIS to their saving throws. Read languages
Magic missile L1, Arcane, Duration 1 + WIS turns
L1, Arcane, Range: Sight For the duration of this spell, the caster
may read any language, coded message,
This spell conjures a glowing dart of map, or other set of written instructions.
energy that the caster may choose to shoot This spell does not grant any ability to
at a visible target within range. The dart speak unknown languages.
hits automatically and deals 1D6 + WIS
damage. Remove curse
Mirror image L3, Divine
L2, Arcane, Duration 4 + WIS turns Instantaneously removes a curse from the
target. This includes an ability to discard a
The caster creates illusory duplicates of cursed magic item.
themselves. Their number is equal to the
WIS of the caster. Attacks don’t harm the Remove fear
caster. Instead, each attack destroys one of L1, Divine. Duration 1 + CHA turns, Range
the duplicates, even if the attack missed. 60’
Neutralize poison Removes the Frightened condition from
L3, Divine the target. For the duration of the spell the
target receives 1 + CHA bonus to saving
Removes Poisoned condition from the throws against fear.
target. Alternatively, a character who has
died from poisoning can be revived, if the Resist cold
Neutralize poison spell is cast within 1 turn L1, Divine, Duration 6 + CHA turns, Range
of their death. sight
Prayer All caster’s allies in range become immune
L3, Divine, Duration 1 + CHA rounds, 20’ to natural cold and receive 1 + CHA bonus
range to save checks against magical cold. Any
cold damage they receive is reduced 1 +
Enemies in range make saving throws CHA.
with a negative modifier of 1 + CHA.
Resist Fire
Protection from law and
chaos L2, Divine, Duration 6 + CHA turns, Range
sight
L1, Arcane, Divine, Duration: 1 + CHA/ All caster’s allies in range become immune
WIS turns to natural heat or fire, and receive 1 +
This caster is protected against certain CHA bonus to save checks against magical
types of monsters: aberrations, outsiders, fire. Any fire damage they receive is
and undead. reduced 1 + CHA.
◆ The caster gains +1 + CHA/WIS bonus Shocking grasp
to saving throws against attacks or
special abilities of affected creatures. L1, Arcane
◆ Affected creatures’ attacks against the The caster touches a target and deals 1D6
caster receive a negative modifier of 1 + WIS damage. The target receives the
+ CHA/WIS. Stunned condition. Once per round the
target can make a STR saving throw. On
success they remove the condition.
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Silence Turn undead
L2, Divine, Duration 6 + CHA turns L1, Divine. Duration 1 + CHA turns, Range
A 15’ radius area around the caster is sight
rendered utterly silent. All sound is All undead creatures must make a CHA
stopped, conversation and spell casting are saving throw. The saving throw receives a
impossible. Noise from the outside can be negative modifier equal to the CHA of the
heard within. caster. The undead that fail the save must
immediately flee from the caster for the
Sleep duration of the spell.
L1, Arcane, Duration D6 + WIS turns,
Range 240’ Water breathing
Caster can target a group of monsters. Up L3, Arcane, Duration 1 + WIS days
to 2 + WIS enemies falls asleep. Only a The target can breathe water freely.
creature with HP total of 15 + WIS or less
can be affected. Monsters with lowest HP Web
in the group are affected first. L2, Arcane, Duration 8 hours
Smite Web conjures a many-layered mass of
strong, sticky threads, blocking a 10’ cube
L1, Divine area. Creatures caught within a web are
Can be cast immediately upon a successful Restrained for a number of rounds equal
melee attack. The caster adds D6 + CHA to WIS of the caster. After that passes the
to the damage roll. If the target of the creature can once per round make a STR
attack is undead or a fiend, they add 2D6 + saving throw and on success remove the
CHA. Restrained condition.
Speak with animals The web is flammable and can be
destroyed by fire in two rounds. Creatures
L2, Divine, Duration 2 + CHA turns, Range caught in the web suffer damage from fire.
sight
The caster can communicate with one Scrolls
type of animal within range when the spell Scrolls contain spells that can be cast by
is cast. The animal might not be friendly anyone who has Scroll Use talent. After
or willing to communicate. The GM casting the spell the scroll turns into dust.
should use a reaction roll. Every scroll has a WIS score associated
Speak with the dead with it. When a character casts the spell
from a scroll, they use the associated WIS
L2, Arcane, Duration: 1 turn instead of their own.
Works on a corpse that has been dead no An example scroll would look like this:
longer than a week and has mouth, tongue Scroll of Mirror Image [WIS 3]
and vocal cords. The caster returns
consciousness to a corpse and grants them This scroll allows the character to cast the
the ability to speak. The corpse has the Mirror Image spell as if they had WIS 3.
same knowledge as when they died.
Corpses unwilling to answer questions, Wands
can be compelled with a successful CHA Wands contain spells that can be cast by
check. The caster can ask up to as many anyone who has Wand use talent. Wands
questions as their WIS. have a finite number of charges and every
time the spell is cast a charge must be
Striking expended. Additionally, every wand has a
L3, Divine, Duration 1 + CHA turns. WIS score associated with it. When a
The caster enchants a weapon. The character casts the spell with a wand, they
weapon deals additional D6 damage and is use the associated WIS instead of their
treated as magical. own.
An example wand would look like this:
Wand of Invisibility, 3 charges, [WIS 2]
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This wand allows the character to cast the making them either better than mundane
Invisibility spell as if they had WIS 2 up to versions or granting additional benefits.
3 times. The PCs can discover the powers of a
magical item through experimentation or
Magical potions employing services of an experienced
Powerful alchemists can create magical conjurer who is capable of identifying
potions that can heal or grant benefits to magical items, for a fee.
the drinker. Enchanted weapons
Healing potion. Consuming the potion Enchanted weapons are marked with a
immediately heals 1D6 hit points. plus sign and a number, for example light
Potion of heroism. For 2 turns the crossbow +2. The number describes the
character is immune to Frightened magical modifier which gets added to the
condition and their total and current HP attack roll and the damage. Additionally,
increase by 5. enchanted weapons can harm monsters
Potion of greater healing. Consuming that are immune to mundane weapons.
the potion immediately heals 2D6 points. Enchanted armor
Potion of invulnerability. Character Def
increases by 4 for 2 turns. Enchanted armor is marked with a plus
sign and a number, for example studded
Potion of speed. The character receives leather armor +1. The number describes an
Fast condition and can make an additional additional increase in the character’s Def
attack in combat for 1 turn. beyond what the armor usually grants
Magical items them.
Magical items are imbued with arcane Magic item list
power Below is a list of sample magical items the
characters can find. The GM is
encouraged to expand this
list with their own
creations.
Amulet of Health.
Add 5 to the character’s
total HP.
Bag of Holding. A
normal-looking, small
sack that can
magically contain
large objects and
weights. It grants
additional 6
encumbrance slots to
the wearer.
Boots of Speed.
The wearer
receives Fast
condition.
Bracers of
Archery. Increase
the damage done
with ranged
weapons by 2.
Cloak of
Displacement. The
wearer receives +2
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bonus to save checks against petrification Cursed jewelry, clothing and armor
and spells. Their Def increases by 2. usually can’t be removed once donned.
Gauntlets of Ogre Power. They grant Cursed weapons can, but their owner
the character STR 3. becomes charmed and refuses to let go of
the baneful weapon.
Horn of Blasting. Blowing the horn
emits a thunderous blast in 30’ cone. The cursed items can be removed either
Creatures in the cone take 3D6 damage, by an experienced cleric, or in some cases
but a successful STR saving throw halves by a specific person or by completing a
it. The blower must makes a [18] check. quest.
On success the horn blows up and deals Sample cursed items
3D6 damage to the blower and destroys
the horn. Berserker axe. Battle axe +2. The
character can’t retreat in combat.
Mace of Terror. Mace +1. The character
can activate it once a day. Upon activation Demon armor. Plate armor +1. The
all enemies in sight must make a CHA gauntlets act as a magical weapon +2. The
save check or receive Frightened character gets -5 modifier to attacks
condition for a turn. against demons and saving throws against
demonic attacks.
Oil of sharpness. The oil can be applied
to a bladed weapon and increase its Ring of Weakness. Character’s STR is 0
damage by 2 for 6 turns. 3 doses. and can’t be increased with XP. The
character makes STR ability checks and
Periapt of Health. The character saving throws with a -5 modifier.
automatically succeeds on saving throws
against disease. Ring of Purity. The character is unable to
cast spells with arcane property.
Rat Fetish. Once a day the character can
summon a Giant Rat which will serve the Shield of Missile Attraction. PC adds 3
character for an hour. to their Def. Any enemy within sight that
makes a ranged attack, must make the
Ring of feather falling. The character attack against the character wielding the
takes no damage from falling. shield.
Ring of Regeneration. The character
regenerates 1 HP per round. High power magic
Ring of Spell Storing. The ring grants Accomplished conjurers and clerics can
the wearer Spell level 1 talent (as if the create magical effects that are beyond the
player purchased the talent with XP). GM abilities of a mere adventurers. These feats
decides what spell is associated with the require a long preparation time and
talent. consume a lot of resources, so they are not
Rope of Climbing. 50’ long. The owner undertaken lightly. The results usually
can command it to climb in any direction take form of special spells scrolls that can
and tie/untie itself. be given as a payment, reward or found in
the adventures sites.
Sword of Life Stealing. Longsword +1.
Whenever the PC deals damage to a Scroll of Stone to Flesh. This scroll
living creature, they heal 1HP. allows casting a spell to remove Petrified
condition from a single target.
Tome of clear thought. Studying the
tome for a week permanently increases Scroll of Resurrection. Provided that the
characters WIS score by 1. The book loses body is available and roughly in one piece,
its magical property for a century this scroll allows a single target to come
afterwards. back from the dead. The dead character
immediately gains 1D6 HP.
Cursed items
Cursed items are imbued with negative
magical energy and they harm their user.
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Monsters
Monsters is an umbrella term for all imbued with sentience and capable of
creatures that the PCs encounter during independent thought.
the adventures. The monsters have stats Humanoids are the main peoples of a
similar to PCs and follow roughly the same fantasy gaming world, both civilized and
rules. savage, including humans and a
Monster types tremendous variety of other species. They
have language and culture, few if any
A monster's type speaks to its fundamental innate magical abilities, and a bipedal
nature. Certain talents, magic items, spells form.
and other effects in the game interact in Monstrosities are monsters in the strictest
special ways with creatures of a particular sense--frightening creatures that are not
type. For example, an arrow of ordinary, not truly natural, and almost
monstrosity slaying deals extra damage never benign. They defy categorization,
wyverns, basilisks, manticores and other and in some sense serve as a catch-all
creatures of this type. category for creatures that don't fit into
Aberrations are utterly alien beings. any other type.
Many of them have innate magical abilities Outsiders. Beings not native to the
drawn from the creature's alien mind material world, frequently servants of
rather than the mystical forces of the deities or forces of nature. Angels, fiends,
world. fae and elementals fall into this type.
Beasts are non-humanoid creatures that Undead are once-living creatures
are a natural part of the fantasy ecology. brought to a horrifying state of undeath
This includes mammals, but also plants and through the practice of necromantic
fungi. magic or some unholy curse.
Constructs are made, not born. Some are
programmed by their creators to follow a Monster talents
simple set of instructions, while others are Monsters can have talents that are available
to PCs. Additionally, monsters have their
own talent list only available to them.
Converting Monsters Monsters are not subject to talent limits
like PCs do, so for example a monster can
If you are running a module based on have 3 Additional Attack talents.
original or retro-clone rules,
converting monsters should be easy. Charm. Instead of attacking, the monster
The hit points remain the same. The can charm a character. The character
ascending armor class is the Defense. makes a CHA saving throw. On success
Use the monster’s HD as the attack they are immune to being charmed by the
bonus and the saving throw bonus. If monster for the next 24 hours. On failure
the monster’s attack use different dice they receive the Charmed condition.
for damage, substitute D4 with D6 - 1 Cling. Can walk on walls and ceilings.
and D8 with D6 + 1. If the monster has Damage reduction (type). The monster
special attacks, look for a similar from only receives half of the damage from a
the monster lists and just use that. It’s specific type.
OSR, you don’t need to worry about
the exact balance.
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Flight. The monster has wings or conditions, they can have the following
supernatural ability to fly. ones.
Magical resistance (+N). The monster Damage type vulnerability. The
makes saving throws against magical monster is particularly vulnerable to a
effects with +N modifier. specific type of damage. Examples include
Mundane Weapon Immunity. The silver, fire, acid or blunt weapons. When
monster is only harmed by silvered receiving this type of damage, the HP loss
weapons or magic. is doubled.
Petrifying gaze. Anyone looking at the Sun sensitivity. The creature is sensitive
monster’s eyes must make STR saving to sunlight. The condition will have details
throw or turn into stone. Fighting about the effects of the sunlight on the
without looking at the monster’s eyes adds creature, which can be:
a -5 modifier to attacks. ◆ HP loss per time period of exposure.
Regeneration (N). Every round if the ◆ Negative modifier to all checks.
monster is not dead, it regenerates N hit
points. Monster stat blocks
Spell immunity (levels). The monster is Every monster is described with a stat
completely immune to the effects of spells block that is very similar to PCs. Monsters
of certain levels. have hit points, attributes, Defense and
Talents and follow exactly the same rules
Summon. The creature can spend a round as player characters. If an attribute is not
to summon other monsters that will serve mentioned in a stat block, then it means it
it. The talent describes the type of is 0.
monsters, their number and how the talent
can be used. Monsters can have any number of hit
points t h e G M
Surprising (+N). The creature is hard to
notice and when encountered is always
treated as if trying to surprise the
characters. Furthermore the
talent grants the monster a
bonus to the surprise contest
check.
Terrifying. Everyone
seeing the monster must
make a CHA saving
throw or receive the
F r i g h t e n e d
condition.
Unwavering (+N).
The talent grants the
creature a bonus to
Morale checks
during combat.
Monsters
conditions
Some monsters
have permanent
conditions that
usually make it
easier to fight them.
In addition to the
s t a n d a r d
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Modern Adventuring & Plunder
deems right. In the following list the completely negated. Some attacks
monsters have HP assigned that are might not allow a save.
representative for the creature. However, ◆ N/round. This attack can be done
the GM is encouraged to vary them. This multiple times per round.
makes the encounters less predictable, as ◆ 1 per N rounds. After performing this
the monsters can be easier or harder to attack the monster must wait N rounds
fight, including being more or less before using it again.
susceptible to certain spells.
◆ Poison/Disease. A successful attack
To help with the random generation of gives the target the Poisoned
monster HP there is a number in brackets condition. In case of the poison the
after the monster’s hit point total. Roll as target can make a STR save check once
many D6 as that number and add them an hour to remove the condition. In
together, to quickly generate a random case of the disease, they can make the
number of hit points. check once a day.
The random HP generation doesn’t apply ◆ Deadly poison. A successful attack
to hirelings. They always have the fixed poisons the character, which might
number of starting hit points. lead to death. The target must make a
Attacks STR save check or die after a specified
period of time.
Unlike the PCs or hirelings, the monsters ◆ Paralyzing. A successful attack can
can come with custom attacks - slashing paralyze the target. The target must
with claws, breathing fire or shooting make a STR save check or receive
poisonous spikes. The monster can use all Paralyzed condition for 1D6 rounds.
their specified attacks each turn, unless
specified otherwise. The attack description ◆ Restraining. A successful attack gives
provides complete information, neither the target Restrained condition. Once
attack checks, nor damage rolls need to be per round the target can make a STR
modified any further. save check. On success they remove
the condition.
If the monsters doesn’t have the attacks ◆ Exhaustion A successful attack gives
sections, it means that it attacks just like a the target an Exhausted condition.
PC - usually once per round, either with
an equipped weapon or with an unarmed ◆ Petrifying. A successful attack gives the
attack. target the Petrified condition, unless
they make a STR save.
The attacks are described using the
following properties: ◆ Loud. The use of the attack
immediately triggers an encounter
◆ Name of the attack: bite, claws, talons, check.
breath, gaze, aura, shriek, vomit, etc.
◆ Hit bonus. This attack is used against a Monster list
single target. The monster must Acolyte
perform an attack check with the
specified bonus to hit. A neophyte follower of a deity.
◆ Area. This attack is used against all Humanoid, HP 10 [3], Def 12
target in a specified area e.g. within Talents: Light armor proficiency, Spell
some radius of the monster or in a (Turn Undead), Spell (Cure Light
cone. Instead of the monster making Wounds)
an attack, all targets in the area make a
saving throw. Equipment: Studded leather armor, Mace
◆ Damage. In most cases the result of the Animated Armor
attack is a loss of HP. This is the A suit of plate armor that came alive due to
damage that is applied on a successful enchantment or malevolent possession.
hit.
◆ Save. Area attacks specify which save Construct, HP 20 [5], Def 17
should the targets use. If they succeed Attacks:
the damage might be halved or Fist, Hit +2, Damage 1D6 + 2, 2/round
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Apprentice serfs, slaves, servants, pilgrims, merchants,
A young wizard seeking knowledge and artisans, and hermits.
tutoring. Humanoid, HP 10 [3], Def 10
Humanoid, HP 10 [2], Def 10 Deep one
Talents: Spell (Sleep), Spell (Magic A human-fish hybrid, made in the image
Missile), Arcane magic of the chthonic gods of the deep.
Equipment: Spell book (Sleep, Magic Aberration, HP 14 [4], Def 14, STR 2,
Missile, Hold Portal), Staff DEX 2
Air Elemental Talents: Water breathing, Improved
Huge, sentient vortexes of whirling air. defense (2)
Outsider, HP 20 [5], Def 20, DEX 4 Equipment: Club, 3 x Javelin
Talents: Flying, Mundane damage Dryad
immunity, Improved defense (6) Shy, peaceful, yet wary tree spirits that can
Attacks: manifest as beautiful women. Live in deep
◆ Whirlwind, Area 10’ radius, Damage forests.
2D6, DEX save negates damage Outsider, HP 10 [3], Def 14
◆ Blow, Hit +4, Damage 1D6 + 2 Talents: Charm
Bandit
Thieves who live by robbery.
Humanoid, HP 10 [3], Def 12
Talents: Light armor proficiency
Equipment: Studded leather armor,
Club, Dagger
Basilisk
Large, unintelligent, highly magical
lizard. Its gaze turns men into stone.
Monstrosity, HP 28 [7], Def 15,
STR 2
Talents: Improved defense (5),
Surprising (+0), Petrifying gaze
Attacks:
◆ Bite, Hit +2, Damage
1D6, Petrifying
Black Pudding
Huge, mindless blobs of
amorphous black jelly. Driven
by ravenous hunger.
Aberration, HP 35 [10], Def
13, STR 3
Talents: Mundane
Weapon Immunity,
Attacks:
◆ Corroding touch, Hit +8,
1D6 + 3, 2/round
Commoner
Commoners include peasants,
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Gargoyle Equipment: Javelin, Shield, Studded
Magical monsters that look like hideous, leather armor
horned, winged statues. Semi-intelligent Attacks:
and possessed of a great cunning. ◆ Javelin, Hit + 1, Damage 1D6 +1
Construct, HP 18 [5], Def 14 ◆ Bite, Hit + 1, Damage 1D6 + 1
Talents: Mundane damage immunity, Golem
Spell immunity (Sleep, Charm)
Artificial beings constructed from clay by
Attacks: mighty clerics or wizards.
◆ Claws, Hit +2, Damage 1D6 + 2, 2/ Construct, HP 30 [8], Def 12, STR 3
round
Talents: Mundane weapon immunity,
Gelatinous Cube Magical resistance (+8)
Cubes of transparent jelly. They move Attacks:
through dungeons, absorbing debris and ◆ Fist, Hit +3, Damage 1D6 + 3, 2/round
living creatures they come across. The
carry indigestible items inside. Harpy
Aberration, HP 18 [5], Def 11 Feral woman/bird hybrids who lure
Talents: Surprising (+8) human prey with enchanting song.
Attacks: Monstrosity, HP 13 [4], Def 14, DEX 2
◆ Touch, Hit +0, Damage +2, Paralyzing Talents: Flight, Improved Defense (+2),
Charm
Ghoul
Attacks:
Grotesque, animalistic, undead humans ◆ Claws, Hit +0, Damage 1D6, 2/round
that crave the flesh of the living.
Undead, HP 9 [3], Def 13 Hellhound
Attacks: An unholy, black-as-night dog serving
dark forces.
◆ Claws, Hit +0, Damage 1D6,
Paralyzing, 2/round. Outsider, HP 16 [5], Def 15, STR 2, DEX
2
Giant Rat
Talents: Improved defense (3),
A dog sized rodent. Attacks:
Beast, HP 6 [2], Def 12 ◆ Bite, Hit +3, Damage 1D6 + 2
Attacks: ◆ Fire breath, Area cone 15’, Damage
◆ Bite, Hit +0, Damage 1D6 - 1, Disease 2D6, DEX save halves damage, 1 per 3
Giant Spider rounds
Wolf-sized spiders who prey on mammals. Ifrit
Beast, HP 13 [4], Def 13, STR 1, DEX 1 Malevolent spirits that manifest as giant
men with demonic faces and an aura of
Talents: Surprising (+5), Cling heat and smoke.
Attacks: Outsider, HP 30 [8], Def 16, STR 2, DEX
◆ Bite. Hit +1, Damage 1D6 + 2, Poison. 2, WIS 2, CHA 2
Gnoll Talents: Mundane damage immunity, 2 x
Bipedal hyena beast-spawn forming Spell (Fireball), 1 x Spell (Invisibility),
rowing bands of raiders. Improved defense (4), Martial weapon
proficiency, Damage reduction (fire)
Humanoid, HP 9 [2], Def 14, STR 1, DEX
1 Equipment: Long sword +1, Dagger +1
Talents: Light armor proficiency, Attacks:
Medium armor proficiency, Martial ◆ Long sword, Hit +6, Damage 1D6 + 4
weapons, Cleave ◆ Dagger, Hit + 6, Damage 1D6 + 2
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Modern Adventuring & Plunder
Manticore Construct, HP 14 [4], Def 10
Monstrosities with the face of a man, the Talents: Damage type reduction
body of a lion, bat-like wings, and a tail (Piercing)
bristling with spikes. Love eating humans. Conditions: Damage type vulnerability
Dwell in wild, mountainous regions. (Fire)
Monstrosity, HP 28 [8], Def 15, STR 2, Attacks:
DEX 1
◆ Claws, Hit +0, Damage 1D6,
Talents: Flight, Improved defense (4) Paralyzing
Attacks: Shoggoth
◆ Bite, Hit +7, Damage 1D6 + 2
Massive, shapeless blobs of black slime, its
◆ Claw, Hit +7, Damage 1D6 + 1, 2/ skin covered by thousands of eyes.
round
Aberration, HP 30 [8], Def 10, STR 4
◆ Tail spike, Hit +6, Damage 1D6,
Ranged Talents: Terrifying
Medusa Attacks:
◆ Slam, Hit +4, Damage 1D6 + 6, 2/
A cursed woman with a crown of snakes round
instead of hair. Her gaze turns people into
stone. Shrieker
Monstrosity, 18HP [5], Def 11, STR 1, Giant, subterranean mushrooms that can
DEX 1, WIS 1 creep around slowly. Emit deafening noise
Talents: Petrifying gaze, Magical when hurt or exposed to light.
resistance (+2) Beast, HP 13 [4], Def 12
Attacks: Attacks:
◆ Bite, +1 Hit, Damage 1D6, Deadly ◆ Shriek, Area 60’ radius, Damage 1HP,
poison/1 turn No save, Loud
Rakshasa Skeleton
Powerful shapeshifter and illusionist who Skeletal remains of humanoids,
loves the taste of human flesh. reanimated as guardians by powerful
Outsider, HP 30 [8], Def 17, STR 3, WIS conjurers or clerics.
3 Undead, HP 5 [1], Def 13
Talents: Spell immunity (1, 2, 3), 2 x Spell Talents: Unwavering (15)
(level 3), 2 x Spell (level 2), 2x (Spell level Equipment: Chain mail, short sword
1), Arcane magic, Mundane weapon
immunity Soldier
Equipment: Plate armor, Long sword Soldiers are armed, armored and trained
Roper but not necessarily experienced in the art
of war. When they turn to a life of crime
An underworld creature that disguises they become brigands and marauders.
itself as a stalagmite. It uses multiple Humanoid, HP 10 [3], Def 15,
tentacles to drag victims into its maw.
Talents: Light armor proficiency,
Aberration, HP 20 [6], STR 2, Def 15 Medium armor proficiency, Martial
Talents: Improved defense (5) weapons proficiency
Attacks: Equipment: Chain mail, Shield, Long
◆ Tentacle, Hit +2, Restraining, 3/round sword
◆ Bite, Hit +2, Damage 1D6 + 4 Swarm of bats
Scarecrow A swarm of carnivorous flying mammals
Nightmarish guardian of orchards and frequently used as beastly servants of
gardens. malicious beings.
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Modern Adventuring & Plunder
Beast, HP15 [4], Def 13 ◆ Bite, Hit +0, Damage 1D6
Talents: Flight, Damage reduction (blunt/ Wraith
piercing/slashing)
Incorporeal, undead monsters that appear
Attacks: as pale, human-like forms of coalescing
◆ Bite, Hit +2, Damage 1D6 mist. Dwell in deserted regions or in the
Swarm of rats homes of former victims.
Undead, HP 18 [5], Def 16,
A writhing mass of small, ravenous
rodents. Talents: Mundane weapon immunity
Beast, HP 15 [4], Def 13 Attacks:
Talents: Cling, Surprising (+5), Damage ◆ Spectral touch, Hit +3, Damage 1D6,
reduction (blunt/piercing/slashing) Exhaustion
Attacks: Wyvern
◆ Bite, Hit +0, Damage 1D6, Disease Winged, two-legged, dragon-like
Thief monsters with a long tail tipped with a
venomous stinger.
Humanoid, HP 10 [3], Def 13, DEX 1 Monstrosity, HP 30 [8], Def 16, STR 4
Talents: Light armor proficiency, Talents: Flight
Improved dexterity ability
Attacks:
Equipment: 3 x Dagger, Thieves tools,
Rope, Grappling Hook, Studded Leather ◆ Talons, Hit +6, Damage 1D6 + 4, 2 x
Armor Round
◆ Tail, Hit +6, Poison
Vampire
Yellow Mould
Greatly feared undead monsters that live
by drinking the blood of mortals. Deadly fungus that covers walls, ceilings,
and other surfaces.
Undead, HP 35 [10], Def 17, STR 3
Beast, HP 9 [3], Def 10
Talents: Mundane weapon immunity,
Regeneration (3), Charm, Summon (1d6 - Talents: Mundane weapon immunity
2 Swarms of Bats, 1/day) Attacks:
Conditions: Sunlight sensitivity (1D6 ◆ Spores, Hit +1, Damage 1D6, Deadly
HP/round) poison/6 rounds
Attacks: Zombie
◆ Bite, Hit +7, Damage 1D6 + 3, Listless, humanoid corpses, reanimated as
Exhaustion guardians by powerful clerics or wizards.
Werewolf
Undead, HP 9 [3], Def 11, STR 1
Monstrosity, HP 18 [4], Def 14, STR 2,
DEX 2 Talents: Unwavering (+15)
Talents: Mundane weapon immunity, Attacks:
Summon (2 Wolves, 1/day), Improved ◆ Unarmed, Hit +1, Damage 1D6 + 1
defense (2)
Attacks
◆ Bite, Hit + 3, Damage 1D6 + 2
Wolf
A wild carnivorous mammal of the dog
family, living and hunting in packs.
Beast, HP 11 [3], Def 12, STR 1, DEX 1
Talents: Improved Defense (1)
Attacks:
30
Modern Adventuring & Plunder
Open Game
License
DESIGNATION OF PRODUCT IDENTITY
All artwork, logos, and presentation are product identity. The name “Modern Adventuring & Plunder” is
product identity. All text in the following sections is product identity: Introduction.
31
Modern Adventuring & Plunder
Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the
ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall
retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work
that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You
may use any authorized version of this License to copy, modify and distribute any Open Game Content
originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game
Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of
any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with
respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation
then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail
to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the
termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed
only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
System Reference Document © 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D.
Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Modern System Reference Document © 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff
Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney
Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard
Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
Castles & Crusades: Players Handbook, © 2004, Troll Lord Games; Authors Davis Chenault and Mac
Golden.
Cave Cricket from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene and
Clark Peterson, based on original material by Gary Gygax.
Crab, Monstrous from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based
on original material by Gary Gygax.
Fly, Giant from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on
original material by Gary Gygax.
Golem, Wood from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene and
Patrick Lawinger.
Kamadan from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on
original material by Nick Louth.
Rot Grub from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark
Peterson, based on original material by Gary Gygax.
Labyrinth Lord™ © 2007-2009, Daniel Proctor. Author Daniel Proctor.
B/X Essentials: Core Rules © 2017 Gavin Norman. Author Gavin Norman.
B/X Essentials: Classes and Equipment © 2017 Gavin Norman. Author Gavin Norman.
B/X Essentials: Cleric and Magic-User Spells © 2017 Gavin Norman. Author Gavin Norman.
B/X Essentials: Monsters © 2017 Gavin Norman. Author Gavin Norman.
B/X Essentials: Adventures and Treasures © 2018 Gavin Norman. Author Gavin Norman.
Old-School Essentials Core Rules © 2018 Gavin Norman.
Old-School Essentials Classic Fantasy: Genre Rules © 2018 Gavin Norman.
Old-School Essentials Classic Fantasy: Cleric and Magic-User Spells © 2018 Gavin Norman.
Old-School Essentials Classic Fantasy: Monsters © 2018 Gavin Norman.
Old-School Essentials Classic Fantasy: Treasures © 2018 Gavin Norman.
Old-School Essentials Classic Fantasy: Rules Tome © 2019 Gavin Norman.
Old-School Essentials System Reference Document © 2019 Gavin Norman. Author Gavin Norman.
END OF LICENSE
32