Deathbringer Beta
Deathbringer Beta
DISCLAIMER
This is a work of fiction. any similarities to
monsters living or dead, or actual events is purely
coincidental.
PREPARE TO DIE
WHAT IS DEATHBRINGER?
Deathbringer is a grimdark fantasy role-playing game of monsters and sorcery. We are not going to
explain what an RPG is or waste time with an example of play—we’re pretty sure that if you picked
up this book, you already know. The central engine is the same as the world’s most popular tabletop
RPG—roll a d20, add your ability score bonus, meet or beat the target number. AC (called DEF here)
& HP align to Old School RPGs, allowing the Game Master (GM) access to thousands of classic
scenarios.
These rules can be used by themselves or imported into any retro-clone. Think of Deathbringer as the
secret sauce on your RPG burger.
WHY IS DEATHBRINGER?
We enjoy RPGs where death is a real possibility and danger lurks around every corner. Deathbringer
characters are gritty antiheroes struggling to survive in a hostile world. Deathbringer could best be
described as cinematic fantasy—the game feels less like a tactical exercise and more like movies,
where players use natural language like: “I sneak up behind him and stab him in the kidney” as
opposed to “I move three squares and flank him for an opportunity attack.”
In Deathbringer, you are not limited by what is written on your character sheet. Deathbringer Dice
make it possible for any character to swing from a chandelier, smite an enemy, or turn a leg of
mutton into an improvised weapon—because every character has a right to kill someone with a leg of
mutton.
HOW TO PLAY
THE DICE
3d6 means roll three six-sided dice and add the results. 1d4 means roll the d4 once. 2d10 can be used
to generate a percentile score. A 7 on the tens digit and 2 on the ones means 72%.
DIFFICULTY SCALE
TASK TN ENEMY DESCRIPTION
Easy 5-9 “I do this every day.” 60-80% chance of success
Normal 10-11 Minions “No problem.” 55-50%
Difficult 12-14 Skilled “I need to concentrate.” 35-45%
Very Difficult 15-20 Boss “Sweating bullets here.” 30% or less.
Ultimate Natural 20 “You want me to do what?”
CRITICAL SUCCESS!
A roll of natural 20 is a critical success and results in a special effect—knock back, disarm, shield
shattered, a debilitating wound, OR roll d12 bonus damage.
CRITICAL FAILURE!
A roll of natural 1 is a critical failure—a weapon is dropped, becomes stuck, or breaks. Spellcasters
roll on the Miscast Chart.
Players—be clever! Find a better position. Seek higher ground. Try to take enemies by surprise.
Always seek to gain advantage.
DEATHBRINGER DICE
Deathbringer Dice are a pool of six-sided dice that represent a character’s skill & luck. Players may
spend a Deathbringer Die to:
Add to a TEST roll.
Add d6 to a successful damage roll.
Block d6 incoming damage.
Players! Deathbringer Dice allow your character to perform amazing feats of heroism. Be brave and
creative. Swing from a chandelier! Use your shield to surf down a staircase! Kill that guard in one
shot! Use a mutton bone as a shiv and drive it deep in your opponent’s eye socket. Don’t limit your
actions to what is on your character sheet. Deathbringer Dice allow you to try anything!
TURNS
Deathbringer is played in turns, taken clockwise around the table. A turn might represent a few
seconds of time, minutes, or hours.
Players! Be considerate. Remember—when you are taking your turn, the other players are waiting.
Take your turn quickly and efficiently. Know what you want to do on your turn—and have a backup
plan if the GM says you can’t do it. If you are not sure what to do, say “pass.”
1. COMBAT ROUNDS
Combat turns are divided into rounds representing 6 seconds of “in game” time. Players take their
turns clockwise around the table. In a round, a character can:
Move: move from one zone to another (10-30 feet), untie a prisoner, unlock a door, drink a
potion, etc. The GM decides which moves are plausible.
Attack: take a few steps (no more than 5 feet) and make a melee, ranged, or spell attack.
Run: move two zones.
The GM may opt to call for an initiative roll every round or may keep the order determined at the
start of combat. It’s up to them.
A roll of natural 20 is a critical success and results in d12 bonus damage OR a special effect—knock
back, disarm, shield shattered, or a debilitating wound. The GM decides.
A roll of natural 1 is a critical failure—a weapon is dropped, becomes stuck, or breaks. Spellcasters
roll on the Miscast Chart.
5. ROLLING DAMAGE
On successful attack you roll damage based on weapon type.
Melee Attacks add STR to damage
Missile attacks do damage by weapon type.
Spell Attacks: by spell description
NON-LETHAL COMBAT
If a player wants to knock out an opponent instead of killing them, they must state so at the
beginning of their turn. Any subsequent damage is non-lethal. If the target reaches zero hp they are
knocked unconscious. Non-lethal damage is recovered in one day of rest.
CIRCUMSTANCES
Advantage Disadvantage
Attacker surprises their opponent. Defender has partial cover.
Attacker strikes from behind. The ground is slick or icy.
Attacker has the higher ground. Defender has the higher ground.
Attacker spends a round aiming their bow. The area is foggy or crowded.
Attackers outnumber the defender 3-1. Shooting at a flying target.
STUNTS
Characters are heroes, and heroes do heroic stunts. They may want to temporarily blind an opponent,
surf down a staircase while shooting arrows, slide through an ogre’s legs and stab him in the nuts, or
knock an orc off a bridge. Let them! Deathbringer Dice make it possible! Follow this procedure:
Raise the target number by 3-5 points.
Inform the player what will happen if they fail so they can judge it the risk is worth it.
If they meet or beat the target number, the attempt succeeds!
If they fail, they are off balance and their next roll is at disadvantage.
HEALTH POINTS
When a monster or NPC hits zero HP or less, they are dead. Character die when they hit negative hp.
When a character is reduced to exactly 0 hp, roll a d20:
16-20 Scarred. Wake up in 1 round with 1hp and a cool scar.
11-15 Concussed. Wake up in d4 rounds with 1hp. All tests at disadvantage you rest for a
week.
6-10 Mangled. Lose a d4 fingers or an eye. You choose
1-5 Mortally wounded. You make a death speech, then expire.
FIGHTING SWARMS
If a PC is surrounded by three or more attackers, roll one attack, adding an additional +1 for each
attacker. For example, four attackers = +4.
On a successful hit the target suffers regular damage +1 extra damage for each attacker over one.
MASS COMBAT
In the event of a mass battle or castle siege, the GM should describe the battle: arrows darkening the
skies and raining down on shields, the ring of clashing steel, the mud, blood, and screams. Then have
the player roll on this chart:
16-20 ‘Tis but a scratch. Miraculously, you lose nothing.
11-15 Bruised. Lose 20% hp
6-10 Slashed and gouged. Lose 50% hp.
1-5 Riddled with arrows. Lose 75% hp.
Then have the battle “telescope” into the PCs. Play out the next battle as you would any other.
Describe other battles going on around the PCs as they struggle with their personal battle.
To determine the overall winner of the battle, toss a d20. On an 11+, the PC’s side wins. If you wish,
you may award advantage if the PCs won their individual battle.
RECOVERY
Characters recover 1hp per day of complete bedrest and 2 hp if attended to by a physician or
nurse (cost=5gp per day).
MAGIC
Wizards—aka grimscribes--are hunted, hated, and feared. Not everyone can become a wizard. You
need a MIND of at least +2 to choose this path. Then…
1. You make a pact with a patron. They may be human or infernal. You or the GM may name
them. You agree to serve them for 7 years in exchange for learning secrets man was not
meant to know.
2. Seven years pass. Your patron teaches you THREE (3) spells. The GM chooses which. You
must tattoo the formulae to these spells on your skin. Your apprenticeship is complete.
Whenever you learn a spell, you must tattoo it onto your flesh. The more spells you know, the more
likely you are to be a target for witch-hunters and suspicious villagers.
Every wizard carries tattoo needles and ink, spectacles, or a walking stick.
CASTING SPELLS
To cast a spell, test INT 10. If the roll meets or beats the target successful, the spell works as
described.
Nat 20 results in a bonus effect. The GM may decide your spell deals extra damage or increase
the area of effect.
On a Nat 1 the player rolls a Fate Die and consults the Miscast chart.
If a wizard attempts to cast the same spell more than once a day, they do so with disadvantage.
CRITICAL MISCAST
Caster gains +1 corruption and…
1-5 Fizzle Spell does not work. Ghostly laughter fills the room.
6-10 Inconvenience The caster’s nose bleeds uncontrollably, their hair turns white or falls
out, boils appear on their skin, or they cannot remember the spell for
the rest of the day.
11-15 Backfire Caster takes the damage or effect or the opposite of the spell occurs,
i.e. a shield spell lowers the caster’s armor class.
16 Friendly fire Caster hits a friend or innocent victim.
17 Armor Melt All armor—friends and foes—in this room is disintegrated.
18 Mutation Caster gains a mutation (third eye, tentacle, conjoined twin, etc.)
19 Power Loss Caster ages d20 years or loses a level.
20 Catastrophe Caster explodes in a shower of gore or a portal to hell opens and the
caster is dragged away by demons.
GOING NUCLEAR
Once per session, a wizard can opt to “go nuclear” and roll to cast with Advantage. This doubles the
chance for them to roll a natural 20, but also increases their chance to roll a natural 1. Going nuclear
is physically taxing and causes the wizard to lose d6 hp. Rolling a natural 20 and a natural 1 at the
same results in the spell fizzling out. Rolling two natural 1s at the same time results in the wizard
exploding into a million fiery pieces. No number of Deathbringer Dice will save them.
DRUGS
Wizards frequently ingest mind altering substances to better connect to the forces of magic. These are
most common:
Weirdweed: this tobacco-like plant is smoked in ornate pipes and cigarette holders. It smells like
wintergreen. If smoked before an encounter, it grants the wizard +1 on all spellcasting rolls for that
encounter. The weed is uncommon and frequently expensive.
Moonsnow: this very expensive, highly addictive white powder is sniffed and kept in snuff boxes. It is
said to be made from fragments meteorites called moonstone. If a wizard sniffs moonsnow before an
encounter, it grants them +2 to all casting attempts for that encounter. However, if the wizard rolls a
natural 1 while casting, they become addicted and will need increasing amounts of the drug—
willingly spending all their money to get it.
IMPROVEMENT
Characters accumulate experience points (XP) for reaching objectives.
The GM sets those objectives. They might include rescuing hostages, saving a town from vampires, or
defeating an evil warlord. Some GMs give out XP for treasure acquired and that’s fine. Why and how
much XP characters receive is entirely up to the GM’s discretion.
When a character goes up a level they may choose ONE of the following benefits:
Gain d6hp—maximum 25. No re-rolls—ever!
Improve any ONE ability score by +1 (the maximum is +5).
Gain +1 Deathbringer Dice (the maximum is 4).
CREATE A CHARACTER
1. DETERMINE STATS
STRENGTH Melee Attacks & Damage Bonus
(STR) Kick a skull, smash a door, resist poison & disease
DEXTERITY Ranged attacks & Defense Bonus
(DEX) Jump a chasm, ride a horse, pick a pock, climb a wall, sneak
MIND Cast spells, Save vs. mind control
(MND) Search for secret doors, read runes, persuade NPCs.
Roll 3d6 to generate a STAT between 0 and +3. Do this three times. Assign a number to each STAT.
Do not record the 3d6 total—only the bonus.
Roll 3d6 3-5 6-10 11-14 15-17 18
-1 0 +1 +2 +3
If your character does not have a single STAT of at least +1, they die of plague. Roll a new character.
2. HEALTH POINTS
Begin with 2d6 Health Points—no re-rolls! When you reach zero HP, your character is DEAD.
3. DEFENSE
Your DEF is 10 + DEX + Armor Points
4. DEATHBRINGER DICE
The GM decides on which difficulty mode you will play the game.
Easy Mode: begin with THREE (3) Deathbringer Dice.
Hard Mode: begin with TWO (2) Deathbringer Dice.
Deathbringer Mode: begin with ONE (1) Deathbringer Die. Use it wisely.
5. STARTING MONEY
Begin with 1d6 gold pieces.
6. BACKGROUND
Adventurers are desperate people. Roll d20 to reveal your miserable past.
Birthplace Tragedy
1 Pit 1 Abandoned
2 Ditch 2 Accused
3 Cell 3 Banished
4 Cult Altar 4 Betrayed
5 Asylum 5 Condemned
6 Brothel 6 Cursed
7 Slum 7 Debts
8 Battlefield 8 Demoted
9 Stable 9 Disinherited
10 Prison camp 1 Disowned
0
11 Mercenary camp 1 Exiled/Expelled
1
12 Destitute cottage 1 Framed
2
13 Haunted Forest 1 Fled
3
14 Fetid swamp 1 Haunted
4
15 Locust ravaged farm 1 Left for dead
5
16 War ravaged village 1 Orphaned
6
17 Plague ravaged town 1 Pursued
7
18 Seedy Tavern 1 Rejected
8
19 Ruined merchant house 1 Ruined by vice
9
20 Decaying manor 2 Suspected
0
7. CHOOSE A CLASS
CHARACTER CLASSES
DEATHBRINGER
Requirement: +1 STR
Armor & Weapons Any & all
To start: doublet, shield, hand weapon
Special Abilities:
Spend a Deathbringer Die to re-roll an attack roll
Gain an additional attack at 5th level
GRIMSCRIBE
Requirement: +2 MND
Armor & weapons: Clothes & dagger, staff, light crossbow, cannot wear armor
To start: three spells, tattoo needles, ink, dagger.
Special Abilities:
Cast Spells. No spell slots. Roll to cast, DC 10. One a roll of Natural 1 gain +1 Corruption and roll
on the Miscast Table.
Gain spells by finding scrolls grimoires, or by having a friendly higher-level wizard teach them to
you. You are a living grimoire and must tattoo all spells on your skin
PLAGUE DOCTOR
Requirement: +1 MND
Armor & Weapons: meat cleaver, crossbow
To start: Leather coat, medical kit, chemistry kit, meat cleaver, dubious diploma.
Special Abilities:
Cure Wounds. Restore d6hp once per day, per patient.
Cure poison & disease. At will. DC 10.
Create Potions: create d4 random potions per day. These chemicals are highly unstable and only
last 24 hours.
D8
1 Acid Spray D10 range within throwing distance.
2 Bomb D10 damage within throwing distance
3 Hallucinations Save v. CON 15 or suffer demonic visions for d4 rounds.
4 Healing Heal d8hp.
5 Poison Cloud D12 damage
6 Rage Drinker gains +2 STR but suffers a -2 DEF
7 Sleep Save vs. CON or fall asleep
8 Your choice Any one.
SCOUNDREL
Requirement: +1 DEX
Armor & weapons: Light & any
To start: thieves’ tools, 50’ rope, leather jack (1 armor). Club or dagger.
Special Abilities:
Backstab. Score an extra damage die on any surprise attack.
Roguish Talents. If properly equipped, roll with Advantage on tests related to stealth, hiding,
listening, eavesdropping, lockpicking, finding & disarming traps, climbing, disguise, picking
pockets, etc.
WITCH HUNTER
Requirement: +1 STR or better
Armor & Weapons: Light and any
To start: leather coat, club, crossbow, holy symbol, 6 torches
Special Abilities
Protection from Evil. Once per day.
Turn the Undead. At will. Test MND. If the target fails, they flee at the sight of the Witch
Hunter’s holy symbol.
ENCUMBERANCE
PCs have item slots = to CON + 10.
100 coins takes up one slot.
Once all slots are filled, characters move at half speed.
MELEE WEAPONS
Weapon Dmg Cost (GP) Availability Features
Hands 1+ STR - Common
Improvised Weapons 2 + STR - Common Breaks on natural 1.
Dagger (knife, etc.) 3+ STR 2D6 Common No disadvantage in tight corridors.
Axe (halberd, etc.) 4+ STR 3d6 Common Disadvantage with low ceilings.
Mace 4+STR 3d6 Common Disadvantage with low ceilings.
Spear 4+STR 3d6 Common Can be thrown.
Sword 5+STR 4d6 Common Disadvantage in tight corridors.
(broadsword, cutlass,
rapier, scimitar, etc.)
Two-handed 6+STR 5d6 Rare Disadvantage in tight corridors.
sword/axe Cannot be used with a shield.
RANGED WEAPONS
Weapon Dmg Cost (GP) Availability Features
Bow & arrow 4+AG
Crossbow & bolt 5+AG
Knife 3+AG - Common
Sling & stones 3+AG
Spear 4+AG 2D6 Common No disadvantage in tight corridors.
ARMOR
Shield +1 DEF 15
Helmet +1 DEF 15
Doublet +2 DEF 20
Hide +2 DEF 20
Chainmail bikini +3 DEF 20
Gambeson +3 DEF 50
Brigandine +4 DEF 50
Chain +4 DEF 500
Plate +5 DEF 2000
CORRUPTION
Gain +1 when you commit and evil deed or roll Nat 1 when spellcasting.
“Evil deeds” include killing prisoners who have surrendered, innocent people, or anything the
GM determines to be morally wrong.
At 10 Corruption you have lost all humanity and become a monster controlled by the GM.
Corruption is an essential part of the Deathbringer universe. Actions have consequences and the PCs may be
heroes—but flawed heroes who are haunted by their pasts and who must constantly struggle against becoming
the very monsters they fight against. Some characters may be forced to retire before they lose their souls.
Characters begin with zero Corruption. When a character gains ten Corruption, they become a monster
controlled by the GM and are removed from play. Corruption may manifest physically in the form of a physical
mutation (a third eye, scaley skin, or a second head growing out of the PC’s shoulder, etc.) or it can be mental,
with the character having a seemingly normal appearance, but completely depraved and murderous thoughts.
There is no way to remove Corruption. PCs can only gain it. Evil deeds haunt a character forever. If the GM
chooses, a PC may gain a mutation once they gain +6 Corruption and an additional mutation every point
thereafter.
MUTATIONS (D20)
1. Pustules. 11. Scaley skin. Craves live mice.
2. Candles dim when you enter a room. 12. Craves brains.
3. Hair turns white or falls out. 13. Extra eye in random location.
4. Craving for raw meat. 14. Extra limb—withered and useless.
5. Gaunt. 15. Extra fetal head growing on shoulder.
6. Strong, distinct scent. 16. Extra mouths on back.
7. Eyes glow faintly in the dark. 17. Tentacle.
8. Black, pupilless eyes. 18. Demonic horns.
9. Translucent skin. Hates sunlight. 19. Skull face.
10. Ages d20 years. 20. Molts into a giant roach or worm.
NO REST FOR THE WICKED
There are no “short rests” or “long rests” in Deathbringer. The only time for resting is in the grave.
The entire game then, hinges on a GM using their best judgement to set a DC within the 10-16 range.
If the DC is too high, players become frustrated. If the DC is too low, the game is not challenging.
Once a GM understands this, they can make decisions with greater confidence.
More important is when not to roll the dice. When a GM calls for a die roll, they must be open to the
possibility that the die will come up 1. If it’s critical to the plot for the PCs to find a secret door, allow
them to find it without a check. Also, too many checks create lazy players who think their character
sheet can overcome every problem. Here are some things we don’t roll the dice for:
Perception & searching. Players should describe what they are searching and how they are
searching it. Example: “I search the library shelves. Do any of the books tilt back and trigger a
secret door?” If there is a secret door, let them find it.
Insight. Psychologists, police detectives, and divorce attorneys will tell you there is no way to tell
if someone is lying—it’s not a real thing. If players want insight into an NPC, they must roleplay
with them.
Most Social Encounters. Don’t allow players to skip role-playing by rolling the d20—and a
natural 20 does not mean a PC can convince a king to give up his crown. It means some
commoners made him crack a smile and he will remember them.
You can also off-load descriptions on the players. Have them describe what their miss or critical hit looks like!
When players know the GM doesn’t pull punches, they are more cautious about entering combat in the first
place. They start thinking about using the environment to give them the advantage and will seek to take the
enemy by surprise. Even if no characters die, your game will feel more dangerous, because the players know
their favorite character is one natural 20 away from a dirt nap.
So, roll out in the open and let your players know combat is potentially fatal.
TIMER DICE
The moment someone throws the first punch, the GM tosses a d4, in public view. The resulting number is the
number of rounds before something terrible happens. For example:
reinforcements arrive
a torch goes out
the ceiling collapses
the ice cracks and the PCs fall through
the enemy slits the prisoner’s throat
the monster regenerates to full HP
The GM can let players know the stakes—or just give an evil laugh and say the consequences will be serious.
Timers are one of the most effective ways to build tension.
IMPORTING & CONVERTING MONSTERS
Import any monsters stat from 5e/OSR games.
Monsters have pure HD (no CON bonuses).
Monsters from 5E and all OSR retro clones are compatible with Deathbringer. If you play 5e, simply
ignore HP due to Con bonuses; this will reduce monster HP by about 1/3. OSR stat blocks do not
need to be changed. Other tips:
Monsters should be rare and mysterious. Deathbringer is strongly influenced by the writings of
Robert Howard, Fritz Leiber, and Karl Edward Wagner. In their stories, monsters exist but are
rare. If a scenario is about a werewolf terrorizing a village, build the scenario around that one
werewolf. One werewolf, well done, is more frightening than pack of werewolves.
Humans are the most common monster. The easiest way to create a grimdark atmosphere is to
make most of the enemies human: brigands, raiders, cannibals, cultists, cavemen, rival witch
hunters, mutants, mad scientists, and so on.
Re-skin old tropes. Players are frightened by what they don’t know. Avoid the familiar.
Orcs, hobgoblins, and ogres are tired. Keep the stat blocks but change their appearance and call
them something else. Reskinning kobolds as “creepers” or an ogre as “The Man-Skinner” will
make them seem frightening again.
Dungeons should be thematic, not monster zoos. A depraved noble’s dungeon might contain
depraved servants, cultists, and torture devices, but not animated skeletons or giant spiders. Think
about the location. Consider its purpose. Why was it built? For whom? Then place the monsters
that would logically live there.
MAGIC ITEMS
Deathbringer is a “low-magic” world. Magic items are rare and one-of-a-kind—no +1 daggers or +2
rings of protection. Potions are the most common type of “magic,” created through chemistry, not
sorcery.
ADDICTION
Addicted characters need to consume 5-10gp of their drug of choice every day. How, when, and if a
character can overcome addiction is up to the GM. Asylums, surgery, treatment facilities, mystical cures
are all options, but should be expensive (100+gp) and meet with only a 50% rate of success, at best.
MOONSTONE
Moonstone is a rare element that arrives in meteors from the stars. It is the essence of chaos, and
highly sought-after by cultists and spellcasters. Moonstone is black, with flecks of green, and the
primary ingredient in moonsnow, poisons, black powder, sorcerous rituals, and magic weapons.
Direct contact between pure moonstone and the skin can lead to mutation. Raw moonstone can sell
for as much as 1gp per ounce.
APPENDIXES
EQUIPMENT
All prices are given in gold pieces (gp), except where noted in silver (s).
10 copper (c) = 1 silver
10 silver (s) = 1 gold (gp)
Prices and availability may vary by region and circumstances. If an area is isolated or afflicted with drought,
famine, plague, war, etc., PCs can expect to pay up to double these prices.
WEAPONS
Item Cost Damage Item Cost Damage
Crossbow* 50 d8 Sword 20 d6
*Takes 2 rounds to reload.
Dagger/Knife 10 d4 Spear 10 d6
Flail 20 d6 Unarmed - 2
Improvised* - d4 Warhammer 20 d6
*Firearms ignore all armor DEF but take 6 rounds to load and are unreliable. An attack roll of natural 1 is a misfire; roll the
d20 again. On a roll of 1-19 nothing happens, and the gun must be reloaded. On a natural 20 the firearm explodes and the
user loses d4 fingers.
EQUIPMENT
Gear Cost Gear Cost Gear Cost
SERVICES
The following AGLlect average prices. During famine, wars, or a busy season, prices may increase.
Food & Lodging Cost Hirelings Cost Transport Cost
We dunno. That sort of stuff doesn’t come up much in our games, so we’re not going to touch it.
Instead, we’ve given you all the tools you need to answer the question yourself. Assign a target
number and move on. Make it up. Nobody is watching. There are no game police to say you did it
wrong. Share your ideas on the DungeonCraft Discord.
MONSTERS