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Deathbringer Beta

The document provides an overview of the Deathbringer role-playing game system. It explains the core dice mechanic, combat rules, and special abilities like Deathbringer Dice that allow characters to attempt extraordinary feats. The rules are designed for gritty, dangerous fantasy where characters struggle to survive.

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ninjahawk1987
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0% found this document useful (0 votes)
387 views25 pages

Deathbringer Beta

The document provides an overview of the Deathbringer role-playing game system. It explains the core dice mechanic, combat rules, and special abilities like Deathbringer Dice that allow characters to attempt extraordinary feats. The rules are designed for gritty, dangerous fantasy where characters struggle to survive.

Uploaded by

ninjahawk1987
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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ACKNOWLEDGEMENTS

This work draws inspiration from Basic D&D,


Warhammer, Tracy’s Hickman’s XDM, Knave,
Index Card RPG, and many others. Much love and
thanks to Brandish Gilhelm, DM Scotty, Don
Garey, Ben Milton, and David Arneson and E. Gary
Gygax—cool dudes all.

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

d4 d6 d8 d10 d12 d20

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%.

THE CORE MECHANIC


The player states what they want their character to do. If the GM decides there is a reasonable
possibility of failure, they assign a Target Number (TN) from 1-20. The player rolls the twenty-sided
die (d20) and adds the appropriate Stat bonus (if any). If the player meets or beats the target number,
the attempt succeeds.

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?”

 A natural 1 is always a failure.


 A natural 20 is always a success.
 If a roll misses by 1-2 the GM may allow the character to succeed at a cost. “Example: you
make the jump over the bottomless chasm, but you drop your weapon.”

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.

ADVANTAGE & DISADVANTAGE


Advantage means the player rolls two dice and takes the higher number.
Disadvantage means the player rolls two dice and takes the lower number.
If a player rolls natural 20 and a natural 1 at the same time, the results cancel out.

The GM decides on which circumstances warrant advantage & disadvantage. Examples:


Advantage Disadvantage
Attacking by surprise or from behind. Target has cover.
Firing a ranged weapon from an elevated position. The terrain is slippery.
A character uses the right tools. A character does not have the right tools.

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 may use multiple Deathbringer Dice on the same roll.


Players may not use Deathbringer Dice to alter a roll of natural 1.
Players may give one (1) DD to another player at any time.
Players begin each session with 1 (and possibly more!) Deathbringer Dice.
Only PCs have Deathbringer Dice. NPCs and monsters do NOT have them.

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.”

The GM decides what moves are possible, given the situation.


COMBAT
1. Combat Rounds
2. Initiative
3. Movement
4. Rolling to Hit
5. Calculating Damage

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.

2. INITIATIVE: WHO GOES FIRST?


At the start of combat, the GM decides if an initiative roll is needed. The GM may rule the players are
surprised and the monster goes first. Or they might rule a particularly fast monster goes first. If both
sides are evenly matched, the GM may call for an initiative roll. The GM and one of the players,
representing the entire party, rolls a d6. The side with the highest roll wins initiative and acts first. In
the event of a tie, both sides go at the same time. Yes, it is possible for both sides to kill each other at
the exact same time.

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.

3. MOVEMENT: HOW FAR CAN I MOVE IN A ROUND?


Forget grids! Deathbringer uses four abstract ranges: Melee, Ranged, Far, and Out of Range. Moving
from one range to another takes one round.
 Melee means close enough to take a few
steps and swing at a target. Anyone in
Melee range can attack anyone else in
Melee range.
 Ranged means within throwing, shooting,
or spellcasting distance.
 Far means you can hear the combat but
cannot see or interfere with it.
 Out of Range: means you are so far away
you do not ever know the combat is
happening and cannot interfere.
4. ROLLING TO HIT
 Melee Weapons: roll d20 + STR
 Ranged weapons: roll d20 +DEX
 Spells: roll d20 + INT

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.

Optional Rule: From Hell’s Heart I Stab At Thee!


If a character is level 5+ and they die fighting a boss monster, they may continue fighting until that
monster dies. As soon as it does, the adrenaline wears off and the character drops to the ground
mortally wounded. Allow them to make a death speech worthy of a hero. Then, surrounded by their
friends, they breathe their last.

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.

There are three ways to gain new spells:


1. Learn them from a patron NPC. You may continue to serve your original patron or find
another. This patron may teach your additional spells in exchange for completing dangerous
quests.
2. Go out and find them. Search in libraries, crypts, tombs, and dungeons. They may be found in
grimoires, old scrolls, even on the tattooed flesh of other wizards.
3. Exchange spells with another wizard. Very few will agree, for fear of offending their patrons.

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.

Characters level up when the GM says they do.


Since characters start off so weak, the GM might allow PC reach level 2 after two or three sessions.
After that, it might take 4-5 sessions to gain a level. Or 10. Professor DM has been running a
campaign for 30 years and no one has made it past 7 th level.

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.

NAME YOUR CHARACTER


Here are some tricks for choosing a cool name:
 One syllable first name, two syllable last name. Ex: Hans Hurtzman, Britt Welkin
 Two syllable first name, one syllable last name Ex: Degger Rykes, Malice Frost
 Change the spelling of a common name. Ex: Edward to Eddard, Jennifer to Yennefer,
 Roll on the following chart:

POSSIBLE NAMES (d6)


1 Absinth, Astrid, Angelique, Anya, Arnulf, Astrid, Axe, Axel, Avarice, Bardolf, Bastard, Bastian, Beatrix,
Bernhardt, Blade, Bjorn, Brand, Brigid, Brynn, Britt, Brom, Bront, Bruiser, Bruno, Brunt,
2 Celine, Claudia, Claus, Cloak, Clutch, Conrad, Dagmar, Danika, Dania, Dead-eye, Degger, Dieter, Dirk,
Dorian, Drudge, Dogface, Duchess, Elspeth, Enoch, Erasmus, Erik, Ernst
3 Faith, Fallon, Fang, Felix, Fester, Fletcher, Flame, Flint, Franz, Frida, Frog, Filthy, Frost, Gabrielle,
Ghost, Goblin, Gretel, Grime, Grift, Gripper, Grubber, Gregor, Grift, Grub, Gustav, Hans, Heinrich
4 Ingrid, Isolde, Johann, Karl, Karve, Kat, Knock, Kruger, Kurt, Lefty, Leopold, Lilith, Locke, Lotus,
Ludwig, Magda, Maglind, Magnus, Malice, Malicent, Malkin, Malleus, Margot, Marienne, Marius,
Mathias, Mathilde, Max, Mercy, Mila, Mirage, Moloch, Mordecai, Morgan
5 Nadya, Nails, Natasha, Nine-fingers, No-thumbs, Nightshade, Nocturne, Nyx, Olga, One-Eye, Olaf,
Onyx, Osric, Pike, Pug, Randel, Randolf, Raven, Regan, Reiner, Reinhardt, Rieka, Renata, Ripper, Rolf,
Rook, Rosalyn, Rufus, Ruprecht,
6 Scabs, Seline, Silence, Shadow, Silk, Sliver, Snake, Snare, Solace, Solange, Splinter, Spider, Stefan, Sven,
Thorne, Tobias, Toad, Theodore, Tuomas, Werner, Udo, Ulrich, Ulrike, Uma, Valen, Wilhelm,
Wolfgang, Wulfgar, Yvette

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.

CONVERTING SPELLS & MONSTERS


 Import and monsters and spells you like from 5e/OSR games.
 5E Monsters have pure HD (no CON bonuses). OSR monsters remain exactly as written in the
description/module.
 Spells do the same damage.
 Magic items are virtually non-existent. Potions are rare.
GAMEMASTER SECTION
UNDER CONSTRUCTION

THE CORE RULE


Here is the real core rule designers keep from the general public, lest panic ensue: No matter what
variant you play—1st E, 5e, OSE—character “advancement” is largely illusory. As characters rise in
level and gain bonuses, the GM responds by raising the Difficulty Class of the challenges
progressively higher. No matter how powerful a character becomes, no matter what level they
achieve, no matter how high their bonuses, a twenty-sided die can only produce results between 1
and 20. If you strip away all the character ability score and skill bonuses, the game looks like this:
Roll Result
15+ Success!
10-14 Maybe. Check with the GM.
1-9 Failure.

DC of 11 gives PCs a 50% chance of success. A DC of 16+ represents a significant challenge. In


combat, DCs over 15 should be rare; otherwise, the encounter may drag on interminably, with
neither side landing a blow. A DC of less than 10 is so easy the GM should ask—is this roll even
necessary? Failing an extremely low skill check can humiliate the player and make their character
seem incompetent.

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.

WHEN TO ROLL & WHEN NOT TO


Call for a roll when the outcome is a reasonable chance of failure (better than 50%) or when there is
some sort of time pressure on a character. If a thief is attempting to pick the lock of a chest in a
dungeon and wandering monsters might show up any minute, it requires a check. If the thief carries
the same chest back to the tavern and has unlimited time, no check is needed.

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.

TIPS FOR MAKING COMBAT EXCITING


KEEP IT MOVING
Ever notice most RPGs slow down when the action starts? Here are some tips for keeping it moving:
 Never stop to look up rules—ever. If characters do something not covered by the rules, trust your instincts
and go with the flow. Assign a DC and move on.
 Real combat is fast and real soldiers have to make split-second decisions. Don’t allow players to take too
long to decide what they want to do. Say, “What does Malleus want to do? You have five seconds. Five…
four….three…”.
 Have the players all roll their attack dice at the same time, then look at the results and narrate what
happened.

AVOID GAME LANGUAGE


Use natural language, not technical jargon. Describe the results of every die roll. Do not say, “The goblin
missed.” Instead say, “Splinters fly and your arm goes numb as the goblin batters at your shield!” Do not say,
“You kill the bandit.” Instead say, “Your blow slices through the bandit’s carotid artery, spraying you with
blood and dropping him to the ground in a gurgling heap.”

You can also off-load descriptions on the players. Have them describe what their miss or critical hit looks like!

ROLL OUT IN THE OPEN


Nothing is more terrifying than when a GM makes their rolls out in the open. No hiding. No fudging. No
pulling punches. If a natural 20 comes up and a character is killed on the first shot—well, that’s life. It happens
—even to heroes.

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.

POTIONS & DRUGS


Potions are typically found in small glass vials and contain a single dose. Potions are rare and unstable
—after just 24 hours, the ingredients begin to separate, and the potion loses its effectiveness.
Common potions & drugs include:

Acid Spray D10 range within throwing distance.


Bomb D10 damage within throwing distance
Hallucinations Save v. CON 15 or suffer demonic visions for d4 rounds.
Healing Heal d8hp.
Moonsnow A powder made from AGLined moonstone. Spellcasters gain +2 to cast for 30
minutes, but must Save DC 5 or become hopelessly addicted.
Poison Cloud D12 damage
Poison Coat a weapon. Save DC 15 or suffer d6hp damage.
Rage Drinker gains +2 STR but suffers a -2 DEF
Sleep Save vs. CON or fall asleep
Weirdweed Smoked by spellcasters in ornate pipes or cigarette holders. Smells like
wintergreen. Spellcasters gain +1 to cast for an hour but must Save DC 3 or
become addicted. Side effects include lethargy and cancer.

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.

RARE & UNIQUE MAGIC ITEMS


+1 Sword of Evisceration
On a natural 20, this razor-sharp blade inflicts d20 bonus damage. On a natural 1, it inflicts damage
on the nearest ally.
Prayer Beads of Saint Umbrage
These golf-ball sized prayer beads are made from the bones and hair of a martyred saint. They
inflict d6 damage and can be used to strangle opponents. On an attack roll of natural 1, the strands
of hair break and the beads scatter and can never be repaired. Only Witch Hunters may use these.
Shield of Screaming
This ornate shield has a face carved in the center and grants +2 additional points of DEF. When
combat begins, the face starts screaming profanities at opponents like, Come get us, you bastards!
You’ll never able to take down THIS warrior!
Arcane Pistol
This wand of magic missiles is shaped like a gun and inflicts d6 damage on any target, no saving
throw. On a natural 1 it explodes, taking d4 of the caster’s fingers with it.
Severine’s Boots
Stylish ankle-high women’s boots made from the softest baby unicorn skin. Although the heels are
high, they are incredibly comfortable, and the wearer will never trip while using them. They will
get stuck in mud, however, and only fit the smallest of female feet.
Monster Lure
This grease is often sold by duplicitous witches. Rubbing it on the skin grants +1 DEF but its scent
attracts monsters within 500 feet.
Telescopic Eye
This artificial eye extends like a telescope and can triple the distance the user can see when
outdoors.

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

Axe, battle 20 d6 Mace 10 d6

Axe, hand 5 d4 Meat Cleaver 3 d6


Breaks on a natural 1

Blunderbuss* 500 d8 Pistol* 1000 d10

Brass Knuckles 5 d4 Pole Arm 10 d6


Requires two hands.

Bow, Recurve 30 d6 Rapier 20 d6

Club 3 d6 Sling & bullets 2 d4

Crossbow* 50 d8 Sword 20 d6
*Takes 2 rounds to reload.

Crossbow, mini 100 d4 Sword, Great 40 d8


Takes 2 rounds to Requires two hands.
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

Arrows, quiver of 20 2 Disguise Kit 25 Rations, 1 week 5

Backpack 2 Flask or bottle 1 Rope (50’) 2

Bedroll 1 Grappling Hook 2 Sack 2

Bolts, case of 20 2 Hammer (small) 1 Saddlebags 5

Book (blank) 25 Holy symbol (fine) 5 Shovel 2

Boots (good) 2 Iron spikes (6) 2 Spyglass 99

Bullets, Sling (10) 1 Lantern 5 Stakes (3) & mallet 5

Candle (10) 1sp Manacles 20 Tent, canvas 5

Chain 1 Medical Tools 50 Thieves’ Lockpicks 35

Chemistry Kit 100 Mirror, hand 5 Tinder box 3

Cloak, Wool 1 Moonsnow (1 dose) 10+ Tome 50

Cloak, Fine 10 Musical Instrument 1-10+ Torches (6) 1

Clothing, common 2 Oil (1 pint) 1sp Vial, glass 2

Clothing, fine 15 Perfume 5+ Waterskin 1

Cookware 1 Pick 2 Wine, pint 1

Crowbar 2 Pole (6’, wooden) 2 Wyrdweed (d4 doses) 4

SERVICES
The following AGLlect average prices. During famine, wars, or a busy season, prices may increase.
Food & Lodging Cost Hirelings Cost Transport Cost

Ale or wine 1s Barber 5sp Cart 5

Meal 2s Guide 1 Coach 10

Expensive Meal 5s Henchman 2-5 River Boat 2

Feed & stable horse 5s Physician 10+ Wagon 5

Inn, Common Rom 5s Scribe* 5+ Riding Horse 100+


Inn, Private Room 2 Specialist* 10+ War Horse 500+

1 week lodging & meals 20

Hospice 1-2s *Not always available


outside of cities.

D20 KILL SHOTS


Need Help Narrating Death & Carnage? Use these.
d20 BLADES
1 You chop off your opponent’s hand at the wrist. They drop to their knees, clutching the mangled
stump, and will die of blood loss in d4 rounds.
2 You drive your blade into the meaty part of your opponent’s leg. As you yank it out, you sever an
artery, spraying blood over a wide area. They scream for d4 rounds before dying.
3 You slide your blade between your opponent’s ribs and out their back. They fall to their knees and
stare blankly for d4 rounds before keeling over.
4 You rupture your opponent’s abdominal cavity. They stand shocked for a moment, attempting to hold
in their intestines inside. Then they collapse, dying in d4 rounds.
5 You hack your opponent’s skull, the blade lodging itself in their brain. They stagger forward a few
steps before collapsing.
6 You slide your blade under the arm push it through until it emerges out the opposite shoulder.
7 You drive your blade through the ribs and out your opponent’s back.
8 Your blow hacks through the arm, severing it completely before lodging in the rib cage. Death from
shock and blood loss is nearly instantaneous.
9 You slice open your opponent’s belly, unleashing the contents onto the floor.
10 You sever the carotid artery, unleashing an arterial spray.
11 You shatter your opponent’s skull and bury your blade in their forehead, unleashing gouts of blood
and brain fluid.
12 Your blow drives your opponent’s jaw into their brain, killing them.
13 Your blow removes the top of your opponent’s skull, exposing their brain.
14 You bury your blade in your opponent’s side, slicing through several organs and lodging in their
spine.
15 You hack your opponent’s neck, unleashing a fountain of blood.
16 Your blade cleaves through your opponent’s collar bone and into their rib cage, exposing bone and
internal organs and unleashing a geyser of blood.
17 You plunge your weapon into your opponent’s eye and into their brain.
18 You cleave your opponent’s skull, splattering you with blood and brain matter.
19 You hack through your opponent’s torso and they fall in two separate pieces.
20 Your opponent’s surprised head flies d10 feet in a random direction before bouncing to a stop.

d20 ARROWS & SHARP PROJECTILES


1 Your shot lodges in the pelvis. After d4 rounds of agony, your opponent dies from blood loss.
2 Your shot lands in the meat of the leg, severing the femoral artery and spraying the area with blood.
After a round of kicking and screaming, your target dies.
3 Your shot enters the bicep and then lodges in the chest. They die after d4 rounds of screaming.
4 Your shot enters the shoulder and exits out the neck. Target gurgles and dies after d4 rounds.
5 Your shot enters under the armpit and emerges out the neck. They stagger forward a few steps before
collapsing on their face.
6 Your shot penetrates the belly and lodges in the spine. Your opponent groans for d4 rounds before
succumbing to blood loss.
7 Your shot enters the diaphragm, tearing through flesh and bone. Your target falls to the ground,
vomiting blood, then turns still.
8 Your shot punctures your opponent’s lung. They vomit blood before collapsing.
9 Your shot enters the solar plexus, pierces the heart, and emerges out the back.
10 Your blow penetrates your opponent’s armor, passes through the sternal plate, and lodges in the
heart.
11 Your shot lands between the ribs and pierces the heart.
12 Your shot enters the throat and exits the back of the neck. Your opponent drops to their knees,
gurgling, before collapsing.
13 Your shot enters the neck, severing the carotid artery and sending a spray of blood into the air. Death
is nearly instantaneous.
14 Your shot enters the bottom of your target’s jaw, impales the brains, and emerges out the back of
their skull.
15 Your shot enters your target’s open mouth and lodges in the brain.
16 You shot enters one side of the skull and emerges out the other.
17 Your shot enters though the left eye and emerges out the back of the skull.
18 Your shot enters the right eye and into the brain.
19 Your shot enters the head between your opponent’s eyes and impales the brain.
20 Your shot passes right through the body—killing the target instantly—and continues onward to
strike the target behind them.

d20 BLUNT WEAPONS & HANDS


1 Your blow slams into your opponent’s side, cracking their vertebrae, and rupturing several internal
organs. Death from shock and internal injuries in d4 rounds.
2 Your blow shatters the shoulder and drives shattered bone through the rib cage. You opponent dies of
internal bleeding after d4 rounds.
3 You crack several ribs, driving them into internal organs and causing massive hemorrhaging. Death in
d4 rounds.
4 You smash the ribs repeatedly, rupturing several internal organs. Your opponent vomits blood and
keels over, dying in d4 rounds.
5 Your blow shatters your opponent’s sternum. By chance, a shard of bone impales the heart. They
stagger forward a few feet before collapsing on their face.
6 Your blow shatters the ribs. By chance one of them punctures a lung, causing your opponent to vomit
blood before dying from shock and blood loss.
7 You collapse your opponent’s rib cage, rupturing several internal organs and causing them to vomit
gouts of blood before collapsing dead.
8 You shatter your opponent’s collarbone. Part of the bone emerges out the throat, severing a major
artery and killing them almost instantly.
9 Your blow lands on the skull, shattering several vertebrae and causing a sharp of bone to emerge out
the neck. By chance, this bone severs the carotid artery. Your opponent slums to the floor gurgling,
then dies.
10 You snap your opponent’s neck with an audible crack, killing them instantly.
11 Your blow lands so hard it snaps your opponent’s neck and twists the head nearly all the way around.
12 Your blow lands between your target’s eyes and they drop to their knees, staring stupidly. Suddenly, a
fountain of blood erupts from their nose, and they slump over dead.
13 You shatter your opponent’s jaw, driving it upward into their brain.
14 You smash your opponent’s nose bridge, driving a splinter of bone into the brain.
15 You shatter the eye socket, sending a shard of bone into the brain, killing them.
16 You bludgeon your target’s face repeatedly, turning it into a pulpy mess of blood and brain matter.
17 You cave in your opponent’s skull. They drop to their knees, the nose unleashes gouts of blood, and
they keel over dead.
18 You shatter your opponent’s skull, splattering you with blood and brain matter.
19 You cave in the side of your opponent’s head, crushing the brain to pulp and splattering you with
blood.
20 You cave in your target’s skull, killing them instantly.

THIS IS THE END


What about fighting on horseback? Or while mounted on a griffon? Or ship-to-ship combat?

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.

May all your rolls be 20s!

MONSTERS

Bandit DEF: 12 Attack +1 HP: 5


Bloodthirsty criminals who seek to ambush travelers on roads. Attack in packs of 6-12.
 Armor may consist of pieces of leather and shields they have stolen.
 d6 damage from a club, may carry a crossbow or spear
 may carry d4sp
 every band will have a leader of level 3+ who has +2 DEF

Boar DEF: 13 Attack +2 HP: 10


Nasty if disturbed. Dangerous tusks. Delicious meat.
 Tusks: d8+2
 On a natural 20, they gore their target for an additional d20 damage.

Cannibal Cultist DEF: 11 Attack +0 HP: 5


Depraved degenerates who have developed a taste for human flesh.
 D6 damage from a club, bone, or meat cleaver
 Every group will have a leader of level 3+ who has +2 DEF and +2 to attacks

Cave Bear DEF: 15 Attack +7 (x3) HP: 20


Giant, mutated grizzly with red eyes. Smells the blood of wounded PCs. Solitary.
 Claw, claw bite for 1-8/1-8/2-12
 d6 damage from a club, may carry a crossbow or spear
 may carry d4sp
 every band will have a leader of level 3+

Cave Crawler DEF: 13 Attack+ 3 (x8) HP: 15


Giant, mutated centipede the size of a large dog. Poisonous stinger.
 On a successful hit scores 1hp+ victim must save CON 10 or be paralyzed for d6x10 minutes.
 Unless under attack, a crawler devours victims.

Creeper DEF: 10 Attack +0 HP: 2


Cannibalistic cave dwellers. Pale, translucent skin. Flat, batlike noses. Bat ears.
 d4 damage from bone weapons or talons
 hunt swarms of d6.
 Shriek attracts d6 more in d4 rounds
 Will flee bright light.

Doppleganger DEF: 13 Attack +4 HP: 15


Brain-eating alien shape-shifters.
 Claw/strangling for d12
 Can take the form of any humanoid it sees.
 If it eats a victim’s brain, it gains their memories.
 Often hunt in pairs

Dragon DEF: 20 Attack +10 (x3) HP: 50


Monstrous reptilian, flying creatures. Lean, sinewy, and covered with scales. Solitary creatures unless
mating. Dragons sleep for d10 years at a time, When they awaken, they will be hungry and seek to
gorge themselves Breathe Fire, acid, or cold.
 Breath weapon: equal to the dragon’s current HP. Can use once every 3 rounds.
 Claw/claw/bite: d8/d8/4d8
 Treasure: d6x1000gp worth of gold, silver, jewels, and gems.

Elf DEF: 15 Attack +2 HP: 10


Black-eyed, forest dwelling humanoids that feed on nightmares and the tender flesh of infants.
 Talons: d8
 Knows a random level 1 spell.
 A lair contains 6d6gp worth of shiny things and a pile of baby skeletons.
Giant DEF: 16 Attack +6 (x2) HP: 40
Twelve foot-tall mutants who have lost their souls to corruption.
 Massive club or axe.: 6d6. Save half damage
 Mutation (1) two heads (2) extra arm (3) extra leg (4) animal head (5) 3 rd eye (6) extra mouth

Man-Skinner DEF: 20 Attack +5 (x2) HP: 25


Solitary collector of skins. Wears a mask of human flesh.
 Giant cleavers: d10/d10
 On a natural d20, the target is decapitated. Death is instantaneous.
 Treasure hoard contains d4x100gp worth of loot.

THE PLAYER CHARACTERS ARE THE HEROES


At the same time, the PCs are always the heroes of the story. The cardinal sin of the GM is to create
an NPC who is better, cooler, and more awesome than the PCs. Powerful NPCs may act as mentors or
guides, but must never outshine or upstage the PCs by making perfect plans or stealing kills.

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