Venom and Stone

The Littlest Brown Book as the base. Prime requisites are not used. Instead, each ability modifies the following.

3d6 STR INT WIS CON DEX CHA
3 - 1 Half-Language 10% Resurrection -1 HP -1 Missile Attacks -2 Reaction/Loyalty
4 - 1 Half-Language 20% Resurrection -1 HP -1 Missile Attacks -1 Reaction/Loyalty
5 - 1 Half-Language 20% Resurrection -1 HP -1 Missile Attacks -1 Reaction/Loyalty
6 - 1 Half-Language 40% Resurrection - -1 Missile Attacks -
7 - 1 Half-Language 40% Resurrection - -1 Missile Attacks -
8 - 1 Half-Language 40% Resurrection - -1 Missile Attacks -
9 1-in-6 Feats 2 Half-Languages 60% Resurrection - - -
10 1-in-6 Feats 2 Half-Languages 60% Resurrection - - -
11 1-in-6 Feats 3 Half-Languages 60% Resurrection - - -
12 1-in-6 Feats 4 Half-Languages 60% Resurrection - - -
13 2-in-6 Feats 5 Half-Languages 80% Resurrection - +1 Missile Attacks -
14 2-in-6 Feats 6 Half-Languages 80% Resurrection - +1 Missile Attacks -
15 2-in-6 Feats 7 Half-Languages 80% Resurrection - +1 Missile Attacks -
16 3-in-6 Feats 8 Half-Languages Always Resurrects +1 HP +1 Missile Attacks +1 Reaction/Loyalty
17 3-in-6 Feats 9 Half-Languages Always Resurrects +1 HP +1 Missile Attacks +1 Reaction/Loyalty
18 4-in-6 Feats 10 Half-Languages Always Resurrects +1 HP +1 Missile Attacks +2 Reaction/Loyalty

Feats are used to open doors or other showings of force. Half-languages can only be used verbally, but two half-languages can be used to be literate in one language. Characters can have as many hirelings as they can afford.

There are only two classes starting out: Fighters and Mages, along with four races: Elves, Dwarves, Hobbs, and Humans. Other races and classes may be found during play. Mages use the rules in Supplement Aleph and can use any weapon, but they do not benefit from Techniques like Fighters do. Humans can only be Fighters up to 8th level (Superhero) or Mages up to 4th level (Theurgist). Elf Mages must use Green Magic. Dwarves are as is, Hobbs are the same as Halflings, gaining a bonus to their missile attacks equal to their level.

There is no Neutral alignment, all characters must choose to be either Empyrean (Lawful) or Fell (Chaotic). However, characters may learn their opposing alignment language. Some races are strongly aligned with one and cannot choose the other: out of the starting races, Dwarves and Hobbs are always Empyrean. Reaction rolls made by creatures of the opposing alignment are made at a -2, or -1 if the party is a mixed group.

Target 20 for combat. Weapons do 1d6 damage. Light weapons roll damage twice and keep the lower result. Heavy weapons roll damage twice and keep the higher result. Fighters can destroy their shields to absorb all damage from an attack. Critical hits happen on a natural roll of 20 and they double damage. Reroll hit points after every rest instead of using the normal healing rules. Magical healing only works up to the maximum possible hit points.

Experience uses a silver standard instead of gold. Experience from monsters remains the same. Characters are not penalized for delving into lower-level dungeons. Characters that inherit the possessions of a previous character also begin with 10% of the previous character's experience. Experience points are also given for certain achievements accomplished during the game. Each achievement counts only once per expedition, and only the highest value of a single achievement counts, for those that are modular.

Experience Achievement
1000 Die and be resurrected.
750 Be the sole survivor of an expedition.
500 Acquire a major artifact.
250 Be cursed or acquire a cursed item.
Hexes×100 Explore a new location.
Ego×100 Acquire a magic sword or other intelligent weapon.
Bonus×100 Acquire a magic item.
Level×50 Cast a spell.

Characters can carry items equal to their AC plus 5. 250 sp counts as an item. Worn or wielded equipment does not count towards this limit. Beasts of burden may carry 24 items. Characters begin with 100 sp. Replace the usual equipment list with the following.

Weapons Cost Size Fighter Techniques
Battle-Axe 10 sp Medium May sacrifice 3 damage from an attack to attempt a weapon or shield strip. Roll a second attack—if successful, a weapon or shield can be ripped from the grip of the opponent.
Cudgel 5 sp Light Forgo damage to attempt to stun—after a successful attack, target attempts to save vs paralysis—failure results in them losing their combat round. Further strikes against them are at +2.
Crossbow* 30 sp Heavy Reload.
Dagger 5 sp Light Throwable, usable in grapple situations.
Morningstar 8 sp Medium Ignores shields.
Greatsword* 20 sp Heavy Upon a killing blow, the wielder can roll another attack. This effect can be triggered multiple times.
Hand-Axe 6 sp Light Throwable. If 4+ damage is dealt, the hand-axe bounces, ‘attacking’ again.
Pistol 30 sp Medium Reload. Loud. Ignores armor. AC from sources other than armor are treated normally (e.g. supernatural speed)
Polearm*† 20 sp Heavy Strikes against adjacent allies are at -2.
Halberd* 20 sp Heavy AC of target is treated as 7 when attacking, if lower.
Javelin 5 sp Medium Throwable.
Longbow* 30 sp Medium +1 to hit per round spent aiming.
Mace 8 sp Medium Increases AC of those struck by 1 to a maximum of 7. This effect is permanent.
Musket* 80 sp Heavy Reload. Loud. Ignores armor. AC from sources other than armor are treated normally (e.g. supernatural speed)
Quarterstaff* 5 sp Light Retreating opponents must make a save vs breath weapon, failure resulting in an automatic hit with this weapon.
Shortbow* 15 sp Medium Can split move and fire (i.e. move fire move).
Shortsword 5 sp Light Riposte twice.
Sling 1 sp Light Can be used to launch grenades.
Spear† 4 sp Medium Wielder may choose to hold their attack until someone tries to approach them—they then roll an attack first.
Sword 8 sp Medium Riposte once.
Two-Handed Axe* 15 sp Heavy If a 6 is rolled for damage, roll another d6 and add the result. This effect can be triggered multiple times. Attacks against the wielder are at +1.
Warhammer* 25 sp Heavy Those struck are thrown backwards if unable to make a save vs paralysis. Use the damage rolled to determine distance, minus the HD of the creature struck.

† denotes a weapon with reach, being able to strike from behind another.

* denotes weapons requiring two hands.

Reload: The wielder must spend a round reloading after use.

Riposte: Attacks against the wielder which score below 7 (before AC is applied) result in the wielder being able to attempt a counter-attack, resolved normally.

Armor Cost AC
Padded/Gambeson/Chitin 15 sp 7
Chain/Splint/Bone 75 sp 5
Lamellar/Plate 150 sp 3
Shield 15 sp -1
Helmet 10 sp Negates critical hits.


Livestock Cost
Mantis 1 sp
Cow 10 sp
Dog 15 sp
Mule 20 sp
Yak 3 sp
Hawk 20 sp
Destrier 100 sp
Blackshell 50 sp
Pig 3 sp
Pigeon 25 sp


Supplies Cost
20 Arrows 1
Backpack 5
5 Bandages 10
20 Bolts 1
Bottle 5
Large Iron Box 30
Small Iron Box 15
Bullet 5
Candle 2
Cart 50
Checkers 5
Crowbar 5
2 Dice 2
Flint and Steel 5
Grappling Hook 10
Hammer and Wooden Stakes 5
Portable Laboratory 150
Bullseye Lantern 12
Hooded Lantern 7
Lockpicks 25
Hand Mirror 15
Net 10
Pint Flask of Oil 5
10’ Pole 5
7 Days of Rations 5
50’ Rope 5
Sack 1
Shovel 5
Sled 20
Snare 1
Iron Spike 3
Tent 15
6 Torches 1
Wagon 150
Waterskin 15