Heroic Tales - v1.22
Heroic Tales - v1.22
Heroic Tales - v1.22
Bestiary
Mini Bestiary H = Health A = Attack Rating
S = Shield W = Weapon Debris
Cave-In
Graffiti
Mosaics
Rotting Food
Statue
Perilous
Low
Petrified
Haunted
Empty
Savage
Animated Statue [H: 6, A: 2, W: Strike]: Blunt weapons have advantage, sharp Tracks Vines Lichen Blocked Ghastly Defended
weapons have disadvantage. Pit Fungus Writing Wild Oozing Mystical
Fire Giant [H: 10, A: 3, W: Strike/Firebolt]: Immune to fire attacks, including Glass Furniture Whispers Grim Moldy Inaccessible
Firebolt. Save vs. 1 Hit of fire damage when Fire Giant hits. Chains Corpses Columns Flooded Shadowy Protected
Giant Snake [H: 8, A: 3, W: Bite]
Goat Demon [H: 4, A: 2, S: 3, W: Scimitar]
Alter Slime Stalactites Dark Sinking Abandoned
Gnoll [H: 4, A: 2, W: Sword] Gate Smoke Symbols Rough Sweltering Wide
Lizardman [H: 4, A: 2, S: 2, W: Spear] Feces Stains Webs Cold Torrential Foul
Skeleton [H: 2, A: 1, W: Sword]: Ranged weapons have disadvantage. When Alcove Vibrations Map Broken Jagged Dead
KOʼd, a successful save will revive. Book Roots Pool Small Thundering Ruined
Troll [H: 10, A: 3, W: Club]: Regenerates 1 Hit at the start of each round. Must Shaft Scratches Bones Exposed Misty Desolate
be burned or chopped to bits immediately after being KOʼd. 5. Ask the Oracle yes/no questions to learn Oracle
Zombie [H: 2, A: 1, W: Claw/Bite] Roll Answer
more about the area including traps,
threat level, and secret doors. What you 1 No, and
License & Acknowledgements roll depends on how likely the answer 2 No
You may play this game as-is or customize it to suit your needs. will be “yes”. 3 No, but
https://creativecommons.org/licenses/by-sa/4.0
Icons From: https://game-icons.net Likely: Roll 2d6 and take the highest 4 Yes, but
Based on the FlexD6 core mechanic: https://squidhead-games.itch.io/flexd6 Even: Roll 1d6 5 Yes
Thanks to my fellow creators on the NSR discord server! Unlikely: Roll 2d6 and take the lowest 6 Yes, and
Heroic Tales - v1.22 2022 Squidhead Games CC BY-SA v4.0 Page 2
Optional Rules
Looking to add some more crunch to your game? Pick and RANGED WEAPON AMMO
choose from the following optional rules to make it as crunchy Ranged weapons start with 6 ammo points. At the end of
as you like. combat or use, roll 1d6. On a 1-2, reduce the ammo points by 1.
ITEM DURABILITY When you reach 0 ammo points, youʼre out of ammo. Adjust
All items have a life cycle. After using an item, or after combat, the initial point value based on the weapon.
roll 1d6 for the item. On a 1, reduce the durability by 1. Items FRIENDLY FIRE
with 0 durability must be repaired or replaced. Firing a ranged weapon into a group with friendlies can be
Fragile Weak Sturdy Hardy Tough risky. If the shot misses, roll 1d6. If the result is less than or
Durability 2 4 6 8 10 equal to the number of friendlies, then a random friendly is
hit.
ITEM ABILITIES
Rare items can have a passive ability which is always in effect FACILITATOR ROLLS
and an active ability that requires a roll to activate. To see if an The Facilitator can roll for the NPCs by following the exact
items active ability activates, roll 1d6 when using it. The ability same rules as the PCs. A couple minor changes are required:
activates when the item die lands on a 5 or 6. An item can do
Damage
many things including:
Hits equal the number of successes. The PCs do not take
➸ Moving Skill Pips: Pips (dots on the d6) can be moved damage when their attack fails to meet the enemies attack
between Skill dice. When moving a pip, the Skill die can rating.
never be reduced to less than 1 or increased to more than
Enemies/NPCs
6.
Instead of an Attack Rating, the enemies have Key Skills. The
➸ Adding Skill Pips: Add pips to the Skill die. It is Key Skill value is used for their attacks. The Key Skills value
recommended to only allow adding 1 pip. may also be used as a suggestion for other enemy skills. For
example, a typical mook likely wouldnʼt be a good negotiator,
Example: Ring of Strength
but their leader may have the Negotiating skill which could be
Passive: +1 pip to a Skill die when strength is important.
the same or better than their Key Skills value.
Example: Lightning Staff Trivial Low Medium High Heroic
Active: All enemies in close range must save vs. 2 hits. Health 2 4 6 8 10+
GRIT Key Skills 1 2 2 3 3+
Characters start each session with 3 Grit points. As long as they
GROUP INITIATIVE
have Grit points remaining, they can take advantage on any
Players roll a 2d6 test unless they have a skill or ability which
roll, but lose 1 Grit if the roll succeeds.
may give them advantage. Those who pass go before all
enemies, those who fail go after. Enemies may impose
disadvantage on initiative rolls at the Facilitators discretion.
You can roll initiative each round or once for the entire combat
session. Rolling for each round will slow the game down,
however, it will allow for some interesting tactical choices.
Tips
ARMOR/SHIELDS MAGIC
The game is pretty deadly so consider at least Basic armor for The magic system is wide open and relies on the creativity of
each character and a shield for extra protection. Add enemies the players. If you need more of a framework or inspiration,
armor die to the PCs roll to reduce the number of rolls. For a see the Heroic Tales Character Expansion.
more challenging game, add 1 to the armor target value. MISSING RULES
PLAYER-FACING vs. FACILITATOR ROLLS Apply the “rule of cool” when you canʼt find a rule to cover a
Player-facing rolls will speed up the game, especially during situation. If it will be cool, then let it go! When unsure of what
combat. Player-facing rolls also work well for solo games. a roll would be, simply roll 2d6 and add a skill die if the
Facilitator rolls allow for more flexibility and tends to add characters role or background applies. Also, you can always
more crunch. Both are fun. It comes down to what your use advantage or disadvantage to change up the odds.
preferences are.
Heroic Tales - v1.22 2022 Squidhead Games CC BY-SA v4.0 Page 3