Quest for the Mithral Sphere,written for 4 second level characters, can be played alone or as the second adventure in a series of adventures that make up the About Time campaign arc. The characters have been hired by the nearby fishing village to map this island and report any threats. It is about 10 miles long and 4 miles wide with an active volcano on one end. Believing it to be haunted, no one from the village will set foot on the island. The characters have another reason for going on this expedition; they have reason to believe there is hidden treasure somewhere on the island. And that treasure includes the Mithral Sphere, a powerful artifact that is needed to prevent an evil deity from escaping his imprisonment, loosing a destructive evil force on the world.
Also included:
➛ This is a micro-hex crawl. Where hex crawls typically use a scale of 6-10 miles per hex, or 20-70 miles per hex for larger regions, this adventure uses a map where each hex is only one mile across. This micro-hex crawl packs a lot of interesting features and exciting encounters into a relatively small area that has way too many undead creatures. ➛ This introduces a system for using a single random encounter table for encounters of different difficulties, depending on which die you roll. ➛ It has 26 monsters (12 of them new), all complete with full stat blocks and tokens. ➛ For each encountered monster, it lists the page number where that monsters full stat block can be found in the appendix. It then has an abbreviated version of the monster’s stat block on the page with the encounter. ➛ It includes Puck, a companion for the group, a detailed and illustrated NPC with a full stat block and information to help the GM play the character, a tiny fey creature (sprite) with a playful nature. + Free VTT Pack with high quality Battle Maps, player handouts, and Tokens.
Quest for the Mithral Sphere is written for the rules light, D&D 5E compatible, RPG Bold Against Monsters (also called BAM). It requires either the use of theBold Against Monsters Core Rule Book, or the D&D fifth edition Player’s Handbook, or the Tales of the Valiant Player’s Guide.
The first adventure was “AT-01 An Ancient Evil” – primarily an urban adventure. The next adventure is “AT-03 Secrets of the Shattered Temple” – a dungeon crawl.
If you would like to purchase An Ancient Evil as a (soon to be available) soft cover book, or to support me by paying for the PDF, go to DriveThruRPG.
I introduced the It’s About Time Campaign arc here in May 2024 when I posted AT-01 An Ancient Evil. I haven’t finished writing these adventures. The last one I posted here was AT-08 The Pirate Queen’s Ploy in March this year. I still intend to finish these, but first I am re-writing them specifically for use with my new rules light 5E compatible RPG game rules Bold Against Monsters (BAM). I have just finished the first of these and it is now for sale on DriveThruRPG.
Because BAM only supports player characters up to 10th level, the target now is to wrap up the campaign at that level. I have also dropped the tie-in with my time travel rules. For those of you waiting for the conclusion of the original adventures, I apologize for the delay. Hopefully you will enjoy these revised adventures. I’m going to convert everything, other than the images, to avoid any copyright issues. I’m cleaning up and polishing all of the text. Practically every location and encounter will be improved. I think you will enjoy the new consistency and ease of play.
I am providing it free here as a thank you to my loyal followers on this blog.
Download your free PDF files below. These are the exact same files that I am selling on DriveThruRPG.
This is the first installment in a series of adventures collectively called About Time. An Ancient Evil starts out as an urban adventure for 4 first level characters, set in the small fishing village of Saltport Cove. It highlights many of the village’s locations. A mixture of encounters includes roleplaying, investigation, combat, and a festival with games where they compete with the local fishermen. Just before midnight, while celebrating the coming of the new year, a fireball zooms overhead and crashes into a nearby island causing a large wave to destroy much of the dock area. The party is hired to map the island and report any threats. As they step onto the island they are teleported to another location and 10,000 years into the past, where they fight monsters and learn of a threat to their entire world. They are then returned to the present where they can continue their exploration of the island in the next episode in the About Time campaign arc.
The fully bookmarked 36 page PDF includes: ➛ An abbreviated stat block for every NPC and monster on the page of the encounter, with a link to the full stat block in the appendix. ➛ An introduction to the world of Manoria – a new campaign setting. ➛ Manoria’s creation myth and the full BAM pantheon with all the major and minor deities, their domain, associated races, worshipers, alignment, and holy symbol. ➛ An overview of time travel with tips on solving potential paradoxes. ➛ Detailed and illustrated NPCs with full stat blocks and information to help the GM play the character. ➛ New monsters with full stat blocks: Barracuda Swarm, Buccaneer, Cave Lion, Cultist Fanatic, Mammoth Calf, Neanderthal Warrior, Giant Octopus, Minor Siren.
The VTT Pack includes: ➛ High quality Battle Maps ➛ Player handouts ➛ Tokens
An Ancient Evil is written for the rules light, D&D 5E compatible, RPG Bold Against Monsters (also called BAM). It requires the use of the Bold Against Monsters Core Rule Book (available free HERE), or the D&D fifth edition Player’s Handbook, or the Tales of the Valiant Player’s Guide.
If you would like to purchase An Ancient Evil as a soft cover book, or to support me by paying for the PDF, go to DriveThruRPG.
The print-on-demand book version of my Bold Against Monsters (BAM) is now available on DriveThruRPG. I found that it isn’t easy to charge for the printed version but make the PDF free (pay what you want). As a result, I no longer offer the PDF for free on DriveThruRPG. SO I AM POSTING IT HERE! For the foreseeable future, everything that I post for sale on DriveThruRPG, I will also post for free here.
I am providing these free here as a thank you to my loyal followers on this blog.
Download your free PDF files below. These are the exact same files that I am selling on DriveThruRPG, and are a major update to the rules I previously posted on this blog. They are all 8.5″ x 11″. The Rule book is full color, and the others are all black and white.
BAM Rules[80 page PDF 6,870 KB] BAM Character Sheet [1 page form-fillable PDF 1,015KB] You can select Ancestry, Class, Weapons, Equipment, and more from drop-down lists and many calculstions are done for you. BAM Class Reference Sheets [6 page PDF 112KB] Intend to be used along with the Character Sheet. BAM Weapons [4 page PDF 159KB] A list of every weapon type with information regarding their special features – useful when players are selecting their weapons. BAM Weapon Cards[22 page PDF 2,479KB] You can print these 2 sided and cut them out for cards, one for each weapon type. Perfect for each player to have a card for each of their character’s weapons, with that weapon’s properties and special features to use during game play. There is also space on the card to calculate the weapon’s bonuses to hit and damage. On the back is a drawing of the weapon along with its name and cost.
Bold against Monsters (or BAM) is a 5E compatible rules-light fantasy Role Playing Game (RPG). Everything needed to play or run a game is in this book. It is compatible with any published 5E adventure for characters up to level 10. It can serve as an introduction to 5E role playing for new players or anyone looking for a game with familiar characters you can easily create and quickly play. Character creation, level advancement, weapons, inventory tracking, proficiencies, spellcasting, combat, and more have been simplified.
BAM includes: ➛ Information on how BAM compares to D&D and how to convert 5E Adventures to BAM. ➛ Five ancestries (called “Race” in 5E, “Species” in 5.5): Beastkin (a bipedal humanoid with some beast features), Dwarf, Elf, Halfling, Human, and Half-Orc. ➛ Eighteen backgrounds: Acolyte, Chirurgeon, Cult Initiate, Farmer / Rancher, Herbalist, Jeweler, Mercenary, Minstrel, Noble, Ranger, Sailor, Scholar, Scout, Sheriff or Watchman, Soldier, Thief, Urchin,and Wizard’s Apprentice. ➛ Six classes: Barbarian, Cleric, Fighter, Paladin, Rogue, and Wizard. All the class features gained through all levels are presented on a single page. There are no subclasses and no multiclassing. Character Levels. Characters only advance to level 10. Gaining Feats: Every character gets a feat at level 1, 4, and 8. Humans get one additional feat at level 1. ➛ Twenty-five Feats: Ability Enhancement, Alert, Arcanist, Archer, Armor Expert, Armor Training, Athlete, Brawler, Careful Observer, Charger, Combat Caster, Elemental Savant, Fighting Styles, Medic, Polyglot, Quick, Savage Attacker, Scout, Shield Mastery, Spell Duelist, Strength of Mind, Tough, Trap Specialist, Vanguard, Weapon Expert, and Weapon training. ➛ Gear Slots: Each item you carry fills a number of gear slots that represents its approximate weight and/or its carrying difficulty. The number of filled gear slots you can carry is equal to 10 + twice your STR modifier (minimum of 10 slots total). ➛ Weapon Types: Weapons fall into 3 broad categories; Melee, Thrown, and Ranged. Each of those are further divided into Light, Medium, or Heavy. ➛ Weapon special features: Most of the weapons have a feature that is unique to that weapon. For example, for the Javalin; “On a critical hit: Rather than doing damage, you can choose to pin a humanoid target to an adjacent wall or surface. Its speed becomes 0 until the start of your next turn, unless the target, or another creature, uses its action to release the target.” ➛ Deities: Clerics and Paladins are required to specify which deity they worship. The BAM pantheon is provided should you choose to use it. ➛ Combat: On your turn you can move up to your speed and perform one action, Or you can move twice if you don’t perform any action. ➛ Spellcasting: There are no Spell Slots. You can cast any spell you know. To cast a spell, you must roll a spellcheck. If it succeeds the spell takes effect, otherwise it fails. A natural 20 is a critical success, you double one of the spell’s numerical effects. A natural 1 is a critical failure, the spell is removed from your list of know spells. There are no Spell Components, no Spellbooks, no Casting at Higher Levels, and no Rituals. ➛ Monsters: BAM includes a few monsters based on ones from Tales of the Valiant. You must get your other monster stats from other sources. Any monster that you would pit against a party of 5E PCs will provide an encounter of similar difficulty using BAM against a party with the same number of PCs at the same level.
If you would like to purchase BAM rules as a soft cover book, or to support me by paying for the PDFs, go to DriveThruRPG.
In their travels, the PCs often find themselves in a settlement that is unfamiliar to them. While there they want to buy supplies. I have spent countless hours in the past deciding on what shops are in the town. What each shop has for sell. How many of each item, and its cost. Not to mention shop names and the names and stats for the shop owner and others who work there. How about a description of what the shop looks like and what patrons may be there. This is what is expected of the DM. Right? Well … most of the time, the PCs only want to replenish their ammunition, upgrade their armor and maybe buy a couple of healing potions. They just want to know if what they want is available in this settlement, and how many can they buy. So here is what I have come up with. I don’t enjoy role-playing a haggling session, and my players have never been much into that aspect of the game either. So I simply use the prices that are in the Players Handbook. When running a game where buying magic items is allowed, I typically use the prices found in Sane_Magical_Prices.pdf and I often don’t allow the purchase of certain items. Of course you can modify these however you think is appropriate for your campaign, but I have found that that is an unnecessary complication. I thought there could be a simple table to find how many of any particular item (if any) are available in a settlement based on how large a settlement it is. The result of my attempt to create that table is what I am presenting here.
There are two tables. One for mundane (non-magical) items, and another for magical items. There are also Spellcasting Services and Spell Scrolls at the end.
How to use the tables. 1) Find the cost of the item you are seeking to purchase. This should be the cost of a single item unless it is commonly sold in a bundle consisting of several identical items, such as arrows for example.
2) Refer to the Mundane Item Availability table for anything other than a magic item, magic scroll, or potion. For those refer instead to the Magic Item Availability table.
3) Find the row on the table that corresponds to the settlement size.
4) If the cost of the item is higher than the value in the MAX Value column, there are none of these items available for purchase here. Otherwise, continue to step 5.
5) Refer to the value in the # Available column (for magic items refer to the die roll indicated under the items rarity: Common, Uncommon, Rare or Very Rare). This indicates the roll needed to determine how many of this particular type of item is available in this settlement.
A note regarding the Availability Roll. This is expressed in the standard format for making modified die rolls. Treat any negative result as zero. If you are unfamiliar with this: Dice rolls are described with expressions such as “1d4-2,” which means “roll one four-sided dice and subtract 2” (resulting in either -1, 0, 1, or 2). The first number tells you how many dice to roll (adding the results together). The number immediately after the “d” tells you the type of die to use (a 4 sided die in our example). Any number after that indicates a quantity that is added or subtracted from the result.
Mundane Item Availability
Type
Population
Max Value
# Available
Purchase Limit
Thorp
< 20
50 gp
1d4-3
500 gp
Hamlet
21–60
200 gp
1d4-2
1,000 gp
Village
61–200
500 gp
1d4-1
2,500 gp
Small town
201–2,000
1,000 gp
1d4
5,000 gp
Large town
2,001–5,000
2,000 gp
1d6
10,000 gp
Small city
5,001–10,000
4,000 gp
1d8
25,000 gp
Large city
10,001–25,000
8,000 gp
2d8
50,000 gp
Metropolis
25,001 >
*16,000 gp
2d10
100,000 gp
* In a metropolis, single items valued over 16,000 gp may be available for purchase on a case by case basis subject to the DM’s discretion. The item may need to be created/built/fabricated and may require that the PC furnish some needed components. All of this and how long it takes to create the item is also to be determined by the DM.
Max Value: There is no single item for sale with a value higher than this.
# Available: For any specific type of item (other than a magic item), if the value of the item is the Max Value or less, the modified die roll indicated determines how many (if any) are available for purchase.
Purchase Limit: This maximum total that the entire party can spend on items, including magic items.
Magic Item Availability
Type
Population
Max Value
# Available
Common
Uncommon
Rare
Very Rare
Thorp
< 20
50 gp
1d4-3
—
—
—
Hamlet
21–60
200 gp
1d4-2
1d4-3
—
—
Village
61–200
500 gp
1d4-1
1d4-2
1d4-3
—
Small town
201–2,000
1,000 gp
1d4
1d4-1
1d4-2
1d4-3
Large town
2,001–5,000
2,000 gp
1d6
1d4
1d4-1
1d4-2
Small city
5,001–10,000
4,000 gp
1d8
1d6
1d4
1d4-1
Large city
10,001–25,000
8,000 gp
2d8
1d8
1d6
1d4
Metropolis
25,001 >
16,000 gp
2d10
2d8
1d8
1d6
Legendary magic items are not commonly for sale.
Max Value: There is no single magic item for sale with a value higher than this.
# Available: For any specific magic item, if the value of the item is the Max Value or less, the modified die roll indicated in the column for the items rarity determines how many (if any) are available for purchase.
Spellcasting Services The following is a rough pricing guide to have someone cast a spell for you and the smallest settlement in which you might find a spellcaster to cast a spell of that level. It also requires you to find someone that is capable and willing casting it for you. To these prices you must add the cost of material components (if any). Cantrip (Thorp) – 15 gp; 1st Level (Hamlet) – 25 gp; 2nd Level (Village)- 100 gp; 3rd Level (Small town) – 150 gp; 4th Level (Large town) – 1,000 gp; 5th Level (Small city) – 1,500 gp. It is not typically possible to hire someone to cast a spell that is higher than 5th Level, but they may be persuaded to cast it in exchange for some item or service that the PCs could provide.
Spell Scrolls The cost of a spell scroll is double the cost of having the spell cast for you.
Disclaimer: This post is sponsored by Wasted Wizard, who sent me their product free in exchange for an honest, unbiased review. All opinions are my own. If you make a purchase using my Amazon affiliate links, I may make a small commission at no extra cost to you.
When playing D&D around the table, I typically play with miniature figures on a 1” square grid. In 2019 I bought a set of 64 “condition rings” to make it easier to track which character and monster currently has which condition. They are 1 1/2” dia. clear plastic rings, about 1/16” thick with a 1” hole in the center. Printed in different colors around the ring are the names of each of the 15 D&D conditions plus “concentrating” (4 rings of each condition). For most miniatures I can place the ring around its base, and for larger ones I can hang them on the mini. The problem is that my eyesight isn’t all that good and it has become harder for me to read the name of the condition printed on the ring, so last year I spent some time on Amazon seeing if there were any that would work better at my table. After looking at all the different options, I found “WASTED WIZARD Stackable DND Condition Rings.” For several reasons that I will describe later I decided that I would get me a set of these. But, because I wasn’t currently playing a game at my table, instead of ordering it I added it to my Amazon shopping list. Then, a couple of weeks ago, the Wasted Wizard contacted me and asked if I was open to doing a review of their stackable condition rings on my blog. In return they would send me a set free of charge. I agreed and was pleased to receive their produce a couple of days ago. The following is my review.
The main difference in these and the other condition markers for use in your D&D game (or most other RPGs) is that rather than sitting around the base of the miniature, the mini sits in the recession on the top of the ring that is only a little bigger than the base of the mini. Multiple condition rings can stack on top of each other, under the mini. The name of the condition is printed on the side of the ring.
The Box The product is well packaged. The box is good looking and well-made of heavy cardboard and the lid fits snugly. I will be able to keep all of the condition rings in the box they came in. The box contains a foam rubber insert with cut-outs for each set of 4 condition rings, each a different color.
The Conditions There are 4 identical rings for each condition. Each set of 4 is a different color. There are rings for each of the D&D fifth edition conditions: Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Invisible, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, and Unconscious. In addition to these standard conditions, it also includes: Aid, Bane, Banished, Blessed, Concentration, Fairy Fire, Hasted, Hexed, Hunter’s Mark, Madness, Polymorphed, Raging, Slowed, and two more for anything else you might be need labeled; Magical Effect, and Physical Effect. For a total of 120 pieces. The addition of the magical and other effects is a welcome inclusion.
The Rings – Color and Text The rings are of hard plastic in dark colors with the conditions printed in white so they show up quite well. The condition is printed in all caps on both front and back with a symbol, unique to each condition on the two spaces between the condition names. It won’t take long to remember the most common conditions by the color of the ring.
The Rings – Fit I measure the overall diameter if each ring to be 1 1/16”. The top has two precisely made recesses. The bigger one is scaled to accept a standers D&D mini (25mm or 1 inch). The smaller, just below the upper one, is scaled to accept a standard Pathfinder mini (20mm). Every mini I tried with a 1” or smaller base set securely in the recess on the top of the ring. Unlike condition rings that set around the mini, these won’t get in the way when the PCs and/or monsters are standing next to each other. The base of each ring is slightly recessed to allow the rings to securely stack. You can stack 10 or more rungs with a mini on top without worry of it easily typing over. They don’t work as well for larger minis. You will have to hang them on the larger mini. On some there may be room on the base, between their legs, or a place to sit them on top, like a hat.
The Felt Pads At my table I typically use 1/8” clear Plexiglas over a 1” square grid. I have never felt the need to put felt pads on the bottom of my minis. I have never experienced scratching of the Plexiglas or any battlemat. So I don’t think I will be adding the felt pads to the bottom of the rings. But, for the purpose of this review I added the felt pads to 4 of the rings. Following the clear instructions, I did have a little difficulty in getting the pad to line up exactly with the bottom of the ring. I don’t think it would take much practice to improve, but I only felted 4 minis. I found the rings didn’t stack as securely with the added felt pads. Even with a stack of only 4 rings, the top ring tended to tilt awkwardly, and would shift whenever I moved the stack. Again, this may have been because I hadn’t properly centered the pads. This won’t be a problem for me. I never intended to felt them in the first place.
Visibility Here is the only real problem I have, and it is because of a situation particular to my specific gaming table. The table is in the center of a rather small room. The only light source is directly above the center of the table. This causes the sides of the condition rings, either singular or stacked, to be in shadow and thus be difficult to read. This was upsetting at first, before I realized that I always have an ink pin within reach that is also a laser pointer and a small flashlight. Pointing the flashlight at the ring makes the words easy to read.
Conclusion Even with the unexpected shadow problem, the fact that they don’t take up any additional table space is a plus. Another plus is that when you have multiple condition on a single character, they stack! And when stacked, you can still read them. Speaking of stacking, even though I have clear plastic stands to use for flying characters, rather than taking the time to dig them out, I can pull out a stack of 4 rings of a condition that I’m not currently using, and place a mini on the stack to indicate a flying character. I could then use a stack of 8 under a mini to indicate flying at a greater height. The minis are surprisingly stable on a tall stack of rings. Unless you feel that you need them, I would recommend just not using the felt pads. The only problem I found with them is when stacking the rings, and frankly 90% of the time I only use a single ring on a character. But it is good that they are provided for you should you prefer to use them. I like them. I will be using them on my games played IRL.
Let me know what you think in the comments below. Here is a link too the Wasted Wizard website.
These weapons are intended as a replacement for the weapons in the official rules. They have been modified somewhat to work with Bold Against Monsters (BAM) and ShadowDark, but could be used with Tails of the Valiant (ToV), Dungeons and Dragons 2014 (D&D 5e) or Dungeons and Dragons 2024 (D&D 5.5). This free PDF file contains all the weapons that are in D&D 5.5 (except for the Musket and the Pistol). There is a card for each weapon containing the features for the weapon and a box at the top for calculating the Attack modifier and Damage for each weapon. For ranged weapons, there is a space at the bottom of the card for tracking used ammunition.
Update #1: 8/2/2025 Removed “Long” feature and added special features to most of the weapons.
This a black and white 22 page (8.5″x11″) PDF file. There are four 3″x5″ cards on each page that you will have to cut out (except on page 1). If printed 2 sided by long edge you will have 36 two sided weapon cards with a drawing of the weapon on the back of each card. Page 1 contains a card with information regarding Ability Modifiers and Character Sizes. It also has an example card with information on how to fill in the blanks that are on the weapon cards. There are also cards for Unarmed attack, Improvised weapons (both melee and thrown), and blank cards.
What I changed and why.
First I was just going to make a set of printable cards so each player could have a card for each of the weapons their PC had that would contain the basic information and the calculations used to arrive at that weapon’s damage and attack bonus. After working on this for a while, I realized that the old categories and properties needed to be re-organized and simplified.
Weapon Properties: I added a “medium” weight property and changed the weight property on a few weapons. I added the “light” property to the dagger, dart, spear, sling, flail, rapier, whip, blowgun, and hand crossbow. Then I added a “medium” weight property to the other weapons that weren’t listed as having the “light” or “heavy” property.
I got rid of the Simple and Martial categories so, for D&D, you will need to adjust Weapon Proficiencies for the Classes.
Barbarian, Fighter, Paladin, and Ranger – “Simple and Martial weapons” changes to “All weapons.”
Bard, Cleric, Druid, Sorcerer, Warlock, and Wizard – “Simple weapons” changes to “Light and medium weapons.” [Note: To exactly match D&D 5.5 this will have to change to “No heavy weapons. No medium weapons other than the greatclub, javelin, mace, quarterstaff, light crossbow, or shortbow. All light weapons except for the flail, rapier, scimitar, shortsword, or whip.“]
Monk and Rogue – “Simple weapons and Martial weapons that have the Light property” changes to “Light weapons.” [Note: To exactly match D&D 5.5 this will have to change to “All light and medium weapons except for the Battleaxe, Longsword, Morningstar, Trident, Warhammer, or War Pick.“]
Added the “Thrown” weapon type and replaced “Reach” with “Long“.
Some melee weapons could be throne and some had to be thrown, making them more like ranged weapons. To clarify, I added the “Throne” weapon type.
ABILITY Which ability modifier to use for attack and damage.(For D&D, I removed the “finesse” property and added the DEX or STR option to the cards where it applies.)
Melee and Thrown weapons
Light: use your DEX modifier
Medium: use your STR modifier
Ranged weapons
Light: use your DEX modifier
Medium: use your DEX modifier
Heavy: use your STR modifier
ONE or TWO HANDED Which weapons can your character use one handed, based on your size, unless noted otherwise.
Large (or larger) character:
You can weld any weapon one handed.
Medium character:
Light weapons – You can weld them one handed.
Medium weapons – You can weld them one handed.
Heavy weapons – You must use 2 hands to weld them.
Small character:
Light weapons – You can weld them one handed.
Medium weapons – You must use 2 hands to weld them.
Heavy weapons – You must use 2 hands to weld them, and you have disadvantage on attacks.
Tiny character:
Light weapons – You must use 2 hands to weld these.
Medium weapons – You must use 2 hands to weld them, and you have disadvantage on attacks.
Heavy weapons – You can’t use these weapons
ADDITIONAL FEATURES Many of the weapons have a feature that is specific to that specific weapon type. For example, The greataxe has a feature called Second Target: “On a hit that drops the target, your swing can continue to also hit a target next to the first that is within range. If your attack could hit its AC, any remaining damage will be applied to the second target.”
When reading through these, keep in mind that in both BAM and ShadowDark your character only gets a single attack each round, making things like not adding your DEX modifier to your second attack made with a weapon in your other hand doesn’t apply.
I would love to hear your feedback on these weapon cards. Let me know what you think in the comments below.
This is an optional rule for Bold Against Monsters (BAM). Also, heroic actions can replace Weapon Masteries in D&D 5.5 or Weapon Actions in ToV. There are also Tips for the GM that might be useful when running any RPG.
In a combat round your character can move and take an action (or move twice if you don’t take an action). The core rules say, “Your action can be anything that your character can do, or attempt to do, that would normally take no more than 6 seconds.” And goes on to describe the “Attack Action” and the “Magic Action” – the two most common actions.
The “your character can do anything” rule may be intimidating to players, and GMs as well. So here a few examples of things the PCs can attempt and rules for succeeding. I’m calling these “Heroic Actions.”
Any player character can attempt a heroic action. Heroic actions do not do damage per se but may cause damage to be done as a result – dependent on environment or impact – so pushing someone off a cliff doesn’t do damage … it’s the fall that does it! If a heroic action forces a target creature into damaging terrain, such as lava or off a cliff, it can make a STR or DEX (target’s choice) save to avoid the move.
Performing a heroic action. To perform a heroic action requires making an ability check. First name what you intend to do and the effect you want to achieve. Like all other ability checks, the GM chooses the relevant ability and the target number, called a difficulty class (DC). To make an ability check, roll 1d20 and add the relevant ability modifier. If this is something you are proficient at you also add your proficiency bonus (PB). If the total is equal to or greater than the DC, you succeed; otherwise, you fail.
When characters succeed in performing a heroic action with a weapon, rather than doing damage they use the weapon to perform some other function as described.
The guide-lines that follow are only a few examples of how heroic actions are to be resolved. Creative players will certainly come up with new heroic actions.
DISARM (Unarmed) You must have at least one hand free. You specify which weapon, shield, or object you are attempting to make the target creature drop. Make a STR or DEX check (you decide which), adding your PB to the roll. The DC of the ability check is the AC of the target creature. You make the check with disadvantage. (With a light melee weapon) Select a weapon, shield, or object the target is holding. Make an attack roll against the target with a light melee weapon that you are proficient with. You make the attack roll with disadvantage. (On a success) The target drops the item. The item lands in an unoccupied space, chosen by you, within 5 feet of the target. If no unoccupied space is within range, it lands at the target’s feet.
GRAPPLE (Unarmed) You must have at least one hand free. Against a large or smaller creature, make a STR check, adding your PB to the roll. The DC of the ability check is the AC of the target creature. (On a success) The target must succeed on a STR or DEX save (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 plus your STR modifier + your PB. (Ending a Grapple) A Grappled creature can use its action to make a STR or DEX check against the grapple’s escape DC. It also ends if you are incapacitated. You can release the target at any time (no action required). PUSHBACK (Unarmed or with a shield) You must have at least one hand free or be wielding a shield. Make a STR check, adding your PB to the roll. You make the check with disadvantage unless you first move 20 feet in a straight line up to the creature. The DC of the ability check is the AC of the target creature. (With aheavy melee weapon) Make an attack roll with a heavy melee weapon that you are proficient with, against a large or smaller creature. You make the attack roll with disadvantage. (On a success) You push the creature up to 10 feet straight away from you.
TRIP OR THROW (Unarmed) You must have at least one hand free. Against a large or smaller creature, male a STR or DEX check (you decide which), adding your PB to the roll. The DC of the ability check is the AC of the target creature. (With along melee weapon) Make an attack roll with a long melee weaponthat you are proficient with, against a large or smaller creature. You make the attack roll with disadvantage. (On a success) The target falls prone. If the target is mounted, it can make a STR or DEX (target’s choice) save to avoid falling prone.
Tips for the GM:
How to handle it when a player wants to do something not covered in the rules. What if a player wants his character to swinging on a chandelier, jump onto the back of a monster or throw sand in an opponent’s eyes? Game Masters (GMs) have to quickly respond to these and many other unique situations that crop up all of the time in any RPG. This is a skill that GMs develop with experience. For new GMs, or anyone who would appreciate a few pointers, this will walk you through my thought process when faced with unexpected player requests.
Have the player describe the action and what they expect it to accomplish.
This does two things. First, it makes the player visualize the current situation and its environment. Would the action even be possible for the character to do? If not, it is part of your job to occasionally say no to a player. You should explain to the player why the action is impossible. Example: If they want to jump over a pit of lava that is 200 feet wide. Without flight or any kind of magical assistance, this will be impossible. Might it be possible if the rules were loosened? If they could “almost” do it, but the rules don’t allow it, you may want to make an exception in this specific case. It should require an ability check. Example: If they can jump over a 10 foot wide pit and the lava pit is 15 feet wide, I might allow a DC 15 STR check to succeed, but with a dire warning of the consequences of failing the attempt (you fall into the lava pit and take appropriate damage). How exactly will they do it? You may need to have the player explain how the character intends to accomplish what he is wanting to do. I find that the player is often thinking that all their character needs to do to accomplish something is to roll a high enough number on the die. By describing exactly how their character will do it, they often realize that they don’t have any way to accomplish their goal. Example: The player says, “While the others are fighting the monster, I run over to the coffin and remove its lid.” Depending on the specifics of the adventure, you might just describe what happens when he opens the coffin. If they haven’t examined the coffin or you haven’t described it, it might be made of stone and the lid is too heavy for a single PC to remove it. The lid may have been sealed by lead or gold. The coffin may be made of wood and the lid may be nailed shut. Another Example: The action may require a tool that the PC doesn’t possess. Maybe they could remove the lid if they had a crowbar. Does the character have what is needed and maybe the proficiency needed to accomplish the intended action?
Second, it gives you, the GM, a little time to decide how to handle the request.
Setting the difficulty. Always remember, you set the DC and can also require the check to be made with advantage or disadvantage. If they must succeed: If it is important to the story that they succeed, don’t ask for a check. Regardless of how easy you make it, they might fail (it has happened to me!) If they must fail: If it would ruin the story if they do succeed, you must resist the temptation to make it too hard for them. Regardless of the difficulty, they may succeed! It will be much better if you don’t allow a check and just say that they can’t do it. If you make it impossible for them to succeed on a natural 20, then why are you letting them roll at all?
If you feel that you must allow them a chance to succeed, be prepared for them to roll a natural 20. You must allow a natural 20 to succeed. If you allowed them to roll for it, they must have a chance to succeed or what is the point in rolling?
The following rules apply to “unique” actions.
1. A unique action will be your action for a combat round but it can also include some or all of your move for the round. 2. You must describe the action before you roll. 3. The action must be within the reasonable ability of your character to perform, as decided by your GM, given the character’s level and the difficulty of the action. 4. If the action is approved by the GM, they will determine the DC and the result of success or failure. 5. If you roll a natural 1 your attempt fails regardless of any bonuses. 6. A natural 20 is always a success.
Here are a couple of example unique actions.
Action: “I want to swing on the chandelier and land on the ogre’s back.” If the proposed action can’t be done, explain why not. But for this example let’s say that it is possible. You could always say something like, “Make a DC15 DEX check, if you fail you land prone at the ogre’s feet, if you succeed you are on his back.” Or you could make it more interesting. First, you need to visualize the physical layout of the room in 3 dimensions and the location of all the actors. To keep it simple, let’s say this is a large room with a chandelier hanging in the center of the room. It is hanging 10 feet above the floor from a chain attached to the ceiling high above. There is an open staircase on the side of the room with a landing 15 feet above the floor. Let’s also say that the chandelier would reach just above the handrail on the landing, if it were pulled over there. You might say that the character can’t just jump over and grab the chandelier where it is hanging, or if they did they wouldn’t make it swing very far, not far enough to reach the ogre on the other side of the room. For now, we will assume the chandelier is well made and could support the character’s weight. Remember we have already made the assumption that this action is possible. So, assuming the character is standing on the landing, you might ask, “How are you going to move the chandelier over to where you can grab it?” There may be several different options here. He, or another character may have some magic spell they could cast to move the chandelier. He might say he will use his whip, or make a lasso out of his rope and pull it over that way. Most options for retrieving the chandelier will use his action this round, and may also require an ability check. Let’s say at the start of his next round he has retrieved the chandelier and is ready to swing across the room and land on the ogre’s back. When he describes exactly how he will do this, he realizes (perhaps with some prompting from you) that he must have both hands free to hold the chandelier. If you are feeling generous, you may allow him to stow his shield and sheath his sword as part of this action. Where the chandelier is now, the center of the room and the ogre should form a straight line. You, as the GM, could dismiss with this requirement, especially if you are playing a more theater of the mind kind of game. That leaves, how does the character land on the ogre’s back and what happens if he fails? I wouldn’t make it too hard, perhaps a DC 10 DEX check to land on the ogre’s back without falling off. If he fails the check he falls prone within 5 feet of the ogre and takes 1d6 points of damage. At the end of his turn he will either be prone at the ogre’s feet, or hanging on to the ogres back. Either way he is holding no weapon and no shield. But if he succeeds, I would reward him for his creativity by giving him one luck point. And, if he is now on the ogre’s back I would give him advantage on melee attacks he makes against the ogre, and give the ogre disadvantage on attacks against the character. I might add that at the start of each of the characters turns, he must make a STR check to remain on the ogre’s back (The GM sets the DC, maybe 15). I might allow the ogre to use his action to attempt to remove the character from his back. This would be a good place to use a contest comparing a STR check from the ogre to a STR or DEX (player’s choice) check from the character.
You might make different decisions, but the point is that you and the player really need to take a minute to visualize, and analyze the situation. What would it look like if you were actually there? Base your decisions on that and you will do fine. Everyone will have fun.
Action: I want to throw sand in the assassin’s eyes. You could always say something like, “Make a DEX check, adding your PB to the roll. The DC of the check is 8 + the DEX modifier of the target creature. On a success the target is blinded until the end of your next turn.” This would be good if their response to your request to “Describe the action and what you want to accomplish.” Was something like, “The assassin just knocked me prone and you said that the ground there was sandy. I try to keep the assassin from noticing that I close my fist around a handful of sand. As I stand up I fling the sand into his face, trying to blind him.” Or, if the player didn’t make it so easy for you, you could still just make it a DEX check, or there are several things you may want to consider.
You can’t throw a handful of sand very far, so I think the target would need to be within 5 feet of the character.
Also, you would have to be unaware that someone is about to throw sand in your face, or you would instinctively block against it. So the player needs to indicate that he is attempting to be stealthy. Even if they do, you may want them to make a stealth check opposed by the targets perception check for the target to not notice the handful of sand about to be flung in their face.
Preventing sand from going into your eyes is relatively easy. You could turn away; block it with your hand, arm or shield; close your eyes; or all three. So I would either make the DC relatively high, have the PC make the check with disadvantage, or give the target a DEX save to avoid bring blinded.
As you see, there is always a balance between a fast, easy to play game and one that takes longer but is more “realistic.” The decision is up to you as the GM. The trick is to be consistent. Don’t make it easy for one player but more complicated for another player. And don’t get bogged down in all the numbers and the physics of reality. It’s a game, not a physics class. In the end, most of the decisions you make will, in the end, only add or subtract a few numbers from the die roll, and there are a lot of numbers on a 20 sided die. The big secret is that, no matter what ruling the GM makes, it won’t really make much difference! So, if there isn’t a rule for something, make one up! If you feel it is an important rule, make a note of it and, before the next gaming session, do some research and see if you feel a need to change the rule you just made. White that down and tell the group at the beginning of the next gaming session.
Let me know what you think in the comments below .
I am proud to announce that I have just published my first title on DriveThruRPG. My new title, Bold Against Monsters, was just activated for public sale. It’s free (or pay what you want) so please check it out and, if you like it, please tell all your friends!
This is an update to the version that I posted here last week. I added information regarding magic items, revised the cover image, and made many minor corrections and revisions (mostly cosmetic). The file is somewhat larger because it is 2 pages longer and I increased the resolution on all the images.
Get your free copy there (or pay what you like if you can and want to help support me). Also it would help a lot if you could spread the word about it and where it can be found.
Some of you have mentioned in the past that I should publish some of the stuff that I have always provided here for free. I want to assure everyone that everything on this blog will continue to be free. I am hoping that by publishing on DriveThruRPG I might reach a larger audience and maybe even start making a little more than I get from the adds here on this site. Please let me know your thoughts on this in the comments below.
Update: 11/2/2025 The PDF is no longer free on DriveThruRPG. But I am now providing a freee copy HERE on this blog.
Let me introduce Bold Against Monsters. (You can call it BAM.). This is a new D&D 5E compatible rules-light Role Playing Game that I – the Old Dungeon Master – just finished writing.
I started with the 2014 versions of Dungeons and Dragons (5E). Then, based on my 40+ years of DMing, I eliminated or changed things I thought could be improved, added things I prefer from the 2024 versions of Dungeons and Dragons (5.5) and Tales of the Valiant (ToV), and used some of the concepts found in ShadowDarkRPG (SD), modified for a more 5E compatible campaign. To all of this, I added some of my favorite house rules to come up with the Table Top Role Playing Game – Bold Against Monstrers. This is the game I like best. Give it a try, I think you will like it too.
This Core Rule Book contains everything you need to play the game (except for the dice). It is compatible for use with any published 5E adventure for characters up to level 10. It can serve as an introduction to 5E role playing for new players or anyone looking for a game with familiar characters you can easily create and quickly play. Character creation, level advancement, inventory tracking, proficiencies, spellcasting, combat, and more have been simplified without moving too far from the basics I love about the 5E game system.
This was made possible through the use of the D&D 5E and D&D 5.5 rules as published under Creative Commons License in SRD_CC_v5.1 and SRD_CC_v5.2 respectively, the ToV rules published as “Black Flag Roleplaying” under the ORC license, and the “Shadowdark RPG Third-Party License V1.1”. No AI was used in creating this. All artwork was found on-line with commercial licenses, or created by the author.
Update #1: 6/24/2025 (BAM Rules_v2.pdf) Minor changes Removed the “Lifting and Carrying” and the “Push, Drag, or Lift” sections. They were in conflict with “Gear Slots”. I renumbered the pages (and updated the Table of Contents) so now when going to a page in the PDF, the number on the page will match the page number of the PDF file. Corrected misspellings (thanks to the comment from larrymannplays). Made a couple of cosmetic and formatting changes.
I’m always looking to improve my resources for the D&D community! I would love to hear your feedback on this new RPG. Let me know what you think in the comments below. I am especially interested in your opinion on which rules you like or would have done differently.
Download your free form-fillable PDF BAM character sheet HERE.
The BAM Core Rule Book includes a character sheet on the back cover, but I also created this form-fillable version.
You will need to enter your ability modifiers and character level before the calculations for Weapons and Armor Class can be made. You can select Ancestry, Background, Class, Deity, and Weapons from drop-down lists, or enter any text in the box. For selected text, the features and other information below will fill in. For Ancestry, Background, Class, or Weapons text you typed in, you can enter any information below as you would like. To change the information below a selection you made, just change the name (adding a space behind the name will do). Clearing the text in the box, or making a different selection from the drop-down, will delete all the text below it.
Selecting your armor and shield from the drop-downs will calculate and display your Armor Class (AC).
Refer to the BAM Core Rule Book for information regarding Gear Slots. All the Weapons, Armor, Tools, and other equipment listed in that book can be selected from drop-downs, or you can type any text you want into the boxes.
There are now free Class Reference Sheets available to download HERE.
If you are one of us who are adapting to the 2024 version of D&D (D&D 5.5), Tales of the Valiant, or some other RPG you are finding that your old spell cards need to be updated. I made these without any symbols so you can use different colored cards for different classes, or school of magic, or any way that makes sense for the game you are playing.
These cards are 2 1/2″ x 3 1/2″, 10 cards on an 8 1/2″ x 11″ sheet. Each PDF file has 2 pages. The first page has 10 cards you can fill in with the spell info, and the second page has the 10 colored backs.