TEXT: Crimson Dragon Slayer D20
  
  1
  “It’s your life… you don’t know how long it’s going to be, but you know it’s got a bad ending.  You have to 
  move forward as soon as you figure out what that is.”  -  Don Draper
  Overview
  Years of running one-shots and short campaigns motivated me to come up with something that bridged 
  the gap between old school D&D and 5e.  
  Crimson Dragon Slayer D20 is a minimalist, plug-and-play RPG.  Sure, choices are limited.  But on the 
  plus side, there’s no analysis paralysis.  For those just learning how to play D&D, or veterans wanting a 
  quick pick-up game, it’s been invaluable.
  Character sheets are not required! Want to attempt something?  Narrate what you want to do, let the 
  GM handle the rest.  Immersion is key.  This is about pretending that fantasy is real in our collective 
  imaginations, if only for a few hours.
  Most rolls are made using a d20, with higher numbers being better. Instead of using modifiers, I use 
  Advantage (roll 2d20 and take the highest result) when circumstances are favorable, and Disadvantage 
  (roll 2d20 and take the lowest) when they’re unfavorable. If the favorable and unfavorable even out, 
  neither is applicable.
  The Gods are ever watchful.  They take an interest in mortal affairs… even those who’ve renounced them. 
  In fact, a few deities only concern themselves with humanoids who reject spiritual pursuits.  Every Player 
  Character (PC) gets one point of Divine Favor at the beginning of every session. Divine Favor can be 
  spent to re-roll any die. 
  PCs start at 1st level and grow in power until reaching their adventuring peak at 10th level. Levels are 
  gained after every other adventure.  
  At 3rd, 7th, and 10th level, players get to pick a Special Ability or feat that relates to their character’s 
  class, race, noteworthy characteristic, or adventuring experience. This can be something pulled from a 
  book (such as Cha’alt Ascended) or made up on your own.
  
  2
  Character Creation
  You need to choose a Name, Class, Race, Alignment, and Something Noteworthy about your PC.  
  Names are subjective and not bound to rules or game mechanics, so let’s dive into the four basic 
  Character Classes.
  Your vitality, willpower, and endurance are conceptualized by Hit-Points (HP).  This is how much 
  punishment you can take before falling unconscious or dying.
  Fighter
  Are you a cut-throat mercenary, bloodthirsty barbarian, or valiant defender of the weak?
  Fighters get 1d10 HP / level (max HP at 1st level) and inflict 1d10 damage.  
  Fighters Crush Their Enemies, adding their level to both attack and damage rolls.  For example, a 3rd 
  level fighter will get +3 to hit, as well as, +3 to resulting damage.
  Wizard
  Arcane scholar, mysterious sorcerer, or sinister demonologist?
  Wizards get 1d4 HP / level (max HP at 1st level) and inflict 1d4 damage. 
  Wizards can cast virtually any spell, but each spell cast drains the wizard of HP equal to the spell’s level. 
  See the Sorcery section for the spell list and additional rules.
  If wearing armor, wizards must roll percentile dice for Spell Failure.  That chance is 10% for every point 
  of non-magical armor.  If the spell fails, HP are expended but no effect is produced.
  Starting Gear: 1d20 gold pieces (multiplied by PC’s level), 
  choice of weapon(s), clothing, canteen of water, three days’ 
  worth of food, and professional accoutrements (whetstone 
  and oil rag, grimoire, symbol of your faith, or thieves’ tools).
  
  3
  Cleric
  Warrior priest, templar knight, or servant of darkness?
  Clerics get 1d8 HP / level (max HP at 1st level) and inflict 1d8 damage. 
  Clerics have a Healing Invocation (via touch) that can be utilized once per round. At 1st level, clerics 
  heal 1d6 HP (1d8 at 3rd level, 1d10 at 5th, 1d12 at 7th, and 1d20 at 9th).  However, if the heal die result is 
  a 1, the cleric is temporarily spent (spiritually speaking)... unable to cast Healing Invocation for 1d4 turns 
  (10 - 40 minutes).
  Additionally, clerics have knowledge of, and power over, infernal entities, undead horrors, and 
  Lovecraftian abominations.  Clerics can either blast them from a distance with a lavender-hued Eldritch 
  Beam of light or utilize Venal Influence, bending them to his will. Roll on the following table to 
  determine results. If you choose to inflict damage, add the cleric’s level to the amount.
  d4 Roll
  Beam
  Save
  Influence
  Save
  1
  5
  Half-Damage
  No Effect      
  N/A
  2
  10
  Half-Damage
  Won’t attack the cleric
  Negates
  3
  20
  Half-Damage
  Won’t harm the PCs
  Negates
  4
  30
  Half-Damage
  Will serve the cleric
  Negates
  Thief
  Wily rogue, cunning assassin, or swashbuckling bandit? 
  Thieves get 1d6 HP / level (max HP at 1st level) and inflict 1d6 damage. 
  Thieves can do all the usual Thief Abilities…climb, find and remove traps, listening, hide in shadows, 
  move silently, pick locks, and pick pockets. If it’s a routine usage, abilities are automatically successful as 
  long as the attempted action is narrated. Trickier tasks are usually narrated and rolled (see Skill Checks 
  below). 
  Wearing armor may hamper thief abilities such as climbing, listening, and sneaking.  Fortunately, thieves 
  add their level to their Armor Class when not wearing armor. 
  When a thief attacks an opponent that is distracted or unaware of his presence, he’s able to Back Stab!  In 
  addition to gaining Advantage on his attack, roll on the following random table.
  d4 Roll
  Effect
  1
  Appropriate damage + thief’s level
  2
  Appropriate damage + thief’s level, multiplied by two
  3
  Appropriate damage + thief’s level, multiplied by three
  4
  Appropriate damage + thief’s level, multiplied by four
  
  4
  Race
  Several races are available to choose from, each with its own benefit.
  But what if you really want to try out that quarter-dragon / quarter-toaster / half-spider-abomination 
  species that can climb walls while toasting bread?  You can always come up with your own character race 
  and/or bonus, subject to GM approval.
  Human – Humans are adaptable and determined, getting an additional 2 HP each level.
  Dwarf – Dwarves are hardy and routinely battle their chief subterranean foe – dark elves.  They get 
  Advantage on saving throws from poison.
  Halfling – Halflings get a +2 to AC due to their short stature and exceptional agility.
  Gnome – Once per day, gnomes may cast an illusion spell.  Considered 1st level regarding HP drain; save 
  to disbelieve; lasts as many turns as the caster’s level.
  Elf – Elves have natural magic resistance and get Advantage on saving throws against spells cast on them.
  Dark Elf – These deep-purple skinned elves have used poison for centuries.  Dark elves handle poison 
  without risk of self-infliction.  Wounded creatures (humanoid only) must save or sleep for 2d4 turns. If a 
  saving throw is successful, the creature’s immunity lasts 24 hours.
  Half Orc – Half orcs are big and muscular.  Their damage dice using standard attacks are made at one 
  die-type higher than usual.  For example, a d4 becomes d6, and a d10 would become a d12.
  Demon – Once per day, demons may tempt a sentient being into doing something ill-advised; saving 
  throw to ignore temptation.
  Pixie Fairy – Due to their flying ability, incredible speed, and diminutive size, opponents always attack 
  pixie fairies at a Disadvantage.  As a drawback, damage dice from standard attacks are always one die-
  type lower than usual.  For example, a d8 becomes a d6, and a d4 would become 1 point of damage.
  Crystalline – Crystal humanoids take half-damage from high-tech, energy attacks.
  Reptilian – These savage lizard-folk have a strange, cannibalistic rite that can be performed once per day.  
  After eating a defeated enemy’s heart, reptilians temporarily (one turn per level) gain a special ability that 
  belonged to the adversary.  
  Droid – After a droid is destroyed (killed), it can be rebuilt by someone with tech knowledge.  The 
  timeframe for repairs is one hour per droid level.  Additionally, droids have a 2 in 6 chance of interfacing 
  with technological systems.  If droids wish to practice sorcery, they cannot use their own HP to fuel 
  spells.
  
  5
  Alignment
  There are 4 alignments, Law, Chaos, Neutral, and Unaligned, providing insight into how characters view 
  the world and their role within it.
  Law - If you choose Law, your PC believes in order, justice, and community, and most likely worships the 
  New Gods, namely the Lords of Light.
  Chaos - Those aligned with Chaos believe in natural selection, revenge, and individualism, up to and 
  including self-deification. They are more likely to honor the Old Gods, such as K’tulu, Yog-Soggoth, and 
  Uba-Sa’athla.
  Neutral - Those of a Neutral alignment balance Law and Chaos within themselves, recognizing both the 
  Old and New Gods.
  Unaligned - Unaligned means that the PC doesn’t give a damn about Law, Chaos, or the Gods; they have 
  their own idiosyncratic philosophy or passion that guides them through the world.
  Something Noteworthy
  This is the character’s primary distinguishing feature separating him from any other fighter or wizard, elf 
  or human.  Now is your opportunity to shine - stand out from the crowd!  
  A noteworthy characteristic can be a background, possession, talent, hobby, goal, past experience, 
  passion, hatred, personality quirk, or something relating to the PC’s appearance… like a black, denim 
  cloak with “Alien Sex Fiend” patch embroidered on the back.
  Anything that is either super beneficial or obviously overpowered will be countered by a GM-prescribed 
  flaw or weakness.
  
  6
  Combat
  Combat is abstract, not granular. Each Round of combat is approximately one minute long. Characters 
  can move, talk, and take one action (in any order) each round. A Turn equals ten rounds.
  Regarding Initiative, whichever side would logically strike first goes and then the opposition goes. If 
  there’s no clear victor, the PCs act first. 
  Armor Class (AC) starts at 10 and goes up to a maximum of 20 (without magical aid). Wearing leather 
  armor improves AC by +2, chain mail by +4, scale mail by +5, and plate mail by +6. Using a shield 
  provides +2 to AC; a helm provides +1.
  To Attack, roll a d20 and hit your opponent’s AC or better. If using a magic weapon, add its bonus to your 
  attack and damage rolls.
  Wielding a Two-Handed melee weapon lets you spread additional, leftover damage to nearby 
  opponents, after the original intended target is killed.  
  Dual-Wielding lets you use two lighter melee weapons in order to gain one additional attack per 
  combat.  
  Ranged-Weapons let you attack from a distance, keeping fragile combatants away from the front-
  line of battle. Watch out for Friendly Fire…if you roll a 1 on the attack, your companion is hit 
  instead.
  A Natural 20 on an attack roll is a critical hit, resulting in double damage, plus additional bonuses such 
  as magic and fighting prowess.
  Epic Acts of Awesome can be attempted instead of a standard action, like an attack.   Epic Acts of 
  Awesome aren’t about doing the impossible, but doing what is possible in an awesomely epic way.  For 
  example, swinging through the jungle on vines while shooting cannibals with your blaster.  Normally, 
  you’d have Disadvantage on that type of stunt.  However, if the attempted action is crazy, wild, or fun 
  enough to push it over the edge, you can bypass Disadvantage and roll normally.
  If the PC reaches Zero Hit-Points, or any negative number of HP up to the PC’s level, they are knocked 
  unconscious. If their HP goes past that (e.g., -5 HP if the character is 4th level), the character is dead.  
  Death Sucks, but it happens.  Simply create another PC.   New PCs will be brought into the game ASAP. 
  
  7
  Miscellaneous
  Instead of automatically rolling a Skill Check, simply describe what your character is doing. Perception 
  and Interaction (among other things) will be roleplayed. Otherwise, the GM will let you know when to 
  roll. Success on a skill check requires a roll of 15 or better on a d20. If the task is related to a PC’s class, 
  race, noteworthy characteristic, or adventuring experience, the character’s level can be added to the 
  result.
  PCs can use their action to Assist another character, granting their comrade Advantage on his action.  
  For instance, the wizard runs up behind a giant scorpion, hootin’ and hollerin’… the fighter can then slash 
  at his distracted foe with Advantage.
  Saving Throws are made to partially or entirely resist various dangers. The target number for a saving 
  throw is determined by subtracting a character’s level (or a monster’s HD) from 20. You need to roll that 
  number or better on a d20 to save. A Natural 20 means you’re completely unaffected. 
  All HP Refresh after 6 hours of rest. Interruptions are fine – just sleep a little longer. 
  Unknown magic items must be Attuned to an individual. This requires at least 15 minutes of 
  uninterrupted concentration, at which point the item’s owner knows what the item does and how to use 
  it. Otherwise, the item’s owner can experiment. Certain magic items, such as wands, staves, and rods can 
  only be used by wizards. 
  Players are encouraged to Ask Questions!  Legitimate, interesting, and substantive questions (e.g., “Does 
  the robot’s head still talk after I ripped it off its body?”) are always welcome and usually have a 2 in 6 
  chance of being answered in the affirmative.  
  
  8
  
  9
  Sorcery
  The following are rules for spellcasting in Crimson Dragon Slayer D20.  Terms such as wizard and 
  sorcerer are used interchangeably.
  I, along with many others, will be playtesting this document before its inclusion in my upcoming book 
  Cha’alt: Fuchsia Malaise.  If you have any commentary to share, please feel free.
  There Can Be Only One
  Only a single spell can be cast or maintained by the caster.
  That means if the sorcerer has cast detect magic, and then casts invisibility – the effects of the detect 
  magic cease and the effects of invisibility begin. If the sorcerer casts fireball, then anyone they have 
  charmed or dominated would instantly be released from the effects of their previous spell.
  The Price of Spellcasting
  It costs vitality for a sorcerer to cast spells.  One Hit-Point is lost for every spell level that is cast.  
  For example, a 1st level spell costs a single HP while a 3rd level spell costs 3 HP.  If reduced in HP to zero 
  or less from casting, he falls unconscious and must succeed in a saving throw or die. Either way, the spell 
  goes off as desired, but has no lasting effect after the initial round.  
  Dark Rituals
  Sorcerers may perform a ritual that appeases the demons of Hell.  Instead of draining their own vitality, 
  sorcerers may sacrifice one or more humanoids with enough HP to cast the spell (no farther than zero 
  HP, at which point death embraces NPCs). An additional benefit is that spells cast via dark ritual do not 
  fade when the sorcerer casts a new spell. Yes, a sorcerer could even sacrifice himself.
  The ritual glyph drawing, frantic ululating, and bloodletting takes as many turns to complete as the spell’s 
  level. 
  Sacrificial HP loss is semi-permanent.  It cannot be restored by natural or supernatural means; however, 
  the victim recovers those sacrificed HP after one month.
  Duration of spells is estimated in rounds and turns.  
  A round is approximately one minute and a turn is 
  approximately ten minutes.
  
  10
  1st Level Spells
  Detect Magic – The sorcerer can discern what is and what is not magical instinctively.  The effect of this 
  spell lasts one turn per caster level.
  Identify – The sorcerer can determine the magical details of anything within 10’ of himself.  The effect of 
  this spell lasts one round per caster level.
  Illumination - The sorcerer creates a magical light source that can be focused on his hand, a nearby 
  object, or a small sphere that travels with him.  Illumination lasts as many turns as the caster’s level.
  Language – Using this spell, the sorcerer can read, write, and speak any language he comes into contact 
  with as if he were fluent.  This spell lasts one turn per caster level.
  Glamour – With this spell, the sorcerer can enhance the appearance of himself, another individual, a 
  plate of food, ensemble of clothing, door, etc.  The target of glamor immediately becomes more attractive 
  and pleasing to the eye.  The spell lasts one turn per caster level.
  2nd Level Spells
  Charm – The singular subject of this spell becomes more favorable to the sorcerer than he otherwise 
  would be (save to avoid). Hostile turns to neutral and neutral turns to friendly. This spell lasts one turn 
  per caster level, but if charming a group, the spell lasts one round per caster level.
  Ectoplasmic Webbing – Sticky strands of a slimy web shoot out of the sorcerer’s fingers.  An area up 
  to 10’ cubed, and not more than 30’ from the sorcerer, is covered in ectoplasmic webbing.  Everyone in 
  that area must make a saving throw or become stuck in the web, unable to take normal actions.  The web 
  disintegrates after one turn per caster level.  
  If using theater of the mind, assume 1d4+1 humanoids are caught in the sorcerer’s web.
  Missile Command – A barrage of colorful (sorcerer’s discretion) missiles instantaneously blast from the 
  sorcerer’s hands. Roll 1d4 to determine the number of missiles launched. Each missile inflicts 5 points of 
  damage. The wizard may divide the missiles between multiple targets or concentrate them against a single 
  foe.
  Preternatural Focus – An unexpected vitality surges through the target of this spell, granting the subject 
  Advantage on all his d20 rolls.  Preternatural Focus lasts for one round per caster level.
  Sorcerous Shield – The sorcerer or other human-sized subject is protected by a magical barrier. This 
  shield reduces damage equal to one point per level of the caster.  So, a 3rd level sorcerer could bestow 3 
  points of damage reduction on someone or something for up to one turn per caster level.
  
  11
  3rd Level Spells
  Fireball – The sorcerer unleashes Hellfire upon his foes.  This spell is instantaneous.  
  Roll on the following d6 table to determine the spell’s effect.
  1
  Uncontrollable Blaze – The sorcerer’s fireball spreads to both friend and foe.  
  Everyone within 50’ of the sorcerer takes 10 points of damage (save for half).
  2
  Burn Out – The sorcerer’s spell all but fizzles, everyone within 50’ of the sorcerer takes 
  1 point of damage (save to avoid).
  3
  Flurry of Flame – The sorcerer does minimal damage to his enemies… 10 points of 
  damage (save for half).
  4
  Scorching Blast – The sorcerer inflicts moderate damage to his enemies… 20 points 
  of damage (save for half).
  5
  Raging Inferno – The sorcerer inflicts heavy damage to his enemies… 40 points of 
  damage (save for half).
  6
  Incineration – All the sorcerer’s enemies are burned away to ash (no save).  However, 
  if the sorcerer has targeted a godlike entity, it takes 60 points of damage instead of 
  dying outright.
  Flight – The sorcerer can lift himself or another subject off the ground and fly for one turn per caster 
  level.
  Mesmerizing Magenta Mist – This spell generates a blanket of glowing magenta-hued fog clinging to the 
  ground and slowly spreading throughout the area, dissipating approximately 30’ from the sorcerer.  Those 
  not averting their eyes must make a saving throw or become dazzled by the magenta mist for as many 
  rounds as the caster’s level.
  Dazzled individuals are easily surprised and take actions at a Disadvantage.
  Mirror Reflections - This spell manifests 5 images of the sorcerer that are identical to him, except 
  incorporeal.  Aside from touching the illusion, it’s virtually impossible to determine the real sorcerer from 
  his reflections.  When initially attacked, there’s a 1 in 6 chance of the enemy attacking the actual sorcerer, 
  but if a reflection is successfully hit, it disappears.  This spell lasts as many turns as the caster’s level.
  Sleep – As many individuals or creatures are put to sleep as occupy a space within 30’ radius of the 
  sorcerer (excluding the caster’s companions).  They wake in the same number of turns as the sorcerer’s 
  level.
  
  12
  4th Level Spells
  Invisibility – With this spell, the sorcerer or another subject is rendered unseen to the naked eye.  
  Invisibility lasts one turn per level of the caster.  
  Taking actions, such as slashing with a sword, does not interfere with the subject’s invisibility.  Those 
  attacking an invisible humanoid have Disadvantage.
  Poison Cloud – Everyone within a 30’ radius of ground-zero (wherever the sorcerer decides to place the 
  spell - must be within eyesight) becomes nauseous and unable to act. The effects of this spell last as many 
  rounds as the caster’s level – even after individuals escape the cloud of poison.
  If using theater of the mind, assume 1d4 + 1d6 humanoids are caught within the poison cloud.
  Shape-Change – The subject of this spell can be altered to another form, wildly divergent from its own.  
  However, that which has been shape-changed cannot be less than half the original’s size nor greater than 
  double.  The effect of this spell lasts one turn per level of the caster. Save to avoid.
  Teleport - The sorcerer can magically transport himself (or other humanoid-sized person or object) 
  through dimensional space to the location of his desire.  However, the subject cannot be conveyed more 
  than 50’ from the sorcerer’s present location.  Additionally, the subject cannot be teleported inside a solid 
  object.
  
  13
  5th Level Spells
  Dispel Magic – The sorcerer can nullify magical effects (even the presence of magic itself) upon the 
  target of this spell.  The effects of dispel magic last one turn per level of the caster.
  Dominate – The sorcerer utterly possesses the will of a singular target, able to force him to do anything 
  within his ability…up to and including murder, suicide, betraying his god, etc.  Dominate lasts up to one 
  turn per caster’s level. Save to avoid.
  Infernal Servant – A hideous demon is summoned and forced to obey the sorcerer’s will.  The demon 
  will remain in service to the sorcerer for as many rounds as the caster’s level.  No more than one demon 
  can be summoned at a time by a single sorcerer.
  HD: 6  HP: 36  AC: 13  Attack: +6  Damage: 3d6  Save: 14+  Special: immune to fire and heat; takes 
  double damage from cold-based attacks.
  Revivification – With this spell, the sorcerer can bring a dying or recently deceased humanoid back to 
  life.  The sorcerer has as many rounds to cast the spell as his level before the subject is too far gone to 
  revive.
  Additionally, the subject of a revivification spell must succeed in a saving throw.  If successfully cast, the 
  subject is conscious and brought up to a single Hit-Point.
  6th Level Spell
  Wish - The sorcerer may alter reality, albeit in a limited manner, conforming to his will.  
  Resurrection of a single long-dead adventurer is possible, but not an entire adventuring party.  The 
  destruction of 50 humanoids?  Yes.  The slaughter of an entire settlement or high-tech facility?  Not quite.   
  Speed up time?  Sure, but no more than six months.  The power to sexually enslave a harem of women 
  may be achievable, but not if that number reaches above 23 (it’s been tried... many times over).
  Due to the reality-warping magnitude of this spell, Hit Points used to cast it cannot be recovered, either 
  naturally or supernaturally, until one year after its casting. If the sorcerer desires to cast this spell as a dark 
  ritual, it costs three times the usual number of HP... 18.
  
  14
  Credits
  Crimson Dragon Slayer D20 was created by Venger As’Nas Satanis, 2019 ©
  Published by Kort’thalis Publishing
  Layout by David Guyll
  Proofreading and Creative Consulting by Martin Teply and Jake Parker
  Artwork by Adobe Stock
  Visit my RPG website:
  https://vengersatanis.blogspot.com/
  Get them while they’re hot... and sleazy!
  
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