Dagger Rules
Dagger Rules
Br av e H alf li ng
1 P u b li shi ng
Supplemental Rules for Classic
Role-playing with Kids
Introduction Page 3
Character Creation Page 4
Spells for Wizards & Elves Page 7
Classic Monster Reference Page 9
Optional Rules Page 13
Dagger Trademark License Page 14
Open Game License Page 15
3
There are no ability scores in DAGGER. To create a character, choose one of the four character classes,
name the character, and draw a picture of the character (not necessarily in that order). Then, on the
character sheet, note the character's level (1), hit points (roll d6), armor class (2, 5, or 9), and saving
throw (15). In the appropriate space, note the character's special abilities and equipment, then fill in the
“TO HIT” ARMOR CLASS table at the bottom of the record sheet. In most classic fantasy systems, a 1st
Level character needs a 10 to hit AC 9, an 11 to hit AC 8, a 12 to hit AC 7, and so on.
In DAGGER, there are four character classes to choose from: knight, wizard, elf, and dwarf. The knight
and wizard class titles may be changed to “warrior princess” or “enchantress” respectively if the player
so desires.
Special Ability: Each day, a wizard can use his staff to cast two spells per level of experience. At 1st
level a wizard gets two 1st level spells, at 2nd level he gets two 2nd level spells, and so on.
Starting Equipment: Staff, dagger, torch.
Armor Class: 9
Special Ability: Each day, an elf can use his wand to cast one spell per level of experience. At 1st level
an elf gets one 1st level spell, at 2nd level he gets one 2nd level spell, and so on.
Starting Equipment: Chain mail, bow, wand, and arrows, torch.
Armor Class: 5
Special Ability: Dwarves can see in the dark up to 60’ and, when searching, a dwarf will automatically
find any secret door in the area (i.e. less than 40' away).
Starting Equipment: Plate mail, shield, axe.
Armor Class: 2
Special Ability: Halflings are half the size of humans and even smaller than dwarves! Their small size
helps make them hard to hit in combat and nearly invisible and silent when sneaking around.
Starting Equipment: Short sword, sling and small shield.
Armor Class: 6
4
At 1st level all characters roll 1d6 for hit points, with an additional d6 each time a character gains an
experience level. All characters begin with a saving throw of 15, which improves by two each time the
character gains an experience level.
A roll of a 1 or 2 on 1d6 will indicate success when a character attempts any of the following actions:
listening at a door, opening a stuck door, searching for hidden items or secret doors. (NOTE: If the
searching character is a dwarf he will automatically find any secret doors in the immediate area. For
every failed attempt to open a stuck door, the Referee should make a secret check for wandering
monsters.)
When miniatures are used (and children really enjoy it when they are), the movement rate for all
characters is 3 squares (i.e. 15') per round on a 1” grid or other playing surface where 1” = 5 feet. The
movement rate in squares per round for monsters is equal to their base move rate divided by 3. For
example, a goblin with a base move rate of 6” would move 2 squares, or 10' per round; a giant ant with
a move rate of 18” would move 6 squares, or 30' per round.
Experience points (x.p.) are gained at a rate of 100 x.p. per HD of monster defeated and 1 x.p. per g.p.
value of treasure found. After each adventure, earned experience should be divided evenly among the
surviving characters. An experience level is gained when a character accrues experience points equal
to his current level x 1000. Thus, a 1st level character would need to earn 1000 experience points to
achieve 2nd level. A 2nd level character would need an additional 2000 experience points (for a total
of 3000) to reach 3rd level, and so on.
When using this alternate method of combat, the player rolls a d20 and adds any bonuses to the result.
These bonuses may include the character’s Base-to-Hit bonus for their current level and any for bonuses
from magic weapons. If the result is equal to or greater than the opponent’s ascending Armor Class
(listed second in brackets), the attack hits. Ascending Armor Class is most often used combined with
the “Improvement of ‘TO HIT’ Rolls“ rule below.
“TO HIT” roll numbers for characters improve as they gain experience levels. For knights, these numbers
improve by 1 with every new level. Elves and dwarves improve by 1 for every 2 levels, and wizards’
(and halflings) numbers improve by 1 for every 3 levels.
5
Character Advancement Table
Character # of d6 Experience Points Saving
Level for Hit Dice Needed Throw
1 1 0 15
2 2 1,000 13
3 3 3,000 11
4 4 6,000 9
5 5 10,000 7
6
Spells for wizards and elves are drawn from the traditional spell lists of both clerics and magic-users. The
Referee may limit available spells to a few per spell level, based upon their understandability and ease of
use by new or young players.
Here is a simple list of sample spells. It is intended for quick reference and therefore does not necessarily
include every specific detail. Consult your favorite rpg rule book for further details. Please remember that
these are only suggestions. The Referee is feel to make any changes they desire for the spells in their game.
Cure Light Wounds: R Touch; D Instantaneous; The caster heals 1d6+1 Hit Points on themselves or
someone else. At the Referee's discretion, it may also restore paralyzed characters.
Light: R 120 ft (40); D 2 hours; Causes an object to shine as brightly as a torch, illuminating a 15ft radius.
Sleep: R 240 ft (80); D Referee’s Discretion; This spell puts enemies into an enchanted slumber (no saving
throw is permitted). It can affect a number of creatures based on their Hit Dice: Less than 1 to +1 HD
affects 2d6+3; 1+ to 2 HD affects 2d6; And 3+ to 4+1 affects 1d6. Creatures with over 5 HD are not affected
by a Sleep spell.
Magic Missile: R 150 ft (50); D Instantaneous; An enchanted arrow flies from the caster's pointed finger
and unerringly strikes the target for 1d6+1 points of damage.
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Find Traps: R 30 ft (10); D 20 minutes; Allows the caster to perceive both magical and non-magical
traps at a distance of 30 ft (10).
Invisibility: R 240 ft (80); D Until dispelled or an attack is made; A creature or object becomes totally
invisible. The spell can be lifted by a remove curse or is ended immediately if the subject takes overt-
ly hostile action. Otherwise, it will last indefinitely.
Speak with Animals: R 30 ft (10); D 1 hour; The caster can speak with animals within range. There is
a chance that the animals will assist him, and they will not attack him or his party (unless they are
mistreated or provoked).
Web: R 30 ft (10); D 8 hours; Fibrous, sticky webs fill an area up to 10 × 10 × 20 ft. It is extremely diffi-
cult to get through the mass of strands—it takes 10 minutes if a torch and sword (or a flaming sword)
are used, and creatures larger than a horse can break through in 20 minutes. Humans take longer to
break through—perhaps 30 to 40 minutes or longer at the Referee’s discretion.
Fire Ball: R 240 ft (80); D Instantaneous; Hurls an explosive burst of flame, which detonates with a
radius of 18 ft (6) and causes 1d6 damage per caster level, with a saving throw halving damage.
Fly: R Touch; D (Caster's level +1d6) x 10 minutes. Allows the target to fly at 120 ft (40) per turn.
Lightning Bolt: R 240 ft (80); D Instantaneous; This 60 ft long bolt of lightning causes 1d6 damage per
caster level to everyone within its area of effect, with a saving throw halving damage.
Remove Curse: R Touch; D Instantaneous; Removes all curses from target.
Charm Monster: R 60 ft (20); D Until Dispelled; If the spell succeeds (saving throw allowed), the
unfortunate creature falls under the caster’s influence. Up to 3d6 monsters of fewer than 3 HD are
affected.
Neutralize Poison: R Touch; D Instantaneous; Instantly removes the effects of any poisons from the
target.
Polymorph: R 60 ft (20); Duration: 1 Hour + 10 minutes / caster level; Allows caster to take or grant the
shape of anything he desires, but won’t acquire any special combat abilities.
Wizard Eye: R 240 ft (80); D 1 hour; Allows caster to send a mobile invisible “eye” to scout for him. The
eye moves at 120 ft (40) every ten minutes.
Hold Monster: R 120 ft (40); D 1 hour + 10 additional minutes for each of the caster’s levels; This spell
completely paralyses a target or targets, stopping them from moving. The caster can target either 1d4
creatures (saving throw applies) or may instead target a single creature who must make their save at a
-2 penalty.
Telekinesis: R 120 ft (40); Duration: 1 hour; The caster can move objects using mental power alone.
The amount of weight he can lift and move is 20 pounds per level.
Teleport: R Referee’s Discretion; D Instantaneous; Transports the target from place to place, regardless
of the distance, provided that the caster knows the location.
Wall of Iron: R 60 ft (20); Duration 2 hours; Creates a 2.5 ft thick stone wall up to 75 ft (25) in length
and 30 ft (10) in height.
8
Classic Monster Reference
Here is a simple list of sample monster stats. It is intended for quick reference and therefore does not
necessarily include details on a monster's special abilities and attacks. Consult your favorite monster
book for further details. Please remember that these are only suggestions. The Referee is feel to make
any changes they desire for the monsters they use.
Basilisk: HD 6; AC 4 [15]; Atk Bite (1d6); Move 6 (2) Save 10; Special: Petrifying gaze
Beetle, Giant Fire: HD 1+3; AC 4 [15]; Atk Bite (1d6); Move 12 (4); Save 15
Black Pudding: HD 10; AC 6 [13]; Atk Strike (1d6); Move 6 (2); Save 6; Special: Acidic
Blink Dog: HD 6; AC 5 [14]; Atk Bite (1d6); Move: 12 (4); Save 10; Special: Blink ability
Bugbear: HD 3+1; AC 5 [14]; Atk Weapon (1d6) or bite (1d6); Move 9 (3); Save 13; Special: Surprise
opponents
Centaur: HD 4; AC 5 [14]; Atk: Weapon (1d6) or kick (1d6); Move 18 (6); Save 12;
Centipede, Giant (small): HD 1d2 hp; AC 9 [10]; Atk Bite (1 hp); Move 12 (4); Save 16; Special: Poison
(+4 modifier to opponent’s saving throw)
Centipede, Giant (medium): HD 2; AC 5 [14]; Atk Bite (1d6); Move 15 (5); Save 14; Special: Poison (+6
modifier to opponent’s saving throw)
Centipede, Giant (large): HD 4; AC 0 [19]; Atk Bite (1d6); Move 18 (6); Save 12; Special: Poison (+6
modifier to opponent’s saving throw)
Cockatrice: HD 5; AC 6 [13]; Atk Bite (1d6); Move 6 (2) / flying 18 (6); Save 11; Special: Bite turns bitten
into stone
Djinni: HD 7+1; AC 5 [14]; Atk Fist (2d6) or weapon (2d6); Move 9 (3) / flying 24 (8); Save 7; Special:
Creation and illusion powers
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Dragon, Fire-Breathing: HD 10; AC 2 [17]; Atk *Bite, *Breathe Fire; Move 12 (4) / flying 24 (8); Save 6;
Special: They breathe fire in a cone-shape 90 feet long and roughly 30 feet wide at the base. *Hit points
and damage are based upon the dragon's age according to the following table:
Dryad: HD 2; AC 5 [14]; Atk Dagger (1d6) or Charm; Move 12 (4); Save 14; Special: Cast Charm Person
spell as a natural magical power with a -2 saving throw
Dwarf: HD 1+1; AC 4 [15]; Atk War Hammer (1d6); Move 6 (2); Save 15; Special: Spot hidden doors
Efreeti: HD 10; AC 3 [16]; Atk Fist or sword (2d6); Move 9 (3) / flying 24 (8); Save 6; Special: Wall of Fire
Elemental, Air: HD 10; AC 2 [17]; Atk: Strike (2d6); Move 36 (12); Save 6; Special: Whirlwind (30 feet
wide, hurling any creature of 1 HD or less for great distances (almost certainly killing them). Elemental
whirlwinds are approximately 100 feet tall.
Elemental, Earth: HD 10; 2 [17]; Atk Fist (2d6); Move 6 (2); Save 6; Special: Stone destruction
Elemental, Fire: HD 10; AC 2 [17]; Strike (2d6); Move 12 (4); Save 6; Special: Ignite materials
Elemental, Water: HD 10; AC 2 [17]; Atk Strike (2d6); Move 6 (2) / swimming 18 (6); Save 6; Special:
Can overturn ships
Elf: HD 1+1; AC 5 [14]; Atk Longbow (1d6) or sword (1d6); Move 12 (3); Save 15; Special: Cast spells
with wand
Gargoyle: HD 4; AC 5 [14]; Atk Claw (1d6); Move 9 (3) / flying (5); Save 12
Gelatinous Cube: HD 4; AC 8 [11]; Atk Acidic Strike (1d6); Move 6 (2); Save 12; Special: Acidic Strike,
Immune to lightning and cold
Ghoul: HD 2; AC 6 [13]; Atk Claw (1d6); Move 9 (3); Save 14; Special: Paralyzing Touch
Giant, Hill: HD 8; AC 4 [15]; Atk Giant Club (2d6) or Hurl Boulder (2d8); Move 12 (4); Save 8
Gnoll: HD 2; AC 5 [14]; Atk Bite (1d6) or weapon (1d6); Move 9 (3); Save 14
Goblin: HD 1-1; AC 6 [13]; Atk weapon (1d6); Move 9 (3); Save 16; Special: -1 “to-hit” in sunlight
Gorgon: HD 8; AC 2 [17]; Atk Gore (1d6) or Stone Breath; Move 12 (4); Save 8; Special: Stone breath
turns people to stone (60 foot range, saving throw applies)
Griffon: HD 7; AC 3 [16]; Atk Bite (1d6); Move 12 (4) / flying 27 (9); Save 9
Harpy: HD 3; AC 7 [12]; Atk Talons (1d6); Move 6 (2) / flying 18 (6); Save 13; Special: Siren Song
Hell Hound: HD 4-7; AC 4 [15]; Atk Bite (1d6) or *Breathe Fire; Move 12 (4); Special: *Breathes fire in
10 ft area and inflicts 2hp damage per hit dice
Hippogriff: HD 3+1; AC 5 [14]; Atk Claws (1d6); Move 12 (4) / flying 27 (9); Save 13
10
Human, Bandit: HD 1; AC 7 [12]; Atk Weapon (1d6); Move 12 (4); Save 15
Human, Berserker: HD 1+2; AC 7 [12]; Atk Weapon (1d6); Move 12 (4); Save 15: Special: Berserking
Hydra: HD 5-12 (equals # of heads); AC 5 [14]; Attacks: 5–12 bites (one for each head and 1d6 damage
from each bite attack); Move 9 (3); Save varies
Invisible Stalker: HD 8; AC 3 [16]; Atk Bite (1d6); Move 12 (4); Save 8; Special: Flight, invisibility
Lizardman: HD 2+1; AC 5 [14]; Atk Claws (1d6) or Sword (1d6); Move 6 (2) / swimming 12 (4); Save 14
Lycanthrope, Werewolf: HD 3; AC 5 [14]; Atk Bite (1d6) or Claw (1d6); Move 12 (4); Save 13; Special:
Only affected by silver or magical weapons, and are often humanoid—except for during a full moon,
and so on
Pegasus: HD 2+2; AC 6 [13]; Atk Hooves (1d6); Move 24 (8) / flying 48 (16); Save 14
Purple Worm: HD 15; AC 6 [13]; Atk Bite (2d6) or Sting; Move 9 (3); Save 6; Special: Poison sting
Rat, Giant: HD 1-1; AC 7 [12]; Atk Bite (1d6); Move 12 (4); Save 16; Special: 5% are diseased
Roc: HD 12; AC 4 [15]; Atk Claw (2d6); Move 3 (1) / flying 30 (10); Save 6
Skeleton: HD 1/2; AC 8 [11]; Atk Strike (1d6) or Weapon (1d6); Move 12 (4); Save 15
Slug, Giant: HD 12; AC 8 [11]; Atk Bite (2d6) or Spits Acid (2d6); Move 6 (2); Save 6
Spider, Giant: HD 2+2; AC 6 [13]; Atk Bite (Poisonous); Move 18 (6); Save 14; Special: Poisonous Bite
Troll: HD 6+3; AC 4 [15]; Atk Claw (1d6); Move 12 (4); Save 10; Special: Regenerate 3 hp each attack
round/turn.
Unicorn: HD 4; AC 2 [17]; Atk Hoof (1d6) or Horn (1d6); Move 24 (8); Save 13
Wraith: HD 4; AC 3 [16]; Atk touch; Move 24 (8); Save 12; Special: immune to all non-magical weapons
other than silver ones (which inflict only half damage)
Wyvern HD 7; AC 3 [16]; Atk Bite (2d6) or Sting (2d6); Move 6 (2) / flying 24 (8); Save 9; Special: Sting
is poisonous
Zombie: HD 1; AC 8 [11]; Strike (1d6) or weapon (1d6); Move 6 (2); Save 15; Special: Immune to sleep,
charm
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Monster Attack Table
Target’s Armor Class [Ascending Armor Class]
Hit
9 [10] 8 [11] 7 [12] 6 [13] 5 [14] 4 [15] 3 [16] 2 [17] 1 [18] 0 [19]
Dice
Monster’s Attack Roll (1d20) Needed to Hit
<1 10 11 12 13 14 15 16 17 18 19
1 9 10 11 12 13 14 15 16 17 18
2 8 9 10 11 12 13 14 15 16 17
3 7 8 9 10 11 12 13 14 15 16
4 6 7 8 9 10 11 12 13 14 15
5 5 6 7 8 9 10 11 12 13 14
6 4 5 6 7 8 9 10 11 12 13
7 3 4 5 6 7 8 9 10 11 12
8 2 3 4 5 6 7 8 9 10 11
9 2 2 3 4 5 6 7 8 9 10
10 2 2 2 3 4 5 6 7 8 9
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DAGGER is designed around common, core mechanics found in most old-school fantasy role-playing
games. In this game, however, these core mechanics are reduced to only the most basic elements
necessary for play. This effectively simplifies the game so that players as young as 5 years can easily
grasp the basic concepts. The rules presented here are supplementary (i.e. they are not all-encompassing)
and it is assumed that the Referee already possesses a general knowledge of some form of classic fantasy
role-playing. Any aspect of play not covered in these rules should be handled by the Referee, “filling
in the gaps” as necessary with his own rulings, or rules from another classic fantasy system. This is a
practice that is expected and encouraged. The optional rules which follow have been specifically
designed for this supplement and may be of some help. However, the Referee is free to use or discard
them as he sees fit.
Today’s kids are not natural, old-school gamers. The cartoons they watch, the games they play and the
action figures they make believe with are all about the “powers” that the characters posses. Do not be
surprised or offended when they ask you if they can play a “tiefling sorcerer that uses a blow gun” or
a “half-dragon that flies and breathes fire” (actual examples). LET THEM! Just keep the following two
suggestions in mind:
First, base each requested character off of one of the four regular character classes. For example, the
tiefling sorcerer could be based upon the Elf character class, giving the new character the ability to fight
and cast spells just like an elf and his armor class could also be the same because of his natural tough
hide. In the same way, the half-dragon character could be based upon the Dwarf character class, giving
him the ability to see in the dark and find hidden things.
Second, make sure each special or unique ability for these new characters is no more powerful than the
abilities each regular character class already possesses. For example, let the half-dragon fly, but only
let him fly as fast and as far as regular characters can normally walk. In the same way, the tiefling can
use a blow gun (or a freezing ray or a blast of fire), but it attacks and does damage just like a bow and
arrow.
These simple guidelines will enable kids to take ownership of the game and help keep things “fair” in
the eyes of the players, which is very important to them!
An invisible monster may be attacked if its general location is known. The attacker suffers a -4 penalty
“TO HIT.” Likewise, powerful monsters (those with sensitive smell, hearing, or those with more than
6 HD) will frequently be able to detect invisible characters.
When a character or monster is hit, damage taken is deducted from its Hit Points. A monster that is
reduced to 0 Hit Points is dead, but a player character reduced to 0 Hit Points is only unconscious. For
every level of experience the player possesses, his Hit Points may cross one point into the negatives
before he lapses into death.
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A character will naturally recover 1 Hit Point per day if he has had 8 hours rest. In a safe environment
(like a castle or a friendly village) 1-3 Hit Points will be restored for every full day of complete bed rest.
Spell casting is accomplished by means of a wizard's staff or an elf's wand, the number of spells per
day being limited by the class and level of the caster. However, the specific selection of spells to be used
need not be determined in advance. The wizard or elf player may use any listed spell of appropriate
level at any time, so long as he is in possession of his staff or wand, and does not exceed his daily limit.
When a character attempts a difficult, tricky, or risk-fraught action, such as jumping a wide pit or
sneaking past a monster, the Referee may assign a difficulty level of 6 through 1 to the attempted action,
with 6 being the easiest and 1 the most difficult. The player will then roll a d6. If the roll is equal to or
lower than the assigned number, the attempt succeeds.
14
Open Game License
Designation of Product Identity: The following items are hereby designated as Product Identity in
accordance with Section 1(e) of the Open Game License, version 1.0: “Dagger: Supplemental Rules for
Classic Role-playing with Kids” is Product Identity of Brave Halfling Publishing.
Designation of Open Content: Subject to the Product Identity designation above, all text in this doc-
ument is Open Game Content. If any text is so used, it should bear the COPYRIGHT NOTICE: Dag-
ger: Supplemental Rules for Classic Role-playing with Kids are Product Identity of Brave Halfling
Publishing. Open game content may only be used under and in the terms of the Open Game License.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the
Coast, Inc (“Wizards”). All Rights Reserved.
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any additional content clearly identified as Open Game Content by the Contributor, and means any
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and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall
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15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Rules Document Copyright 2000 Wizards of the Coast, Inc.;
Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax
and Dave Arneson.
Delving Deeper RPG is copyright 2012 by Cameron Dubeers and Simon J. Bull.
Labyrinth LordTM Copyright 2007-2009, Daniel Proctor. Author Daniel Proctor.
Swords & Wizardry WhiteBox Rules by Marv Breig, copyright 2008-2011 Matthew J. Finch.
Dagger: Supplemental Rules for Classic Role-playing with Kids is copyright © 2013 Brave Halfling
Publishing.
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DAGGER is a simple, fast and fantastic tool
for classic, old-school role-play gaming with Kids!
Brave Halfling
Publishing
BRV 7001 $3.95
17