Built on familiar d20 mechanics with streamlined OSR sensibilities, the OnceWas RPG captures classic tabletop gaming feel while incorporating modern improvements. Character creation is fast, combat is deadly but tactical, and the unified d20-high resolution system keeps gameplay smooth and intuitive.
The 207-page Core Rulebook includes six classic classes with meaningful choices, streamlined combat and magic systems, and complete Game Master guidance—everything you need to adventure in OnceWas.
The published adventure modules aren't random dungeons—they're the actual quests The Odd Company undertook in the novels:
A1: Ogres of Worros Woods - The adventure that started it all. Two ogres raid a peaceful village, but there's more to this quest than meets the eye.
A2: The Meldorin Winery - Villa Meldorin holds dark secrets and ancient magic. Face the same supernatural threats as The Odd Company.
A3: Tower of the Immortal Orc - Fort Orckrag looms in the mountains, home to an orc warlord who should have died centuries ago.
A4: Werewolves of Orckrag - The curse runs deeper than anyone knew. Hunt the werewolf pack and uncover the conspiracy.
A5: Silvandor and the Shattered Light- The quest leads into the enchanted and hidden elven city.
Each adventure is fully playable independent of the novels, with complete stats, maps, and Game Master guidance. But reading the books adds depth to your play experience, while playing the adventures gives you new appreciation for the novels' challenges.