Revised Player Character Pregens for the RuneQuest Glorantha Quickstart

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You can find the RuneQuest QuickStart Adventure here.

I’ve changed up the list of Rune Magic spells to match the spells found in the RQG Core Book. I’ve also altered the spell notion terms from those found in the Quickstart to those found in the Core Book (so, now a spell might have the notation, [1, Touch, Instant, Nonstackable], as opposed to the notation from the quickstart).

Each booklet contains the information you would find on a character sheet. But also contains brief descriptions of the the character’s cult and god, descriptions of the Runes of Glorantha, and brief descriptions of the character’s Spirit and Rune spells.

I hope this is useful for people. I’m still plowing through the rules. But I’ve found that making tools like this lets me get a grasp on new rules. And I believe it will help my players in a couple of weeks have a quick reference for both rules and some of the texture of Glorantha as they sink into the setting and the game for the first time.

Click on the image of each character to link to the Player Character Booklet:

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VOSTORVostor Image

 

VASANAVasana Image

 

SORALASorala Image

 

HARMASTHarmast Image

 

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Pregen Player Character Booklets for the RuneQuest Glorantha Quickstart

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In celebration of Runequest Gloranatha: Quickstart Rules and Adventure coming home with ENnie Gold, and because RuneQuest Glorantha is now available in PDF and soon to be available in print, and because I’ll be running the Quickstart at a local convention at the end of the month I decided to take the Pregenerated Player Characters and build little booklets for each PC.

Each booklet contains the relevant Rune Descriptions, Rune Spells, Spirit Magic Spells, and short descriptions of the respective PC’s cult, as well as all the other information contained on each of the PC’s character sheet from the Quickstart.

My design goal was to build a little booklet which would allow a Player to flip through the booklet and find the relevant information for a specific rule or topic on a given page.

I’m a big fan of the A5/8.5×5.5 format at the gaming table. They take up less space, you can hold them in your hands easily when flipping through them. The PDF is in a A5 format. You can print the PDFs using “booklet” formatting and get a 20 page doc on five sheets of paper. (There’s a short table of contents after the coverer page. The whole idea is to make an easy to use, easy to access document for someone sitting down to play RuneQuest Glorantha for the first time.)

The pages were built in A5 format. But you can easily print them in 8.5×5.5 format with only the slightest shrinkage to the text and no real effect on presentation.

These is a format that i came up with for myself, of course. Which reflects my own thinking and design principles. But I hope people might find them helpful for getting new demonstrations of the game up and running.

I haven’t done a final proof on these yet, so if you notice anything askew, please let me know!

Thanks!

RQG Yanioth QuickStart

RQG Vostor QuickStart

RQG Vasana QuickStart

RQG Sorala QuickStart

RQG Harmast QuickStart

More On Pointcrawls — and Thoughts on Pointcrawls for Traveller

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A few weeks ago I posted a link to a very smart post about pointcrawls from Anne at DIY & Dragons.

As Anne explained in her first post on the matter:

At its most basic, pointcrawling is a way of depicting space that maps a set of known locations as “nodes” that are connected by a limited number of “paths.” Depending on a judge’s time and artistic talent, this diagram could consist of little more than numbered circles connected by straight lines (something similar to the early Scorpion Swamp pointcrawl introduced in the Fighting Fantasy books, seen in Figure 1 below.)

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Figure 1. Scorpion Swamp from Fighting Fantasy 8

Alternatively, it could be much more detailed, either an artistic rendering or an information-encoding scheme to visually depict the location at each “node,” and likewise some method of giving more information about each “path.” In Figures 2 and 3 below, Hill Cantons shows a scheme for color-coding and labeling square nodes to show information about each location at a glance, while using different kinds of lines to instantly communicate information about the types of paths. (Really, his whole series of articles on this is an excellent read.)

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Fig. 2 – Horizontal Undercity from Hill Cantons

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Fig. 3 – Vertical Undercity from Hill Cantons


The post goes into a lot more detail. But I think the value of pointcrawls might not be immediately obvious because we are trained to expect full terrain maps and full deck plans.

But the fact is, a full deck plan of a starship might not be required for an evening of play for Traveller. Consider this: a pointcrawl could be made of a starship, showing all the chambers on board and the routes might be able to take from one chamber to another. There’s really no need to draw up full deck plans. And if one is focused on a “theater of the mind” presentation of the ship and onboard action to the Player rather than miniatures, a pointcrawl might actually make a lot more sense. One need only glance down at the nodes and connections to see where the Player Character is in relation to other elements of the ship. Notes can be marked up next to the nodes (or within them) or however you want to roll.

The point being that sometimes we get so caught up in “the way things are supposed to be done” we don’t think through, “What exactly is the most useful way to record and impart this information?” or “What do I really need to run the encounter on this starship?”

Here’s the pointcrawl of a 200 ton Type A Free Trader I just whipped up for this post.

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Notice that it tells me almost anything I’m going to need to describe what is happening on a ship. Most rooms are not going to be more than 8 meters across, which means that most combats will be at Close or Short range and sometimes stretch to Medium if the combats really make sure they’re firing at each other from one end of a longer room to another. Notice that cargo hold, even from end to end, falls within Medium range. (Notice too, that at certain points, where I thought it might matter, I noted the length or dimension of a room or corridor. One could do that with every room if one wanted to.

Now, listen. We all have access to the deck plans of a 200 ton Free Trader. This illustration isn’t that big a deal, in part because we all have those plans and in part because the lower deck of a Free Trader isn’t really that complicated or big.

But let’s say you needed to whip up a Corsair or any other kind of ship. The question is how much work do you really need to put into whipping up a new ship? Do you really need detailed deck plans to scale? Will your players ever notice if you don’t?

But let’s think about bigger locations:

  • space stations
  • underground mining operations
  • cities of a billion people
  • the continent of an alien world
  • and so on…

Do you really need a details map of all the locations?

My guess is no, you really don’t. You do need to know major locations. You do need to know how one place connects to another. (Is there a monorail between the two locations? Or do you have to walk? Use different colors for each type of movement and name travel times and your pointcrawl becomes both useful and efficient!) Entire continents can be mapped out this way, with key points of interested written down as nodes and notes about traversing the distances between the nodes right on the sheet. (Here’s a link to a post at Hill Cantons about replacing wilderness hex-maps with wilderness pointcrawls. Really worth checking out!)

Traveller is a tricky game in that the Player Characters can (and should) travel from world to world to world. This is, I think, one of the reasons the game can seem daunting to Referees (or would be Referees). If you’ve been raised on RPGs thinking you need full color maps of cities and continents draw to scale, the thought of having to create, say, 20 planets, along with all the cities, colonies, bases, and ancient ruins might seem overwhelming. And let’s be clear–IT IS OVERWHELMING!!! A given subector might have 20 planets. The idea that you, as the Referee will have all the details of those worlds mapped out and ready to go because the Players decide to have their characters pick up stakes and light out for another planet on a whim would drive anyone mad. This is supposed to be a fun hobby… not a full time job!

And keep in mind: When I write all of this, I am assuming that the original Traveller rules were designed for improvised playnot railroaded plots. The Player Characters should be able to pick up stakes and head off to a new world on a whim, and new troubles should arrive on a whim as well. That’s what the game is about.

Also keep in mind that the abstract range band system from the original Traveller rules. Marc Miller provided a solid, abstract system that could keep things moving along without getting bogged down in measuring every foot minutia. “Mapping” as we know it from early Dungeons & Dragons makes sense if you are underground, in an ill-lit environment, wondering if you’ll remember how to get out, while checking the map for empty gaps that might suggest there is a secret door you passed and missed earlier. You don’t need that level of mapping detail if you’re hangout out on a space station or taking a monorail from one city to another. The notion of pointcrawls fits right into the design philosophy of the original Traveller rules.

So, is it worth it to you to relive yourself of the responsibility of having to map out entire continents and space stations in order to give your players plenty of freedom, cut down on your prep time, and give yourself the confined to know you can handle whipping up whatever environment your players go to?


Finally, Anne has promised to get to a post about “mini-crawls” very soon. But in the meantime she has a new post up with more examples of pointcrawling.

A Smart Blog Post from DIY & Dragons: Sub-Hex Crawling Mechanics – Part 1, Pointcrawling

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I’m beginning to piece together the city of Xam in the Qelong Valley for when I pick up my Lamentations of the Flame Princess game. (A member of the group is currently running Star Wars: Edge of the Empire. Pew-Pew!)

For context:

Two barely conceivable beings have fought a war for a generation over Sajavedra. They wish to claim its rich harvests of souls and fields, its intricate networks of ley lines and temples, for their own. They use weapons of unspeakable magic, and sometimes their weapons target the province of the Qelong Valley. Xam was once the capital of Qelong. Missiles filled with magical energy called Aakom struck the city four generations ago. Because of the magical nature of the city the weapons not only did horrible damage, but raised the city onto a sheer mesa 1,000 feet high and corrupted it with all sorts of magical energies. (Think Area X from The Southern Reach Trilogy, if you’re into that sort of thing.)

My mind, however, has been somewhat boggled: How, exactly, do I map out a ruined city that is about 6 miles across and about 18 miles in length?

Not, “How do I make a map?” But what is the best procedure for building a useful diagram for my Players and I to interact with to produced the most fun. I want my Xam to be a mini-hex crawl of sorts, with each hex about 2 miles across. I want to have at least three interesting locations per hex (even if it just a magic fountain) and a few of these locations should be mini-dungeons or full dungeons. The place should be full of ruins covered in a strange jungle, with countless weird environmental issues as well as the ruins of survivors and the dead who harnessed the strange magical energies that have cut their city off from the rest of the world. (Some have succeeded, some have failed.)

I wasn’t satisfied with the hex crawl component of Qelong we played last year. It was fine… but I felt like I was missing some sort of fun that had lured me to the notion of hex crawling. (All my efforts to ask folks about hex crawls on forums had let to answers like: “It’s a hex crawl. You know… with hexes!” Which might be enough of an answer for some folks, but I’m always on the lookout for procedures and techniques that will help the game run smoothly and maximize the fun.)

I’ve been recently inspired by a recently released hex-crawl called Hot Springs Island. It, too, works at a scale of 2 miles per hex. A reviewer referred to it more as a “pointcrawl than a hexcrawl.” And in this technique I saw a way to help me map out Xam for best effect. That said, I wasn’t that sure of what a “pointcrawl” was either.

Imagine my delight, then, in coming across this blog post by Anne at DIY & Dragons: Sub-Hex Crawling Mechanics – Part 1 from a few days ago. In it she does a deep dive into pointcrawls, using examples from many games and blogs. (The illustration above is one of the examples she uses. It is the city of Cörpathium from over at Last Gasp, built from a series of tables that you should really check out if you’re into this sort of thing. It’s already given me some ideas of how I want to build tables for Xam. Also, Last Gasp is great, and I suspect I’ll be using a lot of material from the site to flesh out Xam. It has the perfect mix of weird and usable.)

At the top of the blog Ann writes:

Beyond Formalhaut recently wrote about wilderness exploration, and it got me thinking about a pair of posts I’ve been wanting to write for awhile now, comparing the two major ways I know of to explore adventuring sites within the wilderness: pointcrawls and mini-hex-crawls.

By “adventuring sites” I mean spaces that call for a new scale for mapping. They’re larger than dungeons, too large for 10′ squares, but smaller than the overland wilderness, too small for 6 mile hexes. The ruined city is perhaps the archetypal “adventuring site” that seems to demand a new scale for mapping, but it could be any (probably outdoor) location that the characters can explore directly, rather than having the encounter hand-waved or abstracted – the exterior surrounding a dungeon, a cemetery or graveyard, a garden, a battleground, perhaps even the characters’ own campsite. Adventuring sites call for a new kind of mapping to put them on paper, and a new kind of procedure to bring them into play.

Pointcrawls and minicrawls are two different ways of mapping these new spaces, two different procedures for tracking and running the characters’ movement through the space.

These are referee-facing mechanics. For the most part, the only person who will be directly affected by the choice will be the judge running the game, not the players.

There may be some effect on the players. In my opinion, pointcrawls seem to lend themselves to running adventuring sites where all (or almost all) the sub-locations are known, the paths between those locations are limited, and travel along those paths is uneventful. Minicrawls seem to lend themselves to running adventuring sites where there are few (if any) scripted locations, where most content is procedurally generated, where movement is essentially unrestricted, and where travel and discovery are themselves the primary activities within the site. In short, I think pointcrawls work best for more dungeon-like locations (and locations with more keyed encounters), while minicrawls work best for more wilderness-like locations (and locations with more procedural generation.)

Part I of Ann’s posts is about pointcrawls. I’m looking forward to Part II about mini-hexcrawls.

Traveller Out of the Box: Weapon Cards, 1977 Edition

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Some of you may know I made a set of weapon cards for the 1981 Classic Traveller. Each card lists a specific weapon, the +/-DMs for Strength or Dexterity, and a matrix that combines the DMs for range and armor from Book 1 into a single Throw number.

Here is an example of how the matrix works:

1. The DM for SMG against No Armor is +5.
2. The DM for SMG against the five ranges (as you note) are -4 +3 +3 -3 -9
3. When we combine these two DMs (which is what the Weapon Card matrix does) for No Armor at the five ranges, we get +1 +8 +8 +2 -4
4. We then applied these five DMs (which combine the DMs for range and armor) to the required hit roll of 8+
5. The final numbers printed on the card represent what the Player needs to roll or better on 2D6. So: No armor, close range is DM +1, meaning the PC needs to roll a 7+.

In this way, the Player only has to look down at the card and read the Throw number required.


I now have a set of the cards for the 1977 edition of Traveller. The big difference is the damage values. In the 1981 edition of the game all damage values are whole dice (xD6). In the 1977 edition of the game some of the damage rolls are modified by a +/-DM (xD6 +/-y).

Here’s an example of the card in action:

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The character needs to Throw the number in the matrix or higher to hit (excluding other DMs of course.)

In the notation above the character has a Blade-5 expertise and a DM +1 because of his Strength of 9+, and so he has a DM +6 when using blade. A character with melee weapon expertise can apply that expertise as a -DM to incoming melee attacks, thus the parry value of 5, for a DM -5 if someone attacks him with a melee weapon while he is defending with his Blade.

You can print the cards out, cut them pages into quarters, and hand a card to any Player with a PC carrying a given weapon. (I printed them on a heavier card stock, using pre-perforated sheets used for name tags. Each weapon card sheet divides neatly into equal quarters.)

As always, if you spot any errors let me know!

Classic Traveller: Making a World from the Universal World Profile

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After playing around with Classic Traveller’s system for generating Main Worlds and subsectors, I have decided to add the Tags system from Stars Without Numbers as part of the process.

Here’s why:

I think the Classic Traveller Main World generation system is compelling as all hell. It offers the Referee a tool to make him go… “Hmmm… what crazy-SF-themed thing is going on here to justify these numbers?”

The weakness in it, if it is one, is that it might suggest to people, “Roll up these numbers, slap on some obvious high-tech explanation for any obvious inconsistencies, and you’re done.”

But I think that’s doing the system a disservice. The trap is that, like the Original Dungeons & Dragons rules before it, at the time of the game’s publication the game assumed that people who would pick up a game about “Science-Fiction Adventure in the Far Future” would be deeply read in the science fiction stories preceding the game’s publication.

If we turn to the stories that inspired Marc Miller when he was writing Traveller we find the works of E.C. Tubb, Jack Vance, Poul Anderson, Jerry Pournelle, H. Beam Piper, Andre Norton, and others. And in these tales we find that the worlds and SF premises of countless worlds that would be considered outlandish by the standards of today’s science-fiction.

I bring all this up to say, if one roll up the UWP numbers, slap on some obvious high-tech explanation for any obvious inconsistencies, and call it done, one is missing the next step… which is to create the weird, the unexpected, the spectacular, the strange, the exotic, and the unique worlds that would be at home in the science-fiction tales and novels from the 40s through the mid-70s. These are the qualities that these stories from the 40s, 50s, 60s, and early 70s traded in.

The problem is that the Classic Traveller Main World generation system doesn’t necessarily lead to the qualities. It is presumed. But if one assume the underlying quality of the setting is being “realistic” or “hard SF” one can easily iron out these presumed qualities. And if one hasn’t read the books that inspired the game, or even know about them, it might seem that the string of numbers is enough. (One might even be confused as to why the randomly rolled values are so strange!) But it isn’t. The string of numbers is a jumping off point for creating a world.

Later Classic Traveller material, as well as later editions of Traveller, would drill down deeper into astronomical detail when generating world and systems. I would offer this is the wrong direction — at least the wrong direct from the original concept of the game. (If that’s the sort of game the Referee wants AWESOME! I am simply talking about the core conceits and purpose of the game as originally written.)

Marc Miller was not only an Army Captain but also got a B.A. in Sociology. Combined with the compelling conceits about countless societies found in the books by Tubb, Piper, Vance, Bester, Norton, Anderson, Pournelle, and all the other SF authors that inspired Classic Traveller, a compelling case can be made that the focus of the game is not actually Hard SF and astronomical detail, but rather all the interesting cultures and societies the characters the Player Characters get to encounter, puzzle out, and interact with.

Certainly that’s the argument I’m making in this post.

So if we roll up a string of numbers that give us facts about a world, do we necessarily end up with compelling societies and cultures for the player character travellers to interact with? Not necessarily.

The strength of adding the Tags from Stars Without Numbers into the mix is that it immediately colors the world being created with culture, society, factions, conflicts, and NPCs. It encourages the Referee to make something extraordinary that the Player Characters can encounter and interact that is new and fresh and unexpected.

Recently I started nailing down a subsector of my own.  I rolled up the locations of the worlds in the subsector, their respective spaceport types, and the space lanes from the 1977 rules. I made notes for the kind of setting I wanted for the subsector.

Then I chose a cluster of stars for the beginning of a campaign. (For a variety of reasons I like to “Star Small” when working up a subsector. Here on some thoughts on that.) From that cluster I picked the first wold I would begin with: the world in the middle of the cluster with an A class starport. This is where the PCs would begin.

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For that world I rolled a UWP of A-210989-B. So we have a world only 2,000 miles in diameter, with a very thin atmosphere, and a population of billions. “Exactly,” I thought, “how would this work?”

I then thought of an O’Neill Cylinder in orbit around the sun near the planet, which the colony used for mining. But then I realized that an O’Neill Cylinder wouldn’t hold billions. Some quick research and some math told me I would need about 1000 O’Neill Cylinders in orbit to hold the population of the system.

That’s kind of over the top, right? But AWESOME. The image of A THOUSAND O’NEILL CYLINDERS glittering in the sun as a ship approaches would be an astounding sight. And the world itself, small though it is, would be lit up with millions of bright lights as the entire surface of the plane is part of a mining operation that has been going on for a hundred years. Other ships blink in and out of existence as they Jump within the system to gather resources from other worlds within the system.


— Sample Tags from Stars Without Numbers. You roll two Tags to flesh out a world.

I then rolled on the SWN Tags and got Civil War (!) and Restrictive Laws. The Restrictive Laws was an easy fit with the Law Level of 9 that I had already rolled. But the notion of a Civil War raging across these islands in space really caught my imagination. I want the setting to be at the fringes of an ancient, failing interstellar empire. I wanted a noble of the empire to rule the star system. And now I saw that noble’s grasp on the system failing. More importantly, a 1,000 O’Neill Cylinders are fragile. There would be many laws restriction munitions and conflict. The Restrictive Laws would fold neatly into a culture of many rules and customs that keep conflict from spilling out of control and literally tearing the ground out from under the feat of the citizens.

I have no idea yet what the Civil War is about, or whether it has even started. But already I have conflict and action coming to bear in a unique culture driven by the SF details of the setting. This also all works within the Government Type: A Civil Service Bureaucracy mired in tradition. I’m seeing lots of robes with bright colors and elegant patterns that denote one’s station in the hierarchy. The institutions of the system keep generating new rules to sustain their sense of power and order even as they fail to see that discord is brewing below their elegant and elaborate customs and laws.

All of this seems worthy of a setting of a story for Vance or Anderson and the other authors listed above. And three things:

  1. I am clearly not taking the UWP literally (which I don’t think is the point of the UWP, so I don’t)
  2. I do want to spend some time figuring out what it means to fight a war amid islands that can shatter and kill millions if things get too hot, so how does one “fight a civil war” in this kind of terrain. But won’t it be awesome to find out?
  3. I’m not worried about it being fully “realistic.” That is, it will need to have a layer of verisimilitude and self-consistency to feel real. But ultimately there will be awesome adventures, action, puzzle solving, and more… all from rolling 9 pairs of dice and discovering images that excited me from those rolls.

QELONG: Aakom Poison Tracker (Lamentations of the Flame Princess)

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My Players’ characters are heading off to the Qelong next week and I’ve spent my break from Refereeing by working up notes and prepping details for the expedition.

As I’ve noted before Qelong is dense and complex. I’ve taken some time to “unfold” the material in the book and prepare for an easier time running it.

One of the complex parts of the setting is the threat of Aakom Poisoning. If you’ve read the module you know what I’m talking about. If you haven’t read it you don’t know what I’m talking about–but don’t worry because its too complicated to go into.

For those of you have an interest in running Qelong for your players but who have thought, “How the hell am I going to track the Aakom Poisoning?” I offer this following tracking sheet.

The deal is this:

I will print out several sheets, using one sheet per day the Player Characters travel through the Qelong valley. Each day of travel I will mark down any actions that incur Aakom points. (Each column heads notes the number of Aakom Points accumulated for different events.) At the end of the day I total the Aakom points for that day and then total the to the Aakom points for the entire expedition thus far.

The spreadsheet itself was sort of a no brainer. But I imagined what a mess the sheet would become after several days of adventure. (Truly, tracking Aakom Poisoning is a pain in the neck.) It was only after I realized I should have a new sheet for each day that I thought, “Okay, I can now track this and use the threat of the poison in a reliable and organized manner.”

I bring this up because my players are smart players and they love to have new problems and puzzles. I don’t want to hand-wave the effects of the poison. If the application of “scoring” the Aakom points is consistent and understandable they will figure out the patter and they will take action to solve the problem. Hence this detailed solution to tracking the poison.

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Notes for My First Session of My Lamentations of the Flame Princess Campaign

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I just came across the pages shown in this post. This is how my Lamentations of the Flame Princess campaign began, with three people I knew, and three others I found off of Meetup.

I started my campaign with a brief adventure called Stranger Storm from the original LotFP Referee Book and the notes pictured above. (You can get the PDF of the LotFP Referee Book for free at RPGNow.)

The Player Characters started on a road, at night. They had each rolled a rumor from the World Rumor Table I made, as well as rumors about meteorites that had fallen to the south a few nights earlier.

They were looking to find the meteorites, but would encounter the situation of Stranger Storm along the way.

The adventure Stranger Storm has no maps. I grabbed some maps from other RPG books to help me out.

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So, I started with:

  1. Rumor Table (which focuses the players, but lets the choose what to do)
  2. Stranger Storm (With a few alterations of the creatures to fit my campaign. Specifically I altered the nature of the Changelings to make them into arcane spies of sorcerers of Carcosa.)
  3. A stack of LotFP adventures that the Rumors on the Rumor Table point to
  4. The notes I have attached in photos
  5. A map of an inn and of a small keep I cribbed from elsewhere (they never went to the keep)

We’ve been playing for over a  year, alternating games on occasion, for a solid six months of play so far.

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Der Entdecker: An alternate-reality sailing ship found by the Player Characters in my Lamentations of the Flame Princess campaign

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My game is on hiatus right now, allowing me time to sort through some bookkeeping and prep for further adventures.

As noted previously, my players tracked down a sailing ship that can travel between alternate earths. Here’s a writeup for the Players, using the rules from Rules & Magic and the ACKS Guns of War.

I built the sheet above to hand the players so they’ll have a sense of ownership of this piece of equipment. They’ll be tracking supplies and more.

When we left off they had used the ship for the first time, using the ship’s wheel to steer a course for an alternate world where two arch-mages fight a decades long battle and the the peaceful Qelong Valley has been shattered by the fallout.

Lamentations of the Flame Princess Spell Booklets for Clerics and Magic-Users, Levels 1 & 2

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Jeff Rients notes:

One of my few gripes with the Lamentations of the Flame Princess Rules & Magic book is the spell section.  I hate, hate, hate getting all the spells as a single long alphabetical list.  For too long my neural pathways have been charred into a configuration based upon the organization of spells by class and level.

And frankly, I think that the old way of organizing spells was a lot more friendly for newbies.  Imagine playing a cleric for the first time and needing to search through 200 spells to find the ten you have to choose from.

I concur.

A year ago, when I started my LotFP campaign, I thought the same thing. I made spell list pamphlets for my LotFP Players, ready to be printed out as little pamphlets.

Include both 1st and 2nd Level spells. Since Player Characters won’t need 3rd Level Spells until 5th Level, I knew this would mean they’d be useful for several months of play!

LofFP M-U Spell Booklet, Lvl 1&2

LotFP Cleric Spell Booklet Lvl 1&2

They are formatted as A5 pages, but they’ll easily squeeze into a 5.5″x8.5″ sheet for booklet printing.