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Old-School Essentials Retro Adventure Game Core Rules v1.0
Old-School Essentials Retro Adventure Game Core Rules v1.0
Lords of Creation
Extra special thanks go out to the following beings of deific magnificence,
whose generosity helped this game to manifest:
Aaron Davis, Acar Altinsel, Andrew “Zakero” Moore, Andy Action, Brian Richmond,
Craig Denham, Dave Pleyel, David Hickman, Eric Bloat, Erik Hansen,
Franklin E. Wishart, Heiko Müller, James Patterson, Jeff “Sage” Trisoliere, Joe Perry,
John Anthony, Justin Pitt, Kevin A. Swartz MD, Kristian Jansen Jaech, Lance Myxter,
Matthew Gagan, Michael Bunicci, Michael Harvey, Noah Green, Robert Hohman,
Rudy Jahchan, Shannon Roy, Stephan Schultes, ThrowiGames, World Anvil
Old-School Essentials is a trademark of Necrotic Gnome. This product is released under the terms of
2 the Open Game License Version 1.0a, Copyright 2000, Wizards of the Coast, Inc.
Introduction
About This Game Thanks
To the fearless proofreaders who have
helped make this game shine: Adam
What is Old-School Essentials?
Baulderstone, Alistair Caunt, Caleb
▶▶ A role-playing game of fantastic Collins, Chuck Glisson, Noah Green,
adventure, where players work together Keith Hann, Ian Helmke, Michael
to overcome fearsome monsters, sinis- Julius, Frederick Münch, Eric Nieudan,
ter plots, and deadly traps in search of Ray Otus, Alexander Parker, Glenn
wealth, power, and glory. Robinson, Stuart A. Roe, Tim Scott,
▶▶ An old-school role-playing game, Thorin Thompson, Perttu Vedenoja.
styled after the beloved games of the
1970s and 1980s.
▶▶ A relatively rules-light game, where New to Old-School Games?
the rules are kept simple in order to let Newer RPGs (i.e. post-2000) tend to
imagination and fast-paced action take work from a different set of design princi-
the spotlight. ples and have somewhat different play
▶▶ A streamlined rules set, with the books expectations than old-school games.
carefully structured for maximum usabil- Players who are familiar with newer
ity during play. RPGs but not with the old-school style of
▶▶ A modular game that can be easily play may find the following documents
expanded for play in many different fan- useful (both can be found online):
tastic genres and game worlds. ▶▶ Principia Apocrypha, by Ben Milton,
Steven Lumpkin, and David Perry.
New to Role-Playing Games? ▶▶ Quick Primer for Old School Gaming,
This book explains the rules of the game by Matthew Finch.
in an easy to learn way. The rules, howev-
er, do not demonstrate how a role-playing A Note on Rulings
game (RPG) actually works in practice.
Some recommendations for those who In an old-school game such as Old-
have no experience whatsoever of RPGs: School Essentials, the rules are not
intended to cover all possible eventual-
▶▶ By far the easiest way to learn what ities. The referee must be ready to apply
RPGs are about and how they work is judgement to resolve any unexpected
to simply dive in and play! If you have situations which arise.
friends who already play, just ask to join
them for a game or two.
▶▶ The next best way to learn is to watch
other people playing. There are many live
streams and YouTube channels online.
3
Terminology
Dice Rolling Notation
Similar to many other RPGs, Old-School
Essentials uses a plethora of weirdly
shaped dice, each referred to by the num-
ber of sides it has:
▶▶ d4: A four-sided die. Basic Game Terminology
▶▶ d6: A normal six-sided die.
▶▶ d8: An eight-sided die. Referee
▶▶ d10: A ten-sided die. Also known as the Game Master. The
person who designs the game world and
▶▶ d12: A twelve-sided die. runs game sessions for the other players,
▶▶ d20: A twenty-sided die. arbitrating the rules and determining
Multi-Dice Rolls the reactions of people and creatures
In situations where multiple dice should encountered.
be rolled and the results summed, the Players
number of dice is noted before the “d”. Every other participant in the game. Each
For example, “3d6” indicates that three player usually runs a single character.
six-sided dice should be rolled and the
results added together. Player Character (PC)
The imagined character played by a player.
Modifiers
Flat modifiers to the roll are applied after Party
the results of all dice have been summed. The group of PCs who go on adventures
For example, “3d6+2” indicates that three together.
six-sided dice should be rolled, the results
added together, then 2 added on top. Adventure
A series of one or more game sessions
Percentile Rolls (d100) during which the party explores a specific
A hundred-sided die (d100, sometimes location or engages with a particular plot.
noted as d%) can be mimicked using two
d10s: the first treated as “tens” and the Campaign
second treated as “ones”. For example, a A series of adventures, usually involving
roll of 2 and 3 would be 23. If two 0s are a consistent set of PCs and a consistent
rolled, the result counts as 100. game world.
7
8
9
Player Characters
Game Statistics Experience Points (XP)
The character’s advancement in the
game is tracked by the accumulation of
Player characters are described, in game experience points. Experience points are
terms, by a set of statistics that define awarded by the referee after a successful
their abilities, strengths, and weaknesses adventure. When the character has accu-
in the game world. mulated a certain number of experience
points, the character’s level increases.
Ability Scores Each class specifies the number of expe-
The basic physical and mental strengths rience points required to achieve each
and weaknesses of the character. There experience level.
are 6 ability scores: Strength (abbreviated
STR), Intelligence (INT), Wisdom (WIS), Prime Requisite
Dexterity (DEX), Constitution (CON), The ability score (or scores) that are the
and Charisma (CHA). A character is most important to the character’s class.
ranked in each ability score by a number The character’s score in these abilities
between 3–18. (3 being the worst score can affect the rate at which the character
possible and 18 the best.) accumulates experience points.
Class Alignment
An adventuring profession to which the The character (and every other creature
character belongs. A character’s class in the game world) is aligned with one of
defines their main abilities. (Classes are three cosmic principles: Law, Neutrality,
detailed in the genre rules books in the or Chaos (see Alignment, p16). This
Old-School Essentials line.) alignment determines how certain magic
influences the character and should be
Race used by the player as a guideline for
Unless a demihuman class is selected, the role-playing the character.
character is assumed to be human.
Hit Points (hp)
Level The character’s ability to avoid dying.
The character’s experience as an ad- The character has a maximum hit point
venturer is denoted by their experience total and a current hit point total, which
level. Characters typically start play at 1st are tracked separately. When a character
level (the lowest level of adventurer) and is harmed, their current hit point total
can increase in level through successful is reduced. If this number reaches 0, the
adventuring. As a character goes up in character is dead! Rest or healing can
level, they gain more powerful abilities, as restore lost hit points (see p24), but
defined by their class. never above the character’s maximum hit
point total (this is only increased when
the character increases in level).
10
Hit Dice (HD) Class Abilities
The number of dice used to determine Finally, the character’s class denotes a
the character’s maximum hit point total. set of special abilities that the character
The character’s class determines the type may use. These include the ability to use
of dice rolled (i.e. d4, d6, d8) and the certain types of armour and weapons and
character’s level determines the number the ability to speak one or more languag-
of dice rolled. (Some classes also grant a es.
flat bonus to hit points at certain levels,
instead of or in addition to an extra HD.)
Ascending AC (Optional Rule)
Armour Class (AC) Some groups are more familiar with
The character’s ability to avoid damage an Armour Class system where higher
in combat. Armour Class is determined scores are better. This system is known
by the character’s Dexterity score and by as Ascending Armour Class (abbreviat-
the armour they wear. Lower AC scores ed AAC) and works as follows:
are better, so a bonus to AC decreases
the character’s AC score and a penalty ▶▶ Armour Class: When using AAC,
increases the AC score. higher scores are better. Bonuses to
Armour Class increase the AAC score
Attack Roll “to Hit AC 0” (THAC0) and penalties decrease it.
The character’s ability to hit foes in ▶▶ Attack rolls: Instead of referring to
combat, determined by their class and an attack matrix (see Attack Matrix by
level. Lower THAC0 scores are better. THAC0, p44), attack rolls involve the
See Combat, p40 for full details on use of an attack bonus which is added to
attacking. the d20 attack roll (see Combat, p40).
Saving Throw Values ▶▶ AAC scores: AC scores for monsters
and equipment are followed by the
The character’s ability to avoid being
equivalent AAC in square brackets.
affected by certain types of dangerous or
detrimental effects. There are five saving ▶▶ Attack bonuses: THAC0 scores for
throw categories: death (or poison), monsters and classes are followed by
wands, paralysis (or petrification), breath the equivalent attack bonus in square
attacks, spells (or magic rods or staves). brackets.
The character’s saving throw values are Note: Using Ascending Armour Class
determined by class and level. See Saving results in very slightly different attack
Throws, p25 for full details. probabilities than when using the tradi-
tional approach of descending AC with
Movement Rate an attack matrix.
The speed at which the character can
move when exploring, travelling, or
during combat. Every character has a
base movement rate and an encounter
movement rate (noted in parentheses).
The encounter movement rate is one
third of the base movement rate. The de-
fault movement rate for characters is 120’
(40’)—a base movement rate of 120’ and
an encounter movement rate of 40’.
11
Creating a 3. Adjust Ability Scores
If you wish, you may raise the prime
12
6. Note Saving Throws and 10. Buy Equipment
Class Abilities Your character starts play with 3d6 × 10
gold pieces (see Wealth, p17). You may
Record any special abilities possessed by
spend as much of this money as you wish
your character as a result of their class, as
to equip your character for adventure,
well as your character’s saving throws. If
consulting the equipment lists in the
your character has a spell book, ask your
genre rules book.
referee which spells are recorded in it.
The referee may allow you to choose. Remember: Your chosen class may
restrict your use of some equipment (e.g.
7. Roll Hit Points weapons and armour).
Determine your character’s hit points by
rolling the die type appropriate to the
chosen class. Modifiers for high or low
Constitution apply (see Ability Scores,
p14). Your character always starts with
at least 1 hit point, regardless of CON
modifier.
Re-Rolling 1s and 2s (Optional Rule)
If your roll for hit points comes up 1 or 2
(before applying any CON modifier), the 11. Note Armour Class
referee may allow you to re-roll. This is in Your character’s Armour Class is deter-
order to increase the survivability of 1st mined by two factors:
level PCs.
▶▶ Armour: The armour worn deter-
mines your character’s base AC. See the
8. Choose Alignment equipment list in the genre rules book.
Decide whether your character is Lawful, ▶▶ Dexterity: See Ability Scores, p14.
Neutral, or Chaotic (see Alignment,
p16) and note this on your character Unarmoured AC
sheet. If your character has no armour, their
base AC is 9 [10].
9. Note Known Languages
12. Note Level and XP
Your character’s class determines their
native languages. This always includes Your character begins play at 1st level
the common tongue and the character’s with 0 XP.
alignment language—see Languages,
p16. Characters with high INT may 13. Name Character
also choose additional languages from Finally, choose a name for your character.
the list of languages available in the You are now ready for adventure!
setting.
13
Ability Scores Constitution (CON)
Health, stamina, and endurance.
A character’s score in each ability deter- ▶▶ Hit points: Applies when rolling a
mines whether they have any bonuses or character’s hit points (i.e. at 1st level and
penalties associated with various actions every time a level is gained thereafter). A
in the game. The tables opposite list the character always gains at least 1 hit point
modifiers associated with each ability per Hit Die, regardless of CON modifier.
score, with the effects described below.
Charisma (CHA)
Strength (STR) Force of personality, persuasiveness, per-
Brawn, muscle, and physical power. sonal magnetism, physical attractiveness,
and ability to lead.
▶▶ Melee: Is applied to attack and damage
rolls with melee weapons. ▶▶ NPC reactions: Applies when hiring
▶▶ Open doors: The chance of success retainers and when interacting with
with attempts to force open a stuck door monsters.
(see p28). ▶▶ Max # of retainers: Determines the
number of retainers a character may have
Intelligence (INT) at any one time.
▶▶ Retainer loyalty: Determines retain-
Learning, memory, and reasoning.
ers’ loyalty to the character.
▶▶ Spoken languages: Denotes the num-
ber of languages the character can speak. Prime Requisite
▶▶ Literacy: Indicates the character’s abili-
Each character class has one or more
ty to read and write their native languages.
prime requisites—ability scores of special
importance to that class’ function. A
Wisdom (WIS) character’s score in their prime requisites
Willpower, common sense, perception, affects how quickly the character gains
and intuition. experience points.
▶▶ Magic saves: Is applied to saving Characters with a single prime requisite
throws (see p25) versus magical effects. use the table to the right. The modifiers
This does not normally include saves for classes with multiple prime requisites
against breath attacks, but may apply to are noted in the class description.
any other saving throw category. ▶▶ XP modifier: Is applied to all expe-
rience points awarded to the character,
Dexterity (DEX) unless otherwise noted in the description
Agility, reflexes, speed, and balance. of the class.
▶▶ AC: Modifies the character’s AC (a
bonus lowers AC, a penalty raises it).
▶▶ Missile: Applied to attack rolls (but
not damage rolls) with ranged weapons.
▶▶ Initiative: Modifies the character’s
initiative roll, if the optional rule for
individual initiative is used (see
14 Combat, p40).
Strength Modifiers
STR Melee Open Doors
3 –3 1-in-6
4–5 –2 1-in-6
6–8 –1 1-in-6
9–12 None 2-in-6
13–15 +1 3-in-6
16–17 +2 4-in-6
18 +3 5-in-6
Experience Wealth
All characters who make it through an Successful characters accumulate wealth
adventure alive receive experience points from the spoils of their adventures. Treas-
(XP), awarded by the referee (see p68). ure may take many forms, but often the
XP is gained from two sources: treasure most useful form of treasure is money.
recovered and monsters defeated.
Money
Prime Requisite Modifiers The most common coin is the gold piece
Characters receive an XP bonus or (gp). Coins made of other metals—plati-
penalty based on their score in their num (pp), electrum (ep), silver (sp), and
class’ prime requisites (see Ability Scores, copper (cp)—are also used. The conver-
p14). This modifier is applied to the sion rates of coins are shown above.
grand total XP a particular character
receives at the end of an adventure. Money in Different Settings
The core rules use a gold piece-based
Levelling Up standard, but a specific setting may use
When a character gains enough XP to an alternative form of currency.
reach the next experience level, the player
should consult the description of the Starting Money
character’s class and note any improve-
PCs begin play with 3d6 × 10 gold pieces.
ments in saving throws, attack probabil-
ities, spells per day, and other class abili-
ties. If the character’s Hit Dice increase, a Inheritance
new Hit Die of the specified type should Faced with the possibility of character
be rolled and the result added to the death, players may wish to create a will
character’s maximum hit point total. for their characters, to leave wealth be-
hind for an heir. If the referee allows this,
Maximum XP in One Session the following stipulations apply:
Characters cannot advance more than ▶▶ Tax: Any treasure left as an inheritance
one level in one session. Any additional will be taxed at 10%.
XP that would take a character two or ▶▶ Heir: A character’s heir must be a new
more levels above their current level are 1st level character.
lost, leaving the character at 1 XP below ▶▶ Once only: A player may only
the total for the next level. leave a character inheritance once. 17
Domains Hirelings
When characters have amassed sufficient Hirelings are NPCs hired by a character
wealth, they will often wish to construct to perform certain services. The types of
a base or stronghold and possibly found hirelings available depend on the setting,
a domain. and are described in the genre rules book.
The rules for this depend on the setting,
and are described in the genre rules book. Hirelings and Adventuring
Some character classes may have special Hirelings do not accompany characters
rules governing when and how they may on adventures. (Characters may hire
construct strongholds, also detailed in NPCs to join them on adventures, but
the genre rules book. these are treated separately. See Retain-
ers, p46.)
Types of Hirelings
Hirelings are divided into two types:
▶▶ Mercenaries: Hired soldiers who will
guard, patrol, and otherwise serve in
wilderness settings, but only as part of a
larger force, not an adventuring party.
▶▶ Specialists: Hired individuals who
have a particular trade or who have
special knowledge. These individuals are
usually hired for a specific task.
Locating Hirelings
Hirelings can be located by posting
notices of help wanted. The response will
depend on the availability of suitable
hirelings in the area and the offer made.
18
19
Adventuring
Party Organisation The Caller
If the players wish to, they may nominate
Size: The ideal size of a group is between one of their number as the spokesperson
6 and 8 characters—large enough to of the group, known as the caller. This
confront the challenges of the adventure, player is responsible for informing the
while not so large as to be disorganised. referee about the actions and movements
If not enough PCs are present, the players of the party as a whole. Delegating this
may wish to hire retainers (see p46). role to one player—rather than having
each player informing the referee about
Classes: It is wise for a party to con- their PC’s individual actions—can speed
sist of a mix of characters of different up play.
adventuring classes. Combat-focused
characters are essential for protecting the The caller’s character usually takes on the
group from danger, while other classes role of party leader and should thus have
each have magic or other special abilities a high Charisma score and be located
which are useful for handling different near to the front of the party.
situations that may arise in an adventure.
Level: As new PCs join play, the experi-
The Mapper
ence levels of the characters in the party One player should create a map of the ar-
may diverge. It is recommended that eas being explored, based on the referee’s
characters more than four levels apart descriptions. Details such as monsters or
should adventure separately, as challeng- traps encountered, clues to puzzles, or
es and rewards suitable to characters of possibly interesting unexplored areas may
greatly different experience levels do not be noted on the map as it is drawn.
match.
Dividing Treasure
Marching Order The spoils of an adventure may be
Before starting an adventure, the players divided between surviving characters in
should determine the normal arrange- whatever way the players agree on.
ment of their PCs when exploring. This is Non-magical treasure: Is typically divid-
known as the party’s marching order. For ed evenly between player characters.
example, players may decide to move in Magic items: The players must decide
a two-column formation, with well-ar- which character keeps each item. One
moured characters in front, weaker char- method for doing this is for each player
acters in the middle, and a rear guard. to roll a die and compare the results. The
The group may define different standard highest rolling player gets to pick a magic
marching orders for common situations item first, the second highest rolling play-
(e.g. standard exploration, combat, er gets the next pick, and so on.
opening doors, searching, etc.).
20
F1.3: W 153mm H 220mm
21
Time, Weight, Measurements
Time: Rounds and Turns
Movement Aside from everyday time increments
(minutes, hours, days, and so on), the fol-
lowing special units are used in the game.
Tracking Time Turns: 10 minutes of game time. There
are 6 turns in an hour. Time is measured
When an adventure is under way, the
in turns when exploring dungeons (see
referee should keep track of the time that
Dungeon Adventuring, p28).
elapses in the imagined world, known as
game time. This is distinct from real time: Rounds: 10 seconds of game time. There
what may take the players and referee are 60 rounds in a turn. Time is measured
mere seconds to describe may take PCs in rounds during encounters, especially
hours or even days to complete. in combat (see Encounters, p34 and
Combat, p40).
For example, when characters are ex-
ploring a dungeon, the referee tracks the Distance: Inches, Feet, Yards, Miles
number of turns that have elapsed; when Staying true to its origins, this game uses
characters are exploring the wilderness, imperial or customary US units. Distanc-
the number of days elapsed is tracked. es are measured in inches (notated with
The referee must adjudicate what may be a ”), feet (notated with a ’), yards, and
accomplished in a given period of time. miles.
Resources
As game time passes, the referee should
Distance Conversions
pay attention to resources that the party ▶▶ 1 foot = 12 inches
consumes. For example: food, water, fuel ▶▶ 1 yard = 3 feet
for light sources, durations of spells or ▶▶ 1 mile = 1,760 yards = 5,280 feet
magical effects, etc.
Weight: Coins
Tracking Movement Weight measures typically come into
As player characters explore the im- play only when discussing how much
agined world, the referee should keep characters can carry (see Encumbrance,
track of their location on a prepared map. opposite). As coins are the most common
The map is usually kept secret from the form of treasure found by adventurers, all
players, who must rely on the referee’s weights are measured in coins. (Ten coins
descriptions of the areas they explore. are equivalent to one pound.)
To determine how long it takes for char-
acters to move from one area to the next,
the referee should refer to the characters’
movement rates.
Group Movement Rate
An adventuring party will usually want to
stay together. The movement rate of the
party as a whole is determined by
the speed of the slowest member.
22
Encumbrance (Optional Rule) Option 1: Basic Encumbrance
Treasure: The weight of treasure carried
Some groups may wish to use a system to is tracked to make sure that the charac-
track the amount of gear and treasure a ter’s maximum load is not exceeded.
character can carry and how this affects
Equipment: The weight of armour, weap-
their movement rate.
ons, and adventuring gear is not tracked
Tracking Encumbrance and does not count towards a character’s
Encumbrance is a measure of both the maximum load.
weight and bulk a character is carrying. Movement rate: Is determined by the
Treasure: The encumbrance of treasure type of armour the character is wearing
carried by a character should be tracked. and whether they are carrying a signifi-
The encumbrance of common items of cant amount of treasure (as judged by the
treasure is shown in the table below. The referee). The actual weight of the treasure
referee should decide the weight of other carried does not affect movement rate.
forms of treasure.
Basic Encumbrance
Equipment: Two options for tracking the
encumbrance of characters’ equipment Movement Rate
are presented to the right. The same sys- Without Carrying
tem should be applied to all characters. Armour Worn Treasure Treasure
Maximum load: The maximum load Unarmoured 120’ (40’) 90’ (30’)
any character can carry is 1,600 coins of Light armour 90’ (30’) 60’ (20’)
weight. Characters carrying more than Heavy armour 60’ (20’) 30’ (10’)
this cannot move.
Option 2: Detailed Encumbrance
Treasure Encumbrance in Coins Treasure: The weight of coins and other
Treasure Weight in Coins treasure carried is tracked.
Coin (any type) 1 Equipment: The weight of the character’s
Gem 1 armour and weapons is also tracked (the
Jewellery (1 piece) 10 weight of these items is listed in the genre
rules book). Miscellaneous adventuring
Potion 10 gear (backpack, spikes, sacks, etc.) may
Rod 20 be counted as 80 coins of weight.
Scroll 1 Movement rate: The character’s move-
Staff 40 ment rate is based on the total weight of
Wand 10 all significant items carried, including
treasure, weapons, and armour.
Detailed Encumbrance
Encumbrance Movement Rate
Up to 400 coins 120’ (40’)
Up to 600 coins 90’ (30’)
Up to 800 coins 60’ (20’)
Up to 1,600 coins 30’ (10’)
23
Damage and Healing
All characters and monsters have a hit
point total, which represents their ability
to avoid death. Many attack forms, in-
cluding attacks with weapons in combat,
subtract hit points from this pool.
Death
A character or monster reduced to 0 hit
points or less is killed.
Destruction of Items
If a character is killed by a destructive
spell or special attack (e.g. a lightning bolt
spell or a dragon’s breath), their equip-
ment is assumed to be destroyed.
Destruction of Magic Items
Magic items in the possession of a char-
acter who is killed by a destructive spell
or special attack may be allowed a chance
to survive, as follows:
25
Hazards and Light and Surprise
Characters or monsters that carry a light
in a dark environment are usually unable
26
Swimming
Movement rate: Characters move at
half their normal movement rate when
swimming.
Who can swim: It is assumed that every
character knows how to swim, unless
there is some obvious reason why a char-
acter could not have learned.
Drowning
The circumstances in which drowning is
a risk—as well as the chance of drown-
ing—are judged by the referee.
Example circumstances: Swimming in
treacherous water conditions, swimming
while wearing armour or carrying heavy
or awkward items, fighting in water.
Example chances of drowning: A char-
acter swimming in rough waters while
wearing heavy armour and carrying a
heavy load may have a 99% probability of
drowning. A character in the same waters
but wearing light armour and carrying a
light load may only have a 10% probabili-
ty of drowning.
28
Movement Traps
Exploring the unknown: When ex- There are two kinds of traps:
ploring unknown areas of a dungeon, ▶▶ Treasure traps: Small traps placed
characters can move their movement rate on an item, to prevent it being tampered
in feet per turn. This (very slow!) rate of with or stolen (e.g. a poison needle on a
movement takes account for the fact that chest or lock).
PCs are exploring, watching their footing, ▶▶ Room traps: Large traps that are
mapping, and trying to be quiet and designed to affect anyone who enters a
avoid obstacles. certain area (e.g. a pit that opens in the
In familiar areas: When PCs are moving floor when walked over).
through dungeon areas with which they
are familiar, the referee may allow them Triggering Traps
to move at a faster rate. For example, the Each trap is triggered by a specific action
referee might allow PCs to move at three (e.g. opening a door or walking over a
times their base movement rate per turn, particular area).
when moving through familiar areas. Chance of triggering: Every time a char-
acter makes an action that could trigger
Resting a trap, there is a 2-in-6 chance of the trap
being sprung.
Frequency of rest: Characters must rest
for one turn every hour in the dungeon. Trap damage: Damage inflicted by a trig-
gered trap is usually automatic, without
Penalty for not resting: If characters
an attack roll.
press on without resting, they suffer a
penalty of –1 to hit and damage rolls until Monsters: Monsters may be able to bypass
they have rested for one turn. traps without risk, if the referee wishes.
Searching for Traps
Searching Room traps: Adventurers may choose to
Dungeons often include hidden features search a 10’ × 10’ area for room traps. If
such as secret doors and traps. Adventur- the search succeeds, the trap is discov-
ers can spot these by searching. ered. See Searching.
Area: The player must declare the par- Treasure traps: Most adventurers do not
ticular 10’ × 10’ area to be searched. have the requisite knowledge of subtle
Time: Searching takes one turn. mechanisms to locate small traps such as
poisoned needles. (Some types of adven-
Chance of success: If a character is
turers may have this ability, as noted in
searching in the right location, there is
their class description.)
a base 1-in-6 chance of finding a secret
door or room trap. (Some types of adven-
turers may have an increased chance.)
Wandering Monsters
Referee rolls: The referee should always Frequency: A check is typically rolled
roll for the character searching, so that once every two turns in the dungeon.
the player never knows if the roll failed or Chance: The typical chance of encounter-
if there are simply no hidden features in ing a wandering monster is 1-in-6.
the area searched. Distance: Wandering monsters are en-
One chance: Each character can only countered 2d6 × 10 feet away, mov-
make one attempt to search an area. ing in the direction of the party. 29
Wilderness Flying
Miles per day: The distance a creature
30
Losing Direction Resting
At the start of each day of travel, the ref- Frequency of rest: Characters must rest
eree should roll to determine if the group for one day per six days of travel.
loses direction. The probability depends Penalty for not resting: If characters
on the terrain being traversed: press on without resting, they suffer a
▶▶ Clear, grasslands: 1-in-6. penalty of –1 to hit and damage rolls until
▶▶ Barren lands, hills, mountains, they have rested for one full day.
woods: 2-in-6.
▶▶ Desert, jungle, swamp: 3-in-6. Surprise
Effects: See Losing Direction, p26. Surrounded: If a party is surprised by
three or more monsters, the monsters
may have moved to encircle the party.
Overland Travel
Miles per day: The number of miles a Visibility
character can travel in a day is deter-
mined by dividing their base movement Characters can usually see for three
rate by five. For example, a character miles around them, in open terrain. This
whose base movement rate is 120’ could range may sometimes be reduced (e.g.
travel up to 24 miles in a day. in overgrown terrain such as a forest) or
increased (e.g. looking out from the top
Terrain Modifiers of a mountain).
Some types of terrain modify the speed at
which characters can travel: Wandering Monsters
▶▶ Broken lands, desert, forest, hills: Frequency: A check is typically rolled
33% slower. once per day, but the referee may choose
▶▶ Jungle, mountains, swamp: to make more checks: up to three or four
50% slower. per day.
▶▶ Maintained roads: 50% faster. Chance: The chance of encountering a
Forced March wandering monster depends on the ter-
rain being explored (see below).
If characters need to travel further in a
day, they may engage in a forced march. Distance: Wandering monsters are en-
countered 4d6 × 10 yards away. If either
Speed increase: The distance travelled is
side is surprised (see Encounters, p34),
increased by 50%. For example, a charac-
this is reduced to 1d4 × 10 yards.
ter that can normally travel 24 miles in a
day could travel 36 miles. Chance by Terrain
Rest: After a forced march, characters ▶▶ City, clear, grasslands, settled lands:
must rest for a full day. 1-in-6.
▶▶ Aerial, barren, desert, forest, hills:
2-in-6.
▶▶ Jungle, mountains, swamp: 3-in-6.
31
Waterborne
Adventuring
Sequence of Play Per Day
1. Decide course: The players decide
on their course of travel for the day.
2. Losing direction: The referee deter-
mines whether the party gets lost.
3. Weather: The referee determines the
Wind Conditions. Surprise
4. Wandering monsters: The referee
makes checks as applicable. Aquatic monsters are usually not sur-
5. Description: The referee describes prised by ships. Special circumstances
the regions passed through and (e.g. thick fog) may alter this.
any sites of interest that the party
comes across, asking players for their Travel on the Water
actions, as required. If monsters are Miles per day: The number of miles a
encountered, follow the procedure creature or vessel can travel in a day is de-
described in Encounters, p34. termined by dividing its base movement
6. End of day: The referee updates time rate by five. For example, a vessel with a
records, with special attention to ra- base movement rate of 360’ could travel
tions, spell durations, and the crew’s up to 72 miles in a day.
need to rest.
Modifiers
The distance travelled in a day may be
Distance and Measurement affected by the prevailing water and
Ranges and movement rates: Are weather conditions:
measured in yards, instead of feet. This ▶▶ River travel: Water currents may
means that ranges and movement rates increase (when moving downstream) or
are tripled. decrease (when moving upstream) the
Areas: Of spell effects, breath weapons, distance travelled by 1d6+6 miles per day.
etc. are still measured in feet. ▶▶ Sailing: The movement rate of sailing
vessels is affected by the prevailing wind
Losing Direction conditions. See Wind Conditions.
With a navigator aboard: The chance of Visibility
getting lost is 2-in-6.
Land: On a clear day, land can be spotted
Without a navigator aboard: The chance
at a distance of 24 miles. This may be
of getting lost is 100% on the open seas
reduced based on light and weather
and 2-in-6 within sight of land.
conditions.
Effects: See Losing Direction, p26.
Ships: May be sighted and identified at
300 yards on a clear day or as little as 40
32 yards in dense fog.
Variable Wind Conditions
2d6 Wind Effect
2 No wind Sailing impossible. Movement by oar at 1/3 rate (due to fatigue).
3 Faint breeze Sailing movement rate reduced to 1/3 normal.
4 Gentle breeze Sailing movement rate reduced to 1/2 normal.
5 Moderate breeze Sailing movement rate reduced to 2/3 normal.
6–8 Fresh breeze Normal sailing movement rate.
9 Strong breeze Sailing movement rate increased by 1/3.
10 High wind Sailing movement rate increased by 1/2.
11 Near gale Sailing movement rate doubled. See Near Gales.
12 Gale or storm Sailing movement rate tripled. See Gales and Storms.
34
Actions Movement
Encounter movement rate: During
Player Character Actions encounters, a character can move up to
The players decide how they will act. one third of their base movement rate
per round in feet (in the dungeon) or
Monster Actions yards (in the wilderness). For example, a
The referee determines monsters’ reac- character whose base movement rate is
tion to the party. Sometimes, circum- 120’ could move 40’ per round during a
stances make it obvious how a monster dungeon encounter.
will react. Otherwise, the referee may roll Maximum duration: Characters may
on the table below to determine how a move at this rate for at most 60 rounds
monster reacts to the party. (one turn).
Charisma: If one specific character
attempts to speak with the monsters, that Evasion
character’s NPC reactions modifier due to If one side wishes to avoid an encounter,
CHA (see Ability Scores, p14) is used it may attempt to flee. This is called eva-
to modify the monster reaction roll. sion and is only possible before combat
has begun. When a side decides to at-
Monster Reaction Roll tempt an evasion, the opposing side must
decide whether or not to pursue.
2d6 Result
2 or less Hostile, attacks Players: May decide freely whether they
wish to pursue fleeing monsters.
3–5 Unfriendly, may attack
Monsters: The referee must decide
6–8 Neutral, uncertain
whether monsters pursue fleeing PCs. (A
9–11 Indifferent, uninterested low roll on the Monster Reactions table
12 or more Friendly, helpful may be taken to indicate that the monster
will pursue.)
Common Actions
No pursuit: If the opposing side decides
Any action is possible in an encounter,
to let the other side flee, then the evasion
but the following are common:
automatically succeeds; the encounter is
▶▶ Combat: If one side attacks, casts avoided.
spells, or makes tactical movement, begin
Pursuit: If the opposing side gives chase,
tracking time in rounds, following the
the chance of the evasion succeeding
combat procedure (p40).
depends on the environment being ex-
▶▶ Evasion: If one side decides to flee, the plored. See Evasion and Pursuit, p36.
other may decide to pursue. See Evasion.
▶▶ Parley: PCs may attempt to communi- Conclusion
cate with monsters. Opening an encoun-
ter in this way can influence the mon- An encounter is assumed to take at least
sters’ behaviour (see Monster Actions). If one full turn to complete, including time
both sides decide to talk, the negotiation to rest, regroup, clean weapons, bind
may be role-played. wounds, and so on, afterwards.
35
Evasion and Pursuit In the Wilderness
Evasion
The chance of evasion is a percentile
In the Dungeon roll. If the percentile evasion roll fails, a
pursuit occurs. Surprise (see Encounters,
Evasion p34) determines the chance of evasion:
Compare the two sides’ movement rates:
▶▶ No surprise: If neither side is sur-
▶▶ Fleeing side faster: The evasion auto- prised, the chance of evasion is deter-
matically succeeds, unless the fleeing side mined by the relative size of the two
is forced to stop. groups. (The chances are in favour of the
▶▶ Fleeing side not faster: A pursuit smaller group, as larger groups cannot
occurs. move as fast or as quietly.) The table to
Pursuit the right indicates the base chance of eva-
Time: Is measured in rounds (see Time, sion, and the modifiers that may apply.
Weight, Movement, p22). ▶▶ Surprised side: May generally not
evade. The referee may rule that environ-
Running: Each side is assumed to be
mental conditions give a small chance of
running at full speed (see below).
evasion even when surprised (as above).
Line of sight: Most monsters will not For example, dense woodland may give a
continue a pursuit if the characters get surprised side a 10% chance of evasion.
out of the monster’s range of vision. ▶▶ Surprising side: If one side has sur-
Dropping treasure: If the monsters enjoy prised the other, the side with surprise
treasure, there is a 3-in-6 probability that may evade automatically—the surprised
they will stop pursuit to collect any treas- side is not even aware that the encounter
ure the characters drop. occurred.
Dropping food: Hungry or less intelli- Pursuit
gent monsters may stop pursuit if charac-
The following procedure is followed, day
ters drop food (3-in-6 chance).
by day, until the pursuit is over:
Obstacles: Burning oil or other obstacles
1. The fleeing side moves in a random di-
may also slow or stop a pursuit.
rection, determined by the referee (no
Running mapping is possible).
Movement rate: During a pursuit, char- 2. If the pursuing side’s movement rate
acters run at their full movement rate in is greater than that of the fleeing side,
feet per round. there is a 50% chance of it catching
up. If the roll succeeds, the fleeing side
Mapping: Is not possible while running.
has been caught; the pursuit is over.
Exhaustion: Characters become exhaust- Otherwise, continue to step 3.
ed after running for 30 rounds. 3. The fleeing side must decide whether
Effects of exhaustion: A –2 penalty to to continue fleeing. If it decides to
attacks, damage, and Armour Class. continue, it may make another evasion
Resting: The penalties for exhaustion last attempt (see above). If the attempt
until characters have rested for three full to evade fails, return to step 1. If the
turns. fleeing group decides to stop fleeing, it
is caught (the pursuit ends).
36
Wilderness Evasion Base Chance
Fleeing Group Size Chance of Evasion by Number of Pursuers
1–4 1 pursuer: 50% 2–3 pursuers: 70% 4+ pursuers: 90%
5–12 1–3 pursuers: 35% 4–8 pursuers: 50% 9+ pursuers: 70%
13–24 1–6 pursuers: 25% 7–16 pursuers: 35% 17+ pursuers: 50%
25+ 1–10 pursuers: 10% 11–30 pursuers: 25% 31+ pursuers: 35%
Waterborne Pursuit
Time: Is measured in rounds (see Time,
Evasion Weight, Movement, p22).
The chance of evasion is determined by Initial distance: The two sides begin a
the difference between the two sides’ pursuit at normal encounter distance (see
movement rates, listed in the table below. Waterborne Adventuring, p32).
Success: If the evasion roll succeeds, the Closing in: The distance between the two
pursuers cannot attempt to catch up with sides decreases by the difference between
the fleeing side until the next day—and their two movement rates each round (a
then only if a random encounter roll minimum of 30’ per round).
indicates an encounter.
Failure: If the evasion roll fails, a pursuit
occurs.
Waterborne Evasion
Fleeing Side’s Movement Rate Chance of Evasion
Faster than pursuer 80%
0’–30’ per round slower than pursuer 50%
31’–60’ per round slower than pursuer 40%
61’–90’ per round slower than pursuer 35%
91’–120’ per round slower than pursuer 25%
121’+ per round slower than pursuer 10%
37
38
39
Combat Monster Morale (Optional Rule)
See Morale, p43.
44
Monster THAC0 by Hit Dice
Hit Dice THAC0
Normal Human 20 [–1]
Up to 1 19 [0]
1+ to 2 18 [+1]
2+ to 3 17 [+2]
3+ to 4 16 [+3]
4+ to 5 15 [+4]
5+ to 6 14 [+5]
6+ to 7 13 [+6]
7+ to 9 12 [+7]
9+ to 11 11 [+8]
11+ to 13 10 [+9]
13+ to 15 9 [+10]
15+ to 17 8 [+11]
17+ to 19 7 [+12]
19+ to 21 6 [+13]
21+ or more 5 [+14]
Normal Humans
All humans who are not a member of an
adventuring class are classified as nor-
mal humans. They are treated as having
less than 1 Hit Die and have their own
saving throw and attack probabilities.
46
Applicant Reactions Experience
Once an offer is made, the referee deter- Although retainers are played by the
mines the potential retainer’s reaction by referee, they acquire experience in the
rolling 2d6 on the table below, modified same way PCs do, can advance in level,
as follows: and are affected by all of the same class
▶▶ Charisma: The roll is modified by the rules as PCs.
hiring character’s NPC reactions modifier XP penalty: Because retainers follow
due to CHA (see Ability Scores, p14). instructions when on an adventure, thus
▶▶ Generosity: The referee may apply not directly engaging in problem solving,
a bonus or penalty, depending on the XP they receive is penalised by –50%.
attractiveness of the deal (+1 or +2 for Normal humans: When a normal human
generous offers, –1 or –2 for poor offers). (i.e. a retainer of level 0 with no charac-
▶▶ Reputation: A penalty of –1 or –2 ter class) gains XP, they must choose an
may be applied, if the hiring PC has a bad adventuring character class.
reputation.
Loyalty
Retainer Hiring Reactions
Retainers have a loyalty rating, deter-
2d6 Result mined by the hiring character’s CHA (see
2 or less Ill will Ability Scores, p14). This rating may
3–5 Offer refused be adjusted at the referee’s discretion:
6–8 Roll again ▶▶ Bonuses: A retainer’s loyalty may be
9–11 Offer accepted increased if the PC has been particularly
12 or more Offer accepted, +1 loyalty good to the retainer (e.g. has repeatedly
given additional treasure).
Ill will: A –1 penalty applies to further ▶▶ Penalties: A retainer’s loyalty may
hiring reaction rolls while recruiting in be reduced if the PC has been cruel or
the same town or area. contrary to their word.
Loyalty Checks
To make a loyalty check, the referee
rolls 2d6 and, if the result is lower than
or equal to the retainer’s loyalty rating,
accounting for any adjustments, the roll
has succeeded.
48
Effects of Hull Damage Boarding
When a vehicle loses hull points, its When the occupants of a vehicle wish to
movement rate is also affected. This may board another vehicle, the two vehicles
be due to structural damage influencing must be brought alongside one another.
how the vehicle moves or, in the case of Forceful boarding: If the occupants of
water vessels, due to taking on water. one vehicle wish to forcefully board the
Movement rate reduction: For every other vehicle, there is a 2-in-6 chance of
10% a vehicle is reduced from its max- being able to successfully manoeuvre the
imum hull points, its movement rate vehicle into a boarding position. The two
is reduced by an equal percentage. For vehicles may then be clamped together
example, if a vehicle loses 20% of its hull with grappling hooks.
points, its movement rate is reduced by Mutual boarding intent: If the occupants
20%. of both vehicles wish to board one anoth-
Destruction er, their mutual intent makes the action
succeed with no chance of failure.
If a vehicle is reduced to 0 hull points:
Boarding characters: Characters who
▶▶ It will lose its structural integrity in
are in the act of boarding another vehicle
1d10 rounds (e.g. a water vessel sinks).
suffer a –2 penalty to attack rolls and
▶▶ Any mounted weaponry is no longer Armour Class for one round.
functional.
Repairs Rowed Water Vessels
In a workshop: Vehicle damage can be
repaired by experienced technicians Rowing Encounter Speeds
working in a suitable workshop or dock. Some rowed vessels may have an in-
creased encounter movement rate. This
In the field: A vehicle’s crew can repair
represents the great effort on the part of
up to half of any damage sustained. Re-
the oarsmen that may be exerted during
maining damage can only be repaired in
combat. Such speeds cannot be main-
a suitable workshop or dock.
tained for long periods, thus the per turn
Time: It takes five crew-members one and per day movement rates of such
turn to repair one hull point. This task re- vessels are much slower.
quires full attention, so any crew involved
in repair cannot take any other action Reduced Oarsmen
during a turn repairing a vessel. Having less than the required number of
oarsmen reduces a vessel’s speed.
Movement rate reduction: For every
10% reduction in the available rowing
crew, the vessel’s rowing speed is reduced
by an equal percentage. For example, if
10% of the oarsmen are being used to
repair hull damage, the vessel moves at
90% of its normal speed (i.e. 10% slower
than normal).
49
Magic
Spells Casting Spells
A memorized spell may be cast by pre-
Some character classes have the ability to cisely replicating the required set of hand
memorize and cast magical spells. A spell gestures and mystical spoken words.
consists of a pattern of magical energy Once only: When a spell is cast, knowl-
memorized in a character’s mind. When edge of the spell is erased from the mind
a spell is cast, the spell is erased from the of the caster until it is memorized again.
character’s mind until it is memorized Freedom: The character must be able
again. to speak and move their hands. A spell
Arcane and divine magic: Spells are caster cannot cast spells if gagged, bound,
either granted by a deity or higher power or in an area of magical silence.
(divine magic) or learned by esoteric Line of sight: Unless noted in a spell’s
study (arcane magic). description, the intended target (a spe-
Spell list: The character’s class deter- cific monster, character, object, or area of
mines which spells they can cast. Each effect) must be visible to the caster.
class has an associated list of spells.
Spells in memory: The character’s level Spell Effects
determines how many spells they can Selecting targets: Some spells affect
memorize at one time. multiple targets, either by area or by Hit
Reversible spells: Some spells are re- Dice total. If the spell description does
versible; this is indicated in each spell’s not specify how targets are selected, the
description. referee must decide whether they are
selected randomly, by the caster, etc.
Memorizing Spells Concentration: Some spells specify that
Rest and time requirements: A spell the caster must concentrate in order
caster can memorize new spells after an to maintain the magical effect. Unless
uninterrupted night’s sleep. It takes one the spell description states otherwise,
hour to memorize all spells the character performing any other action or being
is capable of memorizing. distracted (e.g. attacked) causes concen-
tration to end.
Duplicate spells: A character may mem-
orize the same spell more than once, as Cumulative effects: Multiple spells can-
long as they are capable of memorizing not be used to increase the same ability
more than one spell of the given level. (e.g. bonuses to attack rolls, AC, damage
rolls, saving throws, etc.). Spells that
affect different abilities can be combined.
Spells can be combined with the effects of
magical items.
50
Arcane Magic Divine Magic
Memorizing Spells Memorizing Spells
Arcane spell casters memorize spells Divine spell casters memorize spells
from spell books (see overleaf) and are through prayer to their gods. When
thus limited to choosing from the spells praying for spells, divine spell casters may
in their spell book, which must be at choose any spells in their class’ spell list
hand. that they are of high enough level to cast.
Reversing Spells Reversing Spells
The normal or reversed form of a spell Divine spell casters can cast the reversed
must be selected when the spell is memo- version of a spell by speaking the words
rized. An arcane spell caster may memo- and performing the gestures backwards
rize both forms of a spell if the character when it is cast.
is able to memorize more than one spell
of the given level. Deity Disfavour
Divine spell casters must be faithful to
the tenets of their alignment, clergy, and
religion. If the character ever falls from
favour with their deity, penalties (deter-
mined by the referee) may be imposed.
These may include penalties to attack
(–1), a reduction in spells, or being sent
on a perilous quest. In order to regain
favour, the character must perform some
great deed for their deity (as determined
by the referee), for example: donating
magic items or gold, constructing a
temple, converting many people to the
religion, vanquishing a powerful enemy
of the deity, etc.
Spells and Deity Alignment
A divine spell caster may draw disfavour
from their deity when casting spells (or
their reversed versions) whose effects go
against the deity’s alignment:
▶▶ Lawful characters: Will only use re-
versed spells in dire circumstances.
▶▶ Chaotic characters: Will usually use
reversed spells, only using the normal
versions of spells to benefit allies of their
religion.
▶▶ Neutral characters: Will favour either
normal or reversed spells, depending on
the deity served (no deity favours both
reversed and normal spells).
51
Spell Books Lost Spell Books
An arcane spell caster can rewrite the
Arcane spell casters record the spells that spells in a lost or destroyed spell book:
they know in a spell book. ▶▶ Cost: The cost per spell to be recov-
Number of spells: A character’s spell ered is 1 week of game time and 1,000gp
book contains exactly the number of per level of the spell. For instance, rewrit-
spells that the character is capable of ing two first level spells and one 2nd level
memorizing (as determined by the char- spell will take 4 weeks and 4,000gp.
acter’s class and level). ▶▶ Sole activity: This activity requires
complete concentration. The character
Beginning Spells may not engage in any other activity for
the required period.
Arcane spell casters begin play with as
many spells in their spell book as they Captured Spell Books
are able to memorize. The referee may
choose these spells or may allow the Each arcane spell caster’s spell books are
player to select. written so that only the owner is able to
read the spells without the use of magic.
Adding Spells
When the number of spells an arcane
spell caster can memorize increases (e.g.
by gaining an experience level), they can
increase the selection of spells in their
spell book. In this way, the number of
spells in the spell book may be brought
in line with the number of spells the
character can memorize. This is possible
in two ways:
▶▶ Mentoring: The character may consult
an arcane guild or mentor to learn new
spells. This process takes about a week of
game time. The spells a character learns
in this way are determined by the referee,
who may decide to let the player choose.
▶▶ Research: It is also possible to add
spells to a spell book by means of Magi-
cal Research.
52
Magical Research Chance of Failure
There is a minimum probability of 15%
that any magical research endeavour
Many spell casting character classes can
fails. If the research fails, the money and
also perform research into new spells,
time invested are lost.
magic items, and other magical effects,
as noted in the class description. This Cost and Time
requires time, monetary outlay, and Duplicating spell effects: Many magic
sometimes rare and unusual ingredients. items duplicate the effects of a spell, gen-
Success in any magical research is not erally costing one week of game time and
guaranteed—see Chance of Failure. 500gp per level of the mimicked spell.
Multi-use items: If the item created can
Creating New Spells replicate a spell effect multiple times (for
The player should describe in detail the example a wand with charges), the cost
spell they wish to create and the effects in time and money is multiplied by the
it has. The referee will then decide if the number of uses.
spell can be created and, if so, what the Other items: Some magic items do not
spell level will be. mimic spell effects precisely and for these
the referee will have to use discretion. The
Restrictions
more powerful the item, the more diffi-
The character must be capable of casting
cult it should be to construct. As a gener-
spells of the level the new spell will be.
al rule, items should cost from 10,000 to
Cost and Time 100,000gp and from 1 month to 1 year of
Researching a new spell takes two weeks game time to complete. Some examples:
per spell level and 1,000gp per spell level. 20 arrows +1 (10,000gp, 1 month), plate
mail +1 (10,000gp, 6 months), crystal ball
Creating Magic Items (30,000gp, 6 months), ring of x-ray vision
(100,000gp, 1 year).
The player should describe in detail the
item that they wish to construct and Other Magical Research
the effects it has. The referee will decide
whether this is possible and, if so, what Characters that are able to research
kinds of materials are required. spells or magic items may also attempt to
research other kinds of magical effects for
Restrictions which a magic item or spell is not appro-
Divine spell casters: May only create priate. For example, a character may wish
items that they are able to use themselves. to sanctify a holy site or create magical
Arcane spell casters: May create any item traps, constructs, or portals.
except those that may only be used by As with magic item creation, the referee
divine spell casters. decides the time and cost of the research.
The following may also be required:
Materials
Creating magic items often requires rare ▶▶ The casting of certain, specific spells.
components such as expensive gems or ▶▶ Rare ingredients.
ingredients from rare animals or mon- ▶▶ In some cases, it may also be necessary
sters. Often, adventures will be required to periodically repeat the ritual to
just to acquire these materials. renew the magical effect.
53
Monsters
Game Statistics Saving Throw Values (SV)
The monster’s saving throw values:
▶▶ D: Death/poison.
Monsters are described by the following ▶▶ W: Wands.
statistics. ▶▶ P: Paralysis/petrification.
▶▶ B: Breath attacks.
Armour Class (AC) ▶▶ S: Spells/rods/staves.
The monster’s ability to avoid damage in
combat. Save as HD: The HD at which the mon-
ster saves is listed in parentheses (with
Ascending AC: The optional AAC score
NH indicating that it saves as a normal
is listed afterwards in square brackets.
human). This is not always equal to the
Hit Dice (HD) monster’s HD rating—unintelligent
The number of d8s rolled to determine an monsters typically save at half their HD
individual’s hit points. rating; magical monsters may save at a
higher HD rating.
Asterisks: One or more asterisks after
the HD number indicate the number of Attack Roll “to Hit AC 0” (THAC0)
special abilities the monster has, for the The monster’s ability to hit foes in
purpose of XP calculation (see p68). combat, determined by its Hit Dice (see
Modifiers: Modifiers to the HD (e.g. +3, Monster THAC0 by Hit Dice, p45).
–1) are applied to the hit point total after Attack bonus: The monster’s attack
rolling the specified number of d8s. bonus (required when using the optional
Fractional Hit Dice: Some monsters are rule for Ascending AC) is listed after-
listed as having less than one HD, either wards in square brackets.
as ½ (roll 1d4) or as a fixed number of hit
points.
Movement Rate (MV)
The speed at which the monster can
Average hit points: The average hit point move. Every monster has a base move-
value is listed in parentheses. ment rate and an encounter movement
Attacks Usable Per Round (Att) rate (noted in parentheses, one third of
The attacks that the monster can use each the base movement rate).
round, with the inflicted damage in pa- Modes of movement: If the monster
rentheses. (Note that monsters’ attack and has multiple modes of movement (e.g.
damage rolls are not modified by STR or walking, flying, climbing), they are listed
DEX, unless specified.) individually, separated by slashes.
Alternative attack routines: Square
brackets are used to distinguish between
alternative attack routines that a monster
may choose from.
54
Morale Rating (ML) Treasure Type (TT)
The monster’s likelihood to persist in The letter code used to determine the
battle. See Morale, p43. amount and type of treasure possessed
by the monster(s) (see Treasure Types,
Alignment (AL) p70). The letters listed are used as
The monster’s affiliation to Law, Neutral- follows:
ity, or Chaos. If “any” is listed, the referee
▶▶ A to O: Indicate a hoard: the sum
may roll randomly or choose the crea-
wealth of a large monster or a community
ture’s alignment.
of smaller monsters, usually hidden in
XP Award (XP) the lair. For monsters with a lair encoun-
Pre-calculated XP award for defeating the ter size (see Number Appearing) of great-
monster. er than 1d4, the amount of treasure in the
hoard may be reduced, if the number of
Number Appearing (NA) monsters is below average.
Listed as two values, the second in paren- ▶▶ P to V: If listed for an intelligent mon-
theses. ster, indicate treasure carried by individ-
Zeros: If the first value is a zero, monsters uals (P to T) or a group (U, V). If listed
of this type are not usually encountered for an unintelligent monster, indicate
in dungeons. If the second value is a zero, treasure from the bodies of its victims.
monsters of this type are not usually
General Notes
encountered in the wilderness and do not
usually have lairs.
Usage: The use of these values depends
on the situation in which monsters are
encountered: Infravision
▶▶ Wandering monsters in a dungeon: All non-human monsters have infravi-
The first value determines the number sion (see Darkness, p26). Unless speci-
of monsters encountered roaming in a fied in a monster’s description, this allows
dungeon level equal to their HD. If the monsters to see in the dark up to 60’.
monster is encountered on a level greater
than its HD, the number appearing may Languages
be increased; if encountered on a level
less than its HD, the number appearing 20% of intelligent monsters speak Com-
should be reduced. mon (see Languages, p16), unless the
monster description states otherwise.
▶▶ Monster lair in a dungeon: The sec- Many intelligent monster species also
ond value lists the number of monsters have their own tongue.
found in a lair in a dungeon.
▶▶ Wandering monsters in the wilder- Persons
ness: The second value indicates the
number of monsters encountered roam- Some spells or magical effects only affect
ing in the wilderness. creatures classified as “persons”. This
includes all humans and demihumans, as
▶▶ Monster lair in the wilderness: The
well as humanoid monsters of up to 4+1
second value multiplied by 5 indicates the
HD. The referee must decide which types
number of monsters found in a lair in the
of monsters count as persons.
wilderness.
55
Running Adventures
The Referee’s Role Arbiter of Rules
The referee must decide when and how to
apply the rules of the game.
Facilitator of Fun and Adventure Rulings: The rules of the game—includ-
The referee should bring to life exciting ing descriptions of magic items, spells, or
adventures for the enjoyment of the group. monsters’ special abilities—do not cover
Preparation: Before the game begins, the all possible scenarios, so the referee must
adventure should be planned out and re- be ready to apply judgement to resolve
quired maps drawn. Advice on adventure any unexpected situations which arise.
design is found later in this section. Resolving actions: When a player wishes
Improvisation: In spite of the referee’s to do something not covered by a stand-
preparation, it is impossible to predict ard rule, the referee must consider how
every possible player action. Players will to determine the outcome. Sometimes,
come up with ideas that the referee has the situation can be dealt with simply
not even considered. It is thus important by deciding what would happen. Some-
for the referee to remain flexible and to times, the referee may require the player
roll with any unexpected turns the adven- to make an ability check (see p24) or
ture might take! a saving throw (see p25) to determine
what happens. Other times, the referee
Procedures: This book provides proce-
may judge the likelihood of the action
dures for many common adventuring
succeeding (e.g. expressed as a percent-
situations. These exist in order to aid the
age or X-in-6 chance), tell the player the
referee in running the game. However,
chances, and let them decide whether to
the referee should feel free to adapt and
take the risk or not.
add to these procedures during play, in
order to keep the game moving. Disagreements: The players may not
always agree with the referee’s application
Balance: The referee must maintain a fun
of the rules of the game. When this hap-
balance of risk and reward.
pens, the group should (briefly!) discuss
the point of disagreement and come to a
Neutral Judge decision. The referee is always the final
The referee must remain neutral in all arbiter in such cases and should ensure
things—neither on the side of the players that the game does not get bogged down
nor against them. in long discussions about the rules.
Non-competitive: The game is not a Randomness: The referee should make
competition, with the players attempting judicious use of die rolls, random tables,
to defeat the referee, or vice versa. etc. While these can add an element of
Fairness: The rules of the game should be fun and unpredictability to the game,
applied equally to player characters, overuse of randomness can also spoil an
56 monsters, and NPCs. adventure by derailing it too much.
Handling PCs
Rate of Advancement
Each group will have its own preferences
as to how quickly player characters gain
experience points and increase in level.
Standard: After three to four sessions,
it is normal for at least one PC to have
reached 2nd level. If this has not hap-
pened, the referee may wish to increase
the amount of treasure. If, on the other
hand, most PCs have reached 3rd level in
this time-frame, the referee might place
less treasure or make monsters tougher. Maintaining Challenge
Fast: For groups who prefer a game It is important that the referee keep the
where characters advance quickly, the ref- game challenging, even when player
eree should place large treasure hoards. characters have reached high levels and
These should, however, be guarded by amassed great wealth and power.
appropriately challenging monsters. Magical research: Spell-casting charac-
Slow: For groups who prefer the game to ters may attempt to create new spells and
focus on character development rather magic items. When this happens, the ref-
than high risk, the rate of advancement eree should pay very careful attention to
and the danger presented by monsters game balance. Magic that is permanent,
may be reduced. may be used without limit, does not allow
a saving throw, or that increases in power
Character Knowledge with level can easily become imbalanced.
If in doubt, one option is to allow a new
Attention must be paid to the distinction
spell or item to be tested for a period,
between what a player knows and what
under the proviso that it may need to be
their PC knows. Players may at times act
altered if it proves to imbalance play.
on information that their PC could not
know. The referee may occasionally need Special abilities: Players may sometimes
to remind players of this and may even try to find ways to gain special abilities
need to forbid certain actions. and powers beyond their characters’
normal class abilities. The referee should
Grudges be very careful when allowing this, as it
can lead to imbalance. The guidelines for
Player characters may, through the course magical research, above, should be used.
of play, naturally develop grudges or
rivalries. This is especially a possibility Excess wealth: If the level of PC wealth
when characters of opposite alignments has gotten out of hand, the referee may
adventure together. This is a natural and wish to find ways to take excess money
fun part of good role-playing. Howev- away from characters. This should always
er, the referee should ensure that such be done in such a way as to present the
grudges do not dominate play and spoil player with a choice, for example: pay a
the adventure for others. local tax or become an outlaw?
57
Running the Game Describing Explored Areas
The usual procedure is for the players to
draw maps of areas being explored, based
Describing the Unknown on the referee’s descriptions.
When describing what player characters Squares: One way to speed up mapping
experience during an adventure, the is to specify dimensions (e.g. the width
referee should be careful to keep an air of and length of rooms in a dungeon) in
mystery. The best way of achieving this is terms of map squares, rather than in feet.
to only describe what characters see, hear, Of course, the referee and the players
smell, and so on, without providing the must agree on the size of one map square.
players any additional information. Known areas: Sometimes, characters
Monsters: Should be described, rath- may already know the shape of an area
er than referred to by name. Players being explored. In this case, the referee
will come to recognise different types may draw the parts of the map which are
of monsters by their descriptions and already known.
behaviours. Complex areas: In the case of extremely
Surprise attacks: When characters are complicated areas, the referee may draw
attacked by surprise, the referee should directly on the players’ map. This is not
simply describe the attack itself, rather generally to be encouraged, however, as
than giving players the complete descrip- this does not help the players to improve
tion of the attacking monster. For ex- their own mapping skills.
ample, a character may just see a clawed
hand reaching out of the shadows. Only Using Miniatures
in subsequent combat rounds should a Some groups like to use miniatures along
more detailed description of the monster with a gridded tabletop surface to track
be provided. exploration and combat.
Monster and NPC game stats: The game Play surface: The most convenient type
statistics (e.g. hit points, level) of mon- of surface is something on which maps
sters and NPCs should never be revealed can be drawn with erasable pens. The
to players. In combat, the referee should surface should be gridded for ease of
describe the effects of damage on a mon- tracking the movements of characters.
ster, rather than telling the players how Scale: The typical scale used is 1” on the
many hit points it has remaining. play surface = 5’ in the game world (or 5
Magic items: Should be described, rather yards for outdoor encounters).
than referred to by name. Only by ex- Miniatures: Miniature figures are avail-
perimentation can players find out what able to purchase from many different
powers a magic item has (and indeed companies. Alternatively, simple tokens
whether an item is magical at all!). like dice or beads can be used.
58
Monsters and NPCs
The referee is responsible for deciding
how monsters and NPCs react when
encountered, but also what schemes and
tactics they follow when the PCs are
elsewhere.
60
3. Contacting a Lost Civilisation 7. Rescuing Captives
The PCs discover a long-lost race in a Important NPCs have been kidnapped
fantastic location. They may have once by bandits, wicked monsters, or an evil
been human, but are now adapted to their wizard. The PCs attempt to rescue the
strange environment. For example, they prisoners, either seeking a reward or be-
may have reverted to bestial behaviour or cause of a personal connection with the
may be adapted to subterranean life, with unfortunate captives. It is also possible
pale skin and infravision. that the PCs may be hired as bodyguards
to NPCs who are negotiating with the
4. Escaping from Captivity kidnappers.
The PCs have been taken prisoner by an
enemy and begin the adventure in cap- 8. Scouting an Enemy Outpost
tivity, possibly with a grisly fate awaiting An invasion is looming (or in progress)!
them in the near future. They must regain The PCs are tasked with infiltrating an
their freedom. outpost of the enemy, gathering intel-
ligence as to their plans, strengths, and
5. Exploring Unknown Territory weaknesses, and (if possible) destroying
them.
An NPC hires the party to explore and
map an unknown region. This may be a
previously uncharted area or may be a 9. Seeking a Magical Doorway
recent alteration to a familiar region (e.g. A gateway exists that allows magical
a magic castle may appear in an empty travel (either one-way or bidirectional)
plain). between distant locations or even other
worlds. The PCs may be tasked with
6. Performing a Quest locating a lost portal or closing a portal
used by enemies. The portal may also
A deity or powerful NPC (e.g. a king)
be the only means of travel to a fantastic
sends the PCs on a quest. This may in-
destination that the PCs must visit.
volve recovering holy or magical items.
10. Visiting a Sacred Site
In order to consult with an oracle, re-
move a curse, or find a holy relic, the PCs
must journey to a sacred site (e.g. a shrine
or temple). The exact location of the site
is usually a matter of conjecture.
61
62
63
Designing a 4. Stock the Dungeon
Make notes describing each area on the
3. Detail Ruler
Decide how the town is ruled: whether
by a local sheriff or mayor appointed by
a lord, an elected council, a confedera-
cy of merchants, etc. It is also possible
that a high-level NPC adventurer (with
attendant guards and magic) may rule the
town.
5. Create Rumours
A few local rumours may be noted, to
provide hooks for the player characters to
start exploring the local area and pos-
sibly find their way to one of the placed
dungeons.
67
Awarding XP XP Awards for Defeated Monsters
Monster HD Base XP
Bonus XP /
Ability
All characters who return from an adven-
Less than 1 5 1
ture alive receive experience points (XP).
XP is gained from two sources: treasure 1 10 3
recovered and monsters defeated. 1+ 15 4
2 20 5
Recovered Treasure 2+ 25 10
Treasure that PCs bring back from an 3 35 15
adventure is the primary means by which 3+ 50 25
they gain XP—usually accounting for ¾ 4 75 50
or more of the total XP earned. 4+ 125 75
Non-magical treasure: Characters gain 5 175 125
1 XP per 1 gold piece (gp) value of the 5+ 225 175
treasure. 6 275 225
Magical treasure: Does not grant XP. 6+ 350 300
7–7+ 450 400
Defeated Monsters 8–8+ 650 550
All monsters defeated by the party (i.e. 9–10+ 900 700
slain, outsmarted, captured, scared away, 11–12+ 1,100 800
etc.) grant XP based on how powerful
13–16+ 1,350 950
they are. See the table to the right.
17–20+ 2,000 1,150
Base XP: The XP value of a monster is
determined by its Hit Dice. Monsters 21–21+ 2,500 2,000
whose Hit Dice are notated as a number
of dice plus a fixed hit point bonus (e.g. Division of Experience
4+2) are more powerful and are listed The XP awards for treasures recovered
separately in the table. For example, a and monsters defeated are totalled and
monster with 2 HD is worth 20 XP, but a divided evenly between all characters
monster with 2+2 HD is worth 25 XP. who survived the adventure—this in-
Bonus XP / ability: A monster’s XP value cludes retainers (see p46).
is increased for each special ability it has. Awarded XP is always divided evenly,
Special abilities are indicated by asterisks irrespective of how the players decide to
following the monster’s HD rating. divide the treasure.
Higher HD monsters: For each HD
above 21, add 250 XP to the Base and Bonuses and Penalties
Bonus amounts.
The referee may optionally grant XP
Extraordinary peril bonus: A monster bonuses to players who did particularly
defeated under especially dangerous well. Likewise, players who did not do
circumstances may be treated as one Hit their share of the work may be penalized.
Dice category higher on the table.
68
Treasures
Placing Treasure
1. Consider the size of the adventuring
party, the levels of the characters, and
the XP they need to go up in level.
There are two methods of deciding what 2. Decide how many experience points
treasure is in the possession of monsters: the treasure hoard should provide if
rolling randomly and referee choice. the party successfully acquires it.
3. Place treasures whose total value
Rolling Randomly matches the determined XP total.
70
Type H (60,000gp average) Individual Treasure: P–T
▶▶ 25%: 3d8 × 1,000cp.
▶▶ 50%: 1d100 × 1,000sp. Intelligent monsters: Each individual
▶▶ 50%: 1d4 × 10,000ep. carries this much treasure.
▶▶ 50%: 1d6 × 10,000gp. Unintelligent monsters: The treasure
▶▶ 25%: 5d4 × 1,000pp. is loot from the bodies of the monsters’
▶▶ 50%: 1d100 gems. victims.
▶▶ 50%: 1d4 × 10 pieces of jewellery.
▶▶ 15%: 4 magic items, plus 1 potion, plus Type P (0.1gp average)
1 scroll. ▶▶ 3d8cp.
72
Identifying Magic Items Wishes
Testing: The most common way of Some magic items grant wishes, the
identifying magic items is by trial and powerful ability for a character to change
error—sipping a potion, donning a suit of the nature of reality in any conceivable
armour, using a weapon in battle, etc. way that they desire. Wishes are generally
Retainers: Players may wish to use regarded as the most powerful magic in
retainers as “guinea pigs” to test magic the game and have the potential to greatly
items of unknown properties. Retainers upset the balance of play if not handled
may agree to do this, but only if allowed carefully by the referee.
to keep the item in question. Adjudication Guidelines
By magic: High-level NPC magic-users Wording: The player and referee must
may also be able to identify magic items. pay great attention to the precise wording
They will always require payment or a of a wish.
service in kind. The process takes time:
Fundamental changes: A wish that
possibly several weeks.
would alter some fundamental aspect of
the game or the campaign world will have
Using Magic Items no effect. For example, a wish that altered
Appropriate use: In order to be effective, the abilities of all monsters of a particular
a magic item must be used, held, or worn type would fail.
after the normal fashion for that type of Greedy wishes: A wish that the refer-
object. ee judges to be unreasonable or overly
Concentration: To activate an item’s greedy may come to pass, but with its
magic, the user must concentrate on its intent twisted in some way. For example,
effect. When using a magic item in this a wish for a very powerful magic item
way, the character cannot take any other may cause the item to appear, but in the
actions. possession of a dangerous enemy.
Items that are always active: The follow- Wishing for more wishes: This will result
ing items do not require concentration, in an infinite time loop, putting the char-
and are always active: magic swords, acter out of play.
weapons, armour, and protective items
(e.g. rings of protection).
Example Wishes
Some examples of reasonable wishes:
Actions per round: A magic item’s
effect can normally be used only once ▶▶ Wishing for a weapon to help fight
per round, unless its description notes magical monsters. The wish may grant a
otherwise. +1 sword that vanishes when the combat
ends.
▶▶ Wishing that a monster had not at-
tacked. The wish may place the characters
back in time and change the reaction of
the monster.
▶▶ Wishing that a deadly blow had not
occurred. The affected character may
return to life, wounded but not dead.
73
Armour and Shields Gems and Jewellery
Usage: Per normal class restrictions.
Gems
Cursed Armour and Shields The value of each gem in a treasure hoard
AC penalty: Some types of cursed is determined by the following table:
armour specify an Armour Class pen-
alty. This modifier worsens the wearer’s Gem Values
Armour Class score. For example, a d20 Gem Value
cursed suit of chainmail –1 grants a 1–4 10gp
base Armour Class of 6 [13], one point 5–9 50gp
worse than the AC 5 [14] of non-magical 10–15 100gp
chainmail.
16–19 500gp
AC 9 [10]: Some types of cursed armour
20 1,000gp
give the wearer a base Armour Class of 9
[10] (before modifiers due to Dexterity).
Testing: All types of tests indicate that
Jewellery
a cursed shield or suit of armour is en- Each piece of jewellery indicated by a
chanted with a +1 bonus. It is only when treasure type is worth 3d6 × 100gp (or
the armour is used in deadly combat that more, if the referee wishes, for characters
the curse is revealed. above 3rd level).
Removing: Once a cursed shield or suit Damaged Jewellery
of armour has been used, the character Rough treatment of jewellery (e.g. crush-
comes under the curse and is not able to ing, intense heat or fire, lightning) can
discard the item. It can only be removed damage it, reducing its value by 50%.
with magic.
Staves
Usage: All characters (unless noted). Usage: Spell casters. Some staves may
Activating: A ring’s magical effect is acti- only be used by either arcane or divine
vated by placing it on a finger or thumb. spell casters (this is noted in the item’s
Unless noted otherwise, a magical ring’s description).
effect is continuously active and ends if Dimensions: 2” thick, 6’ long.
the ring is removed.
Charges: Unless noted, magic staves
Multiple rings: A character can wear two contain 3d10 charges when found.
magic rings—one on each hand. If more
are worn, their magical effects do not Wands
function.
Cursed rings: Cannot be “deactivated” by Usage: Arcane spell casters.
wearing more magical rings. Dimensions: Thin, 1½’ long.
Charges: Unless noted, magic wands
contain 2d10 charges when found.
75
Scrolls and Maps Maps
Usage: All characters (unless noted).
Scrolls are aged sheets of parchment or A map that indicates the route to a val-
paper on which magical words have been uable treasure, located in a dungeon or
written by a high-level spell caster. wilderness.
One use only: When a scroll is read, the Interpreting: Treasure maps may not
words disappear. always be easy to interpret: a map may be
Light: A scroll can only be used if there is incomplete, worded in riddles, or written
enough light to read by. in an obscure language.
Preparing in advance: The referee should
Cursed Scrolls prepare treasure maps in advance.
Usage: All characters (unless noted). Treasures
Activation: Merely looking at the baneful The following list of treasure map types
script on the scroll curses the character. may be used to determine the nature of
The referee should determine the nature the treasure that a map leads to.
of the curse (see examples below). ▶▶ I: 1 magic item.
Removing: A curse can be removed by ▶▶ II: 1d6 × 10 gems and 2d10 pieces of
magic, or (at the referee’s option) by per- jewellery.
forming a special quest. ▶▶ III: 2 magic items.
Example Curses ▶▶ IV: 3 magic items (no swords).
▶▶ Transformation: The reader changes ▶▶ V: 3 magic items and 1 potion.
into a harmless creature (e.g. a frog). ▶▶ VI: 3 magic items, 1 scroll, 1 potion.
▶▶ Summoning: A wandering monster ▶▶ VII: 5d6 gems and 2 magic items.
appears next to the reader and attacks ▶▶ VIII: Hoard worth 1d4 × 1,000gp.
(gaining surprise). The monster is of
equal level to the reader. ▶▶ IX: Hoard worth 5d6 × 1,000gp.
▶▶ Lost item: A magic item in the reader’s ▶▶ X: Hoard worth 5d6 × 1,000gp and 1
possession vanishes. The referee may magic item.
select the item or choose it at random. ▶▶ XI: Hoard worth 5d6 × 1,000gp and
▶▶ Energy drain: The reader permanently 5d6 gems.
loses one experience level (or Hit Die). ▶▶ XII: Hoard worth 6d6 × 1,000gp.
This incurs a loss of one Hit Die of hit
Hoard Value
points, as well as all other benefits due to
the lost level (e.g. spells, saving throws, For treasure hoards with a listed gold
etc.). A character’s XP is reduced to half- piece value, the referee may choose what
way between the former and new levels. type of treasure is in the hoard. (For
A person who loses all levels dies. example, it may be coins, but could also
▶▶ Ability score re-roll: The player must consist of valuable art objects or jewels.)
re-roll the character’s prime requisite. Guardians
▶▶ Slow healing: The reader’s healing The treasure is normally guarded by
capacity is reduced. Natural healing takes enchantments, traps, or monsters (e.g.
double the normal amount of time, and a monster from the dungeon encounter
healing spells only cure half the tables of levels 5–6, or higher).
76 normal number of hit points.
Protection Scrolls Spells on a Scroll
The referee may choose the spells or may
Usage: All characters (unless noted). roll for them randomly. The table below
(Written in non-magical languages—usu- may be used to select the level of each
ally Common.) spell on a scroll. (The table lists separate
Activation: Reading the script aloud probabilities for Basic and Expert level
conjures a circle of protection against a characters. See Basic and Expert Magic
specific type of monster or energy. Items, p72.)
Area of protection: When used, conjures
a 10’ radius circle of protection around
Random Scroll Spell Level
the reader. If the reader moves, the circle Spell Level
of protection follows them. B: d6 X: d% Arcane Divine
Protection against monsters: For scrolls 1–3 1–25 1st 1st
of protection against monsters, the circle 4–5 26–50 2nd 2nd
does not prevent affected monsters from 6 51–70 3rd 3rd
using magic or missile attacks against
71–85 4th 4th
those within it. If anyone within the circle
attacks an affected monster in melee, the 86–95 5th 5th
circle is broken. 96–00 6th 5th
Spell Scrolls
Usage: Spell casters. Swords and
Type of magic: 1-in-4 scrolls contain di-
vine spells; the rest contain arcane spells.
Activation: Reading the script aloud
Weapons
conjures the effect of a specific spell. Usage: Per normal class restrictions.
Only arcane spell casters can use scrolls
of arcane spells. Only divine spell casters Cursed Swords and Weapons
can use scrolls of divine spells. Penalty: Cursed weapons specify a penal-
Arcane spell scrolls: Are written in mag- ty that is applied to both attack rolls and
ical script that can only be read by magic. damage rolls made with the weapon.
Divine spell scrolls: Are written in Discarding: Once the weapon has been
normal languages (usually Common), but used in combat, the character comes
can only be used by divine spell casters. under the curse and is not able to discard
Scrolls of multiple spells: If a scroll con- the item. In fact, they will favour the
tains multiple spells, only the spell cast weapon and use it whenever possible. The
disappears from the scroll. curse can only be removed with magic.
79
Index of Tables
1st Level PC Attack Values 12 Monster Saving Throws 44
Attack Matrix by THAC0 44 Monster THAC0 by Hit Dice 45
Basic Encumbrance 23 Prime Requisite Modifiers 15
Charisma Modifiers 15 Random Dungeon Room Contents 65
Coin Conversion Rates 17 Random Scroll Spell Level 77
Constitution Modifiers 15 Retainer Hiring Reactions 47
Detailed Encumbrance 23 Strength Modifiers 15
Dexterity Modifiers 15 Treasure Encumbrance in Coins 23
Dungeon Setting 64 Variable Wind Conditions 33
Gem Values 74 Waterborne Evasion 37
Intelligence Modifiers 15 Wilderness Evasion Base Chance 37
Magic Item Type 72 Wisdom Modifiers 15
Mercenary Morale 43 XP Awards for Defeated Monsters 68
Monster Reaction Roll 35
80
Core Rules
Old-School Essentials is a role-playing game of fantastic
adventure, peril, monsters, and magic.
100% old-school rules, 100% modern design.
Founded in the tradition of the beloved 1980s fantasy
adventure game rules, but presented in a clear, modern
style, this game is quick to learn and easy to reference.
ISBN 978-3-96657-005-3