OSE Skill Based Player Characters

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Player Characters

When the character has accumulated a


Game Statistics certain number of experience points, the
character’s level increases. Each class
Player characters are described, in game speci es the number of experience points
terms, by a set of statistics that de ne their required to achieve each experience level.
abilities, strengths, and weaknesses in the
game world. Armour Class (AC)
The character’s ability to avoid damage in
Ability Scores combat. Armour Class is determined by the
The basic physical and mental strengths character’s Dexterity score and by the
and weaknesses of the character. There are armour they wear. Higher AC scores are
6 ability scores: Strength (abbreviated STR), better.
Intelligence (INT), Wisdom (WIS),
Dexterity (DEX), Constitution (CON), and Attack Bonus (AB)
Charisma (CHA). A character is ranked in The character’s ability to hit foes in combat,
each ability score by a number between determined by their class and level. Added
3–18. (3 being the worst score possible and to a d20 to get the attack roll (see Combat).
18 the best.)
Hit Dice (HD)
Race The number of dice used to determine the
A character may be human or one of a character’s maximum hit point total. The
number of demihuman races. See character’s class determines the type of
Character Races. dice rolled (i.e. d4, d6, d8) and the
character’s level determines the number of
Class dice rolled. Classes grant a at bonus to hit
An adventuring profession to which the points after 9th level instead of extra HD.
character belongs. A character’s class
de nes their main abilities. See Character Hit Points (hp)
Classes. The character’s ability to avoid dying. The
character has a maximum hit point total
Level and a current hit point total, which are
The character’s experience as an tracked separately. When a character is
adventurer is denoted by their experience harmed, their current hit point total is
level. Characters typically start play at 1st reduced. If this number reaches 0, the
level (the lowest level of adventurer) and character is dead! Rest or healing can
can increase in level through successful restore lost hit points, but never above the
adventuring. As a character goes up in level, character’s maximum hit point total (this is
they gain more powerful abilities, as only increased when the character
de ned by their class. increases in level).
Experience Points (XP) Saving Throw Values (SV)
The character’s advancement in the game is The character’s ability to avoid being
tracked by the accumulation of experience affected by certain types of dangerous or
points. Experience points are awarded by detrimental effects. There are ve saving
the referee after a successful adventure. throw categories: death (or poison), wands,
paralysis (or petri cation), breath attacks, Race and Class Features
spells (or magic rods or staves). The The character’s race and class denotes a set
character’s saving throw values are of special skills that the character may use
determined by class and level. See Saving and restrictions they must abide by,
Throws for full details. including the ability to use certain types of
Movement Rate (MV) armour and weapons.
The speed at which the character can move Skills
when exploring, travelling, or during The character's skills are determined by
combat. Every character has a base their race and class. All skills start at rank 1.
movement rate and an encounter At 1st level, characters get 4 points to
movement rate (noted in parentheses). The allocate to their skills, either racial or class
encounter movement rate is one third of ones, each point increasing a single skill
the base movement rate. The default rank by 1. Each time they gain a new level,
movement rate for characters is 120’ (40’). they get 2 additional points to allocate to
▶ Overland: Characters can travel one fth skill ranks. No skill may be raised above
of their base movement rate (24 by default) rank 5. Some skills require a skill check to
in miles per day in the wilderness, be successful, while others use their rank as
assuming 8 hours of travel per day. a bonus to another roll, as a duration or as a
▶ Exploration: When exploring unknown number of times they can be used per day.
areas of a dungeon, characters can move
their base movement rate in feet per turn Skill Checks
(10 minutes), assuming they are mapping Generally, when characters attempt to use a
and looking for traps or hidden features. skill, they roll a d6, with a result less than
▶ Encounter: In combat, characters can or equal to the skill rank indicating success.
move one third of their base movement rate Player Knowledge
in feet per round (10 seconds).
The referee should roll for some skills on
Alignment (AL) the player’s behalf (e.g. Augury, Purify,
The character (and every other creature in Sense aura, Detect magic, Sneak, etc.), as
the game world) is aligned with one of the character does not always know
three cosmic principles: Law, Neutrality, or whether or not the attempt was successful.
Chaos (see Alignment). This alignment
determines how certain magic in uences
the character and should be used by the
player as a guideline for role-playing the
character.
Creating a 7. Note Racial and Class skills
Record your racial and class skills. They all
Character start at rank 1. Then distribute the points
that you get (4 at 1st level) to increase the
To create a character, you’ll rst need a rank of skills that you want to improve.
character sheet—a sheet of paper on which Each point increases a single skill rank by 1.
to record all information about the new 8. Roll Hit Points
character.
Determine your character’s hit points by
1. Roll Ability Scores rolling the die type speci ed for your class
Roll 3d6 for each of your character’s ability and adding your Constitution modi er (see
scores: Strength, Intelligence, Wisdom, Constitution). Characters always start with
Dexterity, Constitution, and Charisma. at least 1 hit point, regardless of CON
modi er.
Sub-Par Characters
If you roll a character with an 8 or less in
Re-Rolling 1s and 2s (Optional Rule)
every score you may discard the character If you roll a 1 or 2 (before applying any CON
and start again. modi er), the referee may allow you to
re-roll. This is in order to increase the
2. Choose a Race survivability of 1st level PCs.
Select one of the races available and adjust 9. Choose Alignment
your character’s ability scores as indicated.
Bonuses that would raise an ability above Decide whether your character is Lawful,
18 or penalties that would lower it below 3 Neutral, or Chaotic (see Alignment).
are ignored. To randomly pick a race, roll a 10. Note Known Languages
d6: (1) Dwarf; (2) Elf; (3) Hal ing; (4-6)
Human. Your character’s race determines their
native language. They also get the
3. Note Ability Score Modifiers languages from their class. Characters with
Now that your character’s ability scores are high Intelligence may choose additional
xed, make a note of any associated languages (see Languages).
bonuses or penalties. 11. Roll for Equipment
4. Choose a Class Roll for random starting equipment and
Select one of the classes available to your note what you possess. Calculate your load.
race, bearing in mind the minimum ability 12. Note Armour Class
score requirements of some classes.
Your character's Armour Class is
5. Note Level and XP determined by their armour worn (see
Unless told otherwise by your referee, your Weapons and Armours) plus their
character begins play at 1st level with 0 XP. Dexterity modi er (see Dexterity).

6. Attack Bonus and Saving Throws 13. Name Character


Record your attack bonus and saving throw Finally, choose a name for your character.
values from your class progression table on You are now ready for adventure!
your character sheet.
Ability Scores Ability Modifiers
Score Modifier
A character’s score in each ability
determines whether they have any bonuses 3 -3
or penalties associated with various actions 4-5 -2
in the game. The table opposite lists the
modi er associated with an ability score. 6-8 -1
What rolls the modi er applies to is 9-12 0
described under each ability.
13-15 +1
Strength (STR)
16-17 +2
Brawn, muscle, and physical power.
▶ Melee: Applies to attack and damage
18 +3
rolls with melee weapons.
▶ Might: Modi es the base chance of
success on a d6 to force open a stuck door
Dexterity (DEX)
(2-in-6), lift heavy objects such as gates Agility, re exes, speed, and balance.
(1-in-6) and bend iron bars (0-in-6). On a ▶ Armour Class: Modi es the character’s
chance of 0 or less, the character is simply AC.
not strong enough to perform this deed. See ▶ Missile: Applies to attack rolls (but not
Dungeon Adventuring for more details. damage rolls) with ranged weapons.
Intelligence (INT) ▶ Initiative: Modi es the character’s
initiative roll, if the optional rule for
Learning, memory, and reasoning.
individual initiative is used.
▶ Spoken languages: Denotes the number
of languages the character can speak in Constitution (CON)
addition to their native one. A negative or Health, stamina, and endurance.
nil modi er indicates that the character can
▶ Hit points: Applies when rolling a
only speak their native language, although
in a broken manner at a modi er of -3. character’s hit points (i.e. at 1st level and
every time a level is gained thereafter). A
▶ Literacy: Indicates the character’s ability
character always gains at least 1 hit point
to read and write their languages. At a per Hit Die, regardless of CON modi er.
modi er of -3 or -2, the character is
illiterate. At -1 or 0, the character has basic Charisma (CHA)
literacy. Any positive modi er indicates Force of personality, persuasiveness,
that the character is fully literate, probably personal magnetism, physical
well read at +2 or more. attractiveness, and ability to lead.
Wisdom (WIS) ▶ NPC reactions: Applies to reaction rolls

Willpower, common sense, perception, and when hiring retainers and when
intuition. interacting with monsters.
▶ Max # of retainers: Modi es the number
▶ Magic saves: Applies to saving throws
versus magical effects. This normally of retainers a character may have at any
excludes saves against breath attacks, but one time, with a base of 4.
will apply to any other saving throw ▶ Retainer loyalty: Modi es retainers’
category as long as it is provoked by magic. loyalty to the character, with a base of 7.
Alignment Languages
All beings, whether PCs, NPCs, or monsters, The languages spoken by a player character
adhere to one of three philosophies or are determined by the character’s race and
spheres of behaviour, known as class. Characters with high intelligence
alignments. These spheres are Law, may learn additional languages.
Neutrality, and Chaos. A player must
choose one of these paths when creating a The Common Tongue
character. The common tongue (sometimes simply
▶ Law: Lawful beings believe in truth and called Common) is a language which is
justice. To this end, they will follow laws widespread among intelligent species. All
and believe all things must adhere to order. player character races—as well as many
Lawful beings also believe in sacri ce to a monsters—are able to speak Common.
greater good and will choose the good of a In some settings, the referee may rule that
larger group over the good of an individual. different cultures in the campaign world
▶ Neutrality: Neutral beings believe in a have different languages, in which case a
balance between the ideas of Law and particular language must be chosen instead
Chaos and, in their actions, tend to do what of Common.
will serve themselves. They might commit
good or evil acts in order to further their
Other Languages
own ends and generally will not put others’ Many demihuman and intelligent monster
needs ahead of their own. species have their own language, which
▶ Chaos: Chaotic beings are in direct
player characters may be able to learn.
opposition to Law. These beings should Below is a (d10 for random) list of these
seldom be trusted, for they tend to act in languages and their native speakers.
sel sh ways. Chaotic characters believe in 1. Abyssal: Demons, gargoyles, gnolls. Used
chance and that there is no innate order to in Chaotic verses and dark rituals.
life. 2. Celestial: Celestials. Often used in
religious texts and ceremonies of Law.
Revealing Alignment
3. Draconic: Dragons. Traditionally used by
The player must inform the referee of their all races to record arcane spells.
character’s alignment, but does not have to
tell other players. 4. Gobblyak: Goblins, hobgoblins,
bugbears and ogres. Derived from Abyssal.
Role-Playing Alignment 5. Jotun: Dwarves, giants and trolls.
When determining the character’s actions, Derived from Primordial.
players should do their best to adhere to 6. Orcish: Orcs. Never written, only spoken.
their chosen alignment. The referee will 7. Primordial: Elementals, genies, gnomes,
take note when a character’s behaviour merfolk, salamanders and sylphs.
deviates too much from the norm of the
chosen alignment and may assign a new 8. Scalywug: Kobolds, lizardfolk, snake
alignment more appropriate to actual people, troglodytes and other scaly folk.
character actions. Deviation from 9. Sylvan: Elves, centaurs, dryads, pixies,
alignment may also be penalised, as the nixies, sprites, treants and other fey.
referee sees t. 10. Undercommon: The common tongue of
underworld creatures such as drow and
duergar.
Character Races
Dwarf Elf
Ability scores: –1 CHA, +1 CON Ability scores: –1 CON, +1 DEX (wood elf)
Language: Jotun or –1 CON, +1 INT (high elf)
Language: Sylvan
Dwarves are stout, bearded demihumans,
about 4’ tall and weighing about 150 Elves are slender, fey demihumans with
pounds that typically live underground and pointed ears. They have extremely long
love ne craftsmanship, gold, hearty food, lifespans, being nigh immortal. This long
and strong drink. Although they cannot see term perspective gives them a tendency to
in the dark, dwarves light their homes and seem aloof to the concerns of humans, or
tunnels with oil and gas they extract from even frivolous. Elvish music, arts, and crafts
the ground. They have skin, hair, and eye are renowned as the nest among all folk.
colours in earth tones. Dwarves are known Above all, they love nature and magic. Elves
for their stubbornness and practicality. typically weigh about 120 pounds and are
They are a hardy people and have a strong between 5 and 5½ feet tall. In darkness,
resistance to magic. their keen eyes and ears let them perceive
the position and size of things and
Diminutive creatures (but no ne details).
Due to their short height, dwarves can only
use small or normal sized weapons. They Fey blood
cannot use heavy weapons or longbows As fey blooded, elves are completely
and must have armour tailored to them. On immune to the paralysis that ghouls can
the other hand, due to their small size, in ict, but are also unfortunately affected
dwarves gain a +2 bonus to Armour Class by magic that would affect fey creatures.
when attacked by very large opponents
such as giants, ogres and trolls. Elf skills
Elves have the following racial skills:
Dwarf skills
▶ Detect secret doors: Elves have keen
Dwarves have the following racial skills: senses that let them detect hidden and
▶ Fortitude: Dwarves’ natural toughness secret doors more easily. Add this skill rank
and resistance to magic grants them a to their chance of success on a d6 (normally
bonus equal to this skill rank to saving 1-in-6) when actively searching for these,
throws versus poison, spells, and magic up to a maximum of a 5-in-6 chance (see
wands, rods, and staves. Dungeon Adventuring).
▶ Stonecunning: As expert miners and ▶ Hear noise: In a quiet environment (e.g.
builders, dwarves have an increased chance not in combat), elves may attempt to listen
to detect new construction, sliding walls, at a door or to hear the sounds of creatures
sloping passages and mechanical room approaching. Add this skill rank to their
traps. Add this skill rank to their chance on chance of success on a d6 (normally 1-in-6)
a d6 (normally 1-in-6) to do so when when actively listening. Elf rogues start
searching, up to a maximum of a 5-in-6 with two ranks in this skill since they get it
chance (see Dungeon Adventuring). from both race and class.
Halfling Human
Ability scores: –1 STR, +1 DEX Ability scores: You may swap the scores of
Language: Gobblyak (goblin), Primordial two abilities of your choice.
(gnome), Scalywug (kobold) or Common Language: Common
Hal ings are not a single race but a general Humans are renowned for the deep
moniker for small humanoids that tend to passions that drive them through their
live in burrows, such as hobbits, gnomes, short lives. They have the potential to
goblins, kobolds or even ratfolk. They become great leaders, forging alliances
usually weigh about 60 pounds and are between other races, but they are easily
around 3’ tall. Though all culturally corrupted.
different, these folk share a lack of temerity
and a love for easy life, especially when it Human skills
comes to food. Humans have the following racial skills:
▶ Fellowship: Humans generally trust
Diminutive others more readily, which makes it easier
Due to their short height, hal ings can only to nd people willing to work with them.
use small or normal sized weapons. They They increase their maximum number of
cannot use heavy weapons or longbows retainers and their loyalty (see Charisma)
and must have armour tailored to them. On by the rank of this skill.
the other hand, due to their small size, ▶ Passionate: As humans are driven to
hal ings gain a +2 bonus to Armour Class experience life to the fullest, they increase
when attacked by very large opponents all experience points awarded to them by
such as giants, ogres and trolls. 5% for each rank in this skill.
Halfling skills Half breeds
Hal ings have the following racial skills: Some rare humans have a parent from
▶ Resilience: Hal ings’ natural another race, such an elf or orc. Although
constitution and aversion to danger grants human in stature and appearance, they
them a bonus equal to this skill rank to might have a feature that marks their
saving throws versus poison, magic wands heritage, such as pointed ears or fangs.
and breath attacks.
Variant skills (Optional Rule)
▶ Sneak: Hal ings are extremely quiet and
Half-elves may replace their Passionate
hard to spot when they want to. They may skill with the elven Detect secret doors skill.
attempt to hide motionless or sneak
Half-orcs may replace their Fellowship skill
silently past enemies unnoticed with a
with the Primal Rage skill (see below).
chance of success equal to the skill rank on
▶ Primal rage: Once per turn, half-orcs can
a d6. Hal ing rogues and wardens start
with two ranks in this skill since they get it enter a primal rage for 1 round per level.
from both race and class. During that time, they add this skill rank to
their saving throws and damage rolls, but
decrease their AC by the same amount.
Half-orc warriors start with two ranks in
this skill since they get it from both race
and class.
Character Classes
Experience
These character classes for Old-School
Essentials are meant to replace the ones in
the original game. They were inspired
mostly by the of cial OSE zine, Carcass All characters who make it through an
Crawler and follow two principles: adventure alive receive experience points
(XP), awarded by the referee. XP is gained
▶ Removing the spell aspect from
from two sources: treasure recovered and
"spellcasting" classes, which can be useful monsters defeated.
for a low-magic campaign, or, more
speci cally, for a world where magic is Levelling Up
unreliable and prone to failure. Spells can
When a character gains enough XP to reach
still be found on scrolls but not memorized.
the next experience level, the player should
▶ Using a d6 to handle skills (as opposed to consult the description of the character’s
percentage dice) and letting characters class and note any improvements in attack
focus on the skills they want when leveling bonus and saving throws, and then select
up. This makes skill specialization an the racial or class skills that will increase in
important choice for players, at least until rank (two skills ranks can improve by one
higher levels when all skills get close to the or a single skill rank can improve by two). If
maximum rank. the character’s Hit Dice increase, a new Hit
This gives us the Acolyte, a mystic follower Die of the speci ed type should be rolled
of Law similar to the Cleric and Paladin, the and the result added to the character’s
Mage, a skill based alternative to the maximum hit point total.
Magic-User, the Rogue, a replacement for
the Thief, the Shaman, a nature mystic Maximum XP in One Session
similar to the Druid, the Warden, a Characters cannot advance more than one
replacement for the Ranger, the Warlock, a level in one session. Any additional XP that
mystic that makes pacts with the forces of would take a character two or more levels
Chaos and the Warrior, a replacement for above their current level are lost, leaving
the Fighter with a variety of combat skills. the character at 1 XP below the total for the
next level.
This ain't very old school
The classes listed here have more options at Level 0 characters (optional)
lower levels than the classes in Old-School The referee may decide to run level 0
Essentials. The author is aware that skills characters (usually 2-4 per player) through
and character building are de nitely not in a deadly adventure called a funnel. Level 0
the spirit of the old school, but their characters do not choose a class, get only
implementation here is still much, much racial skills at rank 1, have 1d4+CON
simpler than in newer editions and might modi er hit points, have all their saves at 16
help bring modern players over to the OSR and only get one random (d12) weapon and
camp. adventuring gear. When the funnel ends,
the (few) survivors graduate to 1st level
adventurers, choose a class and reroll their
hit points; if lower than their previous
amount, they can keep the old number.
Acolyte
The accuracy depends on the skill check (by
the referee). May only be used once per day.
▶ Bless: Grants +1 to attack, damage and
Requirements: Minimum WIS 9, Lawful morale rolls of allies within 30' for one
alignment round per level of the acolyte, and removes
Hit Dice: 1d6 all magical fear effects from them.
Maximum level: 14
▶ Command: Forces a creature within 30'
Armour: Any, including shields
who can hear and understand the acolyte
Weapons: Any blunt weapons
to follow a single word command ( ee,
Languages: Common, Celestial
hold, kneel, silence, etc.) for 1 round per
Acolytes are adventurers who have sworn level if it fails a saving throw versus spells.
to serve Law. They are trained for battle ▶ Lay on Hands: By laying hands on a
and can channel their devotion to manifest creature, heal 2 hit points per level or
bene cial effects. remove a condition (such as blindness,
deafness, curse, disease, paralysis or
Combat poison). This skill is always successful but
Acolytes can use any armour and shield. As can only be used a number of times equal to
they aim to redeem their opponents rather the skill rank per day.
than maim or kill them, they may only use ▶ Purify: Makes rotten, poisonous, or
blunt weapons such as: club, mace, sling, spoiled food and drink suf cient for up to
staff, warhammer. 12 people pure and safe to consume.
▶ Sense Aura: Can sense the presence,
Mystic Magic number, nature and alignment of
Acolytes cannot memorize spells, but can supernatural creatures within 30'.
use items that may only be used by mystic ▶ Smite: This skill is always successful and
spell casters, such as mystic spell scrolls active and adds its rank to the acolyte's
and some magic staves. damage rolls against undead and chaotic
Holy symbol: Acolytes must carry a holy creatures.
symbol of Law to use their skills. ▶ Turn Unholy: On a success, roll 2d6 +
Devotion to Law: Acolytes must be faithful the acolyte's level; this is the number of HD
to the tenets of Law. Those who perform of undead or ends forced to ee at least
chaotic acts may incur penalties (e.g. -1 to 30' away without harming or making
all skill ranks per act, until redeemed). contact with the acolyte for 1 round per
level, if possible. If the roll is twice their HD
Acolyte Skills or higher, they are destroyed (undead) or
All skills start at rank 1. At 1st level, acolytes banished ( ends) instead. Only affects
get 4 points to allocate to their skills, each monsters of up to 1 HD greater than the
point increasing a single skill rank by 1. acolyte’s level. Against a mixed group of
They get 2 additional points to allocate monsters of different types, those with the
each time they gain a new level. No skill lowest HD are affected rst.
may be raised above rank 5. Acolytes can
After reaching 9th level
use the following skills with a chance of
success equal to the skill rank on a d6. Most An acolyte may establish or build a temple
acolyte skills require willpower and thus at half the normal price, due to community
can only be attempted once per turn each. involvement. Once a temple is established,
▶ Augury: The acolyte obtains a simple
the acolyte will attract loyal followers (3d6
"yes" or "no" answer to a single question. acolytes of level 1–2) that will serve
faithfully.
Acolyte Level Progression
Saving Throws
Level XP HD AB D W P B S
1 0 1d6 +0 11 12 14 16 15
2 1,500 2d6 +0 11 12 14 16 14
3 3,000 3d6 +1 10 11 13 15 14
4 6,000 4d6 +1 10 11 13 15 13
5 12,000 5d6 +2 9 10 12 14 12
6 25,000 6d6 +3 8 10 12 14 12
7 50,000 7d6 +3 7 9 11 13 11
8 100,000 8d6 +4 7 8 10 12 10
9 200,000 9d6 +5 6 7 9 11 10
10 300,000 9d6+1* +5 5 7 9 10 9
11 400,000 9d6+2* +6 4 6 8 10 8
12 500,000 9d6+3* +6 4 6 8 9 8
13 600,000 9d6+4* +7 3 5 7 8 7
14 700,000 9d6+5* +7 3 5 7 8 6
XP: Experience Points required for level; D: Death / poison; W: Wands;
HD: Hit Dice; AB: Attack bonus. P: Paralysis / petrify; B: Breath attacks;
*: Modi ers from CON no longer apply. S: Spells / rods / staves.
Detect magic: Reveals all enchanted
Mage

objects, areas or creatures within 30'.
▶ Dispel magic: Counters a spell as it is
Requirements: Minimum INT 9 being cast, cancels a temporary magical
Hit Dice: 1d4 effect or suppresses a permanent one for 1
Maximum level: 14 round per level, up to 30' away.
Armour: None ▶ Mage hand: Lets the mage manipulate
Weapons: Dagger, sling, staff things up to 30' away for 1 round per level.
Languages: Common, Draconic It can open or close unlocked doors or lids,
Mages are adventurers who study the lift, push or pull objects of up to 1 load per
secrets of deep magic, making them rank.
powerful allies. ▶ Phantasmal Force: Manifests a visual
illusion up to 240' away in a 20' cube area,
Arcane Magic as long as the mage concentrates (no other
Mages cannot memorize spells, but can action possible). This illusion vanishes if hit
transcribe spells they nd or are taught in or touched. Creatures generally disbelieve
their spellbook, cast spells from arcane obviously impossible illusions, especially
scrolls and use any items that may only be ones with movement but no sound.
used by arcane spell casters such as some ▶ Pyromancy: The mage can light or
magic wands and staves. extinguish combustibles within 30', make
Scribe scrolls: Mages may spend one day an open ame spew smoke to cover a 10'
and 50gp per spell level to scribe a scroll of radius area or send a aming ball up to 240'
an arcane spell from their spellbook of up away that detonates in a 20' radius sphere,
to half their mage level (rounded up). dealing 1d6 damage per mage level to
everything caught in it. Creatures that
Arti ce: From 9th level, mages may create make a successful save versus spells only
magic items of other kinds. See Creating take half damage.
Magic Items in Old-School Essentials, p59. ▶ Staff song: This skill is always successful

Combat and active. It adds its rank to the mage's


melee damage with a staff. In the mage's
Mages can use slings, staves and daggers, hands, a normal staff can harm creatures
but cannot wear armour or use shields. that are immune to mundane attacks. In
Mage Skills addition, once per day per skill rank, they
may cause their staff to radiate light in a
All skills start at rank 1. At 1st level, mages 30’ radius for 1 turn per level.
get 4 points to allocate to their skills, each ▶ Suggestion: Up to one HD per level of
point increasing a single skill rank by 1. creatures within 30' who can hear and
They get 2 additional points to allocate understand the mage must save versus
each time they gain a new level. No skill spells or follow the mage’s suggestion for 1
may be raised above rank 5. Mages can use round per level, as long as it does not
the following skills with a chance of success endanger them. Subjects realise they have
equal to the skill rank on a d6. Most mage been tricked afterwards.
skills require concentration and thus can
only be attempted once per turn each. After reaching 11th level
▶ Arcane armour: This skill is always
A mage may build a stronghold, often a
successful and active as long as the mage is great tower. 1d6 mage apprentices of levels
conscious. It grants a bonus to Armour 1–3 will arrive to study under the mage.
Class equal to the skill rank.
Mage Level Progression
Saving Throws
Level XP HD AB D W P B S
1 0 1d4 +0 13 14 13 16 15
2 2,500 2d4 +0 13 14 13 16 14
3 5,000 3d4 +0 13 13 13 16 14
4 10,000 4d4 +1 12 13 12 15 13
5 20,000 5d4 +1 12 12 12 15 12
6 40,000 6d4 +2 11 12 11 14 12
7 80,000 7d4 +2 11 11 11 14 11
8 150,000 8d4 +3 11 11 10 13 10
9 300,000 9d4 +3 10 10 10 13 10
10 450,000 9d4+1* +4 9 10 9 12 9
11 600,000 9d4+2* +4 8 9 8 11 8
12 750,000 9d4+3* +5 8 9 8 11 8
13 900,000 9d4+4* +5 8 8 8 11 7
14 1,050,000 9d4+5* +6 8 8 8 11 7
XP: Experience Points required for level; D: Death / poison; W: Wands;
HD: Hit Dice; AB: Attack bonus. P: Paralysis / petrify; B: Breath attacks;
*: Modi ers from CON no longer apply. S: Spells / rods / staves.
Rogue
▶ Find or remove treasure traps: A skill
check is required to nd a treasure trap and
then another to remove it. This may be
Requirements: Minimum DEX 9 attempted only once per trap and is
Hit Dice: 1d6 normally rolled by the referee.
Maximum level: 14 ▶ Hear noise: In a quiet environment (e.g.
Armour: Leather, no shields not in combat), a rogue may attempt to
Weapons: Any listen at a door or to hear the sounds of
Languages: Common creatures approaching.
Rogues are adventurers who live by their ▶ Open locks: Rogues’ expertise with
skills of deception and stealth. Their range small, complex mechanisms allows them to
of unique skills makes them very handy pick locks with thieves’ tools. If the check
companions in adventures. However, fails, the rogue may not try the same lock
rogues are not always to be trusted. again before gaining an experience level.
▶ Pick pockets: Rogues are trained in the
Combat subtle art of picking pockets. The chance of
Because of their need for stealth and free success is reduced by 1-in-6 per three levels
movement, rogues cannot wear armour of the victim (e.g. a 6th level victim reduces
heavier than leather and cannot use success by 2-in-6). A roll of 6 means that
shields. They can use any weapon. the attempted theft is noticed. The referee
determines the reaction of the victim
Rogue Skills (possibly using the reaction table under
All skills start at rank 1. At 1st level, rogues Encounters).
get 4 points to allocate to their skills, each ▶ Read Languages: A rogue can attempt to
point increasing a single skill rank by 1. read scripts in any language (including
They get 2 additional points to allocate dead languages and basic codes). This lets
each time they gain a new level. No skill them cast spells from arcane or mystic
may be raised above rank 5. Rogues can use scrolls. If the check does not succeed, the
the following skills with a chance of success rogue may not try to read that particular
equal to the skill rank on a d6: text again until they reach a higher level of
▶ Backstab: This skill is always successful experience. Rolling a 6 while trying to
and active. When attacking an unaware decipher a spell scroll could create an
opponent from behind, a rogue receives an unusual or deleterious effect.
attack and damage bonus equal to the skill ▶ Sneak: A rogue may attempt to hide
rank. Using a light weapon (see Weapon motionless or sneak silently past enemies
Qualities) doubles any damage dealt. A unnoticed, something often required to
surprised opponent is considered unaware backstab an opponent.
for one round.
▶ Climb sheer surfaces: Rogues have the
After reaching 9th level
skill to climb sheer surfaces (i.e. vertical or A rogue can establish a guild, attracting 2d6
very steep surfaces with only minimal rogue apprentices of 1st level. These rogues
handholds) without special equipment. A will serve the character with some
skill check is required for each 100’ to be reliability; however, should any be arrested
climbed. If the check fails, the rogue falls at or killed, the PC will not be able to attract
the halfway point, suffering falling damage. further apprentices to replace them.
Rogue Level Progression
Saving Throws
Level XP HD AB D W P B S
1 0 1d6 +0 13 14 13 16 15
2 1,200 2d6 +0 13 14 13 15 15
3 2,400 3d6 +1 13 14 13 15 14
4 4,800 4d6 +1 13 14 12 15 14
5 9,600 5d6 +2 12 13 11 14 13
6 20,000 6d6 +3 12 13 11 14 12
7 40,000 7d6 +3 11 12 10 13 12
8 80,000 8d6 +4 11 12 10 13 11
9 160,000 9d6 +5 10 11 9 12 10
10 280,000 9d6+2* +5 9 11 9 12 10
11 400,000 9d6+4* +6 9 10 8 11 9
12 520,000 9d6+6* +6 8 10 8 11 8
13 640,000 9d6+8* +7 8 9 7 10 8
14 760,000 9d6+10* +7 7 9 7 10 7
XP: Experience Points required for level; D: Death / poison; W: Wands;
HD: Hit Dice; AB: Attack bonus. P: Paralysis / petrify; B: Breath attacks;
*: Modi ers from CON no longer apply. S: Spells / rods / staves.
Shaman
Requirements: Minimum WIS 9, Neutral
alignment
Hit Dice: 1d6
Maximum level: 14
Armour: Leather, wooden shields
Weapons: Club, dagger, sling, spear, staff
Languages: Common, Sylvan
Shamans are mystics of nature, protecting
wild lands from the encroachment of
civilization and the corrupting touch of
Chaos. They worship the forces of nature in
the form of various spirits and animals.
Combat
Shamans' beliefs prevent them from using
and thus can only be attempted once per
metal armour or shields (wooden shields
turn each.
may be purchased at the same price). Their
▶ Beast shape: When wearing the skin of a
choice of weapons is limited to clubs,
daggers, slings, spears, and staves. beast, the shaman can take its shape for up
to 1 round per level, keeping the same stats
Mystic Magic but gaining its physical capabilities.
Carried equipment is absorbed into the
Shamans cannot memorize spells, but can
animal form and reappears when the
use items that may only be used by mystic
shaman changes back.
spell casters, such as mystic spell scrolls
▶ Commune with nature: Attempt to
and some magic staves.
speak with an animal, a plant or a nature
Holy symbol: Shamans must carry their spirit (of the forest, the river, etc.) Those
totem (as holy symbol) to use their skills. spoken to are limited by their ability to
Devotion to nature: Shamans regard the perceive their surroundings.
ways of the natural world as the ideal state ▶ Growth: Attempts to cause vigorous
of things. They see the concepts of Law and growth of a normal animal or vegetation
Chaos as extremes that are both equally within 30', doubling its size (as well as
damaging to nature. Those who perform damage and load carried) for one turn.
acts against nature incur penalties (e.g. -1 Overgrown areas are considered dif cult
to all skill ranks per act, until redeemed). terrain (half movement rate).
▶ Herbalism: By applying medicinal herbs
Shaman Skills on a living creature, heal 2 hit points per
All skills start at rank 1. At 1st level, level or cure disease, paralysis or poison.
shamans get 4 points to allocate to their This skill is always successful but can only
skills, each point increasing a single skill be used a number of times equal to the skill
rank by 1. They get 2 additional points to rank per day.
allocate each time they gain a new level. No ▶ Nature lore: Attempt to locate or identify
skill may be raised above rank 5. Shamans plants, animals or potable water or pass
can use the following skills with a chance of through natural environments without
success equal to the skill rank on a d6. Most leaving any tracks.
shaman skills require harmony with nature
▶ Protection from the elements: This skill ▶ Storm bringer: Outdoors, the shaman
is always successful and active as long as can attempt to improve or worsen the
the shaman is conscious. It grants a bonus weather, bringing clouds, fog, precipitation
to saving throws against cold, re and or high winds or even calling lightning
lightning equal to the skill rank. In from an overcast sky to strike a single target
addition, the shaman is not bothered by for 1d6 damage per level. Creatures that
rain or hot and cold temperatures. make a successful save versus spells only
▶ Sanctuary: This skill is always active as take half damage.
long as the shaman is conscious. If the
shaman does not attempt to harm a After reaching 9th level
creature, there is a chance equal to the skill A shaman may establish a grove at no cost
rank on a d6 that the creature will ignore that will attract 2d6 animal followers. They
the shaman when it comes to choosing a will be friendly with the shaman and will
target in combat. guard the grove with their lives.

Shaman Level Progression


Saving Throws
Level XP HD AB D W P B S
1 0 1d6 +0 11 12 14 16 15
2 1,500 2d6 +0 11 12 14 16 14
3 3,000 3d6 +1 10 11 13 15 14
4 6,000 4d6 +1 10 11 13 15 13
5 12,000 5d6 +2 9 10 12 14 12
6 25,000 6d6 +3 8 10 12 14 12
7 50,000 7d6 +3 7 9 11 13 11
8 100,000 8d6 +4 7 8 10 12 10
9 200,000 9d6 +5 6 7 9 11 10
10 300,000 9d6+1* +5 5 7 9 10 9
11 400,000 9d6+2* +6 4 6 8 10 8
12 500,000 9d6+3* +6 4 6 8 9 8
13 600,000 9d6+4* +7 3 5 7 8 7
14 700,000 9d6+5* +7 3 5 7 8 6
XP: Experience Points required for level; D: Death / poison; W: Wands;
HD: Hit Dice; AB: Attack bonus. P: Paralysis / petrify; B: Breath attacks;
*: Modi ers from CON no longer apply. S: Spells / rods / staves.
Warden
Requirements: Minimum CON 9
Hit Dice: 1d8
Maximum level: 14
Armour: Leather, chainmail, shields
Weapons: Any
Languages: Common
Wardens protect their native lands from
invasion and the in uence of its enemies.
They are skilled skirmishers who are
adapted to life in the wilds.
Combat
Wardens can use all types of weapons and
can use leather armour, chainmail, and
shields. Because of their need for mobility,
they cannot use plate mail.
Warden Skills
All skills start at rank 1. At 1st level, wardens
get 4 points to allocate to their skills, each
point increasing a single skill rank by 1.
They get 2 additional points to allocate animals, goblins, orcs, etc.) chosen at
each time they gain a new level. No skill character creation.
may be raised above rank 5. Wardens can ▶ Sneak: A warden may attempt to go
use the following skills with a chance of unnoticed by hiding motionless or silently
success equal to the skill rank on a d6: sneaking up on a target, surprising them.
▶ Animal friendship: On a success, the ▶ Spot snares and pits: In the wilderness,
warden can approach an animal and have it a warden can spot snares and covered pits
behave in a friendly manner, as long as it is with a successful check. Those simple traps
not subject to any aggression. do not usually require any roll to set or
▶ Mounted combat: This skill is always disarm.
successful and active as long as the warden ▶ Survival: Add this skill rank to the
is conscious. While mounted, add this skill party's chance to nd suf cient food when
rank as a bonus to their mount's AC and foraging or hunting. Decrease the party's
saving throws, as well as any roll to avoid chance to lose direction by this skill rank
being dismounted. (see Wilderness Adventuring).
▶ Nature lore: Attempt to locate or identify ▶ Tracking: Wardens can identify and
plants, animals or potable water or pass follow tracks. The chance of success may be
through natural environments without modi ed by the following factors: soft/hard
leaving any tracks. ground (+1 to -3), size of group being
▶ Slayer: This skill is always successful and tracked (+1 per doubling in number or size),
active. The warden adds this skill rank to passing through an area where other tracks
attack and damage rolls against foes of a mingle (-3), age of tracks (-1/day), rainfall
speci c type (e.g. undead, dragons, giants, (-1/hour), efforts made to hide tracks (-2).
After reaching 9th level (shamans, wardens, animals, fantastic
mounts and fey creatures) that will protect
A warden may build a fastness in the
it and patrol the surrounding lands.
wilderness. Once a fastness is established,
the warden will attract 4d6 loyal followers

Warden Level Progression


Saving Throws
Level XP HD AB D W P B S
1 0 1d8 +0 12 13 14 15 16
2 2,000 2d8 +1 11 13 13 14 16
3 4,000 3d8 +1 11 12 13 13 15
4 8,000 4d8 +2 10 11 12 13 14
5 16,000 5d8 +3 9 11 11 12 14
6 32,000 6d8 +4 9 10 11 11 13
7 64,000 7d8 +5 8 9 10 10 12
8 120,000 8d8 +6 7 9 9 9 12
9 240,000 9d8 +6 7 8 9 9 11
10 360,000 9d8+2* +7 6 7 8 8 10
11 480,000 9d8+4* +8 5 7 7 7 10
12 600,000 9d8+6* +8 5 6 7 6 9
13 720,000 9d8+8* +9 4 5 6 5 8
14 840,000 9d8+10* +10 3 5 5 4 8
XP: Experience Points required for level; D: Death / poison; W: Wands;
HD: Hit Dice; AB: Attack bonus. P: Paralysis / petrify; B: Breath attacks;
*: Modi ers from CON no longer apply. S: Spells / rods / staves.
Warlock
Requirements: Minimum CHA 9, Chaotic
alignment
Hit Dice: 1d6
Maximum level: 14
Armour: Any, including shields
Weapons: Any
Languages: Abyssal, Common
Warlocks and witches are mystics who
made a pact with the forces of Chaos. They
know how to handle themselves on a
battle eld and can channel their patron's
power to manifest nefarious effects.
Combat
Warlocks can use all types of weapons and
armour.
Mystic Magic spells for one round per level of the
Warlocks cannot memorize spells, but can warlock.
use items that may only be used by mystic ▶ Demonic tutor: The warlock obtains a
spell casters, such as mystic spell scrolls simple "yes" or "no" answer to a single
and some magic staves. question from his patron. The accuracy
Holy symbol: Warlocks must carry a holy depends on the skill check (by the referee).
symbol of Chaos to use their skills. May only be used once per day.
Pact with Chaos: Warlocks must be ▶ Envenom: Poisons food or drink

embodiments of Chaos, never letting suf cient for up to 12 people, or a single


civilization turn them soft. Those who living creature within 5'. A poisoned
perform acts that reinforce lawful rule may creature, whether directly or by consuming
incur penalties (e.g. -1 to all skill ranks per poisoned food or drink, must make a save
act, until redeemed). versus poison or die within 1d6 turns.
▶ Fear: Causes a living creature within 30'
Warlock Skills to ee for 1 round per level if it fails a save
All skills start at rank 1. At 1st level, versus spells.
warlocks get 4 points to allocate to their ▶ Fiendish Resistance: This skill is always
skills, each point increasing a single skill successful and active. It grants the warlock
rank by 1. They get 2 additional points to a bonus to saving throws against death,
allocate each time they gain a new level. No disease, poison, paralysis and petri cation
skill may be raised above rank 5. Warlocks equal to the skill rank.
can use the following skills with a chance of ▶ Hex: Places a curse upon a creature
success equal to the skill rank on a d6. Most within 30' if it fails a save versus spells. The
warlock skills require willpower and thus curse in icts a -2 penalty to saving throws,
can only be attempted once per turn each. attack rolls and AC for 1 round per level.
▶ Blight: Incurs a –1 penalty to morale ▶ Life drain: This skill is always successful
checks, attack rolls, and damage rolls of but can only be used a number of times
enemies within 30' that fail a save versus equal to the skill rank per day, and only
against living targets. The warlock makes a warlock's orders instead. Only affects
melee attack. If the attack hits, in addition monsters of up to 1 HD greater than the
to the weapon damage, the target loses 2 warlock’s level. Against a mixed group of
hit points per warlock level and the warlock monsters of different types, those with the
is healed by the same amount. lowest HD are affected rst.
▶ Rebuke Unholy: On a success, roll 2d6 +
the warlock's level; this is the number of After reaching 9th level
HD of undead or ends forced to stay at A warlock may establish or build a lair.
least 30' away without harming or making Once established, the warlock will attract
contact with the warlock for 1 round per chaotic creatures (3d6 × 10 cultists, goblins,
level, if possible. If the roll is twice their HD orcs or gnolls) that will populate the lair
or higher, they are forced to obey the and raid the region.

Warlock Level Progression


Saving Throws
Level XP HD AB D W P B S
1 0 1d6 +0 11 12 14 16 15
2 1,500 2d6 +0 11 12 14 16 14
3 3,000 3d6 +1 10 11 13 15 14
4 6,000 4d6 +1 10 11 13 15 13
5 12,000 5d6 +2 9 10 12 14 12
6 25,000 6d6 +3 8 10 12 14 12
7 50,000 7d6 +3 7 9 11 13 11
8 100,000 8d6 +4 7 8 10 12 10
9 200,000 9d6 +5 6 7 9 11 10
10 300,000 9d6+1* +5 5 7 9 10 9
11 400,000 9d6+2* +6 4 6 8 10 8
12 500,000 9d6+3* +6 4 6 8 9 8
13 600,000 9d6+4* +7 3 5 7 8 7
14 700,000 9d6+5* +7 3 5 7 8 6
XP: Experience Points required for level; D: Death / poison; W: Wands;
HD: Hit Dice; AB: Attack bonus. P: Paralysis / petrify; B: Breath attacks;
*: Modi ers from CON no longer apply. S: Spells / rods / staves.
Warrior Skills
Warrior All skills start at rank 1. At 1st level, warriors
Requirements: Minimum STR 9 get 4 points to allocate to their skills, each
Hit Dice: 1d8 point increasing a single skill rank by 1.
Maximum level: 14 They get 2 additional points to allocate
Armour: Any, including shields each time they gain a new level. No skill
Weapons: Any may be raised above rank 5. The following
Languages: Common warrior skills do not require a skill check:
▶ Cleave: When in melee with multiple
Warriors are adventurers dedicated to foes, warriors that strike a killing blow may
mastering the arts of combat and war. In a immediately make an attack against
group of adventurers, the role of the another foe. The skill rank is the maximum
warrior is to battle monsters and to defend number of additional foes that can be
other characters. attacked in this way in a single round.
▶ Defend: When the warrior is in melee
Combat with a foe, any attacks the foe makes at
Warriors can use all types of weapons and characters other than the warrior are
armour. penalised at this skill rank.
▶ Leader: Mercenaries or retainers under
the warrior’s command and within 60’ gain
a bonus to morale/loyalty equal to this skill
rank. The warrior and their allies within
60’ gain the same bonus to saves against
fear effects.
▶ Mighty deed: This skill rank is the
chance on a d6 that a combat maneuver
such as disarming, parrying, pinning,
shoving or tripping an opponent will
succeed, if at all possible (as opposed to
parrying a boulder, tripping a dragon or
shoving a giant). Other actions are possible
at the referee's adjudication, but they
should not increase the damage in icted by
an attack.
▶ Mounted combat: While mounted,
warriors add this skill rank as a bonus to
their mount's AC and saving throws, as
well as any roll to avoid being dismounted.
▶ Primal rage: Once per turn, warriors can
enter a primal rage for 1 round per level.
During that time, they add this skill rank to
their saving throws and damage rolls, but
decrease their AC by the same amount.
▶ Slayer: The warrior adds this skill rank to
attack and damage rolls against foes of a
speci c type (e.g. undead, dragons, giants,
animals, goblins, orcs, etc.) chosen at
character creation.
▶ Weapon specialist: The skill rank is After reaching 9th level
limited to half the warrior's level, rounded
A warrior may build a castle or stronghold
up. The warrior is an expert with one
and control the surrounding lands. Once a
speci c type of weapon (e.g. maces,
stronghold is established, the warrior will
longbows, two-handed swords, etc.)
attract loyal followers (5d6 × 10 warriors of
chosen at character creation. They add their
level 1–2) that will protect the stronghold
skill rank to attack and damage rolls when
and patrol the region.
using this type of weapon.

Warrior Level Progression


Saving Throws
Level XP HD AB D W P B S
1 0 1d8 +0 12 13 14 15 16
2 2,000 2d8 +1 11 13 13 14 16
3 4,000 3d8 +1 11 12 13 13 15
4 8,000 4d8 +2 10 11 12 13 14
5 16,000 5d8 +3 9 11 11 12 14
6 32,000 6d8 +4 9 10 11 11 13
7 64,000 7d8 +5 8 9 10 10 12
8 120,000 8d8 +6 7 9 9 9 12
9 240,000 9d8 +6 7 8 9 9 11
10 360,000 9d8+2* +7 6 7 8 8 10
11 480,000 9d8+4* +8 5 7 7 7 10
12 600,000 9d8+6* +8 5 6 7 6 9
13 720,000 9d8+8* +9 4 5 6 5 8
14 840,000 9d8+10* +10 3 5 5 4 8
XP: Experience Points required for level; D: Death / poison; W: Wands;
HD: Hit Dice; AB: Attack bonus. P: Paralysis / petrify; B: Breath attacks;
*: Modi ers from CON no longer apply. S: Spells / rods / staves.
Equipment
Starting Equipment Random Armour
▶ Basic equipment: All characters have: a
d6 Armour
backpack, a tinder box, 1d6 torches, 1d6
iron rations, a waterskin and 3d6 gp. 1 Leather
▶ Class-speci c equipment: On the next
2 Leather + shield
page, the Equipment by Class table shows
the adventuring gear, armour, weapons, 3 Chainmail
and extra items that characters of each 4 Chainmail + shield
class have. A dice notation means to roll
that combination on the corresponding 5 Plate mail
random table on this page (reroll if you get 6 Plate mail + shield
the same item more than once).
Random Weapon
Random Adventuring Gear d12 Weapon
d12 Item
1 Dagger
1 Bedroll + cooking pots 2 Staff
2 Chalk (10 sticks) + marbles (bag) 3 Sling + 20 Stones
3 Crowbar 4 Club
4 Hammer (small) + 12 iron spikes 5 Mace
5 Lantern + 3 asks of oil 6 War hammer
6 Mirror (hand-sized, steel) 7 Short sword
7 Pole (10’ long, wooden) 8 Sword or two-handed sword
8 Rope (50’) + grappling hook 9 Spear or polearm
9 Sack, large (2) + twine 10 Short bow + 20 arrows
10 Sack, small (2) + shovel 11 Hand Axe
11 Stakes (3) + mallet 12 Battle axe
12 Wolfsbane (bunch) + garlic
Equipment by Class
Class Adventuring Gear Armour Weapons Extra Items
Acolyte 1d12 twice 1d6 1d4+2 Holy symbol (Law)
Mage 1d12 twice None 1d3 Spellbook
Rogue 1d12 twice Leather 1d10 + dagger Thieves' tools
Shaman 1d12 twice 1d2 1d4 Holy symbol (Totem)
Warden 1d12 three times 1d4 1d6+6 twice -
Warlock 1d12 twice 1d6 1d8 Holy symbol (Chaos)
Warrior 1d12 twice 1d6 1d8+4 twice Silver dagger

Adventuring Gear Candle: Casts dim light in a 5’ radius and


burns for 1 hour.
Descriptions Chain: A 10’ length of heavy, iron chain.
Antidote: A vial containing one dose of Chest, wooden: A large chest can hold up
antidote that will neutralize poison if to 10 load; a small chest can hold up to 3
ingested before death. load.
Acid: Can be used to weaken metal or Chisel: Used with a hammer for chipping
thrown at enemies (see Weapons). A vial away stone.
contains enough acid for one use only. Crowbar: 2–3’ long and made of solid iron.
Backpack: Has two straps and can be worn Can be used for forcing doors and other
on the back, keeping the hands free. Holds objects open.
up to 4 load, plus 2 load strapped to it. Firewood: A bundle of dry wood. Burns for
Barrel: A wooden barrel that holds 40 8 hours.
gallons (320 pints) of liquid. Fishing rod and tackle: A rod, line, hook,
Bedroll: A heavy woollen blanket with a and bait box.
small pillow. Grappling hook: Has 3 or 4 prongs. Can be
Belt pouch: A leather pouch that holds up used for anchoring a rope.
to 200 coins. Hammer: Can be used for construction or
Block and tackle: Used for hauling/lifting as a mallet with iron or wooden spikes.
heavy objects. Reduces the effective weight Holy symbol: A mystic spell caster is
by 75% but requires 4 times as much rope. required to own a holy symbol of their
Box, iron: A solid iron casket. A large box alignment, often worn as a necklace.
can hold up to 8 load; a small box can hold Standard holy symbols are assumed to be
up to 2 load. made of silver.
Bucket: Holds 5 gallons (40 pints). Holy water: Water from a holy font stored
in a blessed vial. It is used in some religious
Caltrops: Small metal spikes suf cient to rituals and in icts damage on undead
cover a 5’ × 5’ area. Creatures moving monsters (see Weapons). Holy water does
through the area have a 2-in-6 chance of not retain its power if stored in a container
treading on a spike. Victims without boots other than its blessed vial.
suffer a 50% reduction of movement rate
for 24 hours (or until magically healed).
Ink and quill: A vial of black ink and a large Pole, 10’: A 2” thick wooden pole useful for
feather sharpened into a writing point. poking and prodding suspicious items in a
Coloured ink costs double. Suf cient for dungeon.
about 50 pages of writing. Rations, iron: Dried and preserved food to
Iron spikes: May be used for wedging be carried on long voyages when securing
doors open or shut (see Dungeon fresh food may be uncertain.
Adventuring), as an anchor to attach a rope Rations, standard: Fresh, unpreserved
to, and many other purposes. food. Spoils after 3 days.
Lantern: Can be closed to hide the light. Rope: Can hold the weight of
Burns one oil ask every four hours (24 approximately three human-sized beings.
turns). Casts light in a 30’ radius.
Sack, large: Can hold up to 6 load. Can be
Lantern, bullseye: Casts light in a narrow used as a saddlebag.
beam, 60’ long and 20’ wide at the end.
Sack, small: Can hold up to 2 load.
Can be closed to hide the light. Burns one
oil ask every four hours (24 turns). Saw: A hand saw for cutting wood.
Lock: A basic iron lock with a key. Scroll case: An oiled leather tube with a
cap. Not completely watertight.
Magnifying glass: Used for studying ne
details. Sledgehammer: A big heavy hammer for
breaking rock.
Manacles: Iron manacles with a chain.
Used for binding hands or feet. Spade or shovel: For excavating earth.
Marbles: A bag of colourful glass beads Stakes and mallet: A wooden mallet and
suf cient to cover a 5’ × 5’ area. Creatures three 18” long stakes. Valuable when
running through the area have a 2-in-6 confronting vampires.
chance of sliding and falling prone. Tent: Large enough for 2 adult humans.
Mining pick: For breaking rock. Thieves’ tools: This kit contains all of the
Mirror: Useful for looking around corners tools needed to pick locks and disarm traps.
or for re ecting a gaze attack. Tinder box: Used to light res, including
Musical instrument: A stringed torches. Using a tinder box takes one round.
instrument (e.g. a lute or mandolin) or a There is a 2-in-6 chance of success per
wind instrument (e.g. a ute or pipe). The round.
listed price is for an instrument of basic Torch: A torch burns for 1 hour (6 turns),
quality. Higher quality instruments can clearly illuminating a 30’ radius. Torches
cost up to 10 times as much. may also be used as clubs in combat.
Oil ask: A ask of oil fuels a lantern for Twine: A wound ball of thin cord or string.
four hours (24 turns). Oil can also be lit on Can support up to 3 load of weight.
re and thrown (see Weapons) or poured Vial: A glass vial that can hold up to half a
on the ground and lit, covering a diameter pint of liquid.
of 3 feet and burning for 1 turn, in icting
damage on any character or monster Waterskin: This container, made of hide,
moving through it. will hold 2 pints (1 quart) of uid.
Poison: A vial containing enough poison Whistle: Useful for signalling or faking bird
for one use. A living creature ingesting or calls.
wounded with an edged weapon coated Wolfsbane: This herb can be used to repel
with poison must make a saving throw lycanthropes. The creature must be hit with
versus poison or die within 1d6 turns. the herb in melee combat.
Adventuring Gear
Item Cost (gp) Load Item Cost (gp) Load
Acid (vial) 15 * Lock 20 1
Antidote (vial) 25 * Magnifying glass 3 *
Backpack 5 * Manacles 15 1
Barrel 1 14 Marbles (bag) 1 1
Bedroll 2 1 Mining pick 3 1
Bell, brass (miniature) 1 * Mirror (hand-sized, steel) 5 *
Belt pouch 1 0 Musical instrument (string) 20 2
Block and tackle 5 1 Musical instrument (wind) 5 1
Box (iron, large) 30 3 Oil (1 ask) 2 *
Box (iron, small) 10 1 Paper/parchment (2 sheets) 1 0
Bucket 1 1 Pole (10’ long, wooden) 1 3
Caltrops (bag of 20) 1 1 Poison (vial) 25 *
Candles (10) 1 1 Rations, iron (per day) 2 *
Chain (10’) 30 2 Rations, standard (per day) 1 1
Chalk (10 sticks) 1 * Rope (50’) 1 1
Chest (wooden, large) 5 2 Sack, large / saddlebag 2 0
Chest (wooden, small) 1 1 Sack, small 1 0
Chisel 2 1 Saw 2 1
Cooking pots 3 1 Scroll case 1 *
Crowbar 10 1 Sledgehammer 5 3
Firewood (bundle) 1 2 Spade or shovel 2 1
Fishing rod and tackle 4 1 Stakes (3) and mallet 3 1
Garlic 1 * Tent 20 3
Grappling hook 25 1 Thieves’ tools 25 1
Hammer (small) 2 1 Tinder box ( int & steel) 3 1
Holy symbol 25 * Torches (6) 1 1
Holy water (vial) 10 * Twine (100’ ball) 1 *
Ink and quill 2 * Vial (glass) 1 *
Iron spikes (12) 3 2 Waterskin (full) 1 1
Ladder (wooden, 10’) 5 5 Whistle 1 0
Lantern 10 1 Wine, cheap (2 pints) 1 1
Lantern, bullseye 20 1 Wolfsbane (1 bunch) 10 *
* Normally counts as 0 load but 5 of these items count as 1 load.
Weapons and Armour
All weapons deal a base of 1d6 damage, but weapon qualities might affect this.

Weapons
Weapon Qualities Cost (gp) Load
Acid vial Missile (10/30/50), Splash 15 *
Battle axe Edged, Melee, Versatile 7 2
Club Blunt, Melee 1 1
Crossbow Edged, Missile (80/160/240), Reload 30 1
Dagger Edged, Light, Melee, Missile (10/20/30) 3 1
Hand axe Edged, Melee, Missile (10/20/30) 4 1
Holy water vial Missile (10/30/50), Splash 10 *
Javelin Edged, Missile (30/60/90) 1 1
Lance Charge, Edged, Melee, Reach 5 3
Long bow Edged, Missile (70/140/210), Two-handed 40 2
Mace Blunt, Melee 5 1
Oil ask, burning Missile (10/30/50), Splash 2 *
Polearm Brace, Edged, Heavy, Melee, Reach, Two-handed 7 3
Short bow Edged, Missile (50/100/150), Two-handed 25 1
Short sword Edged, Light, Melee 7 1
Sling Blunt, Missile (40/80/160) 2 1
Spear Brace, Edged, Melee, Missile (20/40/60) 3 1
Staff Blunt, Melee, Two-handed 2 1
Sword Edged, Melee, Versatile 10 2
Two-handed sword Edged, Heavy, Melee, Two-handed 15 3
War hammer Blunt, Melee, Versatile 5 1

Ammunition Armour
Ammunition Cost (gp) Armour AC Cost (gp) Load
Arrows (quiver of 20) 5 None 10 - -
Crossbow bolts (case of 30) 10 Leather 12 20 2
Silver tipped arrow (1) 5 Chainmail 14 40 4
Silver bolt (1) 10 Plate mail 16 60 5
Sling stones Free Shield +1 10 1
Horse barding 14 150 6
Weapon Qualities
Blunt: On a critical hit, stuns a living
Wealth
opponent for one round. Successful characters accumulate wealth
Brace: Bracing against the ground doubles from the spoils of their adventures.
damage against charging monsters. Treasure may take many forms, but often
Charge: If mounted, moving at least 60’ in the most useful form of treasure is coins.
a round and attacking doubles any damage Coins
done with a successful hit.
The most common coin is the gold piece
Edged: On a critical hit, deals double (gp). Coins made of other metals such as
damage. platinum (pp), electrum (ep), silver (sp),
Heavy: In icts +2 damage but the attacker and copper (cp) are also used. The
acts last in each combat round. conversion rate of coins is:
Light: May be used in the off hand; on a hit, 1 pp = 5 gp = 10 ep = 50 sp = 500 cp
roll the damage of both weapons and use Regardless of value, 200 coins weigh 1 load.
the best one. Deal more damage when used
by rogues to backstab an opponent. Inheritance
Melee: Close quarters weapon (5’ or less). Faced with the possibility of character
Missile: Thrown or red weapon (greater death, players may wish to create a will for
than 5’ distance). The distances for short their characters, to leave wealth behind for
(+1 to hit), medium, and long (–1 to hit) an heir, a new 1st level character. If the
range in feet are shown in parentheses. referee allows this, any treasure left as an
Reach: Can be used against opponents up inheritance will be taxed at 10% by the
to 10' away but not in cramped spaces. regional authorities.
Reload: Requires a round to reload Assets and Domains
between shots; can only be red every other When characters have amassed suf cient
round. wealth, they might wish to construct a
Splash: On a successful attack, the stronghold and possibly found a domain.
container smashes and douses the target They could also invest in mounts and
with the liquid. The damage is in icted on vehicles, for trade and travel.
the round it hits and the next round, as the
liquid drips off. Hirelings
Two-handed: Requires both hands; the Hirelings are NPCs hired by a character to
character cannot use a shield. perform certain services. As opposed to
Versatile: May be used with one or two retainers, hirelings do not accompany
hands. When wielded with two hands (no characters on adventures. Hirelings are
shield), in icts +1 damage. 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 speci c task.
Adventuring
Party The Caller
If the players wish to, they may nominate
Organisation one of their number as the spokesperson of
the group, known as the caller. This player
Size: The ideal size of a group is between 6 is responsible for informing the referee
and 8 characters—large enough to confront about the actions and movements of the
the challenges of the adventure, while not party as a whole. Delegating this role to one
so large as to be disorganised. If not enough player—rather than having each player
PCs are present, the players may wish to informing the referee about their PC’s
hire retainers. individual actions—can speed up play. The
Classes: It is wise for a party to consist of a caller’s character usually takes on the role
mix of characters of different adventuring of party leader and should thus have a high
classes. Combat-focused characters are Charisma score and be located near to the
essential for protecting the group from front of the party.
danger, while other classes each have The Mapper
magic or other special abilities which are
useful for handling different situations that One player should create a map of the areas
may arise in an adventure. being explored, based on the referee’s
Level: As new PCs join play, the experience descriptions. Details such as monsters or
levels of the characters in the party may traps encountered, clues to puzzles, or
diverge. It is recommended that characters possibly interesting unexplored areas may
more than four levels apart should be noted on the map as it is drawn.
adventure separately, as challenges and Dividing Treasure
rewards suitable to characters of greatly
different experience levels do not match. The spoils of an adventure may be divided
between surviving characters in whatever
Marching Order way the players agree on. Non-magical
Before starting an adventure, the players treasure is typically divided evenly between
should determine the normal arrangement player characters. For magic items, the
of their PCs when exploring. This is known players must decide which character keeps
as the party’s marching order. For example, each item. One method for doing this is for
players may decide to move in a two each player to roll a die and compare the
column formation, with well-armoured results. The highest rolling player gets to
characters in front, weaker characters in pick a magic item rst, the second highest
the middle, and a rear guard. The group rolling player gets the next pick, and so on.
may de ne different standard marching Retainers usually get half a share of
orders for common situations (e.g. treasure (or whatever has been agreed
standard exploration, combat, opening upon when they were hired) and get to pick
doors, searching, etc.) leftovers, if any, when it comes to magic
items.
Time, Weight and Weight
Items and weight are tracked in terms of
Movement load. An item about the size of a human
head, 5 pounds or 200 coins (or gems) is
considered 1 load. The load value of various
Time items is shown in the equipment tables.
When an adventure is under way, the Most items count as 1 load. Some lighter
referee should keep track of the time that items (marked as *) normally count as 0
elapses in the imagined world, known as load but add up and count as 1 load for each
game time. This is distinct from real time: 5 carried.
what may take the players and referee mere
seconds to describe may take PCs hours or Encumbrance
even days to complete. Characters are able to carry a total load
For example, when characters are exploring equal to their Strength score without issue.
a dungeon, the referee tracks the number of For each point of load above that, decrease
turns that have elapsed; when characters their base movement rate by 15'. When it
are exploring the wilderness, the number of reaches 0', they can no longer move until
days elapsed is tracked. they drop some things.
The referee must adjudicate what may be
accomplished in a given period of time.
Movement
As player characters explore the imagined
Resources world, the referee should keep track of their
As game time passes, the referee should pay location on a prepared map. The map is
attention to resources that the party usually kept secret from the players, who
consumes. For example: food, water, fuel must rely on the referee’s descriptions of
for light sources, durations of magical the areas they explore.
effects, poisons, etc. To determine how long it takes for
characters to move from one area to the
Time units next, the referee should refer to the
Aside from everyday time increments characters’ movement rates.
(minutes, hours, days, and so on), the ▶ Overland: Characters can travel one fth
following units are used in the game. of their base movement rate in miles per
▶ Turns: 10 minutes of game time. There day in the wilderness, assuming 8 hours of
are 6 turns in an hour. Time is measured in travel per day.
turns when exploring dungeons (see ▶ Exploration: When exploring unknown
Dungeon Adventuring). areas of a dungeon, characters can move
▶ Rounds: 10 seconds of game time. There their base movement rate in feet per turn,
are 6 rounds in a minute. Time is measured assuming they are mapping and looking for
in rounds during encounters, especially in traps or hidden features.
combat (see Encounters and Combat). ▶ Encounter: In combat, characters can
move one third of their base movement rate
Distance in feet per round.
Staying true to its origins, this game uses
imperial or customary US units. Distances Group Movement Rate
are measured in inches (notated with a ”), An adventuring party will usually want to
feet (notated with a ’), yards, and miles. For stay together. The movement rate of the
reference, 1 foot = 12 inches, 1 yard = 3 feet party as a whole is determined by the speed
and 1 mile = 1,760 yards or 5,280 feet. of the slowest member.
Damage and Categories
There are ve saving throw categories, used
Saving Throws in the following situations:
▶ Death or Poison: When targeted by a
death ray or exposed to poison.
Damage and Healing ▶ Wands: When targeted by an effect from
All characters and monsters have a hit a magical wand.
point total, which represents their ability to ▶ Paralysis or Petri cation: When
avoid death. Successful attacks, including targeted by an effect that paralyses or turns
those with weapons in combat, subtract hit to stone.
points from this pool. ▶ Breath Attacks: When targeted by the

Death breath of a dragon (or other monster with a


A character or monster reduced to 0 hit breath attack).
points or less is killed. ▶ Spells, Rods, or Staves: When targeted
by a baneful spell or an effect from a
Destruction of Items magical rod or staff.
If a character is killed by a destructive
magical effect or special attack (e.g. a Rolling a Saving Throw
lightning bolt or a dragon’s breath), their When affected by an effect which requires a
equipment is assumed to be destroyed. saving throw, the player or referee must roll
Carried magic items in the possession of a 1d20 and compare the result to the
character who is killed by such an effect appropriate saving throw value:
may survive if they succeed on a save made ▶ Greater or equal: A result greater than

using the character’s saving throw values. or equal to the save value is a success.
Items that grant a bonus in combat (e.g. ▶ Lower: A result of less than the saving
magical weapons and armour) may also throw value is a failure.
apply this bonus to the saving throw.
Successful Saves
Healing Damaging effects: A successful save
Natural: Characters normally recover 1 hit against an effect that causes damage means
point for a full night (8 hours) of rest. For a that the damage is halved.
complete day (24 hours) of rest, characters Other effects: A successful saving throw
and monsters recover 1d3 + CON modi er against an effect that does not cause
hit points, with a minimum of 1 hp. If the damage means the effect has been entirely
rest is interrupted, the character or monster avoided or negated.
will not heal during that period.
Saving Throws Versus Poison
Magical: Healing may also occur through
magic, such as potions, class skills or spells. Failure: Living creatures that fail a saving
This kind of healing is instantaneous. throw versus poison will die within 1d6
turns if the poison is not neutralized within
Saving Throws that time. Players and characters are not
All characters and monsters can make aware of the time left before death (rolled
saving throws (or saves) to avoid the full by the referee) when they are poisoned.
effects of certain magical or special attacks. Damage: If a poisonous attack also in icts
The appropriate saving throw to make and damage, the damage is not affected by the
the effects of a success or failure are success or failure of the saving throw versus
indicated in the description of the spell, poison.
monster attack, or adventure scenario.
Hazards and Falling
Falling from a height onto a hard surface
Challenges in icts 1d6 damage per 10’ fallen.
Losing Direction
Climbing Characters can con dently follow trails,
When characters are climbing in a dif cult roads, and other well-known landmarks
or tense situation, the referee may require without fear of becoming lost. Likewise,
them to make a check with a 3-in-6 chance travelling with a reliable guide prevents
to succeed adjusted by their Dexterity becoming lost. However, when travelling
modi er. If the check fails, the character through untracked, open regions, it is easy
falls at the halfway point, suffering falling to lose direction.
damage (see below) if not anchored.
The chance of the party becoming lost
Sheer Surfaces depends on the type of terrain being
Very steep or sheer surfaces are normally explored (see Wilderness Adventuring and
impossible to climb without specialised Waterborne Adventuring).
equipment. Rogues have a class skill which E ects of Being Lost
allows them to do so.
If the party becomes lost, the referee will
Darkness decide which direction they are actually
travelling in. Most of the time, this will be
Characters will usually want to bring a slightly off course, but it may take some
source of light with them on underground time for a lost party to realise that it is
expeditions. Typical light sources enable moving in the wrong direction.
normal vision within a 30’ radius.
Infravision
Deprivation and fatigue
Most nocturnal or subterrestrial monsters If characters go for a full day or more
have a special kind of vision, called without food, water or sleep, they gain 1
infravision, that allows them to see the heat point fatigue for each de ciency. Each
energy that radiates off of living things. point of fatigue counts as 1 load (see
Generally, living things will be visible as Encumbrance) even though the character
bright tones, while cool items are grey and is not carrying anything, and is removed
very cold objects are black. Reading is not once the need is satis ed. Referees may
possible in the dark with infravision, apply penalties to attack rolls and saving
because ne detail cannot be perceived. throws, or even deduct hit points in cases of
long term deprivation.
Range: Infravision works within a limited
range (60’ unless speci ed otherwise in a Swimming and drowning
monster’s description).
It is assumed that every character knows
Disruption: Infravision only functions in how to swim, unless there is some obvious
darkness. Visible light (normal or magical) reason why they would not have learned.
and large heat sources will disrupt it. Characters move at half their normal base
movement rate when swimming, but their
Light and Surprise
load is doubled while doing so. If this
Characters or monsters that carry a light in reduces their movement rate to 0', they
a dark environment are usually unable to begin to sink and drown. Drowning or
surprise opponents (see Encounters) suffocating deals 1d6 damage per round
because the light gives their presence away. after the rst minute without air.
Dungeon
Adventuring
Sequence of Play Per Turn
1. Wandering monsters: The referee
makes checks as applicable.
2. Actions: The party decides what action
to take (e.g. moving, searching, listening,
entering rooms).
3. Description: The referee describes what
happens. If monsters are encountered,
follow the procedure described in
Encounters.
4. End of turn: The referee updates time Doors Swinging Shut
records, with special attention to light Doors opened by adventurers (by whatever
sources, magical effects durations, and means) have a weird tendency to swing
the party’s need to rest. shut after they pass. To prevent this, doors
may be held open using iron spikes or other
wedges.
Doors
Dungeons often have many doors, some Monsters and Doors
secret and others obvious. Many are locked Monsters that live in the dungeon can
and many are stuck. usually open doors (even stuck doors),
unless they are blocked, magically closed,
Secret Doors or wedged shut with spikes.
Secret doors can normally only be spotted if
characters are speci cally looking for them. Listening at Doors
If a character is searching in the right Chance of success: PCs have a base 1-in-6
location, they have a base 1-in-6 chance of chance of detecting subtle sounds beyond a
nding a secret door. Elves have an door. Some racial or class skills increase
increased chance to do so. this chance of success.
Referee rolls: The referee should always
Locked Doors roll for the character listening so that the
Locks may be picked by a rogue with player never knows if the roll failed or if
thieves' tools or opened by magic. there simply is no sound behind the door.
One chance: This attempt may only be
Stuck Doors
made one time at any door by a character.
Forcing: The chance of forcing open a stuck
Silent monsters: Some monsters, such as
door depends on the character’s Strength.
undead, do not make any noise while idle.
Surprise: A failed attempt to force open a
door eliminates any possibility of surprise
(see Encounters) that the party may have
against any monsters on the other side of
the door.
Movement in Dungeons Traps
Exploring the unknown: When exploring There are two kinds of traps:
unknown areas of a dungeon, characters ▶ Treasure traps: Small traps placed on an
can move their base movement rate in feet item, to prevent it being tampered with or
per turn. This (very slow!) rate of stolen (e.g. a poison needle on a chest or
movement takes account of the fact that lock).
PCs are exploring, watching their footing, ▶ Room traps: Large traps that are
mapping, and trying to be quiet and avoid designed to affect anyone who enters a
obstacles. certain area (e.g. a pit that opens in the
In familiar areas: When PCs are moving oor when walked over).
through dungeon areas with which they are
familiar and that have been thoroughly Triggering Traps
secured (monsters dispatched, traps Each trap is triggered by a speci c action
disarmed, doors held open, etc.), the referee (e.g. opening a door or walking over a
may allow them to move at six times their particular area).
base movement rate per turn (720' by Chance of triggering: Every time a
default). character makes an action that could
trigger a trap, there is a 2-in-6 chance of the
Resting trap being sprung.
Frequency of rest: Characters must rest for Trap damage: Damage in icted by a
one turn every hour in the dungeon (i.e. 1 triggered trap is usually automatic, without
turn out of 6 is spent resting). an attack roll although characters may get a
Penalty for not resting: If characters press save to decrease or prevent that damage.
on without resting, they gain 1 point of Monsters: Monsters may be able to bypass
fatigue every hour until they have rested traps that they are aware of without risk, if
for one turn per point of fatigue. the referee wishes. It is assumed that they
know the tricks to survive in their living
Searching environment.
Dungeons often include hidden features
such as secret doors and traps. Adventurers Searching for Traps
can spot these by searching. Room traps: Adventurers may choose to
Area: The player must declare the search a 10’ × 10’ area for room traps. If the
particular 10’ × 10’ area to be searched. search succeeds, the trap is discovered. See
Searching.
Time: Searching takes one turn.
Treasure traps: Unlike rogues, most
Chance of success: If a character is
adventurers do not have the requisite
searching in the right location, there is a
knowledge of subtle mechanisms to locate
base 1-in-6 chance of nding a secret door
small traps such as poisoned needles.
or room trap. Some racial or class skills
increase this chance of success. Wandering Monsters
Referee rolls: The referee should always
Frequency: A check is typically rolled once
roll for the character searching, so that the
every two turns in the dungeon.
player never knows if the roll failed or if
there are simply no hidden features in the Chance: There is typically a 1-in-6 chance
area searched. of encountering a wandering monster.
Attempts: Characters can make multiple Distance: Wandering monsters are
attempts to search an area, but each of generally encountered 2d6 × 10 feet away,
these attempts takes one turn. moving in the direction of the party.
Wilderness Flying
Miles per day: The distance a creature can
Adventuring y in a day is double the distance it can
travel overland (see Overland Travel).
Terrain does not affect air travel.
Sequence of Play Per Day For example, a creature with a movement
1. Decide course: The players decide on rate of 120’ could travel 24 miles in a day
their course of travel for the day. overland, but could y 48 miles in a day.
2. Losing direction: The referee determines
whether the party gets lost. Flying Mounts
3. Wandering monsters: The referee In general, a winged beast may carry riders
makes checks as applicable. or other burdens based on its HD:
4. Description: The referee describes the ▶ 3 HD creatures: May carry a being about
terrain passed through and any sites of half the size of an adult human.
interest that the party comes across, ▶ 6 HD creatures: May carry an adult
asking players for their actions, as human.
required. If monsters are encountered, ▶ 12 HD creatures: May carry a large
follow the procedure described in animal like a horse.
Encounters. ▶ 24 HD creatures: May carry a very large
5. End of day: The referee updates time animal like an elephant.
records, with special attention to rations,
spell durations, and the party’s need to Foraging
rest. Foraging for herbs, fruits, nuts, etc. can be
performed alongside normal movement
(see Overland Travel). The party has a
Distance and Measurement 1-in-6 chance per day of nding enough
The open spaces of the wilderness mean food for 1d6 human-sized beings.
that characters and monsters can move
more freely than in a dungeon. Hunting
Ranges and movement rates: Are Hunting must be engaged in as the sole
measured in yards, instead of feet. This activity for a day—no travelling or resting
means that ranges and movement rates are is possible. When hunting, there is a 1-in-6
tripled. chance of encountering animals which may
Areas: Of magical effects, breath weapons, be suitable for eating (if they can be
etc. are still measured in feet. caught!). This is in addition to the normal
chance of random encounters (see
Wandering Monsters).
Losing Direction Resting
At the start of each day of travel, the referee Frequency of rest: Characters must rest for
should roll to determine if the group loses one day per six days of travel.
direction. The probability depends on the Penalty for not resting: If characters press
terrain being traversed: on without resting, they gain 8 points of
▶ Clear, grasslands, plains: 1-in-6. fatigue per day until they have rested for
▶ Barren lands, hills, mountains, woods: one full day.
2-in-6.
▶ Desert, jungle, swamp: 3-in-6. Surprise
Effects: See Losing Direction in Hazards Surrounded: If a party is surprised by three
and Challenges. 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 determined Characters can usually see for three miles
by dividing their base movement rate by around them, in open terrain. This range
ve. This assumes 8 hours of travel per day. may sometimes be reduced (e.g. in
For example, a character whose base overgrown terrain such as a forest) or
movement rate is 120’ could travel up to 24 increased (e.g. looking out from the top of a
miles in a day or 3 miles per hour. mountain).

Terrain Modifiers Wandering Monsters


Some types of terrain modify the speed at Frequency: A check is typically rolled once
which characters can travel: per day, but the referee may choose to make
▶ Broken lands, desert, forest, hills: 33% more checks: up to three or four per day.
slower. Chance: The chance of encountering a
▶ Jungle, mountains, swamp: 50% wandering monster depends on the terrain
slower. being explored (see below).
▶ Maintained roads: 50% faster.
Distance: Wandering monsters are
Forced March encountered 4d6 × 10 yards away. If either
If characters need to travel further in a day, side is surprised (see Encounters), this is
they may engage in a forced march. The reduced to 1d4 × 10 yards.
distance travelled is increased by 50% but Chance by Terrain
this requires a full day of rest afterwards. ▶ City, clear, grasslands, settled lands:
Detailed forced march (optional): For 1-in-6.
each hour of forced march (beyond the ▶ Aerial, barren, desert, forest, hills:
standard 8 hours of travel per day), the 2-in-6.
characters or their mounts gain 1 point of ▶ Jungle, mountains, swamp: 3-in-6.
fatigue but may travel another 12.5% of
their overland movement rate (3 miles by
default, at least at the start). As they
accumulate fatigue, their movement rate
might decrease, further slowing them
down, up until a point where they can no
longer make a single step. This fatigue
requires one hour of rest per point to be
removed.
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 determines
whether the party gets lost.
3. Weather: The referee determines the
Wind Conditions.
4. Wandering monsters: The referee
makes checks as applicable. Travel on the Water
5. Description: The referee describes the Miles per day: The number of miles a
regions passed through and any sites of creature or vessel can travel in a day is
interest that the party comes across, determined by dividing its base movement
asking players for their actions, as rate by ve. For example, a vessel with a
required. If monsters are encountered, base movement rate of 360’ could travel up
follow the procedure described in to 72 miles in a day.
Encounters.
6. End of day: The referee updates time Modifiers
records, with special attention to rations, The distance travelled in a day may be
spell durations, and the crew’s need to affected by the prevailing water and
rest. weather conditions:
▶ River travel: Water currents may
increase (when moving downstream) or
Distance and Measurement decrease (when moving upstream) the
Ranges and movement rates: Are distance travelled by 1d6+6 miles per day.
measured in yards instead of feet, meaning ▶ Sailing: The movement rate of sailing
that ranges and movement rates are tripled. vessels is affected by the prevailing wind
Areas: Of magical effects, breath weapons, conditions. See Wind Conditions.
etc. are still measured in feet.
Wandering Monsters
Losing Direction Frequency: A check is typically rolled once
With a navigator aboard: The chance of per day, but the referee may choose to make
getting lost is 2-in-6 on the open seas, or more checks: up to 3 or 4 a day.
1-in-6 within sight of land. Chance: The chance of encountering a
Without a navigator aboard: The chance wandering monster is 2-in-6 on oceans or
of getting lost is 100% on the open seas, or rivers, 3-in-6 in swamps.
2-in-6 within sight of land. Distance: Wandering monsters are
Effects: See Losing Direction in Hazards encountered 4d6 × 10 yards away. If either
and Challenges. side is surprised (see Encounters), this is
reduced to 1d4 × 10 yards.
Surprise Location: Aquatic encounters may occur
Aquatic monsters are usually not surprised either on the open water or on land, if the
by ships. Special circumstances (e.g. thick party docks at some point during the day.
fog) may alter this.
Visibility Effect of taking on water: The ship’s
movement rate is reduced by one third until
Land: On a clear day, land can be spotted at
repaired at a dock.
a distance of 24 miles. This may be reduced
based on light and weather conditions. Gales and Storms
Ships and monsters: May be sighted and Seaworthy vessels: Sailing vessels can
identi ed at 300 yards on a clear day or as attempt to move with the wind to avoid
little as 40 yards in dense fog. damage. This is handled as follows:
▶ The vessel travels at three times its
Wind Conditions normal speed in a randomly determined
Wind conditions at sea affect the rate at direction. (The referee may roll 1d6, with 1
which a sailing vessel can travel. Extreme indicating the intended direction of travel,
winds can also make travel hazardous. The 2 indicating 60° to the right, 3 indicating
referee should check the wind conditions at 120° to the right, and so on.)
the start of each day, rolling 2d6: ▶ If the ship encounters land during this
▶ 2: No wind; sailing is not possible. travel, there is a 4-in-6 chance of it
▶ 3–11: Normal sailing is possible. wrecking against the shore.
▶ 12: Gale or storm; sailing vessels’ speed Unseaworthy vessels:
tripled (see Gales and Storms). ▶ There is a 5-in-6 chance of the vessel

Variable Wind Conditions (Optional Rule) being overrun with water and sinking.
Groups who prefer a slightly more detailed ▶ If the vessel is in sight of land when the

system of sea travel may use the table gale hits, it may attempt to beach. If the
below, which adds extra detail to the daily shore is relatively clear of physical dangers
2d6 wind conditions roll. (rocks, cliffs, etc.), this is automatically
successful; otherwise there is a 2-in-6
Near Gales chance of nding a safe harbour to weather
Seaworthy vessels: Have a 1-in-6 chance of the storm.
taking on water.
Unseaworthy vessels: Have a 2-in-6
chance of taking on water.

Variable Wind Conditions


2d6 Wind E ect
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.
Surprise
Encounters When to Check
An encounter begins when the characters A check for surprise is made for any side
stumble onto a monster, either because the that is not expecting the encounter. For
referee has planned an encounter in the example, if a monster is waiting quietly for
area the PCs are exploring or because a an approaching party that is making a lot of
random die roll indicates an encounter (see noise, the monster would not have a chance
Wandering Monsters below). to be surprised, but the party would.
Encounter Sequence Surprise Checks
1. Surprise: The referee rolls for surprise, if Each side that is not already aware of the
applicable. other’s presence rolls 1d6. The referee rolls
2. Encounter distance: The referee for monsters and one player (the caller)
determines how far away the monsters rolls for the adventuring party as a whole. A
are from the PCs. result of 1 or 2 means the side is surprised.
3. Initiative: Any sides that are not
surprised roll initiative to determine who E ects of Surprise
acts rst. If both sides surprised: There is simply a
4. Actions: Any sides that are not surprised momentary confusion—neither side has
decide how they will respond to the any advantage.
encounter. The encounter is played out If one side is surprised: The side that is
accordingly. not surprised gains a one round advantage.
5. Conclusion: One turn has passed. The surprised side cannot act during that
round.

Wandering Monsters Encounter Distance


Besides the monsters speci cally placed in The situation in which the encounter
certain regions of a dungeon or wilderness, occurs often determines how far away the
PCs may randomly encounter monsters on monster is. If there is uncertainty, the
the move between areas. These are known encounter distance may be determined
as wandering monsters. See Dungeon randomly:
Adventuring, Wilderness Adventuring, ▶ Dungeon: 2d6 × 10 feet.
and Waterborne Adventuring, for speci c ▶ Wilderness: 4d6 × 10 yards (or 1d4 ×
details about the frequency and chance of 10 yards if either side is surprised).
wandering monsters checks. ▶ Waterborne: 4d6 × 10 yards (or 1d4 ×
Monster type: Each area should have its 10 yards if either side is surprised).
own table of wandering monsters, which
the referee rolls on when an encounter Initiative
takes place. (See Combat for full details.)
Noise or light: If the party is making a lot Roll 1d6 for each side, at the start of each
of noise or carrying bright light sources in a round. The side with the highest roll acts
dark environment, the referee may increase rst. Other sides act in order from highest
the chance of wandering monsters being to lowest roll.
encountered. Ties: Either both sides roll again, or actions
Hiding: If the party rests quietly in an on both sides are resolved simultaneously.
out-of-the-way location, the referee may
decrease the chance of wandering monsters
being encountered.
Actions encounter in this way can in uence the
monsters’ behaviour (see Monster
Player Character Actions Actions). If both sides decide to talk, the
The players decide how they will act. negotiation may be role-played.
Monster Actions Movement
The referee determines the monsters' Encounter movement rate: During
reaction to the party. Most of the time, encounters, a character can move up to one
circumstances make it obvious how a third of their base movement rate per
monster will react. Otherwise, the referee round in feet (in the dungeon) or yards (in
may roll on the table below to determine the wilderness). For example, a character
how a monster reacts to the party. whose base movement rate is 120’ could
Parley: If one speci c character attempts to move 40’ per round during a dungeon
communicate with the monsters, that encounter or 40 yards (120') per round
character’s charisma modi er may be during a wilderness encounter.
added to the reaction roll. Maximum duration: Characters may move
at this rate for at most 60 rounds (one turn)
Reaction Roll and mapping, searching or listening for
2d6 Result noise is not possible during that time.
2 or less Hostile: Immediate attack, Evasion
will not listen to attempts If one side wishes to avoid an encounter, it
to communicate may attempt to ee. This is called evasion
3-5 Threatening: Will try to and is only possible before combat has
extort food or valuables begun. When a side decides to attempt an
and then get the party to evasion, the opposing side must decide
leave. Might resort to whether or not to pursue.
violence if unsuccessful. Players: May decide freely whether they
wish to pursue eeing monsters.
6-8 Uncertain: Will observe Monsters: The referee must decide
warily and look for whether monsters pursue eeing PCs. (A
weakness or opportunity low roll on the Monster Reactions table
9-11 Cordial: Will attempt to may be taken to indicate that the monster
trade goods, information or will pursue.)
services for mutual bene t No pursuit: If the opposing side decides to
12 or more Friendly: Will actively try let the other side ee, then the evasion
to help, expecting the same automatically succeeds; the encounter is
avoided.
Common Actions Pursuit: If the opposing side gives chase,
Any action is possible in an encounter, but the chance of the evasion succeeding
the following are common: depends on the environment being
▶ Combat: If one side attacks, casts spells,
explored. See Evasion and Pursuit.
or makes tactical movement, begin tracking Conclusion
time in rounds, following the combat
procedure. An encounter is assumed to take at least
▶ Evasion: If one side decides to ee, the
one full turn to complete, including time to
other may decide to pursue. See Evasion. rest, regroup, clean weapons, bind wounds,
loot corpses and so on, afterwards.
▶ Parley: PCs may attempt to
communicate with monsters. Opening an
Evasion and In the Wilderness
Evasion
Pursuit The chance of evasion is rolled on a d6. If
the evasion check fails, a pursuit occurs.
In the Dungeon Surprise determines the chance of evasion:
▶ No surprise: If neither side is surprised,
Evasion the chance of evasion is determined by the
Compare the two sides’ movement rates: relative size of the two groups. Assuming
▶ Fleeing side faster: The evasion nobody is left behind, the chances are in
automatically succeeds, unless the eeing favour of the smaller group, as larger
side is forced to stop. groups cannot move as fast or as quietly.
▶ Fleeing side not faster: A pursuit occurs. The table to the right indicates the base
chance of evasion, and the modi ers that
Pursuit may apply.
Time is measured in rounds (see Time, ▶ Surprised side: May generally not evade.
Weight and Movement). The referee may rule that environmental
Running: Each side is assumed to be conditions give a small chance of evasion
running at full speed (see below). even when surprised (as above). For
Line of sight: Most monsters will not example, dense woodland may give a
continue a pursuit if the characters get out surprised side a 1-in-6 chance of evasion.
of the monster’s range of vision. ▶ Surprising side: If one side has
Dropping treasure: If the monsters enjoy surprised the other, the side with surprise
treasure, there is a 3-in-6 probability that may evade automatically as the surprised
they will stop pursuit to collect any side is not even aware that the encounter
treasure the characters drop. occurred.
Dropping food: Hungry or less intelligent
monsters may stop pursuit if characters Pursuit
drop food (3-in-6 chance). The following procedure is followed, day by
Obstacles: Burning oil or other obstacles day, until the pursuit is over:
may also slow or stop a pursuit. 1. The eeing side moves in a random
direction, determined by the referee (no
Running mapping is possible).
Movement rate: During a pursuit, 2. If the pursuing side’s movement rate is
characters run at their full movement rate greater than that of the eeing side,
in feet per round (as opposed to the usual there is a 3-in-6 chance of it catching
one third their base movement rate). up. If the roll succeeds, the eeing side
Mapping: Is not possible while running. has been caught; the pursuit is over.
Exhaustion: Characters gain 1 point of Otherwise, continue to step 3.
fatigue per round while running. This 3. The eeing side must decide whether to
fatigue lasts until the characters have continue eeing. If it decides to
rested for a full turn. continue, it may make another evasion
attempt (see above). If the attempt to
evade fails, return to step 1. If the eeing
group decides to stop eeing, it is
caught (the pursuit ends).
Wilderness Evasion Base Chance
Fleeing Group Size Chance of Evasion by Number of Pursuers
1-4 1 pursuer: 3-in-6 2-3 pursuers: 4-in-6 4+ pursuers: 5-in-6
5-12 1-3 pursuers: 2-in-6 4-8 pursuers: 3-in-6 9+ pursuers: 4-in-6
13-24 1-6 pursuers: 1-in-6 7-16 pursuers: 2-in-6 17+ pursuers: 3-in-6
25+ 1-10 pursuers: 0-in-6 11-30 pursuers: 1-in-6 31+ pursuers: 2-in-6

Wilderness Evasion Modifiers Environment: The referee may modify the


One side twice as fast: If the pursuing probabilities based on the conditions and
side’s movement rate is double that of the environment. For example, in a densely
other, the chance of evasion is decreased by wooded area, the chance of evasion may be
1-in-6. If the eeing side’s movement rate is increased by 1-in-6.
double that of the other, the chance of
evasion is increased by 1-in-6.

Waterborne Pursuit
Time is measured in rounds (see Time,
Evasion Weight and Movement).
The chance of evasion is determined by the Initial distance: The two sides begin a
difference between the two sides’ pursuit at normal encounter distance (see
movement rates, listed in the table below. Waterborne Adventuring).
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 eeing 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 5-in-6
Same speed as the pursuer 4-in-6
1’–30’ per round slower than pursuer 3-in-6
31’–90’ per round slower than pursuer 2-in-6
91’+ per round slower than pursuer 1-in-6
Monster Morale
Combat See Morale.
Combat Sequence Per Round Movement
1. Declare spells and retreats
Outside of Melee
2. Initiative: Each side rolls 1d6.
3. Winning side acts: Movement rate: A character can move up
a. Monster morale to their encounter movement rate each
b. Movement round in addition to attacking or using a
c. Missile attacks skill (but not a spell).
d. Melee attacks Maximum duration: Characters may move
e. Skills other than attacks at this rate for at most 60 rounds (one turn)
f. Spells casting (from items) and mapping, searching or listening for
4. Other sides act in initiative order. noise is not possible during that time.
In Melee
Declare Spells and Retreats When in melee with a foe, only the
following forms of movement are possible:
Characters who wish to cast a spell from a
▶ Fighting withdrawal: The character
scroll or item or move out of melee must
moves backwards at up to half their
declare this (because these actions can be
encounter movement rate. There must be a
interrupted). Likewise, the referee must
clear path for this movement.
declare if a monster or NPC is attempting to
▶ Retreat: The character turns and ees
cast a spell or move out of melee. Other
actions need not be declared. from melee, moving up to their full
encounter movement rate. This round, the
Initiative character may not attack and the opponent
gains a +2 bonus to all attacks against the
Roll 1d6 for each side at the start of each
character and ignores any AC bonus due to
round.
the character’s shield (if applicable).
Winner: The side with the highest roll acts
rst. Other sides act in order from highest Missile Attacks
to lowest roll.
Are possible when opponents are more
Ties: Either both sides roll again or actions than 5’ from one another. See Attacking.
on both sides are resolved simultaneously.
(This means that both sides may in ict Range Modifiers
deadly blows on each other!) All missile weapons have three ranges,
noted in the equipment lists.
Slow Weapons
Short range: +1 bonus to attack rolls.
Characters attacking with heavy weapons
(see weapon qualities) always act last in Medium range: No bonuses or penalties.
the round, as if they had lost initiative. Long range: –1 penalty to attack rolls.
Beyond long range: Attack not possible.
Individual Initiative (Optional Rule)
Instead of an initiative roll per side, a roll Targets Behind Cover
may be made for each individual involved Complete cover: The target cannot be hit.
in a battle, adjusted by their Dexterity Partial cover: The referee may apply attack
modi er. The referee may determine an penalties of between –1 and –4 (e.g. a small
initiative modi er for monsters that are table might incur a –1 penalty; dense woods
very fast or slow, since they have no ability might incur a –4 penalty).
scores.
Melee Attacks Attacking
Are possible when opponents are 5’ or less Attack Roll
from each other. See Attacking.
1. Roll 1d20
Skills 2. Add the character or monster's Attack
Bonus to the roll.
Racial and class skills that are not passive
or indicated as "always active" require an 3. Apply modi ers: STR for melee; DEX,
action from the character to take effect. range and cover for missile attacks.
4. Result: If the total is equal to or higher
Disrupting Skills than the opponent’s AC, the attack hits.
As opposed to spells, skills cannot normally Roll for damage.
be interrupted and do not preclude
movement. While active, some skills (e.g. 1s and 20s
Phantasmal Force) require concentration, Unmodi ed attack rolls of 20 always hit.
which can be broken by the character being Unmodi ed attack rolls of 1 always miss.
successfully attacked or failing a saving Invulnerabilities
throw.
Some monsters are immune to certain
Spell Casting attacks. In this case, even if an attack hits,
damage is not rolled.
Some classes can cast spells from scrolls,
wands or staves. As opposed to skills which Attacks Per Round
are second nature to them, spell casting PCs normally attack only once per round,
requires complex gestures and although warriors may get additional
incantations. attacks. Some monsters have multiple
Freedom: The character must be able to attacks per round. Each attack requires a
speak and move their hands. A spell caster separate attack roll.
cannot cast spells if gagged, bound, or in an
area of magical silence. Rolling for Damage
Sole action: When casting a spell, no other Weapons: generally in ict 1d6 damage (see
actions may be taken in the round. weapon qualities for exceptions). Damage
of melee attacks is modi ed by STR.
No movement: The character cannot move Monsters: deal the damage indicated in
and cast a spell in the same round. their description.
Line of sight: Unless noted in a spell’s Apply damage: Subtract the damage
description, the intended target (a speci c in icted from the target's hit points.
monster, character, or area of effect) must
Death: A character or monster reduced to 0
be visible to the caster.
hit points or less is killed.
Disrupting Spells
If a spell caster loses initiative and is
Shields shall be splintered!
successfully attacked or fails a saving throw (Optional rule)
before their turn, the spell being cast is A character wielding a shield can let it take
disrupted and fails. It uses up a charge or the brunt of a hit, splintering it (unusable)
the scroll as if it had been cast. and preventing all damage from that hit.
This can be declared after the damage is
Other Sides Act rolled. Magical shields can take such abuse
Repeat steps 3a to 3f for each side, in order a number of additional times equal to their
of initiative (highest rst). bonus (+1, +2, …) before splintering.
Miscellaneous Spacing
The referee should judge how many
Combat Issues attackers can strike at a single opponent,
bearing in mind the size of the opponent
and the available space around it. Normally
Attacking from Behind at most 2–3 characters can ght
AC bonuses from shields are negated. side-by-side in a 10’ wide passageway.
Blindness Subduing (Optional Rule)
A blind character gets a -4 penalty to attack Characters that wish to subdue an
rolls and gets no AC bonus from Dexterity. intelligent opponent must announce that
they are attacking without the intent to kill.
Bombing and Boulders
Blunt blows: Edged melee weapons may
Flying creatures may pick up rocks or other be employed to deal blunt blows with the
objects and drop them from (up to 300') at of the blade, but deal half damage.
above. Giants are also known to throw Blunt weapons deal full damage.
boulders at adventurers.
Subdual damage: Combat and damage are
Chance to hit: The monsters do not make calculated normally, but subdual damage is
an attack roll. Instead, targets that fail a noted separately from actual damage.
saving throw against breath attacks suffer
the damage indicated (no damage on a Effect at 0 hp: An intelligent character or
successful roll). monster reduced to 0 hit points due to
subdual damage will surrender, realising
Affected area and damage: Depend on the that its opponent could have killed it.
size of the bomb—larger creatures can
carry larger bombs. For example, a bomb Unarmed Attacks
from a ying creature able to carry a human Attack rolls: Unarmed combat is handled
might in ict 2d6 damage to all creatures hit the same as melee combat.
in a 10’ × 10’ area.
Damage: Unarmed attacks by characters
Invisibility in ict 1 blunt damage, modi ed by STR.
Invisible characters and monsters can be Unstable Surfaces
attacked but they get a +4 bonus to Armour
Class and to melee attack rolls against Characters on an unstable surface, such as
opponents that rely on sight. a ship in rough seas or riding ying mounts
or magic items, are affected as follows:
Invulnerabilities (Optional Rule) ▶ Missile attacks: Suffer a –4 penalty.

Some monsters can only be harmed by ▶ Spells: Cannot be cast from scrolls.
magical or silver weapons. The referee may ▶ Magic items: Can be used normally.
allow such monsters to also be harmed by Note that magic that grants ight (e.g.
attacks from: wings of ying or the y spell) generally
▶ Another invulnerable monster. does not count as unstable.
▶ A monster with 5 HD or greater.
Water
Paralysed Opponents When ghting in or beneath water:
Helpless opponents, such as those ▶ Penalties: Attack and damage rolls
magically paralysed or frozen, can be should be penalised by at least -2.
automatically hit in melee. Only a roll for ▶ Missile weapons: Usually do not work at
damage is required. all underwater.
Morale Mercenary Morale
Mercenaries have a morale rating and
In combat, the referee decides whether check morale in exactly the same way as
monsters or NPCs surrender or run away. monsters.
The following system may be utilised. Morale rating: Determined solely by the
type of troops, see below. The charisma of
Morale Rating the hiring character has no in uence.
Monsters have a listing for morale, rated Modi ers: The morale score of a group of
from 2 to 12, which represents how likely mercenaries may be modi ed based on
they are to ght or ee. Higher morale working conditions, at the referee’s
scores indicate more fearless monsters. discretion. If mercenaries from the group
A score of 2: Means the monster never are being killed frequently or subjected to
ghts (unless absolutely cornered). other abuses, morale will be low. If the
A score of 12: Means the monster will ght mercenaries are enjoying riches and
until killed. excitement, it might be higher.

Morale Checks Mercenary Morale


The referee rolls 2d6 and compares the Troop Type Morale
result against the monster’s morale score: Untrained, militia 6
▶ Higher than morale score: The monster
Barbarian horde 7
will surrender or attempt to ee.
▶ Equal to or lower than morale score: Trained warriors 8
The monster will continue to ght. Mounted +1
Two successes: If a monster makes two Elite troops +1
successful morale checks in an encounter, it Fanatics, berserkers +2
will ght until killed, with no further
checks necessary. Retainer Morale
When to Check Morale Retainers signed up to work as adventurers,
The referee usually makes a morale check so are not frightened off at the rst sign of
for monsters under two conditions: danger. Retainers do not make morale
checks in combat, but a loyalty check may
First death on side: The rst time one of
be required in extreme peril.
their number is killed in battle.
Side half incapacitated: When half the
monsters have been killed or otherwise
Incapacitated.
Situational Adjustments
The referee may decide to apply bonuses or
penalties to morale (from –2 to +2),
depending on the circumstances. For
example, the side that is losing or winning
might receive a penalty or bonus to morale
of –1 or +1, respectively.
Scores of 2 or 12: Adjustments are never
applied to monsters with a morale of 2 or
12.
Hired Help
Retainers Recruitment
Potential retainers may be located by
Retainers are NPCs that are hired by frequenting drinking establishments or by
characters to accompany them on an paying to post notices of help wanted.
adventure. (NPCs hired for Applicants are recruited through
non-adventuring tasks are treated as negotiation, with the referee playing the
hirelings) roles of the NPCs a character attempts to
Limit per PC: Each character is limited to a hire. The PC should explain what the job
nite number of retainers, as indicated by entails and the wages paid.
the character’s Charisma score.
Wages and Upkeep
Duties: Retainers are not mindless slaves
and, although they will usually share the The referee should determine the rate of
party’s risks, they will not willingly act as pay desired by potential retainers, taking
battle fodder. If abused in any way, the following factors into account:
retainers will typically warn others of this ▶ Competence: More experienced
and the PCs will soon nd it dif cult to hire retainers will want a higher rate of pay.
other retainers. ▶ Competition: Retainers may accept
lower rates of pay if there are many
Class, Level and Experience applicants, but may demand higher rates if
Although retainers are played by the there is little competition for the job.
referee, they acquire experience in the same
Standard Rate
way PCs do, can advance in level, and are
affected by all of the same class rules as Retainers will usually want a guaranteed
PCs. Because they usually get only half a fee (per day or per adventure) and a share
share of treasure, they tend to level up of treasure recovered (at very least a half
more slowly than PCs. share). For example: a fee of 1 gp per level
per day plus a half share of treasure.
Retainers can be of any class, but must be of
equal or lower level to the hiring PC. If Upkeep
retainers somehow become higher level The hiring PC must also pay for the
than their employer, they will leave the retainer’s daily upkeep (food and lodgings)
party and strike out on their own, possibly and for any new adventuring gear,
assembling their own rival party. weapons, or mounts the retainer requires.
Hiring Commoners Shares of Treasure
Level 0 retainers (sometimes called Fractional shares of treasure are calculated
commoners) upgrade to 1st level and by dividing the treasure by the total
choose a class at the end of their rst number of shares. For example, a party
adventure - if they survive, of course. They consisting of 5 PCs (who receive full shares)
will expect their employers to pay for the plus one retainer (who is paid a half share)
equipment required by their new class, as discovers 2,750gp of treasure. The total is
well as a pay raise for higher skills. divided by 5.5 ( ve full shares plus one half
share): 500gp per share. Thus, each PC
gains 500gp and the retainer gains 250gp.
Applicant Reactions Loyalty
Once an offer is made, the referee Retainers have a loyalty rating, determined
determines the potential retainer’s reaction by the hiring character’s charisma. This
by rolling 2d6 on the table below, modi ed rating may be adjusted at the referee’s
as follows: discretion: increased if the PC has been
▶ Charisma: The roll is adjusted by the particularly good to the retainer (e.g. has
hiring character’s charisma modi er. repeatedly given additional treasure) or
reduced if the PC has been cruel or contrary
▶ Generosity: The referee may apply a
to their word.
bonus or penalty, depending on the
attractiveness of the deal (+1 or +2 for Loyalty Checks
generous offers, –1 or –2 for poor offers). To make a loyalty check, the referee rolls
▶ Reputation: A penalty of –1 or –2 may be 2d6 and, if the result is lower than or equal
applied, if the hiring PC has a bad to the retainer’s loyalty rating, accounting
reputation. for any adjustments, the roll has succeeded.

Retainer Hiring Reactions When to Check Loyalty


Loyalty checks are made in two
2d6 Result circumstances:
2 or less Ill will, –1 penalty to ▶ Peril: Each time the retainer is exposed
further rolls while in the to a particularly perilous situation. If the
same town or area roll fails, the retainer will likely ee.
3-5 Offer refused ▶ After an adventure: If the roll fails, the

You can try again, with a retainer will not work for the PC again.
6-8
better offer this time
9-11 Offer accepted
12 or more Offer accepted, +1 loyalty
Mercenaries Mercenaries Descriptions
Archer: Equipped with a shortbow, leather
Hired soldiers who will guard, patrol, and armour, dagger and a shield.
otherwise serve in wilderness settings, but
Archer, Mounted: Mounted on a riding
only as part of a larger force, not an
horse. Equipped with a shortbow.
adventuring party.
Note that as mercenaries are hired by a Crossbowman: Equipped with a crossbow
character to perform speci c services, they and chainmail.
are not treated as retainers and thus do not Crossbowman, Mounted: Mounted on a
count toward a character’s maximum mule. Equipped with a crossbow.
number of retainers. Footman, Light: Equipped with a sword,
leather armour, and a shield.
Locating Mercenaries
Footman, Heavy: Equipped with a sword,
Mercenaries can be located by posting
chainmail, and a shield.
notices of help wanted. The response will
depend on the availability of suitable Horseman, Light: Mounted on a riding
troops in the area and the offer made. horse. Equipped with a lance and leather
armour.
Wages Horseman, Medium: Mounted on a
Outside of wartime: As listed below. warhorse. Equipped with a lance and
During wartime: All wages are doubled. chainmail.
Horseman, Heavy: Mounted on a
Upkeep warhorse. Equipped with a sword, a lance,
The monthly rate of pay includes food and and plate mail.
basic gear. Most mercenaries already have Longbowman: Equipped with a longbow,
weapons and armour when hired, though a sword, and chainmail.
their employer may give them additional
gear. Note that armourers are required to Wolf Rider: Mounted on a wolf. Equipped
repair mercenaries’ armour and weapons with a spear and leather armour.
after battle (see Specialists).

Mercenaries
Wage per Month
Type AC Morale Human Dwarf Elf Orc Goblin
Archer 13 8 5 gp - 10 gp 3 gp 2 gp
Archer, mounted 10 9 15 gp - 30 gp - -
Crossbowman 14 8 4 gp 6 gp - 2 gp -
Crossbowman, mounted 10 9 - 15 gp - - -
Footman, light 13 8 2 gp - 4 gp 1 gp 5 sp
Footman, heavy 15 8 3 gp 5 gp 6 gp 15 sp -
Horseman, light 12 9 10 gp - 20 gp - -
Horseman, medium 14 9 15 gp - - - -
Horseman, heavy 16 9 20 gp - - - -
Longbowman 14 8 10 gp - 20 gp - -
Wolf rider 12 9 - - - - 5 gp
Specialists Alchemist
Recreating potions: Based on a sample or
All types of characters that PCs may wish to recipe, an alchemist can produce a potion
hire for non-combat and non-adventuring at twice the normal speed and for half the
purposes (i.e. not mercenaries or retainers) normal cost (see Magical Research,
are termed specialists. Old-School Essentials p59).
Note that as specialists are hired by a Researching potions: An alchemist may
character to perform speci c services, they also research new potions, but this takes
are not treated as retainers and thus do not twice as long and costs twice as much as
count toward a character’s maximum normal.
number of retainers.
The most common types of specialists are
described, along with their typical monthly
pay rates. This list is not exhaustive and the
referee may create additional types of
specialists as needed.
Locating Specialists
Specialists can be located by posting
notices of help wanted. The response will
depend on the availability of suitable
specialists in the area and the offer made.
Animal Trainer
Wages and Upkeep Trainers are not required for small numbers
The monthly rate of pay includes food and of common animals like dogs, horses, or
basic gear. mules, but more exotic animals or larger
numbers of normal animals require a
Specialists specialized trainer.
Specialist Wage per Month Speciality: All animal trainers are
specialized in a particular kind of animal.
Alchemist 1,000 gp Number of animals: A trainer can have up
Animal trainer 500 gp to six animals under their care at a time.
Armourer 100 gp Time required: The referee decides how
long an animal must be trained, based on
Assistant armourer 15 gp the nature of the training. It will take a
Blacksmith 25 gp minimum of one month to teach an animal
the rst new behaviour or trick. After this
Engineer 750 gp rst month, an animal has become
Navigator 150 gp accustomed to the trainer and can be
Oarsman 2 gp taught additional behaviours at twice the
rate (two weeks per behaviour).
Sage 2,000 gp Interruptions: If training is interrupted, all
Sailor 10 gp time already spent on that particular
behaviour is lost and the animal becomes
Ship’s captain 250 gp unable to learn further behaviours.
Spy 500 gp (or more)
Armourer Oarsman
Producing weapons and armour: Per Unskilled commoners who man the oars of
month, an armourer can make one suit of sea vessels. Not trained for combat.
armour, three shields or ve weapons.
Maintaining mercenaries’ gear: A Sage
dedicated armourer is required per 50 Sages are very rare individuals who devote
troops. their lives to the study of obscure
Assistants: An armourer’s output (either in knowledge. A sage may be consulted to
terms of arms produced or troops answer unusual questions.
maintained) may be doubled by hiring two Time and cost: The referee must judge the
assistant armourers and one blacksmith. If time and cost required to research the
four assistants and two blacksmiths are answer to a question.
hired, the armourer’s output may be Chance of success: There is never a 100%
quadrupled. An armourer cannot chance of success in nding an answer.
coordinate more assistants than this.
Sailor
Assistant Armourer Skilled normal humans who can handle a
Apprentices who may work under an ship. Sailors can ght to defend their ship,
armourer to increase the rate of production. typically being equipped with a sword,
See Armourer. shield, and leather armour.
Blacksmith Ship’s Captain
Craftsmen trained in the art of forging A captain is required for any large ship, is
metal. Blacksmiths may be hired to work skilled like a sailor, and has an intimate
under an armourer to increase the rate of knowledge of the particular coasts they
production. See Armourer. frequent.
Engineer Spy
Engineers plan and oversee large A spy is hired to gather information about a
construction projects such as building person or group. The spy may be an
strongholds (see Construction). outsider who tries to in ltrate or may be a
Number required: One engineer is needed traitor already connected with the person
per 100,000 gp cost of the project. or group to be spied upon.
Specialty: Humans usually handle Class: Spies are often NPC thieves, but may
overground structures, while dwarves may be of any character class.
be hired for underground construction. Time: The referee will determine the time
required for the job.
Navigator Chance of success: The referee judges the
A navigator is a sailor who understands probability of success in the mission, based
how to read charts and navigate based on on the circumstances.
instruments and the position of the stars. Reliability: Spies may or may not be
Any time a ship ventures beyond sight of a reliable and could stab the hiring character
coastline, it becomes lost if a navigator is in the back (perhaps literally!).
not aboard (see Waterborne Adventuring).
Strongholds
Construction Domain
When PCs wish to construct strongholds or
any other type of building, the following
Management
procedure should be used: Maintaining Cleared Lands
1. Permission: It may be necessary to
secure permission to build from an To prevent monsters from returning to
existing authority over the land. This cleared lands, mercenaries may be hired to
may not be required if the land is conduct patrols. These patrols can cover a
uncharted wilderness. maximum radius of 18 miles around a
2. Clear land: If the construction site is in stronghold (6 miles, in inhospitable terrain
the wilderness, all monsters in a 6-mile such as swamp, mountains, or thick
area (i.e. one hex on a typical small-scale jungle). If the area to be maintained is
wilderness map) must be killed or driven larger, additional garrisons must be
off. stationed at intervals.
3. Design: The player creates a plan for the Settlers
stronghold and calculates the costs (see
Structures). The PC may wish to attract settlers into a
4. Review: The referee should review and cleared area. In addition to ensuring the
approve the player’s plans. safety of surrounding lands, the character
5. Hire engineers: For every 100,000gp will have to fund construction of other
cost of the stronghold, the PC must hire buildings (e.g. accommodation,
one engineer (see Specialists). commercial facilities, transport
6. Construction: Once the land has been infrastructure, etc.) to attract settlers.
cleared and construction materials Advertising may also be necessary. The
delivered, construction may commence. referee will determine the costs involved
The time required depends entirely on and how many settlers are attracted.
the stronghold’s total price: one day of Taxation
game time per 500gp.
7. Prepare for settlers: If the PC wishes to If settlers move into the PC’s domain, the
found a dominion and attract settlers, a character can expect to gain 10gp of taxes
wider area around the stronghold should per year from each settler.
be cleared of dangers.
Building in Towns
Permission: While local rulers may allow
PCs to build in a town, it is unlikely that
they will grant permission for the
construction of castles or forti cations.
Costs: When building in an existing town
or city, the proximity of materials and
labour greatly reduce the costs.
▶ Stone buildings: Reduced by 60%.
▶ Wooden buildings: Reduced by 80%.
Structures
Building, stone: Two levels; wooden stairs,
doors, oors, and roof; attic. Outer wall 120’
long (e.g. 30’×30’), walls 1–2’ thick.
Structure Prices Building, wood: Two levels; wooden stairs,
doors, oors, and roof; attic. Outer wall 120’
Hull long (e.g. 30’×30’).
Structure AC Points Cost (gp) Drawbridge: Raisable wooden bridge
Barbican 17 150 37,000 crossing a moat. May be attached to a
gatehouse. 10’ long.
Bastion 15 40 9,000 Gatehouse: Forti ed entry/exit point in a
Building, stone 15 30 3,000 castle wall. Includes a portcullis. 30’×30’
Building, wood 12 20 1,500 base, 20’ high, walls 5’ thick.
Keep: Forti ed, central building of a castle.
Drawbridge 12 15 500 60’ square, 80’ high, walls 10’ thick.
Gatehouse 15 120 6,500 Moat: Defensive ditch, often lled with
Keep 17 500 75,000 water. 100’ long, 20’ wide, 10’ deep.
Tunnel: Typical 10’×10’×10’ dungeon
Moat - - 400 passageway dug underground. A section
Tower, large 15 60 30,000 that reaches 0 hull points collapses.
Tower, small 15 40 15,000 Tower, large: Round tower, either
freestanding or built into a castle wall. 30’
Tunnel, hard earth 17 200 1,000 base, 40’ high, walls 5’ thick.
Tunnel, soft earth 15 100 500 Tower, small: Round tower, either
freestanding or built into a castle wall. 20’
Tunnel, solid rock 19 400 2,500 base, 30’ high, walls 5’ thick.
Wall, stone 17 100 5,000 Wall, stone: Stone wall with battlements.
100’ long, 20’ high, 10’ thick.
Game Statistics
Non-Standard Dimensions
Armour Class (AC)
The structure’s ability to resist damage Castle Walls
from attacks. Higher castle walls may be constructed at
increased cost. A 100’ length of 30’ high
Hull Points (hp) wall costs 7,500gp. Every additional 10’ of
The structure’s integrity. Analogous to a height beyond this (up to a maximum of
character’s hit points. A structure that 60’ high) costs 5,000gp.
reaches 0 hull points is destroyed. See
Damaging Structures and Vehicles for the Towers and Bastions
rules on how structures are affected by Towers and bastions of dimensions other
different attacks, and Siege Weapons for than those listed may be constructed. The
the effects of siege weapons. cost is determined by the height of the
tower and the diameter of its base (in feet).
Structures Descriptions ▶ Maximum height: Twice the base
Barbican: Heavily forti ed entry/exit point diameter.
in a castle wall: two small towers, a ▶ Up to the base diameter: Each 10’ of
gatehouse, and a drawbridge. height costs 200gp × the base diameter.
Bastion: Semi-circular tower built against ▶ Above the base diameter: Each 10’ of
a castle wall. 30’ base, 30’ high, walls 5’ height costs 400gp × the base diameter.
thick. ▶ Bastions: Divide the cost by two.
Interior Features stairs, agstone ooring, tile roo ng,
windows or arrow slits, bars and shutters
The common interior features of a
on windows, and standard furnishings.
stronghold are listed in the table below.
Detailed Approach
Simple Approach
If the group wishes to perform more
For simplicity, the cost of a stronghold may
detailed calculations or if additional
be increased by 25% to account for interior
features are desired, the table below may be
details, including: reinforced doors, stone
consulted.

Structure Interior Features


Detail Dimensions Cost (gp)
Arrow slit – 10
Door, iron 3’ wide, 7’ tall 50
Door, reinforced wood 3’ wide, 7’ tall 20
Door, stone 3’ wide, 7’ tall 50
Door, wood 3’ wide, 7’ tall 10
Floor, agstones or tiles 10’×10’ section 100
Floor, wood 10’×10’ section 40
Roof, tiled 10’×10’ section 100
Roof, wood 10’×10’ section 40
Secret door or trapdoor Normal 5 × normal
Shifting wall 10’×10’ section 1,000
Stairs, stone 3’ wide, 10’ long section 60
Stairs, wooden 3’ wide, 10’ long section 20
Trapdoor, iron 4’×3’ 120
Trapdoor, reinforced wood 4’×3’ 40
Trapdoor, stone 4’×3’ 120
Trapdoor, wood 4’×3’ 20
Window – 10
Window bars – 10
Window shutters – 5
Vehicles and Animals
Rules for vehicles Damaging Structures and Vehicles
In combat, attacks and damage may be
Game Statistics directed at structures or vehicles in
addition to characters and monsters.
Hull Points (hp) Normal attacks: Attacks with normal
The vehicle’s structural integrity and ability weapons (e.g. bows, spears, etc.) do not
to keep moving when damaged. Analogous in ict hull damage. The referee may let
to a character’s hit points. A vehicle that versatile and heavy weapons (see weapon
reaches 0 hull points is destroyed. qualities) in ict one point of hull damage
Armour Class (AC) per ve points of normal hit point damage
the attack does, but rolling a 1 on the
The vehicle’s ability to resist damage from
damage die breaks the weapon instead.
attacks.
Magical attacks: Damaging spells or
Movement Rate magical attacks in ict one point of hull
The speed at which the vehicle can move. damage per ve points of normal hit point
Every vehicle has a base movement rate and damage the attack does.
an encounter movement rate (noted in Giant monsters: In ict one point of hull
parentheses). The encounter movement damage per ve points of normal hit point
rate is one third of the base movement rate. damage their attack does.
Mounted weaponry: Siege weapons are
Cargo Capacity speci cally designed to cause structural
The maximum load the vehicle can carry. damage. Such weapons in ict hull damage
This includes passengers or mercenaries directly. The rules for attacking with
apart from the crew — unarmoured and ship-mounted weapons are described in
unburdened humanoids generally count as Water Vessels.
10 load (half for hal ings), while mounts
count as much load as their Carrying
Capacity (e.g. 30 for a riding horse).
Required Crew
The number of people or animals (e.g.
sailors, oarsmen, horses) required for the
vehicle’s normal operation.
Usage
Water vessels vary in their seaworthiness,
behaving differently under different wind
conditions. Vessels that are listed with a
usage of "any" or "sea" are seaworthy and
suitable for use on the high seas, away from
coastal waters. Unseaworthy vessels are
restricted to rivers, lakes, or coastal waters.
E ects of Hull Damage Rowed Water Vessels
Movement rate reduction: When a vehicle Rowing Encounter Speeds
loses hull points, its movement rate is also
Some rowed vessels may have an increased
reduced in equal proportion (i.e. a vehicle
encounter movement rate. This represents
that lost 20% of its hull points has a
the great effort on the part of the oarsmen
movement rate reduced by 20%). This may
that may be exerted during combat. Such
be due to structural damage in uencing
speeds cannot be maintained for long
how the vehicle moves or, in the case of
periods, thus the per turn and per day
water vessels, due to taking on water.
movement rates of such vessels are much
Destruction slower.
If a vehicle is reduced to 0 hull points, it Reduced Oarsmen
will lose its structural integrity in 1d10
Having less than the required number of
rounds (e.g. a water vessel sinks) and any
oarsmen reduces a vessel’s speed.
mounted weaponry is no longer functional.
Movement rate reduction: Reduction in
Repairs the available rowing crew reduces the
In a workshop: Vehicle damage can be vessel’s rowing speed in equal proportion.
repaired by experienced technicians For example, if 10% of the oarsmen are
working in a suitable workshop or dock. being used to repair hull damage, the vessel
In the eld: A vehicle’s crew can repair up moves at 90% of its normal speed (i.e. 10%
to half of any damage sustained. Remaining slower than normal).
damage can only be repaired in a suitable
workshop or dock. Animals of Burden
Time: It takes ve crew-members one turn
to repair one hull point. This task requires The descriptions and statistics for animals
full attention, so any crew involved in of burden are found in the Monsters section.
repair cannot take any other action during They follow the same rules as characters for
a turn repairing a vessel. movement and fatigue. Their Carrying
Capacity (CC in the table below) is used
Boarding instead of a strength score to calculate
encumbrance. Mounts are sold with a
When the occupants of a vehicle wish to
saddle and bridle (included in the cost).
board another vehicle, the two vehicles
must be brought alongside one another. Animals of Burden
Forceful boarding: If the occupants of one
vehicle wish to forcefully board the other Animal MV CC Cost (gp)
vehicle, there is a 2-in-6 chance of being Camel 150' 30 100
able to successfully maneuver the vehicle
into a boarding position. The two vehicles Horse, draft 90' 45 40
may then be clamped together with Horse, riding 240' 30 75
grappling hooks.
Horse, war 120' 40 250
Mutual boarding intent: If the occupants
of both vehicles wish to board one another, Mule 120' 20 30
their mutual intent makes the action Dog, hunting 180' 0 17
succeed with no chance of failure.
Boarding characters: Characters who are Dog, war 120' 5 25
in the act of boarding another vehicle suffer MV: Movement Rate CC: Carrying Capacity
a –2 penalty to attack rolls and Armour
Class for one round.
Land Vehicles Lifeboat: A small boat with a mast that
folds down for storage. A small ship usually
has 1–2 lifeboats, while larger ships may
Descriptions have 3–4. A lifeboat weighs 50 load and
Cart: A two-wheeled vehicle. Carts have an reduces the cargo capacity of the ship on
AC of 10 and 1d4 hull points. which it is carried by this much. A lifeboat
Wagon: A four-wheeled, open vehicle. is usually equipped with rations to feed ten
Wagons have an AC of 10 and 2d4 hull human-sized beings for one week.
points. Longship: A narrow ship which may be
used in rivers, coastal waters, or the open
Required Animals seas. A longship may be rowed or sailed,
These vehicles must be pulled by a depending on the conditions. The crew
minimum number of mules or draft horses. typically ll the role of oarsmen, sailors,
If double this number of animals is and ghters, as needed.
employed, additional loads may be carried. Raft, makeshift: Given suf cient wood,
characters may build a makeshift raft in 1–3
Di cult Terrain days per 10’ square section (up to a
When travelling through dif cult terrain maximum size of 10’ × 30’).
(e.g. desert, forest, mountains, swamp), Raft, professional: A professionally built
these vehicles can only travel on raft has raised sides, a basic steering oar,
maintained roads. and some form of shelter for goods or
Water Vessels passengers. Such a raft may be up to 10’ ×
30’. Professionally built rafts are sometimes
oated downstream with cargo and then
Descriptions broken down and sold for the value of their
Boat, river: Riverboats are either rowed or wood (25 cp per square foot).
pushed with poles. The cost of the boat Sailing ship, large: A large, seaworthy
increases by 1,000gp if it has a roof (to vessel with up to three masts. Usually has
protect passengers or cargo). multiple decks and raised “castles” at the
Boat, sailing: A small boat typically used bow and stern.
for shing in lakes or coastal waters. Sailing ship, small: A small, seaworthy
Canoe: A small boat made of hide or canvas vessel with a single mast.
stretched over a wooden frame. Because of Troop transport (large, small): These
its small size and lightweight construction, ships have similar dimensions and
a canoe may be carried by one or two characteristics to normal sailing ships, but
people (10 load or 5 load each). are specially designed to carry troops,
Galley, large: A long ship with a shallow mounts, and equipment of war as their
draft and a single, square-sailed mast. cargo.
Galley, small: A ship with a shallow draft Warship (large, small): These ships have
and a single, square-sailed mast. similar dimensions and characteristics to
Galley, war: A large, specially constructed normal sailing ships, but are specially
galley that is generally a eet’s agship. designed to carry mercenaries and war
War galleys are always tted with a large gear.
ram (comes with the basic cost) and have a Vessel Dimensions
full deck above the rowers. They have two
masts and 10’–20’ wide wooden towers A ship’s beam is its width and its draft is
rising 15’–20’ above the bow and stern. the depth it extends beneath the water.
Land Vehicles
Movement Minimum Cargo Additional Cargo
Vehicle Rate Animals Capacity Animals Capacity Cost (gp)
Cart 60' 1 draft horse 40 2 draft horses 80 25
or 2 mules or 4 mules
Wagon 60' 2 draft horses 150 4 draft horses 250 100
or 4 mules or 8 mules

Water Vessels Usage, Dimensions and Cost


Cargo
Vessel Usage Length Beam Draft Capacity Cost (gp)
Boat, river Rivers, lakes 20'-30' 10' 2'-3' 300 4,000
Boat, sailing Lakes, coastal waters 20'-40' 10'-15' 2'-3' 200 2,000
Canoe Rivers, swamps 15' 3' 1' 60 50
Galley, large Coastal waters 120'-150' 15'-20' 3' 400 30.000
Galley, small Coastal waters 60'-100' 10'-15' 2'-3' 200 10,000
Galley, war Coastal waters 120'-150' 20'-30' 4'-6' 600 60,000
Lifeboat Any (seaworthy) 20' 4'-5' 1'-2' 150 1,000
Longship Any (seaworthy) 60'-80' 10'-15' 2'-3' 400 15,000
Raft, makeshift Rivers, lakes 10'-30' 10' ½' 50-150 -
Raft, professional Rivers, lakes 10'-30' 10' ½' 100-300 100-300
Sailing ship, large Sea, coastal waters 100'-150' 25'-30' 12' 3,000 20,000
Sailing ship, small Sea, coastal waters 60'-80' 20'-30' 8' 1,000 5,000
Troop transport, large Sea, coastal waters 100'-150' 25'-30' 12' 3,000 26,600
Troop transport, small Sea, coastal waters 60'-80' 20'-30' 8' 1,000 6,600
Warship, large Sea, coastal waters 100'-150' 25'-30' 12' 3,000 26,600
Warship, small Sea, coastal waters 60'-80' 20'-30' 8' 1,000 6,600

Siege Weapons: Ballistae and catapults


Crew ▶
may be added to a galley, longship, or
Vessels are propelled by rowing or sailing, warship. A large ram may be added to a
with some able to use either means. The large galley or a small ram to a small galley
necessary crew and the resulting speeds are (a war galley already comes tted with a
given in the table opposite. The pay rates large ram).
for crew are listed in Specialists.
Ship Modifications Historical Periods
The following modi cations may be made
The vessels described in this section span
to an existing ship:
various historical periods, from the ancient
▶ Warship: A sailing ship may be period to the medieval. Not all types of
converted into a warship or troop transport vessels may be available in a campaign
of the same size. The modi cation costs setting.
one-third of the ship’s original cost.
Water Vessels Crew, Movement and Combat Stats
Rowing Sailing
Requires Req. Req. Hull
Vessel Captain? Crew MV Crew MV AC Points Siege Weapons
Boat, river No 8 180' - - 11 20-40 -
Boat, sailing No - - 1 360' 11 20-40 -
Canoe No 1** 90' - - 10 5-10 -
Galley, large Yes 180 90' 20 360' 12 100-120 Up to 2 + Ram
Galley, small Yes 60 90' 10 450' 11 80-100 Up to 2 + Ram
Galley, war Yes 300 60' 30 360' 12 120-150 Up to 3 + Ram
Lifeboat No - - 1** 90' 10 10-20 -
Longship Yes 60* 90' 75* 450' 11 60-80 Up to 1
Raft, makeshift No 1** 60' - - 10 5-15 -
Raft, professional No 1** 60' - - 10 5-15 -
Sailing ship, large Yes - - 20 360' 12 120-180 -
Sailing ship, small Yes - - 10 450' 11 60-90 -
Troop transport, large Yes - - 20 360' 12 160-240 -
Troop transport, small Yes - - 10 450' 11 80-120 -
Warship, large Yes - - 20 360' 12 120-180 Up to 2
Warship, small Yes - - 10 450' 11 60-90 Up to 1
* Crew acts as rowers, sailors and ghters ** May be piloted by unskilled characters

Siege Weapons Siege Weapons


Can be used against ships, structures or Item Damage Cost (gp) Load
giant sea monsters. Individuals cannot be
targeted. Ballistae re large bolts. Catapults Ballista - 75 30
can re either large rocks or aming pitch. Ballista bolt 2d6 10 1
They both have the reload weapon quality.
Catapult - 150 60
Attack rolls: Are made using an Attack
Bonus of +0 and occur at the same point in Shot 3d6 5 2
the combat sequence as missile re. Shot, pitch* 1d6/turn 25 2
Modi ers may be applied for weather
conditions, manoeuvrability, etc. Ram, large 1d6/20' 10,000 40
Range: Ballista and catapults have a Ram, small 1d6/30' 3,000 20
medium range of 150 yards (450'), and a *A pitch catapult shot sets a 10’×10’ area on
long range (-1 to hit) of 300 yards (900'). re, doing 1d6 hull points of damage per
Damage: Is in Hull Points against vessels turn (for at least one turn) to wooden
and structures, and in hit points against structures and vessels and spreading to
giant monsters. Rams deal damage based other areas if not extinguished. A re may
on their movement rate. be put out by ve people in 3 turns, ten
Weight: The load of a ship's weaponry is people in 2 turns, or fteen people in 1 turn.
subtracted from its cargo capacity.

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