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OSE Skill Based Player Characters
OSE Skill Based Player Characters
OSE Skill Based Player Characters
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
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
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).
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.
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.
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.