House Rules

House Rules Version 0.4.2

Foreword

Due to a conflict between a vacation and the delivery of my pre-order of the 5th Edition Player’s handbook I wound up at the Gamer’s Gambit in Saddlebrook, NJ. My aim was simply to get a pre-release copy to read on vacation but I left with an invitation to play at the store.

Thus began my second love affair with Dungeons and Dragons.

I’d unintentionally taken a long hiatus, of perhaps 15 years, from playing D&D as a serious hobby and thought (rather naively) I could pick up where I had left off. The old muscles had atrophied from disuse however, but with the patience of new friends they slowly redeveloped.

As the old skills returned so did the desire to tinker with the rules. For various reasons this can be more difficult in 5E. Out of frustration I began to look back at the D&D of my youth and discover (admittedly late) the OSR.

Time passed, the unspecified plague of unknown origin ended in-person play and dispersed friends, isolated in their homes, were looking for entertainment. A new group formed and in this environment the opportunity to experiment with different games emerged.

It was here that I began to analyze TSR era D&D and its retro-clones to find a system more satisfying to plan and to run. The analysis wasn’t easy. I’m strongly drawn to the simplicity of the various basic boxes of D&D and to Old School Essentials. I have a large amount of nostalgia for 2E AD&D. In the end I decided on AD&D. Not because I think AD&D is perfect. Not because I love seeing “E. Gary Gygax” on the covers of my books; which I do. But because I felt then, as I do now, that AD&D is a strong foundation to build a game on.

With one modern AD&D game behind me and a lot of time to consider my next move I’ve decided (because I couldn’t stop myself) to follow in the footsteps of so many fools. This is the start of my quixotical quest for the “Fantasy Heartbreaker.” The perfect game that makes the DM and all of his players happy.

The aim is a simplified game that’s fun to play, that can be easily modified to suit each new campaign but that remains AD&D at the core. I could go into a great deal of depth as to why but the very short reason is the ability to play a lot of wonderful adventures written for TSR era D&D with little or no modification.

All who participate in the game are encouraged to contribute to its evolution. I hope for this document to be the first step to a more fun, more customized game and I look forward to playing with all of you.

Jim
June 30, 2025

Introduction

The document you’re reading now extends and supersedes the AD&D Players Handbook. In some places it alters tables or simplifies or changes rules. In other places it moves rules from the AD&D Dungeon Master’s guide for the sake of clarity. Having the AD&D Players Handbook available during play is helpful but not strictly necessary. The OSRIC Compendium may also be used.

These rules may be revised at any time for consistency and clarity.

Creating a Character

Roll Ability Scores

Roll 4d6 six times. Remove the lowest die from each roll. For Example, if  a 6, 4, 1 and 3 were rolled remove the 1 die and sum the remaining dice for the final score, 13. This rolling method will produce above average characters.

Mulligan. If 2 or more scores of 6 or less or 4 or more scores of 9 or less scrap this character and start again.

Choose Race and Class

Arrange your scores to best suit the race and class of your choice. Some classes are difficult to roll for due to their relative rarity in the game world.

Adjust Ability Scores

Apply ability score adjustments from your race of choice. Note your scores and ability modifiers.

Note Racial Abilities

Note other racial abilities and known languages.

Note Class Abilities

Note class abilities.

Roll Hit Points

Roll hit points. Note Humans have special rules for rolling hit points.

Choose Alignment

Choose Alignment

Buy Equipment

Roll Starting money and buy equipment.

Note Armor Class

Note your Armor Class

Note Level and XP

Note level and xp, typically 1 and 0 respectively.

Name Character

Select Character Name.

Alignment

Alignment is a broad description of the character’s philosophy not a description of personality or  a prescription for the character’s behavior. It does, however,  dictate to some extent how the character interacts with the world.

Alignment is designated along two axes, This first is Law and Chaos. The second is Good and Evil.

The Good and Evil axis is the simpler of the two. Good characters value life and act to preserve it. Evil characters place little value on the lives of others and would certainly never sacrifice their own.

Law may be thought of as order. Lawful characters operate according to  a code, whether it be personal, professional or religious. Chaos means operating according to personal whim. Lawful characters make decisions based on principles while Chaotic characters tend to do what feels right in the moment with little regard for consistency and often consequences.

The game world operates according to these philosophies. Monsters, gods, cultures and some highly powerful magical-items are intrinsically tied to some combination of Law/Chaos and Good/Evil. The personal philosophies of the characters dictate their relationship to these forces and serve a guide to their choices.

Races

All character races may choose to be single classed with no level limits. Non-human races may choose to multi-class with level limits. Each entry specifies allowable class combinations and level limits.

Each entry begins with a list of features. Age, lifespan, height and weight may be rolled or simply used as a guide when creating characters.

Each non-human race knows its own language and Common. If the character receives additional languages due to high Intelligence they should select additional languages from the provided list first.

Dwarf

Ability Modifiers:
Con +1, Cha -1
Classes:
Cleric, Fighter, Thief, Cleric(10)/Fighter(13), Fighter(13)/Thief(11)

Starting Age:
Cleric 250 + 2d20; Fighter 40 + 5d4; Thief 75 + 3d6

Lifespan:
325 + 10d20

Height:
M 48 +/- d6; F 46 +/- d4;

Weight:
M 150 +/- 2d8; F 120 +/- 2d8;

Languages:
Dwarven, Common, Gnomish, Goblin and Orcish

Dwarf Abilities

Dwarven Saving Throws
Constitution Score Bonus*
3-6 +1
7-10 +2
11-13 +3
14-17 +4
18-20 +5
21+ +6
* Bonus to saves vs. Rods, Staves, Wands, Spells and Poison

Ancient Enemies

Dwarves have +1 to hit Orcs, Goblins and Hobgoblins.

Small Stature

Enemies of size L or larger have -4 to hit Dwarves.

Dwarven Weapons

+1 To Hit With Axes (except pole-axes Jeff) and Hammers

Subterranean Life

Detect grades and slopes 75% (1-3 d4)
Detect new construction 75% (1-3 d4)
Detect sliding or shifting walls and rooms 66% 2/3 (1-4 d6)
Detect traps involving stone work 50%
Detect approx depth 50%

Elf

Ability Modifiers:
Dex +1, Con -1

Classes:
Druid, Fighter, Knight, Ranger, Thief, Fighter(12)/Druid(13), Fighter(12)/Thief(12), Druid(13)/Thief(12), Fighter(12)/Druid(13)/Thief(12)

Starting Age:
Druid 500 + 10d10; Fighter/Knight/Ranger 130 + 5d6; Thief 100 + 5d6;

Lifespan:
Immortal

Height:
M 60 +/- d6; F 54 +/- d4;

Weight:
M 100 +/- 2d6; F 80 +/- 2d6;

Languages:
Elvish, Common, Gnomish, Halfling, Goblin, Orcish, and Gnoll. All Elves can communicate with small woodland mammals (such as squirrels, chipmunks, rabbits, etc.) regardless of language selection.

Elf Abilities

Fae Ancestry

90% resistance to Sleep and Charm. This is rolled before a save is made. If resistance fails a save is made as normal.

Elven Weapons

+1 To Hit With Bows, Short Swords and Long Swords

Keen Senses

1 in 6 passive secret doors
2 in 6 active secret doors
3 in 6 concealed doors

Natural Stealth

When in the natural world and not wearing metal armor, Elves can move so silently that they surprise enemies. Elves must be at least 90 yards away from a mixed party to gain this benefit

Elves or Elves + Halflings 4 in 6 chance to surprise
Elves or Elves + Rangers 3 in 6 chance to surprise

Gnome

Ability Modifiers:
Con +1, Cha -1

Classes:
Cleric, Fighter, Illusionist, Thief, Fighter(11)/Illusionist(13), Fighter(11)/Thief(11), Illusionist(13)/Thief(11), Fighter(11)\Illusionist(13), Fighter(11)/Thief(11), Illusionist(13)/Thief(11)

Starting Age:
Cleric 300 + 3d12; Fighter 50 + 5d4; Illusionist 100 + 2d12; Thief 180 + 5d4;

Lifespan:
450 + 15d20

Height:
M 42 +/- d4; F 39 +/- d4;

Weight:
M 80 +/- 2d4; F 75 +/- 2d4;

Languages:
Gnomish, Common, Dwarven, Elvish, Halfling, Kobold. All Gnomes can communicate with any burrowing mammal (such as moles, bodgers, ground squirrels, etc.) regardless of language selection.

Gnome Abilities

Gnomish Saving Throws

Constitution Score Bonus*
3-6 +1
7-10 +2
11-13 +3
14-17 +4
18-20 +5
21+ +6
* Bonus to saves vs. Rods, Staves, Wands and Spells

Ancient Enemies

Gnomes +1 to hit Kobolds, Goblins

Small Stature

Enemies of size Large or larger have -4 to hit Gnomes.

Subterranean Life

Detect grades and slopes 80% (1-3 d4)
Detect unsafe walls, ceilings and floors 70%
Detect approx depth 60%
Detect cardinal direction 50%

Half-Elf

Ability Modifiers:
+1 to any one score

Classes:
Bard, Cleric, Druid, Fighter, Knight, Magic-User, Ranger, Thief, Fighter(11)/Magic-User(10), Fighter(11)/Thief(11), Magic-User(10)/Thief(11), Fighter(11)/Magic-User(10)/Thief(11)

Starting Age:
Cleric/Druid 40 + 2d4; Fighter/Knight/Ranger 22 + 3d4; Magic-User 30 + 2d8; Bard/Thief 22+3d8;

Lifespan:
250 + 8d10

Height:
M 66 +/- d6; F 62 +/- d6;

Weight:
M 130 +/- 2d10; F 100 +/- 2d8;

Languages:
Common, Elvish, Gnomish, Halfling, Goblin, Orcish and Gnoll.

Half-Elf Abilities

Fae Ancestry

30% resistance to Sleep and Charm. This is rolled before a save is made. If resistance fails a save is made as normal.

Keen Senses

1 in 6 passive secret doors
2 in 6 active secret doors
3 in 6 concealed doors

Upbringing

If the half-elf was raised among Elves they may choose the Elven Weapons feature of Elf. If Raised by humans they take the Leadership feature of Humans.

Halfling

Ability Modifiers:
Str -1, Dex +1

Classes:
Cleric, Fighter, Thief, Cleric(9)/Fighter(11), Cleric(9)/Thief(13), Fighter(11)/Thief(13)

Starting Age:
Cleric 75 + 3d4; Fighter 20 + 3d4; Thief 40 + 2d4;

Lifespan:
144 + 7d8;

Height:
M 36 +/- d6; F 33 +/- d6;

Weight:
M 60 +/- 2d4; F 50 +/- 2d4;

Languages:
Halfling, Common, Dwarven, Elven, Gnomish, Goblin and Orcish

Halfling Abilities

Halfling Saving Throws
Constitution Score Bonus*
3-6 +1
7-10 +2
11-13 +3
14-17 +4
18-20 +5
21+ +6
* Bonus to saves vs. Rods, Staves, Wands, Spells and Poison

Small Stature

Enemies of size Large or larger have -4 to hit Halflings.

Natural Stealth

When not wearing metal armor Halflings can move so silently that they surprise enemies. Halflings must be at least 90 yards away from a mixed party to gain this benefit. If a door (or similar) must be opened the Halfling’s chance for surprise drops.

Halflings or Halflings + Elves 4 in 6 chance to surprise
Halflings + Rangers 3 in 6 chance to surprise
Halflings + door 2 in 6 chance  to surprise

Uncanny Accuracy

Halflings have uncanny aim with thrown items. They receive +3 bonus to hit with thrown weapons and when using slings.

Human

Ability Modifiers:
Con +1, Cha +1
Classes:
All
Starting Age:
Cleric/Druid 18 + d4; Fighter/Thief 15 + d4; Bard/Knight/Paladin/Ranger 20 + d4; Magic-User 24+2d8;
Lifespan:
80 + 3d10
Height:
M 72 +/- 2d6; F 66 +/- 2d4;
Weight:
M 175 +/- 6d6; F 130 +/- 5d6;
Languages:
Common, Gnomish, Elvish, Dwarven, Halfling, Goblin and Orc.

Human Abilities

Blessed

When rolling hit points (including at 1st level), the player of a human PC may roll twice and take the best result.

Leadership

All of a human’s retainers and mercenaries gain a +1 bonus to loyalty and morale.

Character Classes

Assassin

Minimum Scores:
Str 12, Int 11, Dex 12

Hit Die Type:
d6 (max 10 hit dice)

Alignment:
Any Neutral or Evil

Race:
Any

Armor/Shield:
Leather and Studded Leather

Weapons:
Club, dagger, dart, oil, sling, single-handed swords (except bastard swords), crossbows

Special:
Open Locks, Move Silently, Hide In Shadows, Climb Walls, Eavesdrop, Read Languages, Assassinate, Disguise, Poisons, Languages

At first level the Assassin character starts with 60 points to distribute among the sills Open Locks, Move Silently, Hide In Shadows, Climb Walls, Eavesdrop, Read Languages. No more than 30 points may be added to a single skill. Assassin characters gain an additional 22 points per level starting at level 2 and ending at level 20. The player may not assign any more than 11 points to any one skill at each of these levels. No skill may ever exceed 99%.

Open Locks may be attempted by the Assassin but once per lock per level. Locks themselves vary in difficulty with the best locks designed specifically to defeat tampering.

Move Silently you’re quiet but not invisible. Clever use of terrain or combining this skill others make it most effective. Success increases your chances to surprise enemies by 1.

Hide In Shadows by remaining perfectly still the Assassin may conceal themselves in an area of low light. Hide in Shadows never works if the Assassin is being directly observed and may be defeated by light and certain types of spells or otherworldly vision. As with Move Silently, Hide in Shadows increases your chances to surprise enemies by 1.

An Assassin may either be moving or hiding but never both. The bonus to Surprise granted by Move Silently and Hide in Shadows are never cumulative.

Climb Walls is used when the Assassin free climbs or when under fire. The first roll is made when the Assassin has climbed half the intended distance. Failure indicates a set back of some kind. Failure by more than 20% indicates the Assassin falls and takes 1d6 damage per 10 feet fallen. Further rolls will be required to complete the climb.

Eavesdrop (Detect Noise) is used most commonly when the Assassin wishes to hear a sound that may otherwise be muffled due to distance, background noise or because of an interposing barrier such as a door. The Assassin may also use this skill to read lips. The Assassin must be able to understand the language being spoken when using eavesdrop in this way.

Read Languages is a measure of the Assassin’s ability to use their current knowledge of language to puzzle out the written word in languages they do not know. Languages adjacent to those known by the Assassin are easier to figure out than distant languages. Some may be far too foreign for the Assassin to read.

Assassinate is used whenever the Assassin succeeds a to hit-roll for back-stab and before damage is rolled. The player has a percent chance to kill their target based on their level +/- 5% multiplied by the difference between the Assassin's level and the target's. For example a 5th level Assassin attacking a 3rd level target would have an 80% chance to succeed. Base 70% + (5 - 3) * 5 = 80%. The same Assassin attacking a 7th level target would have a 60% chance to succeed. Base 70% + (5 - 7) * 5 = 60%. If the the Assassinate roll is successful, the target is instantly killed. If it fails, back-stab damage is rolled as normal.

Assassins may Disguise themselves to appear as any similar creature of either sex. Disguise may alter their height by +/- 5 inches and make the Assassin look slimmer or appear much heavier. Disguise can make the assassin appear to be virtually any class of character, a simple pilgrim, a merchant, etc.

Assassins who disguise themselves as generic creatures such as "Guard" have a small chance of being spotted. When attempting to disguise themselves as a specific individual the chance of being spotted increases significantly. The DM will calculate the chance of discovery and roll in secret. Careful planning and execution can help mitigate this risk.

Poison. Assassins are skilled in the application of ingested and insinuated poisons. Those able to find an alchemist both willing and able to manufacture such concoction may use any skillfully. Others learn to specialize in the creation and application of a single poison either by raising animals whose venom can be harvested or plants whose extracts can be refined. Assasins gain this feature at 7th Level.

Languages. The Assassin may learn languages in addition to the those gained from having a high Intelligence score. Languages gained from this feature are a reflection of the Assassin’s facility with language. The Assassin has picked these up conversationally rather than formally and may not be able to read or write them. Languages chosen from this feature must be currently spoken languages.

Intelligence Additional
Languages
15 1
16 2
17 3
18 4

Assassin Experience Table
Level XP HD (d6) THAC0 Points Back-Stab Assassinate
1 0 1 20 60 x2 50%
2 1,501 2 22 55%
3 3,001 3 19 22 60%
4 6,001 4 22 65%
5 13,001 5 18 22 x3 70%
6 27,501 6 22 75%
7 55,001 7 17 22 80%
8 110,001 8 22 85%
9 225,001* 9 16 22 x4 90%
10 450,001 10 22 95%
11 675,001 10+2 15 22 99%
12 900,001 10+4 22 99%
13 1,125,001 10+6 14 22 x5 99%
14 1,350,001 10+8 22 99%
15 1,575,001 10+10 13 22 99%
16 1,800,001 10+12 22 99%
17 2,025,001 10+14 12 22 x6 99%
18 2,250,001 10+16 22 99%
19 2,475,001 10+18 11 22 99%
20 2,700,001 10+20 22 99%
21 2,925,001 10+22 10 99%
* 225,000 xp per level beyond 9
Chance to Assassinate an enemy of the same level

Base Score by Race

Assassins of the various races have different starting points for their skills. These starting points represent both the physical abilities and cultural tendencies of the player character races.

Race Open Locks Move Silently Hide in Shadows Climb Walls Eves Drop Read Languages
Dwarf 35% 20% 20% 20% 15% 5%
Elf* 5% 60% 5% 25% 15% 5%
Gnome 20% 30% 30% 15% 15% 5%
Halfling 5% 60% 20% 10% 15% 5%
Human* 10% 20% 20% 45% 15% 5%
* A Half-Elf that has chosen close relation with their Elven ancestry (by choosing the Olven Weapons feature) uses the Elf row for base scores, otherwise they use the Human row.

Bard

Minimum Scores:
Dex 12, Int 13, Cha 15

Hit Die Type:
d6 (max 10 hit dice)

Alignment:
Any Neutral

Race:
Half-Elf, Human

Armour/Shield:
Leather and Studded Leather

Weapons:
Club, dagger, dart, oil, sling, single-handed swords (except bastard swords)

Special:
Pick Pockets, Climb Walls, Eavesdrop, Read Languages, Influence, Inspire, Counter, Lore, Spells.

At first level the Bard character starts with 26 points to distribute among the skills Pick Pockets, Climb Walls, Eavesdrop and Read Languages, no more than 13 points may be added to a single skill. Bard characters gain an additional 15 points per level starting at level 2 and ending at level 20. The player may not assign any more than 8 points to any one skill at each of these levels. No skill may ever exceed 99%. The skills Influence, Inspire, Counter and Lore work as described below.

Pick Pockets is the skill used to lift (or plant) small personal items from unsuspecting marks. The Thief may access pouches, pockets or even loose jewelry but may not obtain a stowed item. If the thief fails their roll by more than 20% they’ll be noticed by their target or one of his allies.

Climb Walls is used when the thief free climbs or when under fire. The first roll is made when the thief has climbed half the intended distance. Failure indicates a set back of some kind. Failure by more than 20% indicates the thief falls and takes 1d6 damage per 10 feet fallen. Further rolls will be required to complete the climb.

Eavesdrop (Detect Noise) is used most commonly when the Bard wishes to hear a sound that may otherwise be muffled due to distance, background noise or because of an interposing barrier such as a door. The Bard may also use this skill to read lips. The Bard must be able to understand the language being spoken when using eavesdrop in this way.

Read Languages is a measure of the Bard’s ability to use their current knowledge of language to puzzle out the written word in languages they do not know. Languages adjacent to those known by the Bard are easier to figure out than distant languages. Some may be far too foreign for the Bard to read.

Influence The Bard may use the power of their Rock to influence the behavior of those who can hear shifting the crowd toward hostile, friendly or appropriate. Listeners save vs Paralyzation at -1 for every 3 levels of the Bard. A failed save shifts the crowd as the Bard desires, success shifts the crowd’s attitude in the opposite direction. This ability may not be used to influence anyone currently engaged in combat.

Inspire The Bard may use the power of their Rock to inspire those about to do battle. The Bard must know the nature of the threat and have at least 3 minutes to perform before battle begins. Those who listen are granted +1 to attack, +1 to saving throws and +2 to morale roles. This effect lasts for 1 round per level of the Bard. Those currently in combat may not be inspired this way.

Counter Once per encounter or battle the bard can use the power of their Rock to block incoming magical attacks or effects involving poetry or song or meant to influence characters through commands or charms. During this time the Bard may only perform and move at a slow walk. Allies within a 30’ radius receive this benefit. The Bard must save vs Spell to block these attacks. A failed save or damage from weapons or spells ends this effect.

Lore Bards pursue broad knowledge with a zeal unknown to others granting them knowledge of a great many subjects. Given 10 minutes to handle an item the Bard has a 5% chance per level (max 95%) to identify it. This is not a magical identification but instead a recollection of tales of the item, its owners and the feats they performed while carrying it. Great success grants the bard greater recall.

Acquiring New Spells Bards have notoriously short-attention spans rendering the kind of study required to be a Magic-User impossible. Any spells they gain from first to last are the product of happenstance. The DM will provide (or ask the player to select) one first level spell. Thereafter the Bard may only learn spells from scrolls or captured spell books and must spend time and resources to learn these in the same way as a Magic-User.

Base Bard Skills
Skill Base Score
Pick Pockets 20%
Climb Walls 30%
Evesdrop 30%
Read Languages 5%

Bard Experience Table
Level XP HD (d6) THAC0 Points
1 0 1 20 26
2 1,501 2 15
3 3,001 3 19 15
4 6,001 4 15
5 13,001 5 18 15
6 27,501 6 15
7 55,001 7 17 15
8 110,001 8 15
9 225,001* 9 16 15
10 450,001 10 15
11 675,001 10+2 15 15
12 900,001 10+4 15
13 1,125,001 10+6 14 15
14 1,350,001 10+8 15
15 1,575,001 10+10 13 15
16 1,800,001 10+12 15
17 2,025,001 10+14 12 15
18 2,250,001 10+16 15
19 2,475,001 10+18 11 15
20 2,700,001 10+20 15
21 2,925,001 10+22 10
* 225,000 xp per level beyond 9

Bard Spell Table
Level 1 2 3 4 5 6
1
2 1
3 1
4 2 1
5 2 1
6 3 2
7 3 2 1
8 3 3 1
9 3 3 2
10 3 3 2 1
11 3 3 3 1
12 3 3 3 2
13 3 3 3 2 1
14 3 3 3 3 1
15 3 3 3 3 2
16 3 3 3 3 2 1
17 4 3 3 3 3 1
18 4 3 3 3 3 2
19 4 4 3 3 3 2
20 4 4 3 3 3 3
21 4 4 3 3 3 3
22 4 4 4 3 3 3
23 4 4 4 3 3 3
24 4 4 4 3 3 3
25 4 4 4 4 3 3
26 4 4 4 4 3 3
27 4 4 4 4 3 3
28 5 4 4 4 4 3
29 5 4 4 4 4 3

Cleric

Minimum Scores:
Wis 9

Hit Die Type:
d8 (max 9 hit dice)

Alignment:
By Faith

Race:
Dwarf, Gnome, Half-Elf, Halfling, Human

Armour/Shield:
Any

Weapons:
Melee and Thrown Bludgeoning

Special:
Spells, Relics, Turn Undead, Deity Benefit

Acquiring New Spells In game terms we call the divine power of Clerics spells for the sake of keeping the rules simple. But in the game world Cleric’s pray to their respective gods and are granted the ability (by their god) to perform miracles.

In order for a Cleric to learn new prayers he or she should remain in good standing with their local temple which will in turn guide the Cleric’s religious study helping the Cleric to learn new prayers for 1st and 2nd level spells. Cleric’s of 5th level or higher will encounter a teacher of the DM’s design capable of instructing the Cleric in prayers for 3rd-5th level spells. A divine servant of the deity in question will contact the Cleric of 11th level in order to provide instruction for spells 6th level and higher.

Some Clerics answer the call of their deity to venture far from established temples. In this case the deity or one of its servants will see to the Cleric’s education.

Captured prayer books filled with the divine (or profane) prayers to other gods are of no value to Clerics. Additionally Cleric’s don’t have magical scrolls to learn from since prayers may be answered but not saved for later.

Clerics may however find and later make relics.

Relics At 7th level the Cleric gains the ability to imbue sacred materials with a fraction of divine power to create minor relics dedicated to their god. Think Prayer Beads.

At 12th level the Cleric gains the ability to imbue sacred materials with a portion of divine power to create major relics dedicated to their god. Think Holy Avenger.

Cleric Experience Table
Level XP HD (d8) THAC0 Special
1 0 1 20
2 1,501 2
3 3,001 3
4 6,001 4 18
5 13,001 5
6 27,501 6
7 55,001 7 16 Minor Relics
8 110,001 8
9 225,001 9
10 450,001 9+2 14
11 675,001 9+4
12 900,001 9+6 Major Relics
13 1,125,001 9+8 12
14 1,350,001 9+10
15 1,575,001 9+12
16 1,800,001 9+14 10
17 2,025,001 9+16
18 2,250,001 9+18
19 2,475,001 9+20 8
* 225,000 xp per level beyond 9

Cleric Spell Table
Level 1 2 3 4 5 6 7
1 1
2 2
3 2 1
4 3 2
5 3 3 1
6 3 3 2
7 3 3 2 1
8 3 3 3 2
9 4 4 3 2 1
10 4 4 3 3 2
11 5 4 4 3 2 1*
12 6 5 5 3 2 2
13 6 6 6 4 2 2
14 6 6 6 5 3 2
15 7 7 7 5 4 2
16 7 7 7 6 5 3 1**
17 8 8 8 6 5 3 1
18 8 8 8 7 6 4 1
19 9 9 9 7 6 4 2
20 9 9 9 8 7 5 2
21 9 9 9 9 8 6 2
22 9 9 9 9 9 6 3
23 9 9 9 9 9 7 3
24 9 9 9 9 9 8 3
25 9 9 9 9 9 8 4
26 9 9 9 9 9 9 4
27 9 9 9 9 9 9 5
28 9 9 9 9 9 9 6
29 9 9 9 9 9 9 7
* Usable only by Clerics with 17 or greater wisdom
** Usable only by Clerics with 18 or greater wisdom

Turn Undead

The Cleric rolls a d20 to determine if they can turn undead of the given type. A successful turn undead attempt affects 1d12 creatures of the same type. In any combat the cleric may only make a single attempt to turn undead of each type.

MATRIX FOR CLERICS AFFECTING UNDEAD (DMG p75)
Type 1 2 3 4 5 6 7 8 9-13 14+
Skeleton 10 7 4 T T D D D* D* D*
Zombie 13 10 7 T T D D D D* D*
Ghoul 16 13 10 4 T T D D D D*
Shadow 19 16 13 7 4 T T D D D*
Wight 20 19 16 10 7 4 T T D D
Ghast 20 19 13 10 7 4 T T D
Wraith 20 16 13 10 7 4 T D
Mummy 20 16 13 10 7 4 T
Spectre 20 16 13 10 7 T
Vampire 20 16 13 10 4
Ghost 20 16 13 7
Lich 19 16 10
Demon** 20 19 13
T Undead of this type are turned without a roll.
D Undead of this type are destroyed without a roll. * d6+6 undead are affected.
** d2 Lesser Demons or Devils may be turned.

Deity Benefit

See the campaign guide for more details.

Druid

Minimum Scores:
Wis 12 Cha 15 (27)

Hit Die Type:
d8 (max 9 hit dice)

Alignment:
Any Good

Race:
Elf, Half-Elf, Human

Armour/Shield:
Any leather or wood.

Weapons:
Any wooden or stone

Special:
Spells, Fetishes

Druids in this game use the Cleric Experience and Spell tables from this volume. In all other regards Druids work exactly as described in the AD&D PHB excepting the rules limiting the number of Druids at a given level and having to challenge an existing Druid to attain that level. These rules are simply ignored.

Acquiring New Spells In game terms we call the primordial power of Druids spells for the sake of keeping the rules simple. But in the game world Druids’s tap into the primal forces of nature to perform miracles.

In order for the Druid to strengthen their connection to nature and thus increase their number of “spells” the druid needs to spend time reconnecting with nature in their native environment. During this time of meditation and reflection the Druid will find many teachers in the trees and the winds and mundane and magical creatures of the forest.

Druid power comes from their connection to nature. No written word can capture that connection, no ink inscribed on something dead can preserve it. Druids themselves may be (but are not required to be) completely illiterate. Druids therefore do not have scrolls but they may find and later make fetishes (see below).

Fetishes At 7th level the Druid gains the ability imbue natural materials with a fraction of primordial power to create minor fetishes.

At 12th level the Druid gains the ability to imbue natural materials with a portion of primordial power to create major relics. Think “Staff of the Woodlands”.

Fighter

Minimum Scores:
Str 9

Hit Die Type:
d10 (max 9 hit dice)

Alignment:
Any

Race:
Any

Armour/Shield:
Any

Weapons:
Any

Special:
Weapon Specialization, Weapon Mastery, Cleave

Weapon Specialization When creating a fighter the player may select a single melee weapon to be “specialized” with. Weapon specialization grants the fighter one extra attack every 2 rounds ( see fighter table “Melee Attacks” above) and +1 to hit and +2 damage owing to their skill with the chosen weapon.

Fighters with Dexterity higher than their Strength may instead choose a ranged weapon specialization. This benefit allows the fighter to add 1 to the weapon’s rate of fire and adds +1 to hit and +2 damage as above.

Weapon Mastery At 5th level the fighter is so practiced with their specialized weapon that they receive an additional +2 to hit and +1 to damage when using that weapon for a total of +3 to hit and +3 to damage.

Cleave Starting at first level when the fighter uses a weapon to kill an enemy with less than 1hd the fighter may make an additional attack against another creature also with less than 1 hd. The fighter may use this feature every round. The total attacks a Fighter can make in any given round including attacks granted by level or specialization may not exceed the Fighter’s current level with the exception that cleave always grants a minimum of 1 extra attack. This feature improves at levels 7 and 13.

Fighter Experience Table
Level XP HD (d10) THAC0* Melee Attacks Melee Superiority
1 0 1 20 1 (3/2) Less than 1 HD
2 2,001 2 19
3 4,001 3 18
4 8,001 4 17
5 16,001 5 16 Weapon Mastery
6 32,001 6 15
7 64,001 7 14 3/2 (2/1) Less than 2 HD (level -6)
8 120,001 8 13
9 240,001*** 9 12
10 480,001 9+3 11
11 720,001 9+6 10
12 960,001 9+9 9
13 1,200,001 9+12 8 2/1 (5/2) Less than 3 HD (level -12)
14 1,440,001 9+15 7
15 1,680,001 9+18 6
16 1,920,001 9+21 5
17 2,160,001 9+24 4
* Fighter THAC0 progression stops at 4; 17th Level.
Attacks per round for melee weapons.
*** 240,000 xp per level beyond 9 (-10,000 from PHB)

Illusionist

Minimum Scores:
Int 15 Dex 16

Hit Die Type:
d4 (max 11 hit dice)

Alignment:
Any

Race:
Gnome

Armour/Shield:
None

Weapons:
Dagger, dart, oil, staff

Special:
Spells, Potions, Scrolls

Illusionists in this game work exactly as described in the AD&D PHB p26 except Illusionist magic is unique to Gnomes.

Knight

Minimum Scores:
Str 13 Con 13 Cha 14 (40)

Hit Die Type:
d10 (max 9 hit dice)

Alignment:
Any, see below

Race:
Elf, Half-Elf, Human

Armour/Shield:
Any Heavy Armor, All shields

Weapons:
Any (special, see below)

Special:
Knightly Weapons, Valour, Horsemanship, For Glory, Formal Challenge

To become a Knight the player character must have served under a more experienced Knight as both page (ages 8-13) and squire (ages 14 - 20+). When the mentoring Knight is satisfied with the completion of the player character’s training the mentor grants the PC the title “Knight.”

The 1st level Knight begins their career at the completion of this training as a Knight Errant or Adventuring Knight. The Player Character must then seek out great deeds to distinguish themselves among their peers and thereby receive an invitation to join a knightly order.

All Knights regardless of affiliation are expected to adhere to a certain code of conduct including Fair Play, Nobility, Honor, Valor, Courtesy and Loyalty. Most Lords and Orders will require Knights to make additional commitments to country or cause. Affiliated Knights may receive commands from their Lord or Order that they’ll be expected to obey.

Knightly Weapons The Knight receives +1 to hit and +2 to damage with the Long Sword, Great Sword, Battle Axe, Halberd, Footman’s Mace and Lance.

Valour +2 to saves against Fear and Charm

Horsemanship The knight is an expert in selecting mounts and receives +1 to hit with melee weapons while mounted.

For Glory The knight must (when able) attack the most difficult or (in)famous foe. The knight receives a bonus to hit and damage equal to the difference between the knight’s level and his enemy’s Level or HD.

Example 1: 1st Level Knight vs Orc (1HD) Attack as Normal
Example 2: 1st Level Knight vs Ogre (4HD) +3/+3
Example 3: 3rd Level Knight vs Ogre (4HD) +1/+1
Example 4: 5th Level Knight vs Orc (1HD) Attack as Normal (not -4/-4)

Formal Challenge When facing a foe worthy of single combat the knight may issue a formal challenge listing his or her titles and deeds. This challenge may appeal to the foe’s honor or simply insult the foe’s ego but in either case that foe will engage the Knight in single combat to increase their own fame or infamy. Lesser foes will avoid this combat for fear of their leader’s wrath.

The knight may issue this challenge to any enemy but don’t mistake bravery for foolishness. Knights don’t expect casters, brigands or deceivers to honor the challenge.

Knight Experience Table
Level XP HD (d10) THAC0* Melee Attacks
1 0 1 20 1**
2 2,001 2 19
3 4,001 3 18
4 8,001 4 17
5 16,001 5 16
6 32,001 6 15
7 64,001 7 14 3/2*
8 120,001 8 13
9 240,001 9 12
10 480,001 9+3 11
11 720,001 9+6 10
12 960,001 9+9 9
13 1,200,001 9+12 8 2/1*
14 1,440,001 9+15 7
15 1,680,001 9+18 6
16 1,920,001 9+21 5
17 2,160,001 9+24 4
* Knight THAC0 progression stops at 4; 17th Level.
** Attacks per round for melee weapons.

Magic User

Minimum Scores:
Int 9

Hit Die Type:
d4 (max 11 hit dice)

Alignment:
Any

Race:
Human, Half-Elf

Armour/Shield:
None

Weapons:
Dagger, dart, oil, staff

Special:
Spells, Potions, Scrolls

Acquiring New Spells One who is a Magic-User is by nature the studious sort. It’s therefore assumed that Magic-User characters spend much of their free time in study and consideration of the nuance of each casting. Due to this constant study Magic-Users may gain a new spell when gaining a new level. Spells gained for advancing in levels need not be rolled for as with learning spells from scrolls and books (below) but they do count toward the maximum number of spells the magic-user may know. These spells must always be of a spell level the Magic-User can cast including the newly attained spell level if applicable. Spells learned in this way do not require days of study as with captured books and scrolls since they represent the culmination of prior days of study.

Magic-Users may also accrue new spells by studying captured spell books or spell scrolls. Acquiring new spells in this way requires time to study the material in question. The Magic-User will need to spend 1 day per spell level to complete their study and fully integrate the knowledge. Scrolls used in this way are consumed.

Only the most exceptional Magic-Users are able to learn every spell. Use the following chart to determine if you can know a spell.

Increases (or unfortunate decreases) to intelligence will allow or compel future re-rolls. Magic-Users may cast spells from scrolls even if they’re not able to learn the spell.

Intelligence Chance to Know Spell Min/
Level
Max/
Level
9 35% 4 6
10-12 45% 5 7
13-14 55% 6 9
15-16 65% 7 11
17 75% 8 14
18 85% 9 18
19 95% 10 all

Potions and Scrolls When the Magic-User reaches 7th level they may begin to brew potions and scribe scrolls. The brewing of potions requires time, space and an extensive laboratory not to mention exotic components. Potions of Storm Giant Strength don’t, as they say, grow on trees. The creation of scrolls requires time, the material components of the spell to be scribed and fine parchments and inks.

Magical Items When the Magic-User reaches 12th level they may begin crafting magical items.

Magic-User Experience Table
Level XP HD (d4) THAC0* Special
1 0 1 20
2 2,501 2
3 5,001 3
4 10,001 4 19
5 20,001 5
6 40,001 6
7 60,001 7 18 Potions & Scrolls
8 85,001 8
9 125,001 9
10 225,001 10 17
11 350,001* 11
12 700,001 11+1 Magical Items
13 1,050,001 11+2 16
14 1,400,001 11+3
15 1,750,001 11+4
16 2,100,001 11+5 15
17 2,450,001 11+6
18 2,800,001 11+7
19 3,150,000 11+8 14
20 3,500,000 11+9
21 3,850,000 11+10
* 350,000 xp per level beyond 11

Magic-User Spell Table
Level 1 2 3 4 5 6 7 8 9
1 1
2 2
3 2 1
4 3 2
5 4 2 1
6 4 2 2
7 4 3 2 1
8 4 3 3 2
9 4 3 3 2 1
10 4 4 3 2 2
11 4 4 4 3 3
12 4 4 4 4 4 1
13 5 5 5 4 4 2
14 5 5 5 4 4 2 1
15 5 5 5 5 5 2 1
16 5 5 5 5 5 3 2 1
17 5 5 5 5 5 3 3 2
18 5 5 5 5 5 3 3 2 1
19 5 5 5 5 5 3 3 3 1
20 5 5 5 5 5 4 3 3 2
21 5 5 5 5 5 4 4 4 2
22 5 5 5 5 5 5 4 4 3
23 5 5 5 5 5 5 5 5 3
24 5 5 5 5 5 5 5 5 4
25 5 5 5 5 5 5 5 5 5
26 6 6 6 6 5 5 5 5 5
27 6 6 6 6 6 6 6 5 5
28 6 6 6 6 6 6 6 6 6
29 7 7 7 7 6 6 6 6 6

Paladin

Minimum Scores:
Str 13 Wis 13 Con 13 Cha 14

Hit Die Type:
d10 (max 9 hit dice)

Alignment:
By Faith

Race:
Human

Armour/Shield:
Any

Weapons:
Any

Special:
Detect Evil, Knightly Weapons, Horsemanship

Extends:
Paladin, AD&D PHB pp. 24-25

A Paladin embodies all that a Knight is coupled with the religious conviction of a Cleric. Where Knight’s may be errant a Paladin must always be sworn to a religious order.

Paladins gain the Knightly Weapons and Horsemanship features of the Knight class in addition to the powers and limits places on Paladins in the AD&D PHB p22

Paladin Experience Table
Level XP HD (d10) THAC0* Melee Attacks
1 0 1 20 1**
2 2,751 2 19
3 5,501 3 18
4 12,001 4 17
5 24,001 5 16
6 45,001 6 15
7 95,001 7 14 3/2**
8 175,001 8 13
9 350,001*** 9 12
10 700,001 9+3 11
11 1,050,001 9+6 10
12 1,400,000 9+9 9
13 1,750,000 9+12 8 2/1**
14 2,100,000 9+15 7
15 2,450,000 9+18 6
16 2,800,000 9+21 5
17 3,150,000 9+24 4
* Paladin THAC0 progression stops at 4; 17th Level.
** Attacks per round for melee weapons.
*** 350,000 xp per level beyond 9

Ranger

Minimum Scores:
Str 13 Wis 14 Dex 13 Con 14

Hit Die Type:
d10 (max 9 hit dice)

Alignment:
Any Good

Race:
Elf, Half-Elf, Human

Armour/Shield:
Any

Weapons:
Any

Special:
Ranger Weapons, Natural Enemies, Woodcraft, Tracking, Fetishes, Spells

Ranger Weapons. The Ranger receives +1 to hit and +2 to damage with Bows and the Long Sword.

Natural Enemies. When using weapons, Rangers receive +1 damage per level against Bugbears, Ettins, Giants, Gnolls, Goblins, Hobgoblins, Kobolds, Ogres, Orcs, and Trolls.

Woodcraft When in the natural world AND not wearing metal armor Rangers can move so silently that they surprise enemies. Rangers must be at least 90 yards away from a mixed party to gain this benefit.

Rangers or Rangers accompanied by Elves or Halflings 3 in 6 chance to surprise.

Tracking Rangers have a 90% to track creatures when outdoors wit the following modifiers.

  • +2% for each creature in the group
  • -10% for each day that has passed
  • -25% for each hour of heavy precipitation

Rangers may track creatures in other locations if they’ve seen them with the last 30 minutes.

Chance to Track Creature’s Action
65% going along normal passage or room
55% passes through normal door or uses stairs
45% goes through a trap door
35% goes up or down a chimney or through concealed door
25% passes through a secret door

Fetishes Ranger may use Fetishes as Druids.

Spells Beginning at 8th level Rangers start to accrue Druid spells. See Druid, Acquiring New Spells.

Ranger Experience Table
Spell Level
Level XP HD (d10) THAC0* Melee Attacks 1 2 3
1 0 1 20 1**
2 2,251 2 19
3 4,501 3 18
4 10,001 4 17
5 20,001 5 16
6 40,001 6 15
7 90,001 7 14 3/2**
8 150,001 8 13 1
9 225,001 9 12 2
10 325,001*** 9+3 11 3
11 650,001 9+6 10 4 1
12 975,001 9+9 9 4 2
13 1,300,001 9+12 8 2/1** 4 3
14 1,625,001 9+15 7 4 4 1
15 1,950,001 9+18 6 4 4 2
16 2,275,001 9+21 5 4 4 3
17 2,600,001 9+24 4 4 4 4
* Ranger THAC0 progression stops at 4; 17th Level.
** Attacks per round for melee weapons.
*** 325,000 xp per level beyond 9

Thief

Minimum Scores:
Dex 9

Hit Die Type:
d6 (max 10 hit dice)

Alignment:
Any neutral or evil

Race:
any

Armour/Shield:
Leather and Studded Leather

Weapons:
Club, dagger, dart, oil, sling, single-handed swords (except bastard swords)

Special:
Backstab, Pick Pockets, Open Locks, Find/Remove Traps, Move Silently, Hide in Shadows, Climb Walls.

Thief characters have 7 skills that represent various aspects of their trade. The back-stab skill increases at the rate indicated in the above table while the remaining 6 skills are increased by the player. At first level the thief character starts with 60 points to distribute among their remaining 6 skills, no more than 30 points may be added to a single skill. Thief characters gain an additional 22 points per level starting at level 2 and ending at level 20. The player may not assign any more than 11 points to any one skill at each of these levels. No skill may ever exceed 99%.

Pick Pockets is the skill used to lift (or plant) small personal items from unsuspecting marks. The Thief may access pouches, pockets or even loose jewelry but may not obtain a stowed item. If the thief fails their roll by more than 20% they’ll be noticed by their target or one of his allies.

Open Locks may be attempted by the thief but once per lock per level. Locks themselves vary in difficulty with the best locks designed specifically to defeat tampering.

Thieves may spend time inspecting a lock before attempting to pick it. If the thief spends 1 turn inspecting a lock they may determine whether the lock is within their current skill and gain a 10% bonus to their Open Locks roll. The thief gains a 5% for each additional turn spent inspecting the lock to a maximum bonus of 20%. A thief may never have more than a 99% chance to succeed at opening a lock.

Finding and Removing Traps are two related functions that need to be rolled separately. Searching for a trap in this way requires the thief to spend 1 turn investigating the area suspected of being trapped. This area may be no larger than 10 square feet per turn of investigation. A failed find traps roll indicates the thief is satisfied no trap exists. Once a trap is found the thief may roll to remove the trap.

Any clever adventurer may find a trap without the need to role. Some traps are far too dangerous to disarm and should instead be thoughtfully avoided.

Move Silently you’re quiet but not invisible. Clever use of terrain or combining this skill others make it most effective. Success increases your chances to surprise enemies by 1.

Hide In Shadows by remaining perfectly still the thief may conceal themselves in an area of low light. Hide in Shadows never works if the thief is being directly observed and may be defeated by light and certain types of spells or otherworldly vision. As with Move Silently, Hide in Shadows increases your chances to surprise enemies by 1.

A Thief may either be moving or hiding but never both. The bonus to Surprise granted by Move Silently and Hide in Shadows are never cumulative.

Climb Walls is used when the thief free climbs or when under fire. The first roll is made when the thief has climbed half the intended distance. Failure indicates a set back of some kind. Failure by more than 20% indicates the thief falls and takes 1d6 damage per 10 feet fallen. Further rolls will be required to complete the climb.

Thief Experience Table
Level XP HD (d6) THAC0* Points Back-Stab
1 0 1 20 60 x2
2 1,251 2 22
3 2,501 3 19 22
4 5,001 4 22
5 10,001 5 18 22 x3
6 20,501 6 22
7 42,501 7 17 22
8 70,001 8 22
9 110,001 9 16 22 x4
10 160,001 10 22
11 220,001 10+2 15 22
12 440,001 10+4 22
13 660,001 10+6 14 22 x5
14 880,001 10+8 22
15 1,100,001 10+10 13 22
16 1,320,001 10+12 22
17 1,540,001 10+14 12 22 x6
18 1,760,001 10+16 22
19 1,980,001 10+18 11 22
20 2,200,001 10+20 22
21 2,420,001 10+22 10

Base Score by Race

Thieves of the various races have different starting points for their skills. These starting points represent both the physical abilities and cultural tendencies of the player character races.

Race Pick Pockets Open Locks Find/Remove Traps Move Silently Hide in Shadows Climb Walls
Dwarf 5% 35% 35% 10% 10% 20%
Elf* 15% 5% 5% 60% 5% 25%
Gnome 15% 20% 10% 30% 30% 10%
Halfling 25% 5% 5% 60% 10% 10%
Human* 15% 20% 5% 10% 5% 60%
* A Half-Elf that has chosen close relation with their Elven ancestry (by choosing the Olven Weapons feature) uses the Elf row for base scores, otherwise they use the Human row.

Currency and Equipment

Money
Denomination Fraction of GP XP Value
Copper Piece (c.p.) 1/200 1/200
Silver Piece (s.p.) 1/20 1/20
Electrum Piece (e.p.) 1/2 1/2
Gold Piece (g.p.) 1 1
Platinum Piece (p.p.) 5/1 5

Starting Packages

Bard

  • Leather Armor
  • Musical Instrument
  • 1 Weapon
  • Water Skin
  • 1 Week of rations
  • Spell Book with 1 spell
  • 3d4 x 10 gp

Cleric

  • Armor
  • Robes
  • Holy Symbol
  • 1 Weapon
  • Water Skin
  • 1 Week of rations
  • Prayer Book
  • 3d4 x 10 g.p.

Druid

  • Leather Armor
  • Hides
  • Holy Symbol (Fetish)
  • 1 Weapon
  • Water Skin
  • 1 Week of rations
  • 3d4 x 10 gp

Fighter

  • Maille
  • 3 Weapons
  • Water Skin
  • 1 Week of rations
  • 3d4 x 10 gp

Illusionist

  • Robes
  • Spell Book with 4 spells
  • Dagger or Quarterstaff
  • Water Skin
  • 1 Week of rations
  • 3d4 x 10 gp

Knight

  • Light War Horse
  • Maille
  • 2 Knightly Weapons
  • Water Skin
  • Courtly clothes
  • 1 Week of rations
  • 3d4 x 10 gp

Magic-User

  • Robes
  • Spell Book with 4 spells
  • Dagger or Quarterstaff
  • Water Skin
  • 1 Week of rations
  • 3d4 x 10 gp

Paladin

  • Light War Horse
  • Maille
  • 1 Knightly Weapon
  • Holy Symbol
  • Water Skin
  • 1 Week of rations
  • Prayer Book
  • 3d4 x 10 gp

Ranger

  • Studded Leather Armor
  • 1 Bow & 20 arrows
  • 1 Melee Weapons
  • Water Skin
  • 1 Week of rations
  • 3d4 x 10 gp

Thief

  • Leather Armor
  • Thieve’s tools
  • 2 Weapons
  • Water Skin
  • 1 Week of rations
  • 3d4 x 10 gp

Armor
Type Cost A.C.
Banded 90 -6
Chain 75 -5
Helmet, Great 15 -1
Helmet, Small 10 -1
Leather 5 -2
Padded 4 -2
Plate 400 -7
Ring 30 -3
Scale 45 -4
Shield, Large 15 -1
Shield, Small 10 -1
Shield, Small, wooden 1 -1
Splinted 80 -6
Studded 15 -3

Weapons
Weapon Cost g.p. S/M L Notes
Arrow 1/dozen 1d6 1d6
Axe, Battle 5 1d8 1d8
Axe, Hand 1 1d6 1d4
Bolt (light) 1/score 1d4 1d4
Bolt (heavy) 2/score 1d4+1 1d6+1
Club - 1d6 1d3
Dagger 2 1d4 1d3
Dart 5 s.p. 1d3 1d2
Flail, Footman’s 8 1d6+1 2d4
Flail, Horseman’s 4 1d4+1 1d4+1
Halberd 9 1d10 1d12
Hammer 1 1d4+1 1d4
Javelin 10 s.p. 1d6 1d6
Lance, Light 6 1d6 1d8
Lance, Medium 8 1d6+1 2d6
Lance, Heavy 10 1d8+1 3d6
Mace, Footman’s 8 1d6+1 1d6
Mace, Horseman’s 4 1d6 1d4
Military Pick, Footman’s 8 2d4 2d4
Military Pick, Horseman’s 5 1d4+1 1d4
Morning Star 5 2d4 2d4
Pike 3 1d6 1d12
Quarter Staff - 1d6 1d6
Sling bullet 10 s.p./score 1d4+1 1d6+1
Sling stone 10 s.p./score 1d4 1d4
Spear 1 1d6 1d8
Sword, Bastard 25 2d4 2d8
Sword, Broad 10 2d4 2d4
Sword, Great (Two-handed) 30 1d10 3d6
Sword, Long 15 1d8 1d12
Sword, Scimitar 15 1d8 1d8
Sword, Short 8 1d6 1d8
Trident 4 1d6+1 3d4
Voulge 2 2d4 2d4

Missile Weapons
Weapon Cost g.p. Rate of Fire S M L
Axe, Hand 1 1 1 2 3
Bow, long 60 2 7 14 21
Bow, short 15 2 5 10 15
Club - 1 1 2 3
Crossbow, Heavy 20 1/2 8 16 24
Crossbow, Light 12 1 6 12 18
Dagger 2 2 1 2 3
Dart 5 s.p. 3 1 2 3
Hammer 1 1 1 2 3
Javelin 10 s.p. 1 2 4 6
Sling bullet 10 s.p./score 1 5 10 20
Sling stone - 1 4 8 16
Spear 10 s.p. 1 1 2 3

Adventuring

Combat

Combat may begin in many ways but most commonly it begins when hostile forces meet in the field, when negotiation between two or more parties dissolves into violence, when one hostile force lays an ambush for another or, when two hostile forces stumble upon one another.

Initiative

When hostile forces meet in the field the players and monsters will roll initiative dice. The DM will roll one die for the monsters or may at his discretion roll 1 die for each monster group or significant monster. The character or monster with the highest roll starts combat. In the event that communication breaks down and combat erupts the first player or monster or monster group to break will go first. No initiative dice are rolled.

When the first actor in the combat completes their turn that individual will call on the next actor in the combat and so on until each player and monster has taken their turn. The last actor in the current round will pick the first actor in the next round. If the monsters act last in a given round they’ll always choose themselves to act first in the following round.

Surprise

When hostile forces stumble upon each other they roll surprise dice. If one side succeeds while the other fails that side receives a surprise round. If both sides tie for failure or success, surprise is bypassed and initiative is rolled for as above. When one side lays an ambush for the other only the side laying in ambush rolls for surprise. If the ambushing side has plenty of time to prepare or is able to give themselves some other advantage they may gain surprise without needing to roll. A cautious group, alert to surprise may never be automatically surprised.

Please note that surprise is indicated differently throughout the rules. Elves and Halflings for instance have a 4 in 6 chance to surprise enemies where Rangers may only be surprised on a 1 in 6. The DM will set the actual conditions of surprise at the time it occurs.

Weapons and Spells

Combat comes in three flavors, melee, missile and area of affect. Weapons are always swung, thrown or shot and classify as melee, missile or both in the case of thrown weapons. Spells may be melee (when the range is touch), missile if they affect a single target or area of effect when they affect all targets in an area.

When a combatant is in melee range they may only use melee weapons, thrown missiles or cast spells with a range of self or touch. Melee is too dynamic for missile weapons or ranged spells to be deployed. Combatants who fire missiles or cast spells into a melee should do so with great caution for failure to hit your target means you may hit an ally. The DM will calculate this chance based on the circumstance and instruct the player to roll accordingly.

Cover and Concealment

When being fired upon by the enemy it makes sense to to take cover behind impermeable barriers such as walls or to obscure the attackers line of sight by hiding in dense underbrush. Doing so confers an AC bonus to the evading party.

Cover Concealment
1/4 -2 -1
1/2 -4 -2
2/4 -7 -3
total - -4
Creatures behind total cover may not be hit by mundane missiles.

Cover is not a perfect defense. While projectiles of insufficient mass that must travel in a straight line may be blocked by cover it can’t protect against spells that are able to bypass it (by exploding in the air above it for example) or missiles of sufficient mass to destroy it, such as a boulder hurled by a trebuchet.

Concealment can take various forms. Dense fog may make it harder to spot a target but can’t stop the flight path of a missile. A dense hedgerow may also block vision but allow some some missiles (such as arrows) through while others (a thrown axe) may become effectively entangled.

Players and DMs should use their best judgment regarding cover and concealment.

Grenade Like Missiles

From time to time players and their adversaries may wish to hurl fragile containers containing flammable or toxic liquids such as oil, acid or holy water. The range for such missiles is 1/2/3 and ROF is 1. Most containers made to contain these fluids are sturdy and a save must be made to see if they break on impact but players may obtain containers of these fluids that will always break at the cost of making them more risky to transport.

Fluid Damage on
Impact
Damage on
Subsequent Rounds
Save
Acid 2d4 1d4 / 2 20
Holy Water 2d4 1d4 / 2 20
Oil 2d6 1d6 / 1 18
Holy Water can only damage creatures vulnerable to its touch.
Oil must be flaming in order to cause damage.

Time

Time may be tracked in the game in different ways. Most often we track time using “game time.” Using game time we simply say that an amount of minutes, hours or days have passed and continue with the game. If the characters are making a simple safe journey lasting three days then three days for the characters may pass in the time it takes the DM to say, “three days later.” If the session needs to end when the characters are adventuring then game time might stand still until the start of the next session.

Travel is not always safe. Sometimes the characters are passing through dangerous territory or may need to travel quickly. In cases where travel has some element of danger it may become an adventure.

Players should remember that both allied and opposed factions are bound by the same time and physical laws as their characters. It’s often desirable (or unavoidable) to use game time to say “five weeks later” but doing so allows game factions 5 weeks to advance their goals.

Exploration Time

During exploration time passes using “exploration time”. Exploration time is a function of how much distance the characters can cover or what size area they can search in a given amount of time (see below). Generally speaking exploration time is divided into three paces slow, normal and fast where slow covers the least area with the most caution and fast the most area with the least caution.

Dungeon Exploration

Dungeon exploration is measured in a unit of time called the “Game Turn” or simply turn. A turn equals 10 minutes. Please note the duration of most light sources is measured in turns. Characters may move through the dungeon at one of three paces slow, normal and fast. Movement is always assumed to occur at the pace of the slowest character, players may always indicate otherwise.

Slow. Characters move at 10’ x movement rate. When doing so they may detect approaching enemies before being detected themselves. Traps may be noticed without rolling and Find Traps rolls are done with a 20% bonus. Known traps are easily avoided.

Normal. Characters move at 20’ x movement rate. When doing so normal rules for surprise apply. Traps may only be noticed by rolling Find Traps. Known traps may or may not be stumbled over depending on their nature and prior precautions. For example a clearly indicated pressure plate in a wide hallway may be avoided while a trip wire that must be stepped over would require a check to see if a character makes a mis-step.

Fast. Characters move at 30’ x movement rate. When doing so characters will always be surprised by enemies. Traps may only be noticed by rolling Find Traps and this check is made with a 20% penalty. Characters have a chance to stumble over known traps no matter what precautions have been taken.

Monsters are subject to the same rules of movement. Their pace may modify the above rules. Generally speaking parties moving at a slower pace have an advantage over those moving at a faster pace while parties moving at the same pace cancel advantages.

Any party moving through its home is considered to have the “home court” advantage. This party is considered to be moving one pace slower to reflect this advantage.

Other Exploration Activities

These activities take 1 turn to accomplish.

Activity Notes
Combat* fight, search the bodies, take a breather
Search** 1 turn / 10 sq. ft. / no. of searchers
Find a trap 1 turn / 10 sq. ft.
Remove a trap the trap must be detected first
* 10 rounds of combat equals 1 turn. Characters must rest 1 additional turn for each turn of combat that goes beyond 9 rounds.
** 6 searchers can search 60 square feet in one turn.

Rest

Characters must take 1 turn of rest for every 5 turns of exploration or suffer a -1 penalty to hit until they rest.

Wandering Monsters

Monsters traverse dangerous environments at unpredictable intervals. The DM checks to see if these encounters occur at an interval of turns appropriate to the environment. Players should therefore spend turns with care.

Wilderness Exploration

As dungeon exploration is measured in feet and turns, wilderness exploration is measured in leagues and hours. 1 league is equal to 3 miles.

Terrain Hours/
League
Leagues/
Day
Roads 1 8
Hills/Plains 2 4
Bog or Forest 4 2
Mountains 1 day 1

While these environments may be traversed at various rates (see Dungeon Exploration above) those rates can be affected by vehicles, mounts, magic and possibly equipment. Given that complexity the DM will fill in rules as necessary.

Searching a league of wilderness costs an amount of time equal to the time it takes to traverse that terrain. For example, searching 1 league of forest costs 4 hours.

Down Time

There will be times during the course of play that will naturally lead to the characters needing to take a break from adventuring. Spell casters need time to learn new spells and any character may need to take rest to recover from grievous wounds. The players may also decide that their characters simply wish to take some time off from questing in order to spend more time with their treasure.

No matter the case this is a time for the players to consider what their characters may wish to achieve outside of the adventure. A Thief may wish to find a fence, a Knight may search for a squire and the Fighter may simply wish to imbibe and be merry. A character may even wish to hire a group of adventurers to send off to achieve some goal the player characters don’t have time to address.

Any character may achieve or make progress toward achieving any goal by communicating it with the DM. Simple goals may need no more investment than the mere statement of intent while others may require additional in-game interactions to be carried out by the player and DM individually.

Death and Dying

Characters who are reduced to 0 hit points fall unconscious and are dying. Characters who are dying lose 1 hit point per round until stabilized by magical or mundane means. Characters reduced below 0 hit points die. A companion must therefore reach the dying character by the end of the next round or all hope is lost.

Change Log
  • Version 0.4.3 - Fix Thief Experience Table hd type.
  • Version 0.4.2 - Spelling and Formatting.
  • Version 0.4.1 - Add Death and Dying rules.
  • Version 0.4.0 - Add Assassin Class.