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Age

Race Cleric Fighter Magic-User Thief
Dwarf 250+2d20 40+5d4 - 75+3d6
Elf 500+10d10 130+5d6 150+5d6 100+5d6
Gnome 300+3d12 60+5d4 100+2d12 80+5d4
Half-Elf 40+2d4 22+3d4 30+2d8 22+3d8
Halfling - 20+3d4 - 40+2d4
Half-Orc 20+1d4 13+1d4 - 20+2d4
Human 18+1d4 15+1d4 24+2d8 18+1d4
Race Young Mature Middle Age Old Venerable
Dwarf 35-50 51-150 151-250 251-350 351-450
Elf 100-175 176-550 551-875 876-1200 1201-1600
Gnome 50-90 91-300 301-450 451-600 601-750
Half-Elf 24-40 41-100 101-175 176-250 251-325
Halfling 22-33 34-68 69-101 102-144 145-199
Half-Orc 12-15 16-30 31-45 46-60 51-80
Human 14-20 21-40 41-60 61-90 91-120

Each age grants bonuses and penalties to attributes. If you age out of one category into another, apply the difference.

Young Adult: -1 WIS, +1 CON.

Mature: +1 STR, +1 CON.

Middle Aged: +1 INT, +1 WIS.

Old: -2 STR, -2 DEX, -1 CON, +1 INT, +2 WIS.

Venerable: -3 STR, -3 DEX, -2 CON, +2 INT, +3 WIS.

Alignment

Lawful. Respects (and expects) authority and loyalty derived from formal structures (title, office) and hierarchical organizations.

Chaotic. Respects (and expects) authority and loyalty based on individual personal qualities (strength, charisma, renown, family ties) and fluid or informal power-structures.

Good. Seeks to help others, especially the weak.

Evil. Seeks to exploit others, especially the weak.

Neutral. Pragmatic, opportunistic, or indifferent.

Representative examples from fiction and media:

Lawful Good: John Carter (Edgar Rice Burroughs), Agent Dale Cooper (Twin Peaks), Roland Deschain (Dark Tower), Hermione Granger (Harry Potter), Spock (Star Trek)

Neutral Good: Cazaril (Curse of Chalion), Jake Chambers (Dark Tower), James T. Kirk (Star Trek), Harry Potter, Shimrod (Lyonesse)

Chaotic Good: Lyra Belacqua (His Dark Materials), Eddie Dean (Dark Tower), Katniss Everdeen (Hunger Games), Kickaha/Paul Janus Finnegan (World of Tiers), Peter Pan

Lawful Neutral: Judge Dredd, Inspector Javert (Les Misérables), Agent Albert Rosenfield (Twin Peaks), Severian (Book of the New Sun)

True Neutral: Ged/Sparrowhawk (Earthsea), The Gray Mouser (Fritz Leiber), The Man With No Name (Sergio Leone movies), Nifft the Lean (Michael Shea), Rhialto the Marvelous (Jack Vance)

Chaotic Neutral: Harry Mudd (Star Trek), Loki (Marvel movies), Skafloc (The Broken Sword), Captain Jack Sparrow (Pirates of the Caribbean)

Lawful Evil: Casmir (Lyonesse), Lady/Dorotea Senjak (The Black Company), President Snow (The Hunger Games)

Neutral Evil: Kane (Karl Edward Wagner), Khan Noonien Singh (Star Trek), Steerpike (Gormenghast)

Chaotic Evil: BOB (Twin Peaks), Cugel the Clever (Jack Vance), Voldemort (Harry Potter)

Assassination

Level of the Assassin 0-1 2-3 4-5 6-7 8-9 10-11 12-13 14-15 16-17 18+
1 50% 45% 35% 25% 10% 1%
2 55% 50% 40% 30% 15% 2%
3 60% 55% 45% 35% 20% 5%
4 65% 60% 50% 40% 25% 10% 1%
5 70% 65% 55% 45% 30% 15% 5%
6 75% 70% 60% 50% 35% 20% 10% 1%
7 80% 75% 65% 55% 40% 25% 15% 5%
8 85% 80% 70% 60% 45% 30% 20% 10% 2%
9 95% 90% 80% 70% 55% 40% 30% 20% 5%
10 99% 95% 85% 75% 60% 45% 35% 25% 10% 1%
11 100% 99% 90% 80% 65% 50% 40% 30% 15% 5%
12 100% 100% 95% 85% 70% 55% 45% 35% 20% 10%
13 100% 100% 99% 95% 80% 65% 50% 40% 25% 15%
14 100% 100% 100% 99% 90% 75% 60% 50% 35% 25%
15 100% 100% 100% 100% 99% 85% 70% 60% 40% 30%

The percentage shown is that for success (instant death) under near optimum conditions. If the assassination is being attempted by or in behalf of a player character a complete plan of how the deed is to be done should be prepared by the player involved, and the precautions, if any, of the target character should be compared against the plan. Weapon damage always occurs and may kill the victim even though “assassination” failed.

Backstabbing

Backstabs work while attacking with a weapon that the thief is proficient in while behind the target who is unaware of the thief. In bullet points:

In a typical dungeon situation, a thief can accomplish this by hiding in shadows (near a door, against a wall, etc), having their allies draw the enemies past the thief, and then the thief making an attack. A thief can skirt around a melee while invisible (potions of invisibility have 8 charges!) to accomplish the same thing.

Character Creation

Character Sheet

  1. Roll for stats. Roll 4d6, drop the lowest, and add the remaining dice together to generate a score from 3 to 18. Generate six scores, then assign each score to an attribute (with your role in the party in mind): Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. Reference PHB p9-13 to get an understanding of the mechanical effects of each attribute, particularly how attributes limit race and class. If you don’t roll at least one score over 14 or roll more than one score under 6, you may reroll entirely.
  2. Choose a race. Dwarves, elves, gnomes, half-elves, halflings, half-orcs, and humans are allowed options. Ability scores limit racial options (like, an Elf must have at least 8 charisma), and races limit class selection (like, an Elf can not be a Cleric). Note race-related special abilities and adjustments. Departing from the PHB, non-humans do not have level limits. Humans gain +1 to two ability scores of their choice and gain an additive +15% XP from all sources.
  3. Choose a class. No monks or bards, everything else is available. Classes come with special abilities, different XP thresholds to level up, different dice sizes to roll HP, different allowed armor and weapons, and potentially spellcasting. Non-humans usually want to multi-class (PHB p32) as otherwise their max levels are low. Note class-related special abilities, spell slots, etc.
  4. Choose or Roll for Age. See Age. Be sure to apply adjustments to your stats.
  5. Record Derived Stats. See the tables in the attributes sections, PHB p9-13.
  6. Record Listen and Search. See Listening and Searching.
  7. Choose an Alignment. From the 9 Alignments. All options are available.
  8. Record Saving Throws. Reference Saving Throws.
  9. Roll HP. Roll according to your class, adjusting for Constitution (PHB p12). Multiclass characters roll for each class and take the average.
  10. Record Encumbrance Thresholds. Record the encumbrance thresholds for your strength (see Encumbrance).
  11. Choose Weapon Proficiencies. Note the allowed weapons on PHB p19, and the number of proficiencies on PHB p37.
  12. Buy Equipment. Clerics and Druids begin with 3d6•10g. Fighters, Paladins, and Rangers begin with 5d4•10g, Magic-Users and Illusionists begin with 2d4•10g, Thieves and Assassins begin with 2d6•10g. Multiclassed characters roll for each class and take the average. Equipment packs are listed below for convenience. Here’s a full equipment list.
  13. Determine Movement Speed. Determine your movement rate based on your carried gear and armor. See Encumbrance
  14. Record Weapon Stats. See weapon matrix calculator.
  15. Pick Backup Players. Designate two other players who you would be comfortable piloting your character in the case where you can’t make it to a session.
  16. Name thyself.

Equipment Bundles

Generalist Bundle

Total: 15g 11s 5c, 29#

Cautious Bundle

Total: 5g 11s 8c, 22#

Delver Bundle

Total: 6g 4s, 20#

Scholar Bundle

Total: 46g 16s 8c, 33#

Thief Bundle

Total: 43g 10s 3c, 31#

Torchbearer Bundle

Total: 3g 12c, 27#

Climbing

Climbing speed (both vertical and horizontal) depends on the texture and other conditions of the surface

Wall is Non-Slippery Slightly Slippery Slippery
Smooth 6ft 3ft 0ft
Somewhat rough 12ft 6ft 3ft
Very rough 18ft 9ft 6ft
Ledge-filled 24ft 12ft 9ft

Thieves have a percentile dice listed in their class. Everyone else uses 40%. Failure means that the character falls from halfway. Characters with two free hands can climb ropes and ladders with no die roll needed.

Armor penalizes the check:

Combat

Action Economy

In Lieu of Moving and Attacking

In Lieu of Moving

In Lieu of Attacking

Determine Surprise

Determine Distance

Combat Sequence

  1. Declare Spell Casting
  2. Roll Initiaive
  3. Movement and First Missile
  4. Magic and Melee
  5. Remaining Missiles

Roll Initiative

Determine initiative for the round by rolling a d6 for each side.

While each participant does not make a separate initiative roll. the Dexterity Attacking adjustment is added to the roll for each missile-firing combatant on an individual basis.

Movement and First Missile

Higher initiative moves and shoots in any order. Then lower initiative moves and shooots in any order. Tied initiative is simultaneous. For weapons that can shoot multiple times in a round, only the first shot happens in this phase.

Magic and Melee

Higher initiative attacks, then lower initiative. If initiative is tied, the lower speed factor attacks first. If the speed factor is at least 5 lower, that weapon attacks twice first.

Spells resolve by their cast time, so a 1-segment spell like magic missile happens before (and can disrupt) a 3-segment spell like Continual Darkness.

For melee vs spell, if the melee wins initiative, the melee strikes first. If the spell wins initiative, compare the segment casting time to the speed factor minus the losing initiative. If initiative is tied, compare the segment casting time to the speed factor. Simultaneous results are possible.

Remaining Missile

The remaining shots for the side with higher initiative go off, then the remaining shots for lower initiative.

Creating Scrolls

Casters can create spell scrolls for any spell that they’re currently able to cast at the cost of 1 day and 100g per spell level. For example, a scroll of Fireball takes 3 days to craft and 300g of materials (giant squid ink, basilisk eyes, cockatrice feathers, powdered gems, etc).

The creation of scrolls requires the scribe to be in a ritualistically appropriate location, like a grove for a druid, a temple for a cleric, or an arcane library for a magic user.

Death and Dying

When any creature is brought to 0 hit points (as low as –3 hit points if from the same blow which brought the total to 0), it is unconscious. In each succeeding round, the creature loses 1 HP until it reaches –10 HP and dies. This loss ceases immediately on any round a friendly creature administers aid. Aid consists of binding wounds, starting respiration, administering a draught (spirits, healing potion, etc.), or otherwise doing whatever is necessary to restore life.

Any character brought to 0 (or fewer) hit points and then revived remains in a coma for 1-6 turns. Thereafter, they must rest for a full week, minimum. They are incapable of any activity other than moving slowly, eating, and sleeping. This is true even if cure spells and/or healing potions are given to them, although if a heal spell is bestowed the prohibition no longer applies.

If any creature reaches reaches of –6 HP or worse before being aided, they suffer scarring or the loss of some member. For example, a character struck by a fireball and then treated when at –9 might have horrible scar tissue on exposed areas of flesh — hands, arms, neck, face.

Donning and Doffing Armor

Putting on and taking off armor takes 10 - AC rounds (minutes). Fore example, leather (AC 8) takes 2 rounds (minutes) to take on or off.

Encumbrance

STR Unencumbered Light Heavy
3 0 35 70
4-5 10 45 80
6-7 20 55 90
8–11 35 70 105
12-13 45 80 115
14-15 55 90 125
16 70 105 140
17 85 120 155
18 110 145 180
18/01-50 135 170 205
18/51-75 160 195 230
18/76-90 185 220 255
18/81-99 235 270 305
18/00 335 370 405

Armor sets the maximum speed for a character in addition to having weight (which might also reduce that maximum speed).

Armor Type AC Weight Encumbrance Price
None 10 0# Unencumbered 0g
Leather 8 15# Unencumbered 5g
Padded 8 10# Light 4g
Ring 7 25# Light 30g
Studded Leather 7 20# Light 15g
Scale 6 40# Heavy 45g
Chain 5 30# Light 75g
Splint 4 40# Heavy 80g
Banded 4 35# Light 90g
Plate 3 45# Heavy 400g

Unencumbered: normal action; no effect. 12” movement.

Light: The character’s dexterity bonuses for surprise and missile fire do not apply. 9” movement.

Heavy: The character’s dexterity bonuses for surprise and missile fire do not apply and the character suffers an additional -1 to initiative. 6” movement.

Dual Wielding

Characters may use a second weapon in addition to their primary weapon, allowing two attacks per round. The second weapon must be a dagger or hand axe. Using a second weapon imposes a penalty: –2 on the primary weapon attack and –4 on the secondary.

If the user’s dexterity is below 6, apply Reaction/Attacking Adjustment penalties to each attack.

High dexterity reduces the attack penalty…

Excavations

A person can excavate 5+(str damage adjustment) cubic feet of earth per hour if they have proper equipment. They can dig at half that rate if he has improvised tools, and a quarter of that rate with no tools at all.

Fatigue

Fatigue represents a serious depletion of body, mind, or spirit.

Recovering from fatigue is only possible after the source of the fatigue has been addressed. Becoming fatigued from not sleeping requires sleep. Becoming fatigued from not paying upkeep requires paying upkeep, etc.

Fighting Retreats

A character may retreat backward out of combat, maintaining his or her defence, although the attacker may follow if not otherwise engaged. It is possible to parry while doing so, but not to attack. This manoeuvre may be used to switch places with another party member who is in combat, the first party member joining battle with the enemy to prevent the enemy’s pursuit while the second character makes a fighting retreat.

If a character is in melee combat and runs away (instead of performing a fighting retreat), their opponent(s) may make an immediate additional attack at +4 to hit.

Grappling

To wrestle an opponent, a combatant must make a melee attack with a -4 penalty, ignoring AC from armor and shields. If the attack succeeds, the opponent makes a Paralysis saving throw, at +2 for every size category they’re larger than the attacker (and vice versa). If the opponent’s save succeeds, they shrug off the combatant. If the opponent’s save fails, they’re wrestled.

Hauling

Name Price Notes
Mule 20g AC 7, MV 12, HD 2+1, 200# capacity, will go in dungeons.
Draft Horse 30g AC 7, MV 12, HD 2+1, 400# capacity.
Light Horse 25g AC 7, MV 24, HD 2, 200# capacity.
Heavy Warhorse 300g AC 7, MV 12, HD 3, 400# capacity, used to fire/combat.
Medium Warhorse 225g AC 7, MV 18, HD 2+1, 300# capacity, used to fire/combat.
Saddle 10g Weighs 10#. Required for riding a horse.
Saddlebag 4g 40# capacity.
Wheelbarrow 50g 200# capacity
Cart (1 beast) 50g 2 Wheels, 400# capacity
Cart (2 beast) 50g 2 Wheels, 800# capacity
Wagon (2 beast) 150g 4 Wheels, 1500# capacity
Backpack 2g Weighs 2#. 30# capacity.
Belt Pouch 1g Weighs 1#. 5# capacity.
Sack 1s Weighs 2#. 40# capacity but takes a hand to carry.

Item Saving Throws

Material Acid Crushing Normal Blow Disintegrate Fall Fireball Magical Fire Normal Fire Frost Lightning Electricity
Bone 11 16 10 20 6 17 9 3 2 8 1
Ceramic 4 18 12 19 11 5 3 2 4 2 1
Cloth 12 6 3 20 2 20 16 13 1 18 1
Crystal 6 19 14 20 13 10 6 3 7 15 5
Glass 5 20 15 20 14 11 7 4 6 17 1
Leather or Book 10 4 2 20 1 13 6 4 3 13 1
Liquid 15 0 0 20 0 15 14 13 12 18 15
Metal, hard 7 6 2 17 2 6 2 1 1 11 1
Metal, soft or jewelry 13 14 9 19 4 18 13 5 1 16 1
Mirror 12 20 15 20 13 14 9 5 6 18 1
Parchment or Paper 16 11 6 20 0 25 21 18 2 20 1
Stone, small or Gem 3 17 7 18 4 7 3 2 1 14 2
Wood or Rope, thin 9 13 6 20 2 15 11 9 1 10 1
Wood or Rope, thick 8 10 3 19 1 11 7 5 1 12 1

Magical Items: Magical items gain +2 on all rolls plus +1 for each plus they have above +1, i.e. +1 = +2 on saving throw, +2 = +3 on saving throw. Furthermore, the magic item gains +5 on saving throws against attack forms in its own mode, i.e. blow vs. shield, fireball vs. ring of fire resistance or fireball wand.

Fall: This assumes the item falls about 5’ and comes into contact with a hard (stone-like) surface. A softer surface (wood-like) gives a +1 on the saving throw, and a fleshy-soft surface gives +5. For each 5’ over the first 5’ the item falls, subtract –1 from the die roll to save.

Jumping

Learning Spells

Ignore the minimum and maximum number of spells per level chart. When a magic user or illusionist encounters a spell (scroll, spell book, or research) that they want to learn, they roll based on their intelligence to see if they can:

9 10-12 13-14 15-16 17 18
35% 45% 55% 65% 75% 85%

A magic user cannot try to learn the same spell from the same source twice (can’t re-research, can’t try again from the same spell book), but new sources are fine.

A 1st level MU gets Read Magic plus a random offensive, defensive, and misc.

1d10 Offensive Defensive Misc
1 Burning Hands Affect Normal Fires Comprehend Languages
2 Charm Person Dancing Lights Detect Magic
3 Enlarge Feather Fall Erase
4 Friends Hold Portal Find Familiar
5 Light Jump Identify
6 Magic Missile Protection From Evil Mending
7 Push Shield Message
8 Shocking Grasp Spider Climb Unseen Servant
9 Sleep Ventriloquism Write
0 (choose) (choose) (choose)

Illusionists do not need Read Magic to read or use Illusionist spells. Illusionists start with three random Illusionist spells.

Learning a spell from a scroll, formula, or spellbook takes one day per spell level. Copying a spell from a scroll consumes the scroll. The Write spell speeds this up.

In many settings, the local mage’s guild will sell spell formulas from their libraries at the following cost: 1st – 100gp, 2nd – 200gp, 3rd – 400gp, 4th – 1,000gp; 5th – 3,000gp; 6th – 7,000gp.

Listening

Listening at doors takes 3 rounds. The GM rolls a 2-in-6 secretly. Gnomes have a 3-in-6 instead.

Thieves roll based on level and race:

Level Dwarf/Half-Elf/Human Elf/Halfling/Half-Orc Gnome
1-2 2-in-6 2-in-6 3-in-6
3-4 2-in-6 3-in-6 3-in-6
5-6 3-in-6 3-in-6 4-in-6
7-8 3-in-6 4-in-6 4-in-6
9-10 4-in-6 4-in-6 5-in-6
11-12 4-in-6 5-in-6 5-in-6
13-14 5-in-6 5-in-6 auto

Magical Services

Market Availability

Markets are not able to supply infinite amounts of goods. The monthly availability of goods by the population of a market is given below. Villages range from 20 to 999 people, Towns from 1k to 8k, Cities from 8k to 12k, and Big Cities from 12k to 100k.

Price / Pop 100k+ 25k+ 10k+ 3k+ 1k+ 999-
1g or less 2,750 700 425 100 35 15
2g–10g 300 70 35 10 3 1
11–100g 20 5 2 1 25% 10%
101–1,000g 7 2 1 25% 10% 5%
1,001–10,000g 2 1 25% 10% 5% 1%
10,001g or more 25% 10% 3% 1% NA NA

If the entry contains a percentage, treat that as the chance that one such item exists.

Goods that are meaningfully different from each other are counted separately. Thus, a 1500-population town can sell the party 3 Short Swords (8g each) and 3 Battle Axes (5g each) per month.

This chart represents the party’s ability to both buy and sell in a market, so a party has a 5% monthly chance to be able to sell a 750g emerald in a village with a population of 400.

Maneuvers

Maneuvers can be performed in lieu of melee attacks. For combatants with multiple attacks like high-level fighters or bears, each maneuver is in lieu of a single attack.

Clamber

A combatant can attempt to clamber on top of a creature that is one or more size categories larger than them. To clamber onto a creature, a combatant makes melee attack throw with a -4 penalty. The the -4 penalty is waived if the character makes a successful climbing check. If the combatant’s attempt succeeds, the creature makes a Paralysis saving throw with a -2 penalty for every size category larger they are. If it fails, the combatant is now clambering on the creature..

A clambering combatant gains a +4 attack bonus against the creature he has clambered onto. If the creature lacks arms, tails, or other appendages capable of reaching its own back, it cannot directly attack the clambering combatant. Even if the creature does have such appendages, it attacks the clambering combatant with a -4 penalty.

In lieu of attacking, a creature with one or more combatants clambering on it can attempt to unseat the clambering combatants, forcing every combatant clambering on the creature to make a Paralysis saving throw. Combatants who fail the saving throw slip off the creature. If the creature is more than 10’ tall at the shoulder, or is flying, the unseated combatants suffers 1d6 damage per 10’ fallen.

Disarm

To disarm an opponent, the combatant makes a melee attack with a -4 penalty. If the attack succeeds, the opponent suffers damage and then makes a Paralysis saving throw. The opponent gains a +4 bonus to the save if they are wielding their weapon two-handed. If the opponent’s save fails, the weapon or item is knocked 5’ away.

Force Back

To force back an opponent, the combatant makes a melee attack throw with a -4 penalty. If the attack succeeds, the opponent suffers damage and then makes a Paralysis saving throw at +2 for every size category they are larger than the combatant (and vice versa). If the opponent’s save fails, they are forced back a number of feet equal to the damage dealt by the combatant. If this would push the opponent into a wall or obstacle, the opponent is knocked down, taking 1d6 damage per 10’ they have traveled.

If the opponent is pushed into another character or monster, they are knocked prone if the character or monster is as large as them. If the character or monster they are pushed into is smaller, the smaller character/monster is instead knocked prone, and the opponent continues to be forced back.

Knock Down

To knock down an opponent, the combatant makes a melee attack with a -4 penalty. If the attack succeeds, the opponent suffers damage and then makes a Paralysis saving throw at +2 for every size category they are larger than the combatant (and vice versa). If the opponent’s save fails, they are knocked prone.

Overrun

To overrun an opponent, the combatant makes a melee attack throw with a -4 penalty. If the attack succeeds, the opponent then makes a Paralysis saving throw. If the save succeeds, the opponent can choose to block the combatant, allowing the combatant to deal damage as if he had struck him with an ordinary attack. If the opponent fails their saving throw, or chooses not to block the combatant, the combatant may spend any remaining movement, and has their attack refunded.

A combatant that is engaged by several opponents that wishes to overrun them only needs to overrun enough enemies to create a gap of half of the combatant’s frontage.

Sunder

To sunder a weapon or shield, a combatant makes on a melee attack. There is a -4 penalty on the attack throw to sunder staffs, spears, and polearms, and a -6 penalty on the attack throw to sunder any other weapons or shields.

If the attack succeeds, the opponent suffers damage and then makes a Paralysis saving throw. Subtract any magic bonus from the sundering weapon from the save, and add any magic bonus from the targeted weapon or shield. Daggers, swords, and shields gain a +4 bonus on the save, while staffs, spears, and polearms suffer a -4 penalty.

If the saving throw is unsuccessful, the opponent’s weapon or shield is broken. Regardless of the attack and saving throw result, magic weapons and shields can only be sundered by weapons with a magic bonus equal to or greater than their own.

Mass Combat

See Delta’s Book of War.

Dice for who goes first, and then alternate.

Every turn, figures can advance forward the number of inches indicated by their MV.

Each figure in contact with the enemy rolls one 6-sided die on their turn to attack. Any die at least equal to the target’s “Armor Hit” value (AH; see table to the right) indicates a hit. For normal men, each hit removes one figure.

Monsters with multiple HD take that number of hits before having a figure eliminated (track partial damage with a spare die). For every 3 HD, they receive a +1 bonus to their attack rolls.

Melee Attacks

A character may not move to engage a foe and attack in the same round without charging.

Morale

Check morale at the end the round when one-third of the group has been killed or otherwise incapacitated, and each round thereafter that another creature in the group is killed, to determine if the group fights on.

Check morale for a solitary creature when it loses one-third of its hit points, and each round thereafter that the creature is damaged.

To check morale, roll 2d6, adding the morale rating of the monsters, along with any other adjustments he feels are reasonable, and consults the below table. Suggested morale roll modifiers are as follows:

Roll Result
2- Frightened
3-5 Faltering
6-8 Fight On
9-11 Advance and Pursue
12+ Victory or Death!

Frightened creatures cannot attack, cast spells, or speak (except to scream in stark terror). They will run from the enemy at their full speed until they are no longer pursued by any enemies or 1d10 rounds passes.

Faltering creatures suffer a -2 penalty to attacks, and saving throws. The creatures stop faltering if, at the end of their initiative, they are no longer engaged by any enemies.

Fight On means that the monsters will continue the battle without retreating, but they will not pursue if their opponents flee.

Advance and Pursue means the monsters will continue the battle without retreating, going on the offensive where possible, and pursuing should the characters retreat.

Victory or Death means the monsters will fight on without retreating or needing to roll morale for the remainder of the battle. They will pursue any retreating opponents, and fight with ferocity and grim determination.

Natural Healing

For each day of rest a character regains 1 hp, up to and including 7 days. Those with a penalty for poor constitution must deduct weekly the penalty score from his or her days of healing, i.e., a –2 for a person means that 5 hit points healing per week is maximum, and the first two days of rest will restore no hit points.

After the first week of continuous rest, characters with a bonus for high constitution add the bonus score to the number of hit points they recover due to resting. For example, the second week of rest will restore 11 (7 + 4) hit points to a fighter character with an 18 constitution.

Regardless of the number of hit points a character has, 4 weeks of continuous rest will restore any character to full strength.

Reactions

Adjusted d100 Reaction
01-45 Negative
46-55 Neutral
56-00 Positive

Wild Animal

Enemy Warrior

Civilian

A king in his court

A prisoner

Recharging Magic Items

Costs 1/3rd the price of the item, divided by the max number of charges, per charge. For example, a Wand of Fire can have 100 charges and is worth 25,000g so each recharge costs (25000/100/3) 84g.

Running Away

If adventurers flee, the monsters continue pursuit in a straight line as long as the distance does not exceed 90 feet. When adventurers turn a corner, pass through a door, or ascend or descend stairs, the monsters follow on a 2-in-6. If adventurers pass through a secret door, the monsters follow on a 1-in-6.

Distance increases or shrinks based on relative speeds. To move faster, characters may discard items like treasure, weapons, or shields to lighten encumbrance.

Burning oil deters many monsters from continuing pursuit. Edible items carry a 10% chance of distracting intelligent monsters. Semi-intelligent monsters become distracted 50% of the time, while non-intelligent monsters become distracted 90% of the time by food. Treasure triggers the opposite reaction.

Saving Throws

Clerics Paralyzation Petrification Rod Breath Spells
1-3 10 13 14 16 15
4-6 9 12 13 15 14
7-9 7 10 11 13 12
10-12 6 9 10 12 11
13-15 5 8 9 11 10
16-18 4 7 8 10 9
19+ 2 5 6 8 7
Fighters Paralyzation Petrification Rod Breath Spells
0 16 17 18 20 19
1-2 14 15 16 17 17
3-4 13 14 15 16 16
5-6 11 12 13 13 14
7-8 10 11 12 12 13
9-10 8 9 10 9 11
11-12 7 8 9 8 10
13-14 5 6 7 5 8
15-16 4 5 6 4 7
17+ 3 4 5 4 6
Magic-Users Paralyzation Petrification Rod Breath Spells
1-5 14 13 11 15 12
6-10 13 11 9 13 10
11-15 11 9 7 11 8
16-20 10 7 5 9 6
21+ 8 5 3 7 4
Thieves Paralyzation Petrification Rod Breath Spells
1-4 13 12 14 16 15
5-8 12 11 12 15 13
9-12 11 10 10 14 11
13-16 10 9 8 13 9
17-20 9 8 6 12 7
21+ 8 7 4 11 5

Sages

A sage can Identify the properties of magic items. The process takes one day and will reveal a single property or command word per instance. A sage can also do research on behalf of the party using the guidelines below:

A sage costs 100g per day.

Searching

Generally, search for things by describing how you do it - see Task Resolution. The main exceptions are small traps and secret doors.

Room traps (pits, falling blocks, etc) are handled conversationally. We’ll talk out how you avoid triggering the trap or how you render its effects harmless, maybe making an ad-hoc probability ruling.

Relatively small mechanical devices such as poisoned needles, spring blades, etc can be found by the thief’s find/remove traps ability, though nothing prevents a magic-user from dumping a flask of acid into a lock to spoil a potential poisoned needle.

Searching for secret doors is explicit “I search for secret doors”; searching a surface for the presence (tapping the walls and whatnot) of a door takes 1 minute, covers 100sqft, and has a 1/6th chance of working for non-elves, or a 2/6th chance for elves and half-elves. Additionally, elves have a 1/6th chance of noticing secret doors within 10ft.

Selling Spells

A spellcaster who dedicates a day to selling spells in a market should roll 1d6 for each spell they can cast in a day. On a roll of 6, they sell one casting of that spell and earns the fee for casting it.

Sleeping in Armor

Sleeping in armor is okay! Characters may sleep in padded or leather armor with no penalty. Sleeping in any heavier armor prevents natural healing.

Space Required

Medium-sized individuals require 3’ of frontage space, while small ones (e.g. gnomes, halflings, goblins, kobolds) require 2’ of space, and large ones (e.g. half-ogres, gnolls, bugbears) require 4’ (or more, for trolls (5’), giants (6’+), etc.).

Space required for weapons is total, not per-side, and overlaps with the space occupied by the wielder (so a weapon that requires 1-2’ to use is subsumed into the space occupied by its wielder). If there isn’t sufficient space for a weapon, it can’t be used.

Weapons 5’ or more in length can be used from the second rank. Weapons 9’ or more length can be used from the third rank.

Swimming

Swimming is impossible in any type of non-magic metal armor. Each 5# of encumbrance grants a 2% chance of drowning per hour.

Swimming is not possible when encumbered with more than 20# (add or subtract 1/10th strength modifier or penalty to encumbrance).

Movement is the same as the speeds used in dungeons. People swim vertically and horizontally at the same speed. Swimmers are vulnerable to attack from every direction.

Task Resolution

The default assumption is that players must overcome a challenge by describing what their characters do to meet it. This need not be an exhaustive or even heavily detailed narration. In fact, it’s usually better if it’s not. All you need is a broad statement of what the character hopes to accomplish, and any interesting ideas that might make it easier than normal; this is where player skill comes in.

The GM might decide that the right description is enough by itself to resolve the situation. If not, a specific character ability might be relevant instead.

Failing any of that, we use mechanics. The idea is that you roll to resolve situations with interesting stakes that would either be too tedius / difficult to describe or involve a strong element of chance.

For example, disarming a simple trap is often easy to describe and so usually requires a description, not a roll (“I cut the wire”). The precise process of picking a lock would be hard to describe, and so a roll is appropriate. Lifting a stuck gate is easy to describe and often has a precise Strength requirement besides, but if the GM prefers to rely on chance rather than defining the exact Strength required, a roll would be fine.

Even if it comes down to a die roll, players will be rewarded for thinking the action through, and sometimes penalized for not. For example, if a player thinks to first apply some lamp oil to the chain and gearing responsible for raising a stuck gate, this should reduce the difficulty.

Training Costs

Training costs ~1,500 gp per level, and requires 1d4 weeks to complete.

All training/study is recorded in game time. The period must be uninterrupted and continuous. He or she cannot engage in adventuring, travel, magic research of any nature other than that concerned with level advancement, atonement, etc.

A character cannot gain additional experience points by any means until they train.

Turning Undead

Clerics turn the weakest type of undead within 60ft and line of sight. Clerics may only attempt to turn undead on a type once per 10 minutes. Thus, if a cleric encounters a vampire, 3 ghasts, and 8 ghouls, the ghasts cannot be turned until each ghoul is turned (or otherwise dealt with). Similarly, the vampire cannot be turned until each ghast and ghoul is turned (or otherwise dealt with). Any failed turning disallows all future attempts until 10 minutes pass.

Type vs Cleric Level

Monster 1 2 3 4 5 6 7 8 9 +
Skeleton 10 7 4 T T D D D* D*
Zombie 13 10 7 T T D D D D*
Ghoul 16 13 10 4 T T D D D
Shadow 19 16 13 7 4 T T D D
Wight 20 19 16 10 7 4 T T D
Ghast 20 19 13 10 7 4 T T
Wraith 20 16 13 10 7 4 T
Mummy 20 16 13 10 7 4
Spectre 20 16 13 10 7
Vampire 20 16 13 10
Ghost 20 16 13
Lich 19 16

If 1d20 is at least the indicated threshold, 1d12 undead turn. Good clerics cause turned undead to flee for 12 rounds. T indicates automatic success. D indicates instant destruction.

For evil clerics, anything below a result of T indicates that the undead are compelled to do some service. Treat this in the same way as an invisible stalker serving a magic-user. The length of service so compelled is equal to 24 hours minus the minimum score the cleric needed to compel such service.

* Turn 1d6+6 instead of 1d12.

Upkeep

Each player character expends at least 25g per level per week. This is simply support, upkeep, equipment, and entertainment expense. These costs are to be deducted by the GM automatically, and any further spending by the PC is to be added to these costs.

Adventurers are a free-wheeling and high-living lot. Other miscellaneous expenditures by player characters encompass such things as additional equipment expense for henchmen or hirelings, costs of hirelings, bribes, costs of locating prospective henchmen, and so on.

Failure to pay upkeep incurs a level of Fatigue.