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B/X Essentials Core Rules Overview

This document provides a concise reference to the core rules of the Basic/Expert roleplaying game. It is split into seven sections covering ability scores and modifiers, sequence of play, adventuring rules, basic combat procedures, other combat issues, standard combat charts, and magic rules. The goal is to present the essential rules in a clean, easy to reference format separated from assumptions about character classes or equipment for maximum versatility.
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© © All Rights Reserved
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0% found this document useful (0 votes)
398 views40 pages

B/X Essentials Core Rules Overview

This document provides a concise reference to the core rules of the Basic/Expert roleplaying game. It is split into seven sections covering ability scores and modifiers, sequence of play, adventuring rules, basic combat procedures, other combat issues, standard combat charts, and magic rules. The goal is to present the essential rules in a clean, easy to reference format separated from assumptions about character classes or equipment for maximum versatility.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

 

B/X Essentials: Core Rules


v1.0.1

This is the plain text version of B/X Essentials: Core Rules,


Rules, provided as an aid to others who wish to
create their own house rules docuents or retro!clones "please read the #pen $ae %icense, at the end
of this docuent, carefull&'(.

Beautifull& illustrated
illustrated and presented )*+ and print editions are availale at
ht tp :/
http :// www
/ ww w.rp
.rp-n
-now
ow .c
.co
o/p
/prod
roduc
uct /0/
t /0/ B
 B!X !E
!Ess
ssen
entitial
alss!C
!Cor
ore
e!R
!Rul
ules
es..

Cop&ri-ht $avin oran 01. B/X Essentials is


Essentials is a tradear2 of $avin oran.

Than2s to 3listair Caunt, 4tuart 3. Roe, Eric ieudan, 5ichael 6ulius, 4ophia Brandt, and Chad Ro for
ost excellent rules pedantr& and proofreadin-.

This product is released under the ters of the #pen $ae %icense 7ersi
7ersion
on 1.0a, Cop&ri-ht 000,
8i9ards of the Coast, nc. Based on the #$C text of Labyrinth Lord  &
 & *an )roctor and Lamentations of
the Flame Princess &
Princess & 6aes Ra--i. 5an& than2s to oth.

+oreword
5& love for Basic/Expert!st&le fantas& adventurin- was rei-nited with the pulication of Labyrinth Lord  
and the rise of the old!school renaissance;/;whatever!&ou!li2e!to!call!it.
renaissance;/;whatever!&ou!li2e!to!call!it. #ver the &ears, <ve run all sorts of 
capai-ns with the Basic/Expert rules=ever&thin- fro classic dun-eon hac2s, to d&in- Earth science
fantas&,, to %ovecraft!inspired, 7ictorian a-e horror. #f course, all these capai-ns have added their own
fantas&
twists to the rules: alternate classes, new spells, onsters, e>uipent, treasures, and so on.
onetheless, the core rules of the -ae reained constant. 3nd  thin2 that<s the real treasure of the
Basic/Expert rules: their tieless ele-ance, concision, and ver& wide " wouldn<t -o >uite so far as to sa&
universal( applicailit&.

Throu-h all these &ears of pla&


pla&,, thou-h, what <ve alwa&s issed is a cleanl& presented, eas&!to!

reference rendition of the core rules of the -ae separated fro the associated ?accoutreents@=the
classes, spells, onsters, a-ic ites, etc. either the ori-inal Basic/Expert oo2s nor the various
odern clones exactl& satisf& this re>uireent.

That<s what this oo2 is aout.

8e are ver& fortunate that the ori-inal Basic/Expert rules are now availale to purchase a-ain "aleit in
)*+ for onl&( and, while the& are inspirin- in their revit& and the ele-ance of their la&out, the& are uilt
around the assued presence of the traditional set of classes, thus not exactl& what  was loo2in- for.
+urtherore, one has to contend with the nature of the presentation: the Basic rules are separated fro
the Expert rules. o coined edition was ever created.

 3ll of the various


various retro!clones and
and Basic/Expert!inspired
Basic/Expert!inspired -aes whi which
ch exist toda&
toda&,, on the other hand,
present a coined rule set, ut
 ut var& -reatl& in readailit& and usefulness as a reference durin- pla&
p la&..
 

4oe provide a ver& clean presentation of the rules, with a focus on usailit&
usailit&,, ut deviate in too an&
wa&s fro the traditional rule set to a2e the useful.

Eventuall&, not findin- & hol& -rail Basic/Expert reference an&where,  was inspired to create this oo2.
Eventuall&,
4o, what &ou will find in these pa-es is a rules reference for the coined Basic/Expert -ae, split into
seven sections:
1. Ability scores. #ne
scores. #ne pa-e descriin-
d escriin- the ailit& scores and their odifiersA another pa-e

containin-
. Sequencethe related
play.charts.
of play. 3
 3 reference
reference for the asic se>uence of events in an encounter, a dun-eon
turn, and a wilderness da&, on a sin-le pa-e.
p a-e.
. Adventuring rules. The
rules. The procedures for various non!coat -ae rules, collated into short
sections, arran-ed alphaeticall&
alphaeticall&..
. Basic combat procedure.
procedure. 3  3 two!pa-e
two!pa-e reference for the asics of coat, includin- the
se>uence of pla& in a coat round and details on oveent, attac2in-, initiative, and spell
castin- in attle.
D. Other combat issues. Two
issues. Two further pa-es of rules for other coat!related situations,
ordered alphaeticall&.
. Standard combat charts. The
charts. The attac2 and savin- throw charts for onsters, noral huans,
and the standard character classes, presented on a two!pa-e spread.
. Magic.
Magic. Rules
 Rules relatin- to spells and spell castin-, spell oo2s, a-ical research, and a-ic
ites.

 3side fro the


the inclusion of co
coat
at charts for the
the standard classes "w
"which
hich are re>uired for
for onsters, as
well(, no reference is ade to an& specific character classes. %i2ewise, aside fro the "optional(
encurance rules, no specific e>uipent lists are assued. This inforation a& e found in the
copanion volue=B/X
volue=B/X Essentials: Classes and Equipmen
Equipment t =or
=or in an& nuer of other oo2s
inspired & this rule set.

t is & hope that this oo2 will pla& soe sall part in the furtherance of this tieless and eloved -ae
and prove useful as a reference for those alread& failiar with its chars.

$avin oran, 4uer 01, Berlin.

 3ilit& 4cores
4tandard 3dustents
Ability Standard Adjustment

 !

!D !

!F !1

G!1 one
 

1!1D H1

1!1 H

1F H

Charisa
Charisa "CI3( easures a character<s force of personalit&,
personalit&, persuasiveness, personal a-netis,
ph&sical attractiveness, and ailit& to lead. This ailit& is iportant for how )Cs or onsters will respond
to a character in an encounter. Charisa also deterines the nuer of retainers a character a& have
and their orale.
● Reaction adjustment  applies
 applies when hirin- Retainers and when interactin- with onsters "see
Encounters(.
Encounters (.
● Max # of retainers and
retainers and retainer morale deterine
morale deterine the nuer of Retainers
Retainers a
 a character a&
have in his or her pa& at an& one tie and their lo&alt& to the character.

CHA eaction Adjustment Ma! " of etainers etainer Morale

 ! 1 

!D !1  D

!F !1  

G!1 one  

1!1D H1 D F

1!1 H1  G

1F H  10

Constitution
Constitution "C#( represents a character<s health and staina. 3 Constituti
Constitution
on onus increases a
character<s hit points, a2in- this ailit& iportant for all classes.
● Standard adjustment   applies
applies when rollin- a character<s hit points "i.e. at 1st level and ever&
tie a level is -ained thereafter(. 3 character alwa&s -ains at least 1 hit point per Iit *ie,
re-ardless of C# odifier.

*exterit&
*exterit& "*EX( easures hand!e&e coordination, a-ilit&, reflexes, and alance. This ailit& is iportant
for coat!oriented classes, as it affects 3rour Class, and for characters who focus on issile coat.
● Standard adjustment  is  is applied to attac2 rolls "ut not daa-e rolls( ade with a ran-ed
weapon and odifies the character<s 3rour Class "a onus lowers 3C 3C,, a penalt& raises it(.
● Initiative adjustment  odifies
 odifies the character<s initiative roll, if the optional
o ptional rule for individual
initiative is ein- used "see Basic Comat !rocedure(.
!rocedure(.
 

#$% &nitiative Adjustment

 !

!D !1

!F !1

G!1 one

1!1D H1

1!1 H1

1F H

ntelli-ence
ntelli-ence "T( deterines how well a character learns, reeers, and reasons.
● "anuae ailit$  denotes
 denotes the character<s ailit& to spea2, read, and write in his or her native
ton-ue and other lan-ua-es.
● Bonus lanuaes deterines
lanuaes deterines the nuer of additional lan-ua-es the character can choose
durin- character creation.

&'( )anguage Ability Bonus )anguages

 Jnale to read or write, ro2en 0


speech

!D Jnale to read or write 0

!F Can write siple words 0

G!1 Can read and write native 0


lan-ua-es

1!1D Can read and write native 1


lan-ua-es

1!1 Can read and write native 


lan-ua-es

1F Can read and write native 


lan-ua-es

4tren-th
4tren-th "4TR( rates a character<s rawn, uscle, and ph&sical power. This ailit& is especiall& iportant
for characters who focus on elee coat.
 

● Standard adjustment  is is applied to attac2 and daa-e rolls with elee weapons and to
attepts to force open a stuc2 door "see %oors
%oors(.(.

8isdo
8isdo "84( encopasses a character<s willpower
willpower,, coon sense, perception, and intuition. 8hile
ntelli-ence represents one<s ailit& to anal&se inforation, 8isdo represents ein- in tune with and
aware of one<s surroundin-s.
● Standard adjustment  is  is applied to savin- throws versus a-ical effects. This norall& does
not include saves a-ainst reath attac2s, ut a& appl& to an& other savin- throw cate-or&.

)rie Re>uisite
Each character class has one or ore prie re>uisites, that is, an ailit& score or scores that are of
especial iportance to characters of that class. 3 character<s score in his or her class< prie re>uisite"s(
affects how >uic2l& the character is ale to -ain experience points.
●  X! &djustmen
&djustment  t  is
 is applied to all experience points awarded to the character,
character, unless otherwise
noted in the description of the class.

Score %* Adjustment
!D !0K

!F !10K

G!1 one

1!1D HDK

1!1F H10K

4e>uence of )la&

#ne *un-eon Turn


1. ThThee ref
refer
eree
ee ch
chec
ec2s
2s fo
forr 'anderin Monsters,
Monsters, if applicale.
. The part
part&
& decides what
what actio
actionn to ta2e "e.-. ovin-,
ovin-, sear
searchin-
chin-,, liste
listenin-,
nin-, enterin-
enterin- roos(.
roos(.
. The refere
referee
e descri
descries
es what
what ha
happe
ppens.
ns.
. f no encou
encounter
nter occurs,
occurs, the turn
turn is over,
over, continue
continue to step D. f onst
onsters ers are encounter
encountered,ed, fir
first
st
follow the encounter se>uence, elow.
elow.
D. The turn endends.
s. The ref
referee
eree should
should update ti
tiee records
records,, with spec
specialial atte
attention
ntion to li-ht
li-ht sources,
sources,
spell durations, and the part&<s need to rest.

#ne 8ilderness *a&


1. The pl
pla&ers
a&ers decide
decide on their
their cour
course
se of tr
travel
avel fo
forr the da&
da&..
 

. The rrefere
eferee
e det
deterin
erines
es whether
whether the ppart&
art& -ets llost
ost ""see
see "osin %irection(
%irection( and, if the part& is
travellin- at sea, deterines the weather conditions "see 'ater (ravel (. (.
. ThThee ref
refer
eree
ee ch
chec
ec2s
2s fo
forr 'anderin Monsters,
Monsters, if applicale.
. The refreferee
eree des
descrie
cries
s the terrain
terrain pass
passed
ed throu-h
throu-h and an& sitsites
es of inter
interest
est that tthe
he part&
coes across, as2in- pla&ers for their actions, as re>uired.
D. f no encoun
encounters
ters occu
occurr, the da& is over,
over, continu
continue
e to step . f onster
onsters s are encountered,
encountered, fi first
rst
follow the encounter se>uence, elow.
elow.

. The da& ends. T The


he refere
referee
e should updat
update
e tie recor
records,
ds, with
with special at
attenti
tention
on to rations,
rations, spell
durations, and the part&<s need to rest.

Encounters
1. The ref
referee
eree rol
rolls
ls for surprise
surprise,, if applicale
applicale,, and deter deterines
ines how
how far awa& the
the onst
onsters
ers are.
. 3n& ssides
ides that a are
re not
not sur
surpris
prised
ed roll
roll initiat
initiative
ive ""see
see Basic Comat !rocedure(
!rocedure( to deterine
who acts first.
. The referee
referee deterines the onsters< reaction to the part&. part&. The
The pla&ers decide how the& will
act:
a. f ot
oth si
sides
des wi
wish to tal
tal2,
2, the ne-one-ottiat
atiion a& e rol
ole!
e!pl
pla&
a&ed
ed.. T
The
he refer
eferee
ee
a& a2e reaction rolls, as applicale.
. f the pl
pla&
a&er
erssddec
ecid
idee to
to flflee,
ee, tth
he ref
refer
eree
ee deter
eter
ines
nes wwhe
hetthe
herr th
the on
onstster
ers
s

pursue.
c. f coat rea2s out, follow the steps listed in Basic Comat !rocedure.
!rocedure.

4ee Encounters
Encounters for
 for a full description on all eleents of runnin- an encounter, includin- encounter
distance, surprise, and onster reactions.

 3dventurin- Rules

 3ilit& Chec2s "#ptional Rule(


Rule(
4oeties, the referee i-ht re>uire a test a-ainst an ailit& score, instead of a savin- throw
throw,, to
deterine if a character succeeds in a tas2 or escapes a dan-er. +or exaple, *EX i-ht e used to
 up over a pit or 4TR i
i-ht
-ht e used to push an oect.

The pla&er rolls 1d0 and, if the result is less than or e>ual to the ailit&
ailit&,, the chec2 succeeds. f the roll is
-reater than the ailit&, the chec2 fails.

Bonuses or penalties to the roll a& e applied, with a odifier of ! ein- a relativel& eas& ailit& chec2
and H ein- ver& difficult. #f course, an& odifier etween these extrees can e applied.
 3n unodified roll
roll of 1 should e treated as a success and a 0 treated as a failure.

 3ir Travel
Travel
8hen travellin- & air,
air, the total nuer of iles a character can travel in a da& is twice the distance he or

she could travel overland "see Movement (.


(.
 

This rate i-ht e reduced if there are adverse conditions such as ver& hi-h ountains, stors, or thic2
fo-. There are an& a-ical ites that -rant characters the ailit& to fl&, as well as spells and win-ed
ounts.

5ounts
n -eneral, a win-ed east a& carr& riders or other urdens ased on its Iit *ice:



 I*
I* creatures
creatures a&
a& carr&
carr& a
anein-
adultaout half the si9e of an adult huan.
huan.
● 1 I* creatures a& carr& a lar-e anial li2e a horse or four adult huans.
●  I* creatures a& carr& a ver& a lar-e anial, or four horses, or ei-ht adult huans.

Chases
8hen the part& encounters onsters and one side decides to flee, the other a& wish to pursue the.
$enerall&,, this is possile in two situations:
$enerall&
● Coat has not coenced.
● #ne side rea2s awa& fro coat.

"4ee Encounters
Encounters for
 for details.(

4urprise
f one side is surprised, the other side a& e ale to flee without the possiilit& of ein- chased=the
surprised side a& not even e aware that the encounter occurred. n the wilderness, where -reater
distances are involved, this is alwa&s possile.

$roup 5oveent Rate


t is coon for onsters to chase the whole part&, as a -roup. n this case, it is iportant to note that a
side<s oveent rate is usuall& deterined & the speed of the slowest eer.

Chases in the *un-eon


#ne side can alwa&s successfull& flee if its oveent rate "see Movement ( is hi-her than the other
side<s and if coat has not coenced. 3 pursuit is possile if the pursuin- side<s oveent rate is
-reater than or e>ual to the fleein- side<s.

Tie in a chase is easured in rounds "see (ime


(ime(,
(, with each side assued to e runnin- at full speed
"see Movement ((.. 5ost onsters will not continue a chase if the characters ana-e to -et out of the
onster<s ran-e of vision.

f the onsters eno& treasure, there is a !in! proailit& that the& will stop pursuit to collect an&
treasure the characters drop. Iun-r& or less intelli-ent onsters a& do the sae if the characters drop
food. Burnin- oil or other ostacles a& also slow or stop a pursuit.
 

Chases in the 8ilderness


8ith the open spaces and "-enerall&( -ood visiilit& in the wilderness, a chase is assued to pla& out
over an extended period=tie is not trac2ed round & round. The proailit& that one -roup can escape
fro another is deterined & the relative si9e of the two sides. The ore eers in the pursuin- side
there are relative to the fleein- side, the -reater chances the fleein- side has of escapin-. This is ecause
lar-er -roups cannot ove as fast or as >uietl&.

The asic chance of escape is deterined & consultin- the tale opposite. The referee a& odif& the
proailities ased on the conditions and environent. +or exaple, if one side has tie to flee within a
densel& wooded area, the referee a& -ive a onus of DK to escape. f one side<s oveent rate is
doule that of the other
o ther,, the chance to escape a& e odified & DK in its favour
favour.. There is alwa&s at
least a DK chance of escape, except when surprise is involved.

The followin- procedure is followed, da& & da&, da&, until the chase is over:
1. Roll fo
forr escape "s "see
ee tale,
tale, elow(.
elow(. f the roll
roll succeeds,
succeeds, the fl fleein-
eein- par
part&
t& has escapedA
escapedA the
chase is over.
. f the rol
rolll fails
fails,, the fleein-
fleein- part& ust
ust choose
choose either to to e cau-ht "endin-
"endin- th
the e chase( or to flee
flee
in a rando direction,
d irection, deterined & the referee "no appin- is possile(.
. f the c
chase
hase continue
continues, s, copare
copare the
the speeds of of the fl
fleein-
eein- an
and d pursuin-
pursuin- sisides:
des:
a. f the fl
flee
eeiin- si
side
de is a
att lle
east
ast as
as ffa
ast as the
the p
pur
ursu
suiin- side
side,, iitt h
has
as ano
another
ther
chance to escapeA return to step 1.
. f the pur
pursui
uin-
n- si
side
de is ffas
astter,
er, tthe
herre iis
s a D0K
D0K chan
chance
ce of the
he c
cat
atc
chi
hin-
n- up. f
the roll succeeds, the fleein- side has een cau-htA the chase is over. f the roll fails, the
fleein- part& has another chance to escapeA return to step 1.

Chance of 
$scape by
'umber of 
*ursuers

+leeing -/ 01/ 21/ 1/ 3/ 4/


group si,e

1! !! !! !! 1 pursuer ! H pursuers


pursuers

D!1 !! !! 1! !F GH pursuers !!


pursuers pursuers

1! !! 1! !1 1H !! !!


pursuers pursuers pursuers

DH 1!10 11!0 1H !! !! !!


pursuers pursuers pursuers

8aterorne Chases
8hen two waterorne sides "ships or swiin- onsters( encounter one another, one side a& choose

to flee.
 

+irst, the initial distance etween each side is deterined as noral for an encounter
encounter.. ext, the fleein-
part& rolls on the chart elow.
elow. 4uccess depends on luc2 and the difference
d ifference etween the two -roups<
oveent rates.

f the roll to escape succeeds, the pursuers cannot attept to catch up with the fleein- side until the next
da&=and then onl& if a rando encounter roll indicates an encounter.

f the roll to escape fails, the distance etween the two sides will decrease & the pursuer<s oveent
rate each round "or a iniu of 0< per round, if the pursuer has a slower oveent rate than the
fleein- side(.

+leeing Side5s Movement ate Chance of $scape

+aster than pursuer F0K

E>ual oveent rate or up to 0< per round D0K


slower than pursuer 

Jp to 0< per round slower than pursuer 0K

Jp to G0< per round slower than pursuer DK

Jp to 10< per round slower than pursuer DK

5ore
ore ttha
han
n110
0<< per
per rrou
ound
nd sl
slow
ower
er than
han p
pur
ursu
suer
er 10K
10K

Cliin-
8hen characters are cliin- in a difficult or tense situation, the referee a& specif& a chance of failure
"as a percenta-e or an x!in! chance( or a& re>uire an ailit&
a ilit& chec2 versus *EX "if the optional &ilit$
optional &ilit$
C)ec*s rule
C)ec*s  rule is ein- used(.

ote that ver& steep or sheer surfaces are norall& ipossile to cli without specialised e>uipent.
4oe characters a& have class ailities
a ilities which allow the to attept to cli such surfaces unaided.

*istance and 5easureent


8hen characters are adventurin- in a dun-eon, all ran-es and oveent rates are easured in feet.
Iowever,, the wilderness is not craped li2e a dun-eon and characters can usuall& see further ahead and
Iowever
need not e as war& of ostacles. +or this reason, ran-es and oveent rates are easured in &ards,
rather than feet, in the wilderness.

ote that areas "such as the area of a spell effect or a reath


 reath weapon( are alwa&s easured in feet, oth
in dun-eons and in the wilderness.

*oors
*un-eons often have an& doors, soe secret and others ovious. 5an& are loc2ed and an& are
stuc2.
 

%oc2ed *oors
%oc2s ust e pic2ed & a character proficient with loc2 pic2s or opened & a-ic.

4tuc2 *oors
There is a ase !in! chance of ein- ale to force open a stuc2 door. 4tren-th adustents appl&
appl&,, ut
cannot ta2e the success ran-e aove D!in! or elow 1!in!.

 3 failed attept to force open a door eliinates an& pos


possiilit&
siilit& of surprise
surprise "see Encounter
Encounters,
s, p1
p11(
1( that the
part& a& have a-ainst an& onsters on the other side of the door.

ote that onsters resident to the dun-eon are often ale to pass throu-h stuc2 doors unhindered.

4ecret *oors
4ecret doors can onl& e spotted if characters are specificall& loo2in- for the.

4ee Searching
Searching..

8ed-in- *oors
*oors opened & adventurers "& whatever eans( are li2el& to swin- shut after the& pass. To
To prevent
this, doors a& e held open usin- iron spi2es or other wed-es.

%i2ewise, pla&ers a& wish to wed-e doors shut, to hinder onsters< oveent.

%istenin- at *oors
)Cs have a 1!in! chance of detectin- sutle sounds e&ond a door. "4oe t&pes of adventurer a&
have an increased chance of success.(

The referee should alwa&s roll for the character listenin- so that the pla&er never 2nows if the roll failed or 
if there sipl& is no sound ehind the door.

This attept a& onl& e ade one tie at an& door & a character.
character. ote that soe creatures, such as
undead, do not an& a2e noise.

Encounters
 3n encounter e-ins when the characters stule onto a onster,
onster, either ecause the referee
referee has
planned an encounter in the area the )Cs are explorin- or ecause a rando die roll indicates an
encounter "see 'anderin Monsters(.
Monsters(.

Tie in Encounters
8hen an encounter e-ins, action is easured in rounds "see (ime
(ime(. (. Rolls for surprise "see elow( and
initiative "Basic
"Basic Comat !rocedure(
!rocedure( deterine which side acts first.
 

4urprise
Chec2s for surprise are ade whenever an encounter is unexpected & at least one side. +or instance, if
the pla&er characters are a2in- a lot of noise, a onster a& not have a chance to e surprised, ut the
characters i-ht e, if the onster was waitin- >uietl&
>uietl&..

Each side that is not alread& aware of the other<s presence rolls 1d. The referee rolls for onsters and
one pla&er rolls for the adventurin- part& as a whole. 3 result of 1 or  eans the side is surprised and
cannot act for one round. f oth sides are surprised, there is sipl& a oentar& confusion=neither side
has an& advanta-e. f one side is surprised ut the other is not, then the side that is not surprised -ains a
one round advanta-e.

ote that a>uatic onsters are usuall& not surprised & ships. 4pecial circustances "e.-. thic2 fo-( a&
alter this.

Encounter *istance
The situation in which the encounter occurs often deterines how far awa& the onster is. f there is
uncertaint& "for exaple, in the case of 'anderin Monsters(:
Monsters(:
● &n a dungeon,
dungeon, the onster encountered is d L 10 feet awa&,
awa&, ovin- in the direction of the
part&.
● &n the 6ilderness,
6ilderness, the onster is d L 10 &ards awa&.
awa&. f either side is surprised, this is
reduced to 1d L 10 &ards.
● At sea,
sea, onsters are encountered at the sae distance as in the wilderness "see aove(.
4hips a& e si-hted and identified at 00 &ards on a clear da& or as little as 0 &ards in dense
fo-.

5onster Reactions
7er& often, circustances a2e it ovious how a onster will react when encountered. Iowever,
7er&
soeties the referee a& wish to roll on the tale elow to deterine how a onster reacts to
encounterin- the part&. f one specific character attepts to interact with onsters, that character<s CI3
score is used to odif& the reaction roll.

0d7 esult

 or less Iostile, attac2s

!D Jnfriendl&, a& attac2

!F eutral, uncertain

G!11 ndifferent, uninterested

1 or ore +riendl&, helpful

Evasion

The characters
Characters a&a& decide
choose the& are
whether the&outatched and flee
chase a fleein- an encounter
onster. or a will
The referee onster i-ht
decide flee. chase
if onsters
 

fleein- characters. 3 low roll on the Monster Reactions tale


Reactions tale a& e ta2en to indicate that the onster
will pursue. 4ee C)ases
C)ases for
 for coplete rules on handlin- pursuit.

Encounter *uration
 3n encounter is assued
assued to ta2e at lleast
east one full turn
turn to coplete, includin- tie tto
o rest, re-roup, clean
weapons, ind wounds, and so on, afterwards.

Encurance "#ptional Rule(


 Author’s note: The
The original Basi
Basic
c rules contain am
ambiguities
biguities relating
relating to the encumbrance system.  ha!e
attem"ted to resol!e these ambiguities in a sensible and consistent #ay$ but other inter"retations of the
original rules are "ossible.

t is iportant to 2eep trac2


trac2 of how uch pla&er characters are carr&in-,
carr&in-, ecause this affects how uc
uch
h
treasure the& can haul fro a dun-eon. $roups who wish different characters to have different oveent
rates "see Movement (, (, ased on the aount of e>uipent or treasure the& are carr&in- a& use one of
the followin- rules. The sae rule should e applied to all characters.

 3s coins are the


the ost coon for
for
 of treasure found
found & adventurers, oth
oth encurance s&stes are

ased on wei-ht easured in coins. T


Ten
en coins are e>uivalent to one pound.

(reasure $ncumbrance in Coins

(reasure 8eight in Coins

Coin "an& t&pe( 1

$e 1

6eweller& "1 piece( 10

)otion 10

Rod 0

4croll 1

4taff 0

8and 10

Encurance
#ption 1: Encur ance & 3rour T&pe
This rule a& e used & -roups who want a siple s&ste for deterinin- the oveent rates of
different characters.

 3 character<s oveent rrate


ate is deterined & two factors: the arour he or she
she is wearin- and whether
he or she is carr&in- a si-nificant aount of treasure or not "at the referee<s discretion(.
 

The axiu aount of treasure an& character can carr& is 1,00 coins or e>uivalent. +or this reason,
the wei-ht of treasure carried ust e trac2ed. The encurance of coon t&pes of treasure is shown
in the tale aove. The wei-ht of the character<s standard adventurin- -ear "includin- arour and
weapons( is not counted.

Movement ate

Armour 8ithout (reasure Carrying (reasure


Jnaroured 10< G0<

%eather arour G0< 0<

5etal arour 0< 0<


 

#ption : Encurance & 8ei-ht Carried


This rule a& e used & -roups who want to a2e sure characters carr& ore realistic aounts of
e>uipent and treasure.

 3 character<s encurance valuvalue


e is calculated ased
ased on addin- the wei
wei-hts
-hts of all si-nif
si-nificant
icant ites
carried, includin- treasure "see tale aove(, weapons, and arour "see tales elow(. The character<s
oveent rate is then ased on the total encurance value. 5iscellaneous adventurin- -ear
"ac2pac2, spi2es, sac2s, etc.( a& e counted as F0 coins of wei-ht.

The axiu an& character can carr& is 1,00 coins.

$ncumbrance Movement ate

Jp to 00 coins 10<

Jp to 00 coins G0<

Jp to F00 coins 0<

Jp to 1,00 coins 0<

E>uipent Encurance in Coins


"#nl& used with encurance option .(

Armour 8eight in Coins

%eather arour 00

Chain ail 00

)late ail D00


 

4hield 100

8eapon 8eight in Coins

Battle axe D0

Bow H 0 arrows 0

Clu D0

Crossow H 0 >uarrels D0

*a--er 10

Iand axe 0

%on- sword 0

5ace 0

)olear 1D0

4hort sword 0
4pear 0

Two!handed sword 1D0

8arhaer 0

Experience )oints
 3ll characters that
that a2e it throu-h
throu-h an adventure alive receive
receive experience points "X)(. X) is -ained fro
two sources: treasure recovered and onsters defeated.

Recovered Treasure
Characters -ain X) fro treasure at the rate of 1 X) per 1 -old piece "-p( value of the ite. The values of 
all ites are added to-ether and converted to -old piece units. #nl& treasure of a non!a-ical nature
-rants X) in this wa&.

*efeated 5onsters
 3ll onsters defeated & the partpart&
& "slain, outsarted,
outsarted, captured, scared awa&awa&,, etc.( -rant X) ased on
how powerful the& are. The X) value of a onster is deterined & its Iit *ice plus a onus for each
special ailit& it has "e.-. reath attac2s, spell!li2e ailities, etc.(. 4ee the chart elow. 3 onster defeated
under especiall& dan-erous circustances a& e treated as one Iit *ice cate-or& hi-her on the chart.

Monster H# Base %* Bonus %* 9 Ability


 

%ess than 1 D 1

1 10 

1H 1D 

 0 D

H D 10

 D 1D

H D0 D

 D D0

H 1D D

D 1D 1D

DH D 1D

 D D

H D0 00

 D0 00

F D0 DD0

G!10H G00 00

11!1H 1,100 F00

1!1H 1,D0 GD0

1!0H ,000 1,1D0

1HM ,D00 ,000


M +or onsters of I*  and hi-her, add a cuulative D0 X) for the Base and Bonus cate-ories.

*ivision of Experience
The X) awards for treasures recovered and onsters defeated are totalled and divided evenl& etween
all characters who survived the adventure. ote that total X) is divided evenl& etween all part& eers
"includin- Retainers
Retainers(,
(, irrespective of how the pla&ers decide to divide the treasure.

*iscretionar& Bonuses and )enalties


The referee a& -rant X) onuses to pla&ers who did particularl& well. %i2ewise, pla&ers who did not do
their share of the wor2 in an adventure a& e penali9ed.
 

)rie Re>uisite 5odifiers


n addition, characters receive X) onuses or penalties ased on their score in their class prie
re>uisites, as descried in &ilit$
in &ilit$ Scores
Scores..

 3ll onuses or penalties


penalties to experi
experience
ence are applied to the
the -rand total X) a particular char
character
acter receives at
the end of an adventure.

5axiu X) in #ne 4ession


Characters should not e -iven enou-h experience to advance two or ore levels in one adventure. 3n&
additional points that would ta2e a character to a level two aove his or her current level are lost.

+allin-
+allin- fro a hei-ht onto a hard surface inflicts 1d daa-e per 10< fallen.

+ora-in- and Iuntin-


8hen adventurin- in a dun-eon, there a& e ver& little availale to eat. Characters ust ta2e rations
with the to cover the extent of tie the& expect to e awa& fro town. Iowever
Iowever,, the& a& occasionall&
2ill an edile onster. 8hen in the wilderness, characters can hunt or fora-e for food.

+ora-in-
+ora-in- for food is an activit& that can e accoplished without hinderin- travel speed & -atherin- fruit,
hers, nuts, or sall anials alon- the wa&
wa&.. +or each da& of travel while fora-in-, characters have a 1!in!
 chance of ac>uirin- sufficient food for 1d huan!si9ed ein-s.

Iuntin-
Iuntin- ust e en-a-ed in as the sole activit& for a da&=no travellin- or restin- is possile. 8hen
huntin-, there is a 1!in! chance of encounterin- anials which a& e suitale for eatin- "if the& can e
cau-ht'(. This is in addition to the noral chance of rando encounters "see 'anderin Monsters(.
Monsters(.

Iealin-
+or each full da& of
o f coplete rest, a character or onster recovers 1d hit points. f the rest is interrupted,
the character or onster will not heal that da&.

Iealin- a& also occur throu-h a-ic, such as potions or spells. This 2ind of healin- is instantaneous.
5a-ical healin- and natural healin- can e coined.

Iirelin-s
Iirelin-s are )Cs hired & a character to perfor certain services. Iirelin-s differ fro Retainers
Retainers in
 in that
the& do not accopan& characters on adventures. +or this reason, the& do not count toward a character<s
axiu nuer of retainers, since the& are not the sae 2ind of hired help.
 

The ost coon t&pes of hirelin- are:


● Mercenaries:
Mercenaries: Iired
 Iired soldiers who will -uard, patrol, and otherwise serve in wilderness
settin-s, ut onl& as part of a lar-er force, not an adventurin- part&.
● Specialists:
Specialists: Iired
 Iired individuals who have a particular trade or who have special 2nowled-e.
These individuals are usuall& hired for a specific tas2.

%i2e hirin- retainers, ercenaries and specialists can e located & fre>uentin- pus or throu-h postin-
notices of help wanted. 3lso, in the case of professional specialists, these individuals a& have shops or
a reputation that the characters can follow
follow.. There a& also e -uilds of certain professions which can act
as a contact point for locatin- specialists.

4oe of the ost coon 2inds of hirelin-s that can e found are descried in the copanion oo2let,
B/X Essentials: Classes and Equipmen
Equipment  t .

%i-ht, 7ision, and 7isiilit&

n the *un-eon
Characters will usuall& want to rin- a source of li-ht with the on under-round expeditions. T
T&pical
&pical li-ht
sources enale noral vision within a 0< radius.

The adventurin- e>uipent lists in the copanion oo2let, B/X Essentials: Classes and Equipment ,
provide full inforation.

n the 8ilderness
Characters can usuall& see for three iles around the, in open terrain. This ran-e a& soeties e
reduced "e.-. in over-rown terrain such as a forest( or increased "e.-. loo2in- out fro the top of a
ountain(.

 3t 4ea
#n a clear da&, land can e spotted at a distance of  iles. This a& e reduced ased on li-ht and
weather conditions.

%i-ht and 4urprise


Characters or onsters that carr& a li-ht in a dar2 environent are usuall& unale to surprise opponents
"see Encounters
Encounters(,
(, ecause the li-ht -ives the awa&.

&nfravision
 3ll non!huan onsters
onsters and an& dei!huan
dei!huan races have iinfravision.
nfravision. Charact
Characters
ers who have infr
infravision
avision
can see the heat ener-& that radiates off of livin- thin-s. $enerall&,
$enerall&, livin- thin-s will e visile as ri-ht
tones, while cool ites are -re& and ver& cold oects are lac2. t is not possile to read in the dar2 with
infravision, ecause fine detail cannot e perceived.
 

nfravision wor2s within a liited ran-e "0< for onsters( and onl& functions in dar2ness. 7isile li-ht
"noral or a-ical( and lar-e heat sources will disrupt it.

%osin- *irection

 3t 4ea
$ettin- lost at sea is a serious ris2. 8hen in si-ht of land, the chance of -ettin- lost is !in!. #nce out of
si-ht of land, the chance of -ettin- lost is 100K, unless a navi-ator is aoard=the chance of -ettin- lost
is then !in! per da&
d a&..

n the 8ilderness
Characters can confidentl& follow trails, roads, and other well!2nown landar2s without fear of ecoin-
lost. Iowever,
Iowever, when travellin- throu-h untrac2ed wilderness, it is eas& to lose direction. 3t the start of
each da& of travel, the referee will roll to deterine if the -roup loses direction. The proailit& depends
on the terrain ein- traversed:
● Clear
Clear,, -rasslands:
- rasslands: 1!in!.
● Barren lands, hills, ountains, woods: !in!.
● *esert, un-le, swap: !in!.

Effects of Bein- %ost


f the roll indicates that the part& is lost, the referee will decide which direction the& are actuall& travellin-
in. #ne option is to pic2 a direction onl& sli-htl& off course. +or exaple, if the -roup intended to -o south,
the& are actuall& headed southwest or west.

t a& ta2e soe tie for a lost part& to realise that it is ovin- in the wron- direction.

5oveent
4ee also: &ir
also: &ir (ravel 
(ravel , Climin , S+immin , 'ater (ravel .
Each character has a ase oveent rate. The default is 10<, ut this a& e odified & a character<s
class or & the aount of -ear carried "if the optional Encumrance
Encumrance rules
 rules are used(.

f the -roup wants to sta& to-ether,


to-ether, the& a& onl& ove as >uic2l& as the slowest character.

*un-eon Exploration
 3 character can ove his or her oveent rate
rate in feet in on
one
e turn "see (ime
(ime(( when explorin- un2nown
areas of a dun-eon. This "ver& slow'(
slow'( rate of oveent ta2ta2es
es account for the fact that )Cs are explorin-,
watchin- their footin-, appin-, and ta2in- care to e >uiet and to avoid ostacles.

8hen ovin- throu-h dun-eon areas the& are failiar with, the referee a& allow characters to ove at
a faster rate. +or exaple, the referee a& allow characters to ove at three ties their ase oveent
rate, when ovin- throu-h failiar areas. Thus, a character whose ase oveent rate is 10< could
ove 0< in a turn.
 

5oveent in Encounters
*urin- encounters, a character can ove up to one third of his or her oveent rate per round in feet "in
the dun-eon( or &ards "in the wilderness(. +or exaple, a character whose ase oveent rate is 10<
could ove 0< per round durin- a dun-eon encounter. Characters a& ove at this rate for at ost 0
rounds "one turn(.

Runnin-
*urin- encounters, a character a& choose to run at up to his or her full oveent rate per round in feet
"in the dun-eon( or &ards "in the wilderness(. Characters a& onl& ove at this rate for 0 rounds efore
ecoin- exhausted: sufferin- a ! penalt& to attac2s, daa-e, and 3rour Class "3C is increased & (.
The penalties for exhaustion last until characters have rested for three full turns.

Clearl&,, it is not possile to aintain a ap while runnin-.


Clearl&

#verland Travel
8hen travellin- in the wilderness, the distance a character can travel in a noral da&<s arch is
deterined & dividin- his or her ase oveent rate & five. This is the nuer of iles travelled in a
da&.. +or exaple, a character whose ase oveent rate is 10< could travel up to  iles in a da&.
da&

4oe t&pes of terrain odif& the speed at which characters can travel:
● Bro2en lands, desert, forest, hills:
h ills: K slower.
● 6un-le, ountains, swap: D0K slower.
● 5aintained roads: D0K faster
faster..

+orced 5arch
f the& need to travel further in one da&, characters a& en-a-e in a forced arch. 3 forced arch is a
da& of hard, tirin-, overland travel, ut increases travel speed & D0K. +or exaple, a character who can
norall& travel  iles in a da& can travel  iles on a forced arch. 3ft
3fter
er a forced arch, the
characters ust rest for a full da&
da&..

Restin-

n the *un-eon
Characters can explore, fi-ht, or otherwise reain active for five turns efore needin- to rest for one turn.

n the 8ilderness
*urin- wilderness travel, characters ust rest one da& per six da&s of travel.

 3fter a +orced 5arch


 3fter a forced
forced arch, characters ust rest for a full da&
da&..
 

 3fter Runnin-
Characters who have een runnin- for ore than 0 rounds ust rest for three full turns to recover.

)enalt& for ot Restin-


f characters press on without restin-, the& suffer a penalt& of !1 to hit and daa-e rolls until the& have
rested for the re>uired len-th of tie. 3f
3fter
ter runnin-, this penalt& is increased to ! and additionall& applied
to 3rour Class "3C is raised & (.

Retainers
Retainers are )Cs that are hired & characters for extra hands durin- an adventure. Each character is
liited to a finite nuer of retainers, which is indicated & the character<s Charisa score "see &ilit$
"see &ilit$
Scores(.
Scores (. Retainers are not indless slaves and, althou-h the& will usuall& share the part&<s ris2s, the&
will not willin-l& act as attle fodder. f aused in an& wa&,
wa&, retainers will t&picall& warn others of this and
the )Cs will soon find it difficult to hire other retainers.

%ocatin-
 3 )C who wants to hire a retai
retainer
ner ust first locate possile candi
candidates.
dates. The )
)CC i-ht si
sipl&
pl& wal2 up to
stran-ers in taverns, i-ht contact adventurers< -uilds, or i-ht advertise & puttin- up fliers or & other
eans.

Iirin-
Retainers are recruited throu-h ne-otiation, with the referee pla&in- the roles of the )Cs a character
attepts to hire. The )C should explain what the o entails and the rates of pa&: for exaple, a
percenta-e of an& treasure recovered or o r a flat rate of pa&.
pa&. The hirin- )C ust also t&picall& pa& for the
retainer<s dail& up2eep "food and lod-in-s( and for an& new adventurin- -ear, weapons, or ounts the
retainer will re>uire for the adventure.

Reactions
 3fter an offer
offer is ade, tthe
he referee rolls d on the tale elow
elow to decide the p
potential
otential retainer<s reaction.
The roll is odified & the hirin- character<s CI3 and the referee a& appl& a onus or penalt&,
dependin- on the attractiveness of the deal "H1 or H for -enerous offers, !1 or ! for poor offers(.

0d7 esult

 or less #ffer refused M

!D #ffer refused

!F Roll a-ain

G!11 #ffer accepted

1 or ore #ffer accepted MM


 

M The potential retainer reacts so ne-ativel& to the offer that he or she spreads ne-ative ruours aout
the )C, which results in a !1 penalt& on an& further hirin- reaction rolls while recruitin- in the sae town
or area.
MM The offer is accepted in ver& -ood spirits and the retainer<s orale is increased & one.

Class and %evel


Retainers can e of an& class "includin- noral huans of level 0(, ut ust e of e>ual or lower level to
the )C who has hired the.

5orale
Retainers have a orale ratin-, deterined & the hirin- character<s CI3 "see 3ilit&
3ilit& 4cores, p(. This
ratin- a& e adusted at the referee<s discretion: it a& e increased if the )C has een particularl&
-ood to the retainer "e.-. repeatedl& -iven additional treasure( or reduced if the )C has een cruel or
contrar& to his or her word.

To a2e a oral chec2, the referee rolls d and, if the result is lower than or e>ual to the retainer<s
orale ratin-, accountin- for an& adustents, the roll has succeeded.

5orale rolls are ade in two circustances:


● Each tie the retainer is exposed to a particularl& perilous situation. f the roll fails, the
retainer will li2el& flee.
●  3t the end of an an adventure. f the
the roll fails,
fails, the )C will
will not wor2 for the )C a-ai
a-ain.
n.

Experience
 3lthou-h retainers
retainers are ?pla&ed@ & tthe
he referee, the& ac>
ac>uire
uire experience in the
the sae wa& )C)Css do, can
advance in level, and are
a re affected & all of the sae class rules. Because retainers follow instructions
when on an adventure, thus not directl& en-a-in- in prole solvin-, the& suffer a penalt& of !D0K to X) X)..

4avin- Throws
 3ll characters and
and onsters can a2e savin- throws to avoid the full effects of spells
spells or certain attac2s.
attac2s.
Characters and onsters have a ratin- for each savin- throw cate-or& "death ra& or poisonA a-ic
wandsA paral&sis or turn to stoneA dra-on reathA rods, staves, or spells(. 4avin- throw tales for the
standard classes "also used & onsters( are -iven in Standard Comat C)arts.C)arts.

The appropriate savin- throw to a2e and the effects of a success or failure will e indicated in the
description of the spell, onster attac2, or adventure scenario.

Rollin- a 4avin- Throw


8hen affected & a spell or attac2 for which re>uires a savin- throw, the pla&er or referee ust roll
1d0. 3 result
result that is -reater than or e>ual to the value listed for the savin- throw is a success. 3 result of
less than the listed value is a failure.
 

4uccessful 4aves
 3 successful savin- thr
throw
ow a-ainst an effect
effect that causes d
daa-e
aa-e eans that the
the daa-e is halved. 3
successful savin- throw a-ainst an effect that does not cause daa-e eans the effect has een entirel&
avoided or ne-ated.

4aves vs )oison
 3 failed save a-ainst poison is usuall& fatal. f a poisonous
poisonous attac2 also iinflicts
nflicts daa-e, tthe
he daa-e is not
affected & the success or failure of the savin- throw.

te 4avin- Throws


f a character is 2illed &
 & a destructive spell or special attac2 "e.-. a li-htnin- olt spell or
o r dra-on<s
reath(, his or her e>uipent is assued to e destro&ed. 5a-ic ites a& e allowed a savin- throw,
usin- the character<s savin- throw values. tes which -rant a onus in coat "e.-. a-ical weapons
and arour( a& also appl& this onus to the savin- throw.

4earchin-
*un-eons often include hidden features and echaniss such as secret doors and traps. 3dventurers
can spot these & searchin-. The pla&er ust declare the particular oect or 10< L 10< area to e
searched. 4earchin- ta2es one turn.

f a character is searchin- in the ri-ht location, there is a ase 1!in! chance of findin- a secret door or
trap. "4oe t&pes of adventurer a& haveh ave an increased chance.( The referee should alwa&s roll for the
character searchin-, so that the pla&er never 2nows if the roll failed or if there sipl& are no hidden
features in the area searched.

Each character can onl& a2e one attept to search an& -iven oect or 10< L 10< area.

4tarvation
f characters
attac2 -o oveent
rolls and for a full da& or ore
rate, without
re>uire ore food or water,
fre>uent rests,the referee
or even a&toe-in
e-in to appl&
deduct penalties
hit points, to
in extree
cases.

4wiin-
Characters ove at half their noral oveent rate when swiin-.

t is assued that ever& character 2nows how to swi, unless there is soe ovious reason wh& a
character could not have learned.

*rownin-

Characters that are encuered or in treacherous water conditions have a proailit& of drownin-, at the
referee<s discretion. Ieavil& encuered characters=wearin- plate ail arour and/or carr&in- a lar-e
 

aount of treasure=will li2el& have aove G0K chance of drownin-. Characters carr&in- less treasure or
wearin- li-hter arour a& have as little as 10K chance of drownin-.

Tie
 3side fro noral
noral tie increents
increents "inutes, hours,
hours, da&s, and so on(,
on(, the followin-
followin- special units are used
in the -ae. n all atters of tie and oveent, the referee is the final authorit& on what a& e
accoplished in a -iven period of tie.

Turns
8hen in the dun-eon, characters ta2e actions in tie increents called turns. #ne turn is e>ual to 10
inutes. Character actions that ta2e one turn include loo2in- for secret doors or traps in a 10< L 10< area
"see Searc)in ( or ovin- up to the part&<s full oveent rate "see Movement (. (.

Rounds
Rounds are ten seconds of -ae tie each, so there are 0 rounds in a turn. Ti
Tie
e is onl& easured in
rounds durin- encounters, especiall& in coat "see Encounters
Encounters and
 and Basic Comat !rocedure(.
!rocedure(.

Traps

Tri--erin-
Each trap is tri--ered & a specific action "e.-. openin- a door or wal2in- over a particular area(. Ever&
tie a character a2es an action that could tri--er a trap, there is a !in! chance of the trap ein-
sprun-. 4oe traps a& e ore or less li2el& to tri--er
tri--er,, if the referee wishes.

4earchin- for Traps


 3dventurers a& choose
choose to search oects
oects or areas for traps.
traps. 4ee Searc)in .

8anderin- 5onsters
Besides the onsters specificall& placed in certain re-ions of a dun-eon or wilderness, the part& a&
randol& encounter onsters on the ove etween areas. These are 2nown as ?wanderin- onsters@.
The chance of a rando encounter occurrin- depends on the t&pe of area a rea ein- explored "e.-. dun-eon
re-ion or level, t&pe of wilderness terrain(. Each t&pe of area should have
h ave its own tale of wanderin-
onsters, which the referee rolls on when an encounter ta2es place.

n the *un-eon
The t&pical chance of encounterin- a wanderin- onster is 1!in!, rolled ever& two turns. The chance of
wanderin- onsters a& e hi-her or lower in certain parts of the dun-eon and the actions of the part&
can also affect this. +or exaple, a2in- a lot of noise or li-ht should increase the chance, while restin-
>uietl& in an out!of!the!wa& location should decrease the chance.
 

n the 8ilderness
t is usual to chec2 for rando encounters once per da&, thou-h the referee a& a2e ore chec2s: up
to three or four per da&. The chance of encounters depends on the terrain ein- explored:
● Cit&, clear, -rasslands, settled lands: 1!in!.
●  3erial, arren,
arren, desert, forest, hills, ocean, river: !in!.
● 6un-le, ountains, swap: !in!.

 3>uatic encounters a& occur either on the open water or on land, if th


the
e part& doc2s at soe
soe point durin-
the da&.

8ater Travel
The distance travelled in a da& is deterined & the t&pe of vessel ein- used and & the prevailin- wind
and water conditions.

8hen travellin- upon rivers


rivers,, the current a& increase "ovin-
"ovin- downstrea( or decrease "ovin-
upstrea( the distance travelled & 1dH iles per da&.

At sea,
sea, there are an& possile conditions that i-ht ipact a vessel<s oveent rate. The referee

should chec2 conditions at the start of each da& & rollin- d:
●  3 result of  eans that the da& is ccopletel&
opletel& devoid of wind and a ship that is incapale of
rowin- cannot ove all da&.
●  3 result of 1 indi
indicates
cates a -ale "see elow(.
elow(.

$ales
*urin- a -ale, an& vessel with sails can attept to ove with the wind to avoid daa-e. The vessel
travels at three ties its noral speed in a randol& deterined direction. "The referee a& roll 1d, with
1 indicatin- the intended direction of travel,  indicatin- 0N to the ri-ht,  indicatin- 10N to the ri-ht, and
so on.(

f the ship encounters land durin- this travel, there is a DK chance of it wrec2in- a-ainst the shore.

7ariale 8ind Conditions


Cond itions "#ptional Rule(
$roups who prefer a sli-htl& ore detailed s&ste of sea travel a& use the followin- chart, which adds
additional detail to the dail& d roll to deterine wind conditions.

0d7 8ind $ffect

 o wind 5oveent is onl& possile & oar. #arsen fati-ued: oveent


reduced & one third.

 +aint ree9e 5oveent rate reduced to one third noral.

 $entle ree9e 5oveent rate reduced to half noral.

D 5oderate ree9e 5oveent rate reduced to two thirds noral.


 

!F +resh ree9e oral oveent rate.

G 4tron- ree9e 5oveent rate increased & one third.

10 Ii-h wind 5oveent rate increased & half.

11 ear -ale 5oveent rate douled. 10K chance of ta2in- on water "speed
reduced & one third until repaired at a doc2(.

1 $ale 5oveent rate tripled. 4ee ,ales


,ales,, aove.

Basic Coat )rocedure

4e>uence of Events
The se>uence of actions in each round is ro2en down as follows:
1. Chara
Charactercters
s who wish to ca cast
st a spell or perfor
perfor a full
full retr
retreat
eat fro elee
elee ust
ust declar
declare
e it.
. nit
nitiati
iative:
ve: 1d is rolled
rolled & each opposin-
opposin- side.
side.
. The wiwinner
nner of iinit
nitia
iativ
tive
e acts
acts fi
first
rst::
a. The referee a& chec2 Morale
Morale for
 for onsters.
. 5oveents are ade.
c. 5iss
5issiile att
attac2s
ac2s are
are ad
ade,
e, acco
accou unti
ntin- fo
forr *
*E
EX oodi
diffie
ierrs, cov
cover,
er, rran
an-e
-e,, and
and
a-ic adustents.
d. 4pells are cast and apapplicale savin- th throws arare ade.
e. 5el
5elee coco
at
at an
and
d ot
othe
herr act
actio
ions
ns occu
occurrA att
attac2s
ac2s are
are adade,
e, acc
account
ountiin- for
for
4TR odifiers and a-ic adustents.
. #the
#therr sid
sides
es act throu-h
throu-h ststep
ep , in order
order of init
initiati
iative.
ve.
D. 8hen all sisides
des of a confl
conflict
ict have
have acted, the
the round is over.
over. f the co
coat
at has not coe
coe to an
end, the se>uence e-ins a-ain at step 1.

nitiative
 3t the start of each round, each side
side rolls 1d to det
deterine
erine initiative.
initiative. The side
side with the hi-hes
hi-hestt result on
1d acts first for that round. #ther sides in a conflict will react in order fro hi-hest to lowest roll.

Tied nitiative
f initiative is a tie, each side in the tie acts at the sae tie. 3ll actions are copleted, unaffected &
opposed actions. +or exaple, two opponents in elee a& oth inflict enou-h daa-e to 2ill the other.
 3s the initiative
initiative is tied, oth attac2s occur siultaneousl&
siultaneousl&,, resultin- in oth
oth characters ein- 2
2illed.
illed.

Two!Ianded 8eapons
Characters wieldin- two!handed elee weapons "and soe issile weapons=as indicated in the
e>uipent description( alwa&s act last in the round, as if the& had lost initiative.
 

ndividual nitiative "#ptional Rule(


nstead of an initiative roll per side, a roll a& e ade for each individual )C or onster involved in a
attle, odified & *EX. The referee a& deterine an initiative onus or penalt& for onsters which are
ver& fast or slow, instead of appl&in- a *EX odifier.

5oveent in Coat

8ith 3nother 3ction


 3 character can ove up to one third of h his
is or her noral oveent rate ever&
ever& round and can also at attac2
tac2
"if an ene& is within that distance( or perfor another action "except spell castin-( durin- a round.

8ithout 3nother 3ction


 3 character who perfor
perfors
s no other actio
action
n in a round a& run,
run, ovin- up to hi
his
s or her full oveent rate.

Retreatin- +ro 5elee


8hen in elee with a foe, free oveent is not so siple. Brea2in- awa& fro elee is possile in two
wa&s, as follows.

 3 fighting retreat allows
retreat allows a character to ove ac2wards at up to half his or her encounter oveent rate
"i.e. one sixth of his or her ase oveent rate(. Iowever
Iowever,, there ust e a clear path for this oveent.

 3 full retreat occurs
retreat occurs when a character oves ac2wards at a rate faster than half of his or o r her encounter
oveent rate. The character a2in- the oveent forfeits attac2in- this round and the opponent -ains
a H onus to all attac2s a-ainst the character this round. n addition, if the retreatin- character is carr&in-
a shield, it does not appl& to the character<s 3rour
3rour Class durin- the retreat.

 3ctions in #ne Round


Characters can -enerall& ove and perfor one action in a round. The ost coon actions are
attac2in-, castin- a spell, or usin- an ite that is easil& to hand, ut an& other actions are possile and
ust e adudicated & the referee. The referee has the final sa& on what can or cannot e done in one
round. ote that, when castin- a spell, the character a& not ove as well.

 3ttac2in-
 3 character a& attac2 if there is an ene& within stri2in-
stri2in- ran-e. )la&er
)la&er characters can norall&
norall& onl&
attac2 once per round, ut soe onsters have ultiple attac2s.

Ran-e +or 5elee vs 5issile 3ttac2s


5elee attac2s are possile when opponents are D< or less fro each other
other.. 5issile attac2s are possile

when opponents are ore than D< fro one another.


 

 3ttac2 Rolls
The pla&er or referee rolls 1d0, odified & 4TR for elee attac2s or *EX for issile attac2s. The result
is copared to the appropriate
a ppropriate attac2 tale "see 4tandard Coat Charts, p(. 3 result that is e>ual to
or aove the attac2 value correspondin- to the attac2er<s level or Iit *ice and the opponent<s 3rour
3rour
Class results in a hit.

atural 1s and 0s


●  3n attac2 roll of 0 alwa&s hits,
hits, unless the tar-et
tar-et cannot e hared & the attac2 "e.-.
"e.-. a
noral weapon used a-ainst a foe which can onl& e hared & a-ic(.
●  3n attac2 roll of 1 is alwa&s a iss.

*aa-e Rolls
Jpon a successful attac2, daa-e is inflicted, ta2in- into account an& onuses or penalties. )la&er
character attac2s inflict 1d daa-eA onster attac2s deal the daa-e indicated in the onster<s
description.

 3n attac2 which


which hits alwa&s deal
deals
s at least one poi
point
nt of daa-e, even when
when daa-e odifiers
odifiers reduce the
nuer rolled to 0 or less.

 3 character or onster reduced to 0 hit points or less is 2illed.

7ariale 8eapon *aa-e "#ptional Rule(


4oe -roups a& prefer different weapons to inflict different aounts of daa-e. n this case, rather
than rollin- a flat 1d for all )C attac2s, the die t&pe indicated for the weapon in the e>uipent lists
should e rolled.

5issile 8eapon Ran-es


 3ll issile
issile weapons have ran-es, which ust e ta2en
ta2en into account when
when tr&in- to stri2e
stri2e an opponent at a
distance:
● f an opponent is within the distance listed for short range,
range, the attac2er -ets a H1 to hit.
● There are no onuses or penalties for stri2in- an opponent at medium range.
range.
● There is a penalt& of !1 to stri2e an opponent at long range.
range.
● f an opponent is further awa& than the lon- ran-e listed, the issile weapon cannot hit that
opponent.

Castin- a 4pell

Re>uireents
1. The cascaster
ter ust
ust e ale
ale to spea2 a and
nd to ov
ovee his or her h
hands,
ands, iin
n order to
to rin- a a-ic
a-ic
effect into ein-. 3s a result, a spell caster cannot cast spells if -a--ed, ound, or in an area of

a-ical silence.
 

. 4pel
4pelll caster
casters
s a& ta2e no oth
other
er acti
actions
ons "inc
"includin
ludin-
- ove
oveent'(
ent'( du
durin-
rin- the
the sae round
round the&
intend to cast a spell.
. Jnle
Jnless
ss otherwise
otherwise noted
noted in a spell<s
spell<s desc
descript
ription,
ion, a spell
spell caster 
ust
ust have the
the intend
intended
ed tar-et
tar-et
"a specific onster, character,
character, or area of effect( within visual ran-e.

*isruptin- 4pells
f a spell caster loses initiative and is successfull& attac2ed or fails a savin- throw efore his or her turn,
the spell ein- cast is disrupted and fails. The spell is reoved fro the caster<s eor& as if it had een
cast.

#ther Coat ssues

 3ttac2in- fro Behind


 3ttac2s ade on a character fro ehind
ehind i-nore the inf
influence
luence of the attac2
attac2ed
ed character<s shield, if an&.
an&.

Boardin- 7essels
8hen the occupants of a vessel wish to oard another vessel, there is a !in! chance of ein- ale to
successfull& anoeuvre the vessel into a oardin- position and clap onto the other vessel with
-rapplin- hoo2s. f the occupants of oth vessels wish to oard one another, their utual intent a2es the
action succeed with no chance of failure. #nce crew!eers coe into contact with one another,
another,
coat ensues followin- the standard coat rules. Characters who are in the act of oardin- another
vessel suffer a penalt& of O to attac2 rolls and 3rour Class for one round.

Cover 
Cover is an iportant factor that can influence issile attac2s. 3n attac2er cannot hit an opponent that is
entirel& ehind a arrier. f the tar-et is onl& partl& ehind
 ehind cover, the referee a& appl& attac2 penalties of
etween !1 and !. +or exaple, if a character were atteptin- to stri2e an opponent throu-h a sall
window,, the referee i-ht call for a penalt& of !. f the opponent were onl& partl& covered, such as &
window
sall furniture, the penalt& i-ht onl& e !1.

Ielpless #pponents
Ielpless opponents, such as those sleepin-, ound,
 ound, a-icall& fro9en, etc., are autoaticall& hit & an&
elee attac2s in coat. #nl& a roll for daa-e is re>uired.

5a-ical 5onsters
4oe onsters a& onl& e daa-ed & a-ical or silver weapons. The referee a&, optionall&,
optionall&, allow
such onsters to also e hared & attac2s fro:


 3nother such
 3 onster withonster.
onst
D I*er.
or -reater.
-reater.
 

5orale "#ptional Rule(


)la&ers a& alwa&s decide whether the& will fi-ht, surrender, or run awa& in an encounter. The referee
decides whether onsters or )Cs surrender or run awa&
awa&..

5onsters have a listin- for orale, rated fro  to 1, which represents how li2el& the& are to fi-ht or flee
when in an encounter
encounter.. 3 score of  eans the onster never fi-hts "unless asolutel& cornered( and a
score of 1 eans the onster will fi-ht until 2illed, with no orale chec2 necessar& in either case.

5orale Chec2s
The referee rolls d and, if the roll is hi-her than the orale of the onster, the chec2 is a failure and the
onster will either surrender or attept a full retreat or
o r a fi-htin- retreat. f the result is e>ual to or lower
than the orale score, a onster will continue to fi-ht.

8hen to Chec2 5orale


The referee usuall& a2es a orale
orale chec2 for onsters under two conditions:
conditions:
1. 8hen ononee side ooff the e
encount
ncounter
er fir
first
st loses
loses a eer
eer due to deat
death.h.
. 8hen hal
halff the onsters
onsters are
are either 2 2ill
illed
ed or otherwis
otherwise
e incap
incapacita
acitated.
ted.

f a onster a2es two successful orale chec2s in an encounter


encounter,, it will fi-ht until 2illed.

 3dustents to 5orale
The referee a& decide to appl& onuses or penalties to orale, with a ran-e of O to H, dependin- on
the circustances. +or exaple, if one side of an encounter is losin- or winnin-, the& i-ht receive a
penalt& or onus to orale of O1 or H1, respectivel&
respectivel&..

 3dustents are never applied to 


onsters
onsters with a 
orale
orale of  or 1.

Retainer 5orale
Retainers si-ned up to wor2 as
a s adventurers, so are not fri-htened off at the first si-n of dan-er.
d an-er. The&
The& onl&
chec2 orale in coat when confronted with extraordinar& dan-er.
dan-er. 4ee Retainers
Retainers for
 for details.

5ultiple 3ttac2ers
The referee should use discretion in deterinin- how an& attac2ers can stri2e at one opponent. Jsuall&
onl& two characters a& fi-ht side!&!side in a 10< wide hallwa&,
hallwa&, unless all of the attac2ers are sall.

on!%ethal Coat
 3n& characters that
that wish to sudue an
an opponent ust announce tthat
hat the& are attac2in-
attac2in- without intent
intent to
2ill. 3ll
3ll hand weapons with a lade a& e eplo&ed to deal lunt lows with the flat of the lade.

Coat
 3 andor
character daa-e are
onster calculated
that reaches norall&, notin-
0 hit points how
due to uch daa-e
sudual
sudual daa-e is
is non!lethal, ?sudual@ daa-e.
2noc2ed unconscious.
unconscious.
 

5onsters a& onl& e sudued in this wa& at the referee<s discretion.

Jnared 3ttac2s
Jnared coat is the sae as elee coat, ut all daa-e is 1 to  H 4TR odifiers.

Jnstale 4urfaces
Characters on an unstale surface, such as a ship in rou-h seas or ridin- a fl&in- anial such as a
-riffon, are affected as follows:
● 4pells cannot e cast ecause the intricate hand -estures are not possile in that sha2&
environent.
● 5issile attac2s suffer a penalt& of O to hit.
● 5a-ic ites do not re>uire the sae concentration and -estures, and can e used as noral.
no ral.

ote that a-ical eans of fli-ht "e.-. a a-ic roo, carpet, or the fl& spell( -enerall& provide a sooth
ride and do not count as unstale.

8ater 
Characters fi-htin- in or eneath water should have a penalt& applied to their attac2 rolls. *aa-e fro
successful hits should also e reduced. 5ost issile weapons do not wor2 underwater
underwater..

4tandard Coat Charts

 3dventurer 3ttac2 Chart


Class At
and ta
)evel c:
o
ll
to
Hit
A
C

+ighter  Cleric Magic; ;2 ;0 ;-  - 0 2 = 1 7 3 > 4


#6arf  (hief  <ser 
$lf 
Halfling

1! 1! 1!D 0 0 0 1G 1F 1 1 1D 1 1 1 11 1


0

! D!F !10 0 1G 1F 1 1 1D 1 1 1 11 10 G F


 

!G G!1 11!1D 1 1 1D 1 1 1 11 10 G F   D

10!1 1!1 1!0 1D 1 1 1 11 10 G F   D  

1!1D 1!0 1!D 1 1 11 10 G F   D    

5onster 3ttac2 Chart


At
ta
c:
o
ll
to
Hit
A
C

Monster Hit #ice ;2 ;0 ;-  - 0 2 = 1 7 3 > 4

Jp to 1 0 0 0 1G 1F 1 1 1D 1 1 1 11 10

1H to  0 0 1G 1F 1 1 1D 1 1 1 11 10 G

H to  0 1G 1F 1 1 1D 1 1 1 11 10 G F

H to  1G 1F 1 1 1D 1 1 1 11 10 G F 

H to D 1F 1 1 1D 1 1 1 11 10 G F  

DH to  1 1
1 1D
1D 1
1 1
1 1
1 11
11 10 G F   D

H to  1 1
1D
D 1
1 1
1 1
1 11
11 1
100 G F   D 

H to G 1D 1 1 1 11 10
10 G F   D  

GH to 11 1 1 1 11 10
10 G F   D   

11H to 1 1 1 11 1
10
0 G F   D    

1H to 1D 1 11 10 G F   D     

1DH to 1 11 10 G F   D      

1H to 1G 10 G F   D       

1GH to 1 G F   D        

1H or ore F   D         
 

oral Iuan 3ttac2 Chart


Attac
:
oll
to
Hit
AC
;2 ;0 ;-  - 0 2 = 1 7 3 > 4

0 0 0 0 1G 1F 1 1 1D 1 1 1 11

Cleric 4avin- Throw Chart


)evel #eath ay or Magic 8ands *aralysis or #rag
#ragon
on Bre
Breat
ath
h ods
ods?? Stav
Staves
es??
*oison (urn to Stone or Spells

1! 11 1 1 1 1D

D!F G 10 1 1 1

G!1   G 11 G

1!1  D  F 

*warf and Ialflin- 4avin- Throw Chart


)evel #eath ay or Magic 8ands *aralysis or #rag
#ragon
on Bre
Breat
ath
h ods
ods?? Stav
Staves
es??
*oison (urn to Stone or Spells

1! F G 10 1 1

!   F 10 10
!G  D   F

10!1     

Elf 4avin- Throw Chart


)evel #eath ay or Magic 8ands *aralysis or #rag
#ragon
on Bre
Breat
ath
h ods
ods?? Stav
Staves
es??
*oison (urn to Stone or Spells

1! 1 1 1 1D 1D

! 10 11 11 1 1
 

!G F G G 10 10

10   F F F

+i-hter 4avin- Throw Chart


)evel #eath ay or Magic 8ands *aralysis or #rag
#ragon
on Bre
Breat
ath
h ods
ods?? Stav
Staves
es??
*oison (urn to Stone or Spells

1! 1 1 1 1D 1

! 10 11 1 1 1

!G F G 10 10 1

10!1   F F 10

1!1D  D  D F

5a-ic!Jser 4avin- Throw Chart


)evel #eath ay or Magic 8ands *aralysis or #rag
#ragon
on Bre
Breat
ath
h ods
ods?? Stav
Staves
es??
*oison (urn to Stone or Spells

1!D 1 1 1 1 1D

!10 11
11 1 11 1 1

11!1D F G F 11 F

Thief 4avin- Throw Chart


)evel #eath ay or Magic 8ands *aralysis or #rag
#ragon
on Bre
Breat
ath
h ods
ods?? Stav
Staves
es??
*oison (urn to Stone or Spells

1! 1 1 1 1 1D

D!F 1 1 11 1 1

G!1 10 11 G 1 10

1!1 F G  10 F

oral Iuan 4avin- Throw Chart


#eath ay or *oison Magic 8ands *aralysis or #rag
#ragon
on Br
Brea
eath
th ods
ods?? Stav
Staves
es??

(urn to Stone or Spells


 

1 1D 1 1 1F

5a-ic

4pells
4oe character classes have the ailit&
a ilit& to eori9e and cast a-ical spells. There are two t&pes of
a-ic: divine magic,
magic, which a deit& or hi-her power -rants, and arcane magic,
magic, which is learned &
esoteric stud&.

5eori9in- 4pells
 3 spell consists of a pattern of a
a-ical
-ical ener-& stored in
in a character<s ind. 3 spell caster is al
ale
e to
eori9e a certain nuer of spells of different spell levels, dependin- on his or her experience level. 3
character can eori9e the sae spell ore than once if he or she is capale of o f eori9in- ore than
one spell of the -iven level.

 3rcane spell casters


casters eori9e spell
spells
s fro spell oo
oo2s
2s and are thus liited
liited to choosin- ffro
ro the spells in
in
their spell oo2, which ust e to hand.

*ivine spell casters do not stud& fro oo2s, ut instead receive the 2nowled-e of how to cast spells
throu-h pra&er to their -ods. 8hen pra&in- for spells, divine spell casters have access to all spells in their 
class< spell list that the& are of hi-h enou-h level to cast.

Rest and Tie Re>uireents


 3ll spell casters
casters can eori9e
eori9e new spells after an uninterrupted ni
ni-ht<s
-ht<s sleep. tt ta2es one hour to
eori9e all spells the character is capale of learnin-.

Castin- 4pells
 3 eori9ed spell 
a&
a& e cast & preci
precisel&
sel& replicatin- the
the re>uired set of hand -estures and &sti
&stical
cal
spo2en words. 8hen a spell is cast, 2nowled-e of the spell is erased fro the ind of the caster.

4pell Castin- Constraints


 3ll spell casters
casters need to e ale to ove their hand
hands
s and spea2 in order tto
o a2e the -estures
-estures and spea2
the a-ical phrases that rin- a-ic effects into ein-. 3s a result, a spell caster cannot cast spells if
-a--ed, ound, or in an area of a-ical silence.

8hen castin- spells in coat, it is possile for spell castin- to e disrupted. 4ee Basic Comat
!rocedure..
!rocedure
 

Reversile 4pells
4oe spells are reversileA this is indicated in each spell<s description.

+or arcane spell casters, the noral or reversed for of a spell ust e selected when the spell is
eori9ed. 3n
3n arcane spell caster a& eori9e oth fors of a spell, if he or she is ale to eori9e
ore than one spell of the -iven level.

 3 divine spell cast


caster
er can use either for
for
 of a spell w
without
ithout havin- to pra&
pra& for the dif
different
ferent versions
separatel&A the character a& decide which version "noral or reversed( to use when the spell is cast.
Iowever,, a divine spell caster a& draw dissatisfaction fro his or her deit& when castin- spells "or their
Iowever
reversed versions( whose effects -o a-ainst the deit&<s
de it&<s ali-nent.

Cuulative 4pell Effects


5ultiple spells cannot e used to increase the sae ailit& "e.-. onuses to attac2 rolls, 3rour Class,
daa-e rolls, savin- throws, etc.(. 4pells that affect different  ailities
 ailities can e coined. n addition, spells
can e coined with the effects of a-ical ites.

4pell Boo2s
 3rcane spell casters
casters record the spell
spells
s that the& 2now in a spell oo2 "or
"or set of spell oo2s(. 3 character<s
spell oo2 contains exactl& the nuer of spells that the character is capale of eori9in-. +or
exaple, a character who is ale to eori9e two 1st level spells and one nd level spell would have
exactl& that nuer of spells in his or her spell oo2.

%ost 4pell Boo2s


4oeties a spell oo2 will either e lost or destro&ed. 3n arcane spell caster can rewrite the spells
throu-h research and eor& at a cost of 1 wee2 of -ae - ae tie and 1,000 -p for each spell level. +or
instance, if two first level spells and one nd level spell are replaced, it will ta2e  wee2s and ,000 -p.
This activit& re>uires coplete concentration and a character doin- this wor2 a& not en-a-e in an&
other activit& for the tie re>uired.

Captured 4pell Boo2s


Each arcane spell caster<s spell oo2s are written in such a wa& that onl& the owner is ale to read the
spells without the use of read magic .

Be-innin- 4pells
 3rcane spell casters
casters e-in pla& wi
with
th one 1st level s
spell
pell in their spell
spell oo2. T
The
he referee a& choose tthis
his
spell or a& allow the pla&er to select one.

 3ddin- 4pells

8hen an arcane spell caster -ains a level, he or she a& consult a wi9ard<s -uild or entor to learn new
spells. n this wa&,
wa&, the character can add spells to his or her spell oo2s, so that the oo2s contain the
 

sae nuer of spells the characters is ale to cast. This process ta2es aout a wee2 of -ae tie.
"The spells a character learns in this wa& are deterined & the referee, who a& decide to let the pla&er
to choose.(

t is also possile to add spells to a spell oo2 & eans of Maical Researc).
Researc).

5a-ic tes
dentif&in-
5ost a-ic ites are not laelled, so characters ust discover their exact properties throu-h trial and
error.. )owerful wi9ards a& e ale to identif& a-ic ites, ut it can ta2e an& wee2s to do
error d o so.
 3lcheists are also ale to iden
identif&
tif& soe ites,
ites, such as potions.

Jsin-
n order to use a a-ic ite, a character ust follow the procedures indicated in the ite<s description.
The ite ust e worn or held in the usual anner. 4oe a-ic ites "e.-. an enchanted suit of arour(
are alwa&s active, ut others ust e consciousl& activated=this re>uires a round of concentration,
durin- which the character a& do nothin- else. 4oe ites have special activation conditions, such as
coand words.

Char-es
4oe a-ic ites have liited uses, called ?char-es@. Each char-e can e spent to rin- aout one
instance of the ite<s a-ical effect. 3 character cannot 2now how an& char-es an ite has and, when
the char-es are all spent,
sp ent, the ite ecoes a noral, non!a-ical oect=it cannot e rechar-ed.

Cursed tes
Cursed ites, once possessed & a character, can onl& e disposed of if the curse is dispelled & a-ic.
The owner of a cursed ite will not elieve the ite is cursed and will resist efforts to -et
- et rid of the ite
until the curse is dispelled.

5a-ic 8eapons
5a-ic weapons follow the sae class restrictions as noral weapons. 3 a-ic weapon has a ?H@ value,
indicatin- the de-ree of its enchantent. This value is applied to attac2 and daa-e rolls usin- the
weapon.

Cursed 8eapons
Cursed weapons have the opposite effect, incurrin- penalties to attac2 and daa-e e>ual to the ?H@ value
specified. The possessor of a cursed weapon will prefer to use this weapon in coat aove an& other
weapon.
 

5a-ic 3rour 
5a-ic arour follows the sae class restrictions as noral arour
arour.. 3 suit of a-ical arour has a ?H@
value indicatin- its de-ree of enchantent. The wearer<s 3C is iproved "i.e. reduced( & the ?H@ value.

5a-ic arour is also li-hter and less cuersoe than noral. 8hen usin- the optional rule for
encurance & wei-ht carried "see Encumrance
Encumrance(,
(, enchanted leather arour wei-hs D coins,

chainail 1D0 coins, and plate ail 00 coins.

Cursed 3rour 
Cursed arour appears to e arour H1, ut actuall& has an 3rour Class ratin- of G. t has the sae
wei-ht as noral, non!a-ical arour of the sae t&pe.

)otions
5ost potions are found as a sin-le dose that iues the potion<s effects on one individual. )otions usuall&
ear no lael and var& in their appearance, aroa, etc. Even two potions of the sae t&pe will differ
differ.. 3
potion a& e identified & saplin- a sall aount.

Jnless a potion<s description specifies otherwise, potions ta2e effect in the sae round as their
consuption and last for 1dH turns.

5ixin- )otions
f a potion is consued while the character is still under the effects of another potion, the effects of oth
potions are nullified and the character ecoes sic2, unale to do an&thin- for three turns.

4crolls
4crolls are pieces of parchent, iued with potent a-ical writin-s. 4ipl& pronouncin- the words
releases their power.

4oe scrolls can e deciphered and read & an&


a n& class, while others have restrictions. 4crolls that contain

arcane spells can onl& e read & an arcane spell caster eplo&in- the spell read a-ic. 4crolls with
divine spells can e read without special decipherin-, ut are usale onl& & divine spell casters.

#nce a scroll is used, the a-ical writin- disappears. "n the case o
off scrolls containin- ultiple spells,
onl& the spell cast disappears.(

Rin-s
5a-ical rin-s are usale & an& character class. The& ust e worn on a fin-er or thu. t is onl&
possile to wear two a-ical rin-s: one on each hand. f ore than two are worn, none of the will
function.

Cursed Rin-s
Cursed rin-s are alwa&s active. Their effects are not nullified, no atter how an& other rin-s are worn.
 

Rods, 4taves, and 8ands


Rods are -enerall& usale & characters of an& class. 8ands are onl& usale & arcane spell casters.
4taves are onl& usale & spell casters=either divine or arcane, dependin- on the ite.

These a-ic ites -enerall& have a liited nuer of ?char-es@ which are spent to tri--er the ite<s
a-ical effect. 8hen found, a rod has 1d10 char-es, a wand has d10 char-es, and a staff has d10

char-es.

5a-ical Research

Creatin- ew 4pells


4pell castin- characters of an& level are
a re ale to research and create new spells. The pla&er ust
descrie in detail the 2ind of spell he or she wants to create and the effects it has. The referee will then
decide if the spell can e created and, if so, what the spell level will e. The character ust e capale of
castin- spells of the spell level the potential new spell will e, otherwise the pla&er ust wait until the
character attains a hi-h enou-h level to research and cast the spell. f the character can create the spell,
it will ta2e two wee2s of -ae tie and 1,000 -p per spell level.

5a-ic te Creation


 3 spell castin- charact
character
er of Gth level or hi-her a& attept
attept to create 
a-ical
a-ical ites. *
*ivine
ivine spell casters
casters
a& onl& create ites usale & their class, while arcane spell casters a& create an& ite except those
that a& onl& e used & divine spell casters. The pla&er should infor the referee of the ite that he or
she wishes to construct and the referee will decide whether this is possile and, if so, what 2inds of
aterials are re>uired. 5aterials will often include rare coponents such as expensive and hard to otain
-es or in-redients fro rare anials and onsters. #ften, the character will have to -o on adventures
 ust to ac>uire these aterials.

5an& a-ic ites duplicate the effects of a spell, -enerall& costin- one wee2 of -ae tie and D00 -p
per level of the iic2ed spell. f the ite created can replicate the spell effect ultiple ties "for
exaple a wand with char-es(, the cost in tie and one& is ultiplied & the nuer of uses.

4oe a-ic ites do not iic spell effects precisel& and for these the referee will have to use
discretion. The ore powerful the ite, the ore difficult it should e to construct. 3s a -eneral rule, ites
should cost fro 10,000 to 100,000 -p and fro 1 onth to 1 &ear of -ae tie to coplete. 4oe
exaples are: a da--er H1 " onths, 10,000 -p(, chainail arour H1 " onths, 10,000 -p(, a
displacer cloa2 "100,000 -p, 1 &ear(.

#ther 5a-ical Research


#ther 2inds of a-ic effects=for which a a-ic ite or spell is not appropriate=a& e researched.
Creatin- a-ic traps, a-ical constructs, a-ical portals, or other effects will need to e -iven a -p cost
and tie cost at the referee<s discretion.
 

Chance of +ailure
o attept to create a a-ic ite, spell, or other effect is -uaranteed to succeed. There is a iniu
proailit& of 1DK that an& such endeavour fails. This chance a& e raised dependin- on the
circustances. The referee rolls for failure after the character has spent the one& and tie on the
proect=these are lost re-ardless of the result.

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Pou have sufficient ri-hts to -rant the ri-hts conve&ed & this %icense.
.otice of %icense Cop&ri-ht: Pou Pou ust update the C#)PR$IT #TCE portion of this %icense to include the exact text of the
C#)PR$IT #TCE of an& #pen $ae Content P Pou
ou are cop&in-, odif&in- or distriutin-, and Pou ust add the title, the
cop&ri-ht date, and the cop&ri-ht holders nae to the C#)PR$IT #TCE of an& ori-inal #pen $ae Content &ou *istriute.
. Jse of )roduct dentit&: PouPou a-ree not to Jse an& )roduct dentit&
dentit&,, includin- as an indication as to copatiilit&
copatiilit&,, except as
expressl& licensed in another, independent 3-reeent with the owner o f each eleent o f that )roduct dentit&. P Pou
ou a-ree not to
indicate copatiilit& or co!adaptailit& with an& Tradea
Tradear2r2 or Re-istered Tradear2 in conunction with a wor2 containin- #pen
$ae Content except as expressl& licensed in another, independent 3-reeent with the owner of such Tradear2 or Re-istered
Tradear2. The use of an& )roduct dentit& in #pen $ae Content does not constitute a challen-e to the ownership of that )roduct
dentit&.. The owner of an& )roduct dentit& used in #pen $ae Content shall retain all ri-hts, title and interest in and to that )roduct
dentit&
dentit&.
F. dentification: f &ou distriute #pen $ae Content Pou ust clearl& indicate which portions of the wor2 that &ou are distriutin-
are #pen $ae Content.
 

G. Jpdatin- the %icense: 8i9ards or its desi-nated 3-ents a& pulish updated versions of this %icense. Pou Pou a& use a n&
authori9ed version of this %icense to cop&, odif& and distriute an& #pen $ae Content ori-inall& distriuted under an& version of
this %icense.
10 Cop& of this %i cense: Pou
Pou 5J4T include a cop& of this %icense with ever& cop& of the #pen $ae Content Pou *istriute.
11. Jse of Contriutor Credits: PouPou a& not ar2et or advertise the #pen $ae Content usin- the nae of an& Contriutor unless
Pou have written perission fro the Contriutor to do so.
1 nailit& to Copl&: f it is ipossile for Pou to copl& with an& of the ters of this %icense with respect to soe or all of the
#pen $ae Content due to statute, udicial order, or -overnental
-overnental re-ulation then Pou a& not Jse an& #pen $ae 5aterial so
affected.
1 Terination:
Terination: This %icense will terinate autoaticall& if PPou
ou fail to copl& with all ters herein and fail to cure such reach within
0 da&s of ecoin- aware of the reach. 3ll sulicenses shall survive the terination of this %icense.
1 Reforation: f an& provision of this %icense i s held to e unenforceale, such provision shall e refored onl& to the extent
necessar& to a2e it enforceale.
1D C#)PR$IT #TCE
#pen $ae %icense v 1.0 S 000, 8i9ards of the Coast, nc.
4&ste Reference *ocuent S 000, 8i9ards o f the Coast, nc.A 3uthors 6onathon Tweet, 5onte Coo2, 42ip 8illias, ased on
ori-inal aterial & E. $ar& $&-ax and *ave 3rneson.
4&ste Reference *ocuent S 000!00, 8i9ards of the Coast, nc.A 3uthors 6onathan Tweet, 5onte Coo2, 42ip 8illias, Rich
Ba2er, 3nd& Collins, *avid oonan, Rich Redan, Bruce R. Cordell, 6ohn *. Rateliff, Thoas Reid, 6aes 8&att, ased on ori-inal
aterial & E. $ar& $&-ax and *ave 3rneson.
5odern 4&ste Reference *ocuent S 00!00, 8i9ards of the Coast, nc.A 3uthors Bill 4lavicse2, 6eff $ru, Rich Redan,
Charles R&an, Eric Ca-le, *avid oonan, 4tan', Christopher
Christopher )er2ins, Rodne& Tho
Thopson,
pson, and 6* 8i2er, ased on aterial &
6onathan Tweet, 5onte Coo2, 42ip 8illias, Richard Ba2er, )eter 3d2ison, Bruce R. Cordell, 6ohn T&nes, 3nd& Collins, and 6*
8i2er.
Castles  Crusades: )la&ers Iandoo2, S 00, Troll %ord $aesA 3uthors *avis Chenault and 5ac $olden.
Castles  Crusades: 5onsters )roduct 4upport, S 00D, Troll %ord $aes.
Basic +antas& Role!)la&in- $ae S 00O00F Chris $onneran.
ew 4pells: 3 Basic +antas& 4uppleent S 00 Chris $onneran,#la Ber-, 3n-elo Bertolli, 6eff Uuerner, Everett Bradshaw Bradshaw,,
Eiliano 5archetti, Ethan 5oore, 6i Bo, and 4cott 3raha
#4RCV S 00, 4tuart 5arshall, adaptin- aterial prepared & 5atthew 6. +inch, ased upon the 4&ste Reference *ocuent,
and inspired & the wor2s of E. $ar& $&-ax, *ave 3rneson, and an& others.
4words  8i9ardr& Core Rules, S 00F, 5atthew 6. +inch
Eldritch 8eirdness, Boo2 #ne, S 00F, 5atthew 6. +inch
*arwin<s 8orld S 00, R)$#ectsA 3uthors
3uthors *oinic Cove& and Chris *avis.
5utant +utureV S 00F, *aniel )roctor and R&an *enison. 3uthors *aniel )roctor and R&an *enison.
 3dvanced Edition
Edition Copanion, S 00GO010,
00GO010, *aniel )roctor.
)roctor. 3uthor *aniel )roctor.
)roctor.
%aentations of the +lae )rincess: 8eird +antas& Role!)la&in- *eluxe Edition, S 010, %ot+). %ot+). 3uthor 6aes Edward Ra--i 7
+irst %evel 5a-ic!Jser 4pells $rindhouse Edition 4pell Contest: Boo2spea2, S 011 *aniel 4ith
+irst %evel 5a-ic!Jser 4pells $rindhouse Edition 4pell Contest: Iowl of the 5oon, S 011 6oel Roas(
%aentations of the +lae )rincess: 8eird +antas& Role!)la&in- $rindhouse Edition, S 011, %ot+), 3uthor 6aes Edward Ra--i
7
%aentations of the +lae )rincess: 8eird +antas& Role!)la&in- )la&er Core Boo2: Rules  5a-ic S 01 %ot+), author 6aes
Edward Ra--i 7
Cave Cric2et fro the Toe of Iorrors, S 00, ecroancer $aes, nc.A 3uthors 4cott $reene and Clar2 )eterson, ased on
ori-inal aterial & $ar& $&-ax.
Cra, 5onstrous fro the Toe of Iorrors, S 00, ecroancer $aes, nc.A 3uthor 4cott $reene, ased on ori-inal aterial &
$ar& $&-ax.
+l&, $iant fro the Toe of Iorrors, S 00, ecroancer $aes, nc.A 3uthor 4cott $reene, ased on ori-inal aterial & $ar&
$&-ax.
$ole, 8ood fro the Toe of Iorrors, S 00, ecroancer $aes, nc.A 3uthors 4cott $reene and )atric2 %awin-er.
Waadan fro the Toe of Iorrors, S 00, ecroancer $aes, nc.A 3uthor 4cott $reene, ased on ori-inal aterial & ic2
%outh.
Rot $ru fro the T Toe
oe of Iorrors, S 00, ecroancer $aes, nc.A 3uthors 4cott $reene and Clar2 )eterson, ased on
ori-inal aterial & $ar& $&-ax
%a&rinth %ordV S 00!00G, *aniel )roctor. 3uthor *aniel )roctor.
B/X Essentials: Core Rules S 01 $avin oran. 3uthor
3uthor $avin oran.
E* #+ %CE4E

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