Rules

Random Encounters

Uninhabited Wilderness: 1 in 10 per day, 10% of Night Encounter
Sparsely Populated: 1 in 12 per day, 10% of Night Encounter
Inhabited/Patrolled: 1 in 20 per day, 30% of Night Encounter
Dungeon Environment: 1 in 20 per 60' traveled  

Combat Procedure

Determining Distance

d6+4 x 10 feet indoors (if this puts the either side beyond the range of the other's sight, the encounter occurs at the maximum distance for line of sight.)


Outdoors:











Open Sea Packed Desert Drifting Dunes Hills Light Forest Heavy Forest Mountain Jungle Plains & Steppes
Obstruction Probability 5% 40% 60% 72% 80% 90% 75% 96% 15%
Distance from Party 1d12 Miles 2d2x10 Feet 1d6x10 Feet 1d8x10 Feet 3d6x10 Feet 2d6 Feet 3d6x10 Feet 1d6 Feet 8d6x10 Feet
Inclement Weather 62% 24% 16% 32% 34% 36% 26% 38% 40%
Hiding Place 0% 20% 30% 36% 40% 45% 37% 48% 7%





























The party has a 100% chance to sight the encounter if no obstruction exists, -10% per mile away it is.

Surprise

d6 is rolled for each side which may be surprised. Any side which rolls 1 or 2 is surprised and automatically loses initiative and cannot act in Round 1.

In the case of ambushes, surprise is only checked for the unaware party, and surprise occurs on a roll of 1-3. In cases where normal chances for surprise do not apply, such as if a Ranger is the one being ambushed, increase the range of surprising results by 1, i.e. the Ranger will be surprised in a set ambush on a roll of 1 or 2.

Initiative

Each side rolls a d6 to determine who goes first, with the high rolling side going first. Actions for a round must be declared BEFORE initiative is rolled- if they are not, either initiative is re-rolled or the undeclared party forfeits their action for the round.

If two sides roll the same number for initiative, determine which side goes first via weapon length, speed factors, and re-rolled initiative in that order.

In some cases, the DM may call for d6 rolls for individual characters modified by DEX.

Charging

If your side wins initiative, you may elect to charge.  This is an attack with a bonus of +2, and you may move double your movement rate before making it.  There must be at least 20' of space between you and your opponent in order to effectively charge.

If a character is being charged or is adjacent to another character being charged and has a polearm, they may set it against the charge.  This entitles them to an attack roll (which occurs simultaneously with the charger) and if the attack is successful, it does double damage.  Chargers wielding two-handed swords (German Greatswords) are not subject to these counterattacks from polearms. 

Action

During the course of a 1-minute round, a character may do any of the following:
Move and attack
Move twice their movement score without attacking
Charge
Reload a weapon (may take more than 1 round)
Move and Cast a spell
Switch places with one or more friendly combatants, who also forfeit any attacks for the round
Ready and quaff a potion (Requires a free hand)
Drop a weapon and draw another
Draw a weapon and attack
Hurl a thrown weapon and ready another (including drawing a melee weapon)

During a team's turn in the initiative sequence, actions are handled in the following order:
Spells are cast
Ranged attacks are made
Charges are resolved
Regular movement
Regular attacks

Space required

A typical man sized creature needs 5' of space to fight properly with a weapon. Accordingly, two men may stand side by side and fight in a 10' wide corridor. A man requires 10' to fight properly with a polearm or two-handed weapon.

Small creatures such as gnomes, giant rats, and goblins may fight four abreast in a 10' wide space.

Someone wielding a spear or polearm may stand behind another warrior and attack a creature standing before them.

Morale

Morale scores for enemies must be referenced in the Rules Cyclopedia/Moldvay Basic book or improvised for creatures not mentioned in those sources. Morale is checked at the beginning of the first round after the following events:

Half the enemies number is slain
The leader of the enemy unit (if there is one) is slain
The enemy is reduced to one-quarter of their original number

If the DM rolls a sum on 2d6 which is greater than the enemies morale score, they break formation and flee without attacking.

Morale for PC hirelings and henchmen functions as described in the DMG.

Escape

When someone wishes to flee for their life, they may generally do so. No attacks of opportunity are incurred by breaking from melee and running.  

In a case of extended pursuit in an indoor setting, the slowest member(s) of the fleeing party will be subject to an attack each round in which they are overtaken by the pursuing party.  This attack is not made at a bonus, unless the pursuer is a thief or assassin, in which case the attack counts as a backstab.  Throwing down food or treasure may stymie pursuing foes and cause them to delay or abandon their chase.  Pursuing NPCs or monsters will generally abandon their hunt if the fleeing party manages to get out of direct sight with 200' or more of distance between himself and the pursuer.

Fleeing in outdoor settings is based on a percentage roll taking into account the local topography and other relevant conditions.

Spellcasting

One needs at least one free hand to cast spells with a Somatic component. Clerics wishing to employ a shield without compromising their ability to cast spells during fights must limit themselves to a small shield tied to their arm.

Casting time will only be relevant in cases where initiative is simultaneous.  If the attacker is using a weapon, and that weapon's speed factor is more than twice the number of segments needed to cast the spell, or more than 5 in any case, the spell is cast before the attacker gets to strike a blow.  In cases where there is no speed factor or the difference is not significant, roll the attack first, and if it causes damage, the spell is spoiled.

Death & Dying

If a player character is reduced to 0 through -3 hit points, he is incapacitated.  Magical healing can bring him back to functionality if it brings him above 0 hit point.

If a player character is reduced below -3 hit points, he is mortally wounded and will die within a number of rounds equal to his level.  If he receives magical healing in the form of a cure spell or potion within that time frame, he will be at 0 hit points and will live.







If a character is reduced to -10 or below, that character is killed instantly.

After the battle, if any character has died and there is an active character with the Healing secondary skill, the dead character may test System Shock.  If he is successful, he yet lives, though his Constitution decreases permanently by 1 point.

Monsters and hirelings reduced to 0 hit points are immediately dead. 


A PC may declare one of his attacks as a "Strike To Stun."  In this case, the PC rolls to hit as normal.  If a hit is scored, damage is rolled.  If the damage meets or exceeds the opponent's hit points, the opponent is brought to 0 hit points but is not dead.  If the damage is insufficient, no hit points are lost at all.  Striking to Stun may not be possible against certain creatures such as golems, undead and oozes.

Henchmen and certain NPCs (at the discretion of the DM) are treated like PCs.

Secondary Skills

Each character starts with a certain number of secondary skills.  Most are self-explanatory or build off or rules mentioned elsewhere on this page or in AD&D.  For example, healing works as described under "Death & Dying" and Tracking functions as the Ranger ability in the PHB.  For most other skills, their function is automatic.  If a case arrives in which the use of a skill requires a roll, it is a percentage roll with a base chance of 50% which is modified up or downward at the DM's discretion.

Divine Intervention


A character may ask for Divine Intervention once per adventure, no exceptions.  The player must specify the Deity/Saint propositioned, the means of proposition, and the favor/spell requested. The following factors apply:

Cleric/Paladin Level (+1 for each, Christian Only)
Druid Level (+1 for each, Pagan Only)
Wisdom over 14 (+1 for each)
Wisdom under 8 (-1)
Level of Spell Requested (Halve spell level, rounded up, apply as penalty)
Area Favored By Deity/Saint (+1, or -1 if disfavored area)
Astrological Factor (+1/-1 per factor)
Appeal Supported By Religious Ceremony (+2)
Appeal Supported By All-Night Vigil (+3)
Appeal Supported By Prayer/Meditation (+1 per hour, maximum +2) 
Sacrifices (Up to +5, by DM judgment)
Fasting (Christian only, +2 for a day, then +1 for each subsequent day to a maximum of +5)
Holy Symbol/Holly and Mistletoe (+1, symbol appropriate to deity required)
Relic of Power (+1)
Appellant's Standing with Deity/Saint (-5 to +5, DM judgment)
Appealing in a Church/Shrine of Power (+1)
Power's Resistance to Appeals (Subtract appropriate amount)
Roll a d6 (1= -2, 2= -1, 3 or 4 +0, 5= +1, 6= +2)

These factors are calculated by the DM to produce a number which indicates the % chance of various outcomes on this chart: 


-5 or Below -2 through -4 -1 0 1 2 through 3 4 through 5 6 through 7 8 through 9 10 through 11 12 through 13 14 through 19 20 through 24 25 or above
Success Without Penalty 1% 1-4% 1-7% 1-10% 1-15% 1-22% 1-30% 1-40% 1-50% 1-60% 1-70% 1-80% 1-90% 1-94%
Success With Penalty 2-5% 5-9% 8-15% 11-24% 16-34% 23-44% 31-54% 41-65% 51-74% 61-79% 71-84% 81-90% 91-95% 95-98%
Failure Without Penalty 6-15% 10-20% 16-33% 25-45% 35-60% 45-70% 55-78% 66-85% 75-90% 80-93% 85-96% 91-97% 96-98% 99%
Failure With Penalty 16-99% 21-00% 34-99% 46-99% 61-99% 71-99% 79-99% 86-99% 91-99% 94-99% 97-99% 98-99% 99%

Outcomes:
Success without penalty- The power grants your request instantly
Success with penalty- The power grants your request but imposes a quest/geas or other requirement.
Failure without penalty- The power denies the request.
Failure with penalty- The power smites the presumptuous fool.


Determining Hit Points For Multi-Class Characters

When creating a character with more than one class, average the starting minimum hit point values of both class to get yours.  Example: Fighters have a minimum of 6 starting hit points, Thieves have a minimum of 4, therefore a Fighter/Thief has 5 hit points minimum.

Each time a character gains a level in a class, roll the appropriate die, then divide the result by the number of classes the character possesses.  If this results in a number with a decimal, round up to the nearest whole number.  For example, a Fighter/Thief/Magic-User gains a level in Fighter, he rolls a d10 and gets a 7. He divides 7 by 3 and gets 2.3 hit points, so he rounds up to 3 hit points.

Bonus points for Constitution 15+ are added after the die is rolled, divided and rounded, so the Fighter in the previous example would get 4 hit points total if his Constitution gave him a bonus of +1 per level.

Below are listed the possible outcomes for hit point gain in multi-class characters.  In this campaign, the Round Up charts will be used exclusively.

Dual Class Round Down (Minimum 1)
d4= 1, 1, 1, 2
d6= 1, 1, 1, 2, 2, 3
d8= 1, 1, 1, 2, 2, 3, 3, 4
d10= 1, 1, 1, 2, 2, 3, 3, 4, 4, 5

Dual Class Round Up
d4= 1, 1, 2, 2
d6= 1, 1, 2, 2, 3, 3
d8= 1, 1, 2, 2, 3, 3, 4, 4
d10 1, 1, 2, 2, 3, 3, 4, 4, 5, 5

Triple Class Round Down (Minimum 1)
d4= 1, 1, 1, 1
d6= 1, 1, 1, 1, 1, 2
d8= 1, 1, 1, 1, 1, 2, 2, 2
d10 1, 1, 1, 1, 1, 2, 2, 2, 3, 3

Triple Class Round Up
d4= 1, 1, 1, 2
d6= 1, 1, 1, 2, 2, 2
d8= 1, 1, 1, 2, 2, 2, 3, 3
d10 1, 1, 1, 2, 2, 2, 3, 3, 3, 4

Converting Altars



When adventurers encounter altars to gods other than the ones they pay tribute to, they may attempt to convert those altars. The process for this varies depending on what diety the attempted converter worships.



The basic chance to convert an altar is [Character's level +2]/[Character's level +8] x 100. For example, a third level Cleric attempting to convert an altar of Pallas Athene to a Christian altar would have a base 45% chance of success.



In order to convert an altar to one of the pagan gods (any deity listed in the Greek, Norse, Finnish etc. pantheons) the supplicant must make a sacrifice at the altar, which must include a living creature and may optionally include wealth, food, or other material objects. Adjust the base % according to the list below:



Creature Sacrifice: +1% per HD of creature

Creature is Sentient: +10%

Creature is a Spellcaster: +1% per level in spellcasting class

Wealth: For each 1,000 pieces of silver sacrificed on the altar (or equivalent value in food, art objects, gems etc.) the supplicant gets +10%



Note: These are cumulative. For example, if Ragnar Thorsson, 4th level Barbarian, sacrifices a 5th level elven magic-user on an altar of Ukko attempting to convert it to an altar of Odin, he gets +20% to his roll. +5 for each of the elf's hit dice, +5 for each of the elf's levels in Magic-User, and another +10 because the elf is sentient. Ragnar also sacrifices 1,000 silver pieces worth of hides and bone carvings, increasing his bonus to +30%. Thus Ragnar has a total 80% chance of converting the altar.



Converting a pagan altar to a Christian one is not the same as the obverse case because the God of the New Testament abhors burnt offerings and blood sacrifices, at least in theory. In order for a character to consecrate a pagan altar to a Christian one, he must perform the following steps.



1. Remove any pagan imagery or holy objects from the altar.

2. Apply holy water to the altar.

3. Cast Bless upon the altar (this can be done with a scroll, the assistance of a cleric, or by calling for Divine Intervention)

4. In order to bolster one's chance to succeed, the supplicant may use holy relics. Holy relics must be found or purchased, and confer a bonus of up to 30%, although some nigh mythic relics, such as a piece of the True Cross, a vial of the Blood of Christ, the Holy Grail, or the fingerbone of John the Baptist might give as much as a 100% raise. As a general rule, the relic adds the effective cleric level of the associated Saint as a bonus.

5. A supplicant may also commission or purchase icons. The icon must be left upon the altar in order to affect the roll. For each 1,000 pieces of silver of value in the icon, determined by its medium, including gold leaf, precious stones, and overall craftsmanship, the supplicant gets +10%.



For example, Brother Theophile, a 5th level cleric, has chanced upon an altar to the Green Man in the forest. After driving away the altar's centaur guardian with the help of his friends, he sets about trying to re-consecrate it. Theophile's base chance is 53%. He sprinkles holy water on the altar and then casts a Bless spell on it. Theophile has upon his person at all times a holy relic, the little finger bones of St. Eloi's right hand, which he keeps in a hollow bone tube hung around his neck. This relic gives him +6%, since St. Eloi's effective cleric level is 6. Furthermore, anticipating just such a situation, Theophile has had commissioned an icon, a triptych consisting of three scenes from the Bible, Moses parting the seas, the Madonna and Child, and the ascension of Christ into heaven. The icon has no gold or precious stones on it, but its value is 1,000 silver nonetheless because it is so well crafted. This gives Theophile another 10%. His total therefore is 69%.



The Dangers of Failure



Converting an altar is a deep offense against the deity it is consecrated to. If the deity retains his or her influence in the immediate area, they will certainly attempt to inflict consequences on the offending supplicant. Usually, deities will settle for gating in monsters or champions to kill the offender, the number, type and level of these avengers being at the DM's discretion. There is, however, a 1% chance that the deity itself will appear to mete out punishment.


Sympathetic Magic



Applied wizardry in the wilderness or field of battle is a relatively simple affair; the wizard chants the spell, gestures, and recites the necessary incantation and the spell is fired off, subject to the usual limitations of time and space, and subsequently forgotten. However, the settled mage with the requisite knowledge and facilities can get more out of a given spell by establishing a connection to its target form afar via the ethereal plane. Establishing such a link requires time and resources, but allows the wizard to cast spells over great distances on targets they need not be able to see.  A wizard can cast spells on targets up to a number of miles distant equal to his level.



Spells Castable Via Sympathetic Magic (Levels 1-5):

1st Level: Charm Person, Detect Magic, Identify, Message, Nystul's Magic Aura, Push, Read Magic, Ventriloquism, Write



2nd Level: Audible Glamer, ESP, Forget, Locate Object, Magic Mouth, Pyrotechnics, Scare



3rd Level: Clairaudience, Clairvoyance, Monster Summoning I, Suggestion, Tongues



4th Level: Charm Monster, Confusion, Fear, Fumble, Monster Summoning II, Wizard Eye



5th Level: Animate Dead, Monster Summoning III



Casting a spell sympathetically requires performing a ritual in a place of relative solitude and safety, within the bounds of a circle of power. The wizard first identifies the spell he intends to cast, and the target, then performs the ritual. The chance for success is a d% roll the probability for the success of which is based upon the following factors:



Magic-User Level: +1 per level

WIS Score: 8 or below, -2; 9-10, -1; 11-13, 0; 14-15, +1; 16-18, +2; 19-24, +3, 25+, +4

INT Score: 8 or below, -1; 14 or more, +1

Potency of Circle: Up to +4

Enchanted Devices Used to Assist Spell: +X, where X is the bonus on the item

Protective Devices Upon the Target: -X

Astrology: Alters the formula by plus or minus 1 or 2, depending on the compatibility of the wizard and the target's signs.

Mage Failed His Last Magical Operation: -1

Target Visible To Mage: +2

Target Within 1 Mile: +1

Target is 2-4 Miles Away: -1

Target is 5+ Miles Away: -2

Level of Spell: -(Half of the Spell's Level Rounded Up)

Roll a d6 (1= -2, 2= -1, 3 or 4 +0, 5= +1, 6= +2)



Once the number is derived from the factors above, the mage rolls to see if he has established a link with the target. If so, the spell is cast upon the target, who receives saving throws as normal and may be made aware of the attempt at supernatural influence.


0 or below 1 2 3 4 5 6 through 7 8 through 9 10 through 11 12 through 14 15 through 17 18 through 20 21 through 24 25 and over
Chance of Establishing Link 5% 10% 19% 28% 37% 46% 54% 62% 70% 78% 85% 82% 95% 99%



Example: The 14th level wizard Zaffir Zoar Zardox broods in his ebon tower upon the burning isle of Scodra. Gazing pensively into his clouded seeing-quartz, his head wreathed in the potent fumes of burning herbs, he spots a viking long ship approaching his island, bound for a nearby inletThe invaders are a mere 5 miles off the coast. Knowing that these northern reavers would mean trouble if left to their own devices, Zaffir Zoar Zardox takes his quartz and heads up the stairs to his casting chamber, where inscribed upon the floor in chalk and sprinkled with silver shavings is his circle of power, a pentagram. Zaffir intends to cast Charm Monster upon the viking captain, Ragnar Thorsson.



The following factors come into play:

+14 from Zaffir's MU level

+1 from his WIS of 15

+1 from his INT of 18

+3 from his circle of power

+2 from his +2 Dagger

-2 since Ragnar is wearing a +2 winged helm

-2 since Zaffir is a Leo and Ragnar is an Aquarius, giving them Worst compatibility

+2 since, through the seeing-quartz, Ragnar is visible to Zaffir

-2 since Ragnar is 5 miles away

-2 since Charm Monster is a 4th level spell

+2 since Zaffir rolls a 6 on the Luck die



This yields a total of 17, which gives an 85% chance of establishing a link. Zaffir rolls a 69, and so establishes a psychic link with Ragnar through the ethereal plane. Ragnar rolls a 6 for his saving throw, a failure, and tells his men that he feels they will find a powerful ally on the island ahead...



Note: A wizard with psionic ability may also establish a sympathetic link with a distant target for the purpose of employing psionic attacks, subject to the usual limitations. Targets possessing psionics themselves engage the wizard from afar in psychic duel with no penalty to their defence.

Improving of Ability Scores Through Training

Characters wishing to improve their abilities must seek out appropriate tutors, undergo intense training regiments, and render the proper fees for such services. As a rule, INT and CHA cannot be raised through such training since they are innate personal qualities.

Note: A character seeking to raise one of the physical abilities (STR, DEX or CON) cannot do so if the ability is his highest among the three. For example, if Gideon has STR 15, DEX 14, and CON 9 he cannot train STR.

Costs:

STR or DEX: 400 GP per week of training.

CON: 800 GP per week of training.

WIS: 500 GP per week of training.

Tutors:

STR: An experienced warrior with a Fighting level of at least 5 and at least INT 12 must be sought out. He will guide the trainee in a regimen of physical exercises and endurance tests.

DEX: Only guild-thieves practiced in the secret arts of legerdemain and preternatural stealth are able to aid a man in honing his manual dexterity through delicate exercises designed to increase sensory acuity and refine delicacy of movement. Such guildsmen are a notoriously insular and amoral lot, and they may require other services in lieu of or in addition to the standard payment.

CON: In order to attain an unnatural increase in body mass and sinew, a character must proposition an alchemist or witch learned in the lore of anatomy and secret herbs. The alchemist, after administering phrenological, astrological and physical tests develops for the prospective trainee a strict dietary regimen supplemented with foul tasting herbal concoctions. Properly followed, the regimen will allow the warrior to increase his bulk and natural hardiness.

WIS: Only a humane and knowledgeable sage can provide the proper guidance to one seeking spiritual enlightenment. Under the sage's tutelage, the seeker after wisdom reads widely of philosophy, rhetoric and religion, engaging in frequent dialogues with his teacher on the subject of his studies. When not reading, the character engages in spartan living, sleeping on a straw pallet, eating only rice and drinking only water, and perhaps wearing not but rough burlap. The character must also undergo rigorous meditational exercises in order to focus the mind and purge away worldly desire.

The Effects of Training:

A character who pays the proper fees and undergoes a week of training, during which time no adventuring is undertaken and at least eight hours out of each day are dedicated strictly to training is allowed to roll a d100 and put this after a slash to the right of his ability score. This represents his progress towards the next point in that ability. If at any time the number equals or exceeds 100, the ability score increases and any overage carries over into progress towards the next point up. 18/00 is the highest peak of mortal achievement in any ability score. Demi-humans are bound by racial maximums for certain ability scores. Sex affects the maximum attainable STR score for all races.

A character's INT score will have an effect upon the efficacy of a training session. Adjust the d100 roll for progress according to the following chart:


INT Score Training Adjustment
3 -25%
4 -20%
5 -15%
6 -5%
7 No adjustment
8 No adjustment
9 No adjustment
0 No adjustment
11 No adjustment
12 No adjustment
13 5%
14 10%
15 15%
16 25%
17 30%
18 35%


Example: On the island of Gafulforda, the young paladin Sir Gideon seeks to raise his WIS score of 13. Setting out from his home castle, he treks to the stone mound wherein dwells Hawkwind, the Wizard of the Cairn. Hawkwind is a venerable sage, and he interviews the young warrior with probing philosophical queries. Gideon provides serviceable answers to convince the sage to take him under his tutelage. Fees and expenses are agreed upon, Gideon pays a kingly sum of 500 gold pieces, and Hawkwind provides the warrior his own cell within the wizard's subterranean lair in which to study. After a week of reading, sparse living, and intense meditation, Gideon's play checks his progress in spiritual development. His player rolls d100 and gets a disappointing result of 02. Gideon's WIS score is now 13/02. If he continues to train for another two weeks, paying out 1,000 gold pieces and rolling 37 and 46, he will be at 13/85, and if he trains another week and rolls 24, he will be at 14/09, successfully having raised his WIS score above the minimum necessary for his class.

Raising Other Abilities:

INT- Cannot be trained.

CHA- Can be altered by changes in social class, possessing magical items, or performing great feats of leadership.  Details coming soon.

Social Class: Social class can only be raised through the favor of characters with higher social class and the ability to confer titles. Such favor can be won by the rendering of services, or by significant tributes of gold or magical items. Titles tend to come with estates, and are often granted through marriage.

Spell Errata:

Bless: This spell can be cast during combat. It also creates holy water and assists in the consecration of altars.

Charm Person: Casting this spell is highly conspicuous and the target will be aware that it is an attempt to enchant him. Once charmed, however, the target forgets that he was ensorcelled. The target instantly remembers once the spell wears off.

Hold Person: Someone held by this spell cannot be slain instantly. Anyone who attacks a held individual automatically hits for maximum damage. This spell affects humanoids of medium or small size only. This includes living statues.

Protection From Evil: The category "enchanted creatures" described in this spell's description includes the undead and magical constructs such as golems. This spell can be cast in combat and does not require creating a perfect circle of silver shavings. The circle is invisible and mobile with the caster.

Spiritual Hammer: The caster does not need to sacrifice an actual warhammer, nor possess one, in order to cast this spell.