RULES

Dungeons and Dragons (D&D) basic rules here - taken from the Old School Essentials ( OSE ) Tome


 

Combat Sequence Per Round:

1. Declare Spells and melee movement
 
2. Initiative. Each side rolls d6 (roll 2d6 one colour for party one for monsters)  The difference between numbers indicates amount of surprise. ie. a roll 6/1 is total surprise ambush but 3/3 is simultaneous.

3. Winning side acts: 
    a: monster morale - roll when first one dies at +2 then again when half numbers are dead.
    b: Movement
    c: Missile Attacks
    d: Spell Casting
    e: Melee Attacks ( 2 handed weapons last ) 






Searching Passages and Rooms:

Searching a passage will reveal a secret door on roll of 10 on d10. If the same roll brings up a 1 then there is a wandering monster- roll for an Encounter ( will be half numbers ). Each zone can only be searched once. Choose the most sensible side to find the secret door or roll randomly between possible sides. Passages behind secret doors are narrow - a single squares width.

Table for Ability Scores:

STR affects melee and door breaking ( 2 in 6 ) DEX affects AC, Missile  WIS affects magic save, CON affects Hit Points, CHA affects reactions

  • 3: -3 doors    1 in 6
  • 4-5 -2 doors 1 in 6
  • 6-8 -1           1 in 6
  • 9-12 0          2in 6
  • 13-15 +1      3 in 6
  • 16-17 +2      4 in 6
  • 18 +3           5 in 6


Experience

Each monster has experience listed in OSE. I prefer to reward more XP for combat and I have allowed less GP for treasure. Multiply the figure in OSE rules by 10 for each one defeated. ( those listed on this site have already been increased). 

Give bonus 50 xp to individual PCs for: disarm trap, survive spell, survive danger, rare experience, crit roll, important save roll, find clue, solve puzzle, saving a life, quick thinking, bravery etc

Encumberance

You can carry up to your STR in items.  

leather armour = 2 /chainmail=3 /  platemail=4 / shield =1  / 100 coins = 1  / bow+arrows=1  / 2HW = 2 seven rations = 1 / five oil, torches, potions, = 1 /  dagger, tinderbox, wand, = 0.5    

Unecumbered up to half, Encumbered up to three quarters, Heavily encumbered up to max.   

( Three quarter values:  3 is 2, 4 is 3, 5 is 3.75, 6 is 4.5,   is 5.25, 8 is 6, 9 is 6.75, 10 is  7.5, 11 is 8.25, 12 is 9, 13 is 9.75, 14 is 10.5, 15 is 11.25, 16 is 12, 17 is 12.75, 18 is 13.5 )

Movement  ( per round )
speed depends on armour worn and how encumbered you are

Heavily armoured up to encumbered__________20'  4 squares
Heavily armoured up to heavily encumbered____10'  2 squares

Lightly armoured up to encumbered__________30'  6 squares
Lightly armoured up to heavily encumbered____20'  4 squares

Unarmoured up to encumbere________________40'  8 squares
Unarmoured up to heavily encumbered________30'  6 squares


Armour Classes


None: 8 /  Leather: 7   /  Chainmail: 5  /  Scale mail: 4  / Plate Mail: 3 /  Shield: -1





Movement per day

move per day: 10miles + lowest CON in party
heavily encumbered 0miles + lowest CON in party
unemcumbered:  20miles + lowest CON in party
with beasts  20-40 miles dpedns on animal and load
+20% on road or good track. -20% rocky or overgrown
-50% mountain, forest, desert, -75% swamp, jungle




CHARACTER SHEETS
generic 1st level characters

Name - Magic User - Level 1 - M
STR: x         dagger d4, silver dagger d4, staff d4
INT: P
WIS: x
DEX: x         AC: 8. Robes
CON: x         HD: D4 HP: 4 of 4
CHA: x


Spells: ( take ONE delete the rest) Magic Missile, Charm, Floating Disk, Hold Portal, Light, Prot from Evil, Read Lang, Read Magic, Sleep, Shieldd, Ventriloquism
Exp: 0 GPs: Backpack, torches 6, spellbook, oil 6,
Saves Vs: Death 13+ /Wands 14+ /Poison 13+ /Breath 16+ /Spells 15+


Name - Cleric - Lvl 1 - M

STR: x         Mace d6
INT: x          spells:
WIS: P
DEX: x         AC: 3. Platemail+Shield 2+1
CON: x         HD: D6 HP: 6 of 6
CHA: x
Exp: 0         GPs:           Backpack, Holy symbol
Turn Undead. 7/9/11
Saves Vs: Death 11+ /Wands 12+ /Poison 14+ /Breath 16+ /Spells 15+


Name - Dwarf - Lvl 1 - M 
STR: P         Axe d6 
INT: x          search 1-2, infravision 
WIS: x 
DEX: x         AC: 3. Platemail, Shield 
CON: 9+       HD: D8 HP: 8 of 8 
CHA: x 

Exp: 0 GPs: Backpack, Crowbar, Saves Vs: Death 8+ /Wands 9+ /Poison 10+ /Breath 13+ /Spells 12+



Name - Fighter - Lvl 1 - M 
STR: P     Sword d8+1 
INT: x 
WIS: x 
DEX: x          AC: 2. Platemail + Shield 
CON: x          HD: D8 HP: 8 of 8 
CHA: x 

Exp: 0 GPs: Backpack. Saves Vs: Death 14+ /Wands 13+ /Poison 14+ /Breath 15+ /Spells 16+



Name - Elf - Lvl 1 - M 
STR: P             dagger d4, sword d8 INT: 9+ 
WIS: x 
DEX: x             AC: 2. Platemail + shield 
CON: x             HD: D6 HP: 6 of 6 
CHA: x 

Exp: 0 
GPs:                 Backpack, torches 6, spellbook, oil 6, 
Saves Vs: Death 12+ /Wands 13+ /Poison 13+ /Breath 15+ /Spells 15+
spells: Magic Missile, Charm, Floating Disk, Hold Portal, Light, Prot from Evil, Read Lang, Read Magic, Sleep, Shield, Ventriloquism


Name - Thief - Lvl 1 - M 
STR: x         dagger d4, short sword d6, short bow d6 
INT: x 
WIS: x 
DEX: P            AC: 7. Leather armour 
CON: x             HD: D4 HP: 4 of 4 
CHA: x              
Exp: 0 
GPs:                Backpack, thieves tools, rope 
40ft Climb 87/ Trap 10/ Hear 1-2/ Hide 10/ silent 20/ lock 15/ pocket 20 Saves Vs: Death 13+ /Wands 14+ /Poison 13+ /Breath 16+ /Spells 15+

Name - Hobbit - Lvl 1 - M 
STR: x         dagger d4, short sword d6, short bow d6 
INT: x          hide 1-2 
WIS: x 
DEX: P             AC: 5. (3 vs larger than human) Chainmail 
CON: 9+           HD: D4 HP: 6 of 6 
CHA: x             Exp: 0 GPs:     Backpack, rations x6 

Saves Vs: Death 8+ /Wands 9+ /Poison 10+ /Breath 13+ /Spells 12+


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