BX Essentials - Classes and Equipment
BX Essentials - Classes and Equipment
BX Essentials - Classes and Equipment
Cover illustration copyright Andrew Walter 2017. Illustrations: on pages 7, 23, 34 copyright
Michael Clarke 2017; on pages 13, 28, 35 copyright Tom Kilian 2017; on page 41 Kay
Nielsen (public domain); on pages 12, 29, 30, 38 copyright Thomas Novosel 2017; on pages
5, 40 copyright Sean Poppe; on pages 10-11, 14, 26, 31 copyright Matthew Ray 2017; on
pages 1, 16, 17, 20-12, 33, 44 copyright Luka Rejec 2017; on page 37 copyright Andrew
Walter 2017. Necrotic Gnome logo copyright Greg Gorgonmilk 2016.
This product is released under the terms of the Open Game License Version 1.0a, Copyright
2000, Wizards of the Coast, Inc. Includes elements of the OGC text of Labyrinth Lord by
Dan Proctor. Many thanks.
1
Table of Contents
Foreword 3 Land Transportation 27
Character Creation 4 Animals of Burden 27
Tack and Harness 27
Ability Scores 6
Vehicles 27
Character Classes 8 Descriptions 27
Cleric 8
Water Transportation 28
Dwarf 10
Seaworthy Vessels 28
Elf 12
Unseaworthy Vessels 29
Fighter 14
Vessel Descriptions 30
Halfling 15
Vessel Movement Rates and Crew 31
Magic-User 16
Rowed Movement 31
Thief 18
Vessel Combat Stats 32
Alignment 20 Ship Modifications 33
Languages 21 Ship Weaponry 33
The Common Tongue 21 Weaponry Descriptions 33
Alignment Languages 21 Mercenaries 34
Monster Languages 21 Locating and Hiring 34
Player Character Languages 21 Wages and Upkeep 34
Character Advancement 22 Morale 35
Parties of Mixed Levels 22 Specialists 36
Level Titles (Optional Rule) 22 Locating and Hiring 36
High Level Play (Optional Rule) 22 Wages and Upkeep 36
Money and Wealth 23 Descriptions 36
Coinage 23 Castles and Strongholds 38
Starting Money 23 Planning and Construction 38
Inheritance 23 Building in Towns 38
Equipment 24 Maintaining Cleared Lands 38
Adventuring Gear 24 Settlers and Taxation 38
Armour 24 Standard Structures 39
Weapons 24 Interior Details 40
Ammunition 24 Open Game License 42
Weapon Combat Stats 25
Index of Tables 44
Descriptions 26
Other Equipment 26
2
Foreword
In the foreword to B/X Essentials: Core So, in these pages, you will find the follow-
Rules, I mentioned my desire for a clean, ing information:
combined expression of the core Basic/ 1. Character creation. A two-page
Expert rules separated from the “accoutre- description of the complete procedure
ments” —the assumed standard character for creating a character.
classes, equipment, spells, monsters, and so
2. Ability scores. Descriptions of the
on. This desire led to the creation of the first
six ability scores and their modifiers,
B/X Essentials book, enabling the easy
duplicated from B/X Essentials: Core
use of these traditional rules in campaign
Rules, for convenience when creating
settings bearing potentially very little resem-
characters.
blance to the standards of Tolkien-derived
high fantasy. 3. Character classes. Descriptions of
the seven standard character classes,
This book, however, is for those groups who with all pertinent information compiled
do wish to use the classic character classes onto one or two pages per class.
and equipment lists in their games. 4. Alignment and languages. Two
pages detailing the threefold alignment
As with the Core Rules book, my primary system of the Basic/Expert rules and
goal in writing this book has been to present the languages used by characters and
a streamlined rendition of the Basic/Expert monsters in the game.
rules, optimised for easy reference. To this 5. Character advancement, money,
end, information that is scattered through- and wealth. Issues around level
out the original rule books has been carefully advancement, currency, and character
collated. For example, all the information wealth, discussed on two pages.
pertaining to each character class is present-
6. Equipment. The standard adventur-
ed in one place, on a single page or spread.
ing equipment, weapons, and armour
(This includes the attack and saving throw
presented on a two-page spread, along
charts.) No more page-flipping is required to
with all required combat stats (including
get an overview of a character’s abilities.
weights, for use with the optional
encumbrance rules).
During the research and writing of this book,
I noticed (indeed, for the first time!) that 7. Land and water transportation.
there are ambiguities, omissions, and even Discussion of various modes of trans-
contradictions in several areas of the original port, along with prices and relevant
Expert rules. The rules for water vessels and combat information.
stronghold construction are especially bad, 8. Mercenaries and specialists. List-
in this regard. As one of the aims of the ings of the different kinds of hirelings
B/X Essentials line is the presentation of that player characters may wish to
a clarified rule set, I did not feel comfortable employ.
simply presenting these ambiguous and 9. Castles and strongholds. Proce-
contradictory rules “as-is”. The rules you dures and price lists for use by high-lev-
will find in this book thus contain my own el characters who wish to found their
slight reworkings, in an attempt to resolve own domain.
the problems present in the original books.
While I have made a great effort to update Again, it is my hope that this book will play
these rules in a sensible and consistent way, some small part in the furtherance of this
cleaving as closely as possible to the original timeless and beloved game and prove useful
rules, other interpretations and untanglings as a reference for those already familiar with
of the original rules are certainly possible. its charms.
Gavin Norman, Autumn 2017, Berlin.
3
Character Creation
1. Roll Ability Scores 4. Note Ability Score
Character ability scores are determined by Modifiers
rolling randomly. Roll 3d6 for your char-
Now that your character’s ability scores are
acter’s Charisma, Constitution, Dexterity,
fixed, make a note of any associated bonuses
Intelligence, Strength, and Wisdom. See
or penalties, consulting the charts in Ability
Ability Scores, p6.
Scores, p6.
Sub-Par Characters
If you roll a character with very poor ability 5. Note Attack Values
scores—for example an 8 or less in every The level progression chart for your charac-
score or an extremely low rating in one abili- ter’s class lists the modified attack roll need-
ty—the referee may sometimes allow you to ed to hit an opponent with Armour Class 0.
discard the character and start again. The attack roll you need to hit opponents of
other AC ratings can be calculated from this
2. Choose a Class value. It is usual to pre-calculate the modified
attack values required to hit AC 0-9 and
Select a class for your character from those record them in a matrix (see below).
available (see Character Classes, p8),
bearing in mind the minimum ability score
requirements of some classes. 6. Note Saving Throws
and Class Abilities
3. Adjust Ability Scores Record any special abilities possessed by
Optionally, the prime requisite(s) of your your character as a result of his or her class,
character (determined by the chosen class) as well as your character’s saving throws. If
may be raised by lowering other (non-prime your character has a spell book, ask your
requisite) ability scores. For every two points referee which spells are recorded in it. The
by which an ability score is reduced, one referee may allow you to choose.
point may be added to your prime requisite.
The following restrictions apply:
•• Only Intelligence, Strength, and Wisdom
may be lowered in this way.
•• No score may be lowered below 9.
•• Thieves may not lower Strength.
AC 0 1 2 3 4 5 6 7 8 9
Roll 19 18 17 16 15 14 13 12 11 10
4
7. Roll Hit Points 10. Buy Equipment
Determine your character’s hit points by roll- Your character starts play with 3d6 × 10 gold
ing the die type appropriate to the chosen pieces (see Money and Wealth, p23).
class. Modifiers for high or low Constitution You may spend as much of this money as
apply (see Ability Scores, p6). Your you wish to equip your character for adven-
character always starts with at least 1 hit ture, consulting the lists in Equipment
point, regardless of CON modifier. (p24), Land Transportation (p27),
and Water Transportation (p28).
Re-Rolling 1s and 2s (Optional Rule)
Remember that your chosen class may
If your roll for hit points comes up 1 or 2 restrict your use of some equipment (e.g.
(before applying any CON modifier), the ref- weapons and armour).
eree may allow you to re-roll. This is in order
to increase the survivability of 1st level PCs.
11. Note Armour Class
8. Choose Alignment Now that you know what kind of armour
your character has, record your character’s
Decide whether your character is Lawful, Armour Class value (see Armour in Equip-
Neutral, or Chaotic (see Alignment, ment, p24), applying any adjustment for
p20) and note this on your character high or low Dexterity (see Ability Scores,
sheet. p6).
5
Ability Scores
Charisma Intelligence
Charisma (CHA) measures a character’s Intelligence (INT) determines how well a
force of personality, persuasiveness, person- character learns, remembers, and reasons.
al magnetism, physical attractiveness, and •• Language ability denotes the charac-
ability to lead. This ability has an influence ter’s ability to speak, read, and write in
on how NPCs or monsters will respond to his or her native language and others.
a character in an encounter. Charisma also
determines the number of retainers a char- •• Bonus languages determines the num-
acter may have and their morale. ber of additional languages the character
can choose during character creation (see
•• Reaction adjustment applies when Languages, p21).
hiring retainers and when interacting
with monsters (see Encounters in B/X Strength
Essentials: Core Rules, p11).
Strength (STR) rates a character’s brawn,
•• Max # of retainers and retainer morale muscle, and physical power. This ability
determine the number of Retainers (see is especially important for characters who
B/X Essentials: Core Rules, p18) focus on melee combat.
a character may have in his or her pay
•• Standard adjustment is applied to
at any one time and their loyalty to the
attack and damage rolls with melee weap-
character.
ons and to attempts to force open a stuck
door (see Doors in B/X Essentials:
Constitution
Core Rules, p10).
Constitution (CON) represents a character’s
health and stamina. A Constitution bonus Wisdom
increases a character’s hit points, making
Wisdom (WIS) encompasses a character’s
this ability important for all classes.
willpower, common sense, perception,
•• Standard adjustment applies when and intuition. While Intelligence represents
rolling a character’s hit points (i.e. at one’s ability to analyse information, Wisdom
1st level and every time a level is gained represents being in tune with and aware of
thereafter). A character always gains at one’s surroundings.
least 1 hit point per Hit Die, regardless of
•• Standard adjustment is applied to
CON modifier.
Saving Throws (see B/X Essentials:
Core Rules, p19) versus magical effects.
Dexterity
This does not normally include saves
Dexterity (DEX) measures hand-eye coordi- against breath attacks, but may apply to
nation, agility, reflexes, and balance. This any other saving throw category.
ability is important for combat-oriented
classes, as it affects Armour Class, and for Prime Requisite
characters who focus on missile combat.
Each character class has one or more prime
•• Standard adjustment is applied to requisites, that is, an ability score or scores
attack rolls (but not damage rolls) made of especial importance to characters of that
with a ranged weapon and modifies the class. A character’s score in his or her class’
character’s Armour Class (a bonus lowers prime requisite(s) affects how quickly the
AC, a penalty raises it). character is able to gain XP.
•• Initiative adjustment modifies the •• XP Adjustment is applied to all expe-
character’s initiative roll, if the optional rience points awarded to the character,
rule for individual initiative is used (see unless otherwise noted in the description
Basic Combat Procedure in B/X of the class.
Essentials: Core Rules, p22).
6
Standard Adjustments Prime Requisite Adjustments
Ability Standard Adjustment Prime Requisite XP Adjustment
3 –3 3-5 -20%
4-5 –2 6-8 -10%
6-8 –1 9-12 None
9-12 None 13-15 +5%
13-15 +1 16-18 +10%
16-17 +2
18 +3
Charisma Adjustments
CHA Reaction Adjustment Max # of Retainers Retainer Morale
3 –2 1 4
4-5 –1 2 5
6-8 –1 3 6
9-12 None 4 7
13-15 +1 5 8
16-17 +1 6 9
18 +2 7 10
Intelligence Adjustments
INT Language Ability Bonus Languages
3 Unable to read or write, broken speech 0
4-5 Unable to read or write 0
6-8 Can write simple words 0
9-12 Can read and write native languages 0
13-15 Can read and write native languages 1
16-17 Can read and write native languages 2
18 Can read and write native languages 3
7
Character Classes
Turning the Undead: Clerics are able
Cleric to call upon the name and power of their
Requirements: None deity to repel or even destroy undead. This
Prime Requisite: WIS ability is known as turning the undead. The
Hit Dice: 1d6 chart opposite lists a dash, a “T”, a “D”, or a
Maximum Level: 14 number corresponding to the Hit Dice of an
Allowed Armour: Any, including shields undead creature and the level of the cleric:
Allowed Weapons: Any blunt weapons •• A dash means an automatic failure.
Languages: Alignment language, Common •• A number indicates that the player must
roll that number or higher on 2d6 in order
Clerics are humans who have sworn to serve
to successfully turn the undead.
a deity. They conduct their lives in a way to
further the will of their deity and channel the •• A “T” means that the turning automati-
power of their deity. Clerics are trained for cally succeeds for this type of undead.
combat; they should be thought of as fight- •• A “D” means that the turning automat-
ing holy crusaders, not as passive priests. ically succeeds for this type of undead
Holy Symbol: A cleric must carry a holy and that the monsters are destroyed, not
symbol (see Equipment, p24). simply caused to flee.
Deity Disfavour: If a cleric ever falls from If the turning attempt succeeds, the player
favour, due to violating the beliefs or stric- rolls 2d6 to determine the number of Hit
tures of his or her deity or clergy, penalties Dice of undead affected (either turned or
(determined by the referee) may be imposed destroyed). No matter what the dice roll
upon the cleric. These may include penalties result, at least one undead creature will
to attack (-1) or even a reduction in spells. always be turned or destroyed, as appropri-
ate, on a successful turning. Turned undead
Abilities will leave the area, if possible, and will not
Combat: Clerics can use any form of harm or make contact with the cleric.
armour, but strict holy doctrine prevents If turn undead is used against a mixed group
their use of weapons that have a sharp edge. of undead monsters of different types, those
Thus, only the following weapons from the with the lowest HD are affected first.
standard lists in Equipment (p24) may
Using Magic Items: As spell casters,
be used: club, mace, sling, staff, warhammer.
clerics can use magic scrolls of spells on their
Magical Research: A cleric of any level spell list. There are also items (e.g. some
may spend time and money to research new staves) that only clerics can use.
spells associated with his or her deity. When
a cleric reaches 9th level, he or she is also Reaching 9th Level
able to create magic items and research oth- Once attaining 9th level, a cleric may estab-
er magical effects. These rules are detailed in lish or build a stronghold. So long as the cler-
B/X Essentials: Core Rules, p31. ic is currently in favour with his or her god,
Spell Casting: From 2nd level, a cleric a stronghold may be bought or built at half
may pray to receive spells from his or her the normal price, due to divine intervention.
deity. The power and number of spells avail- Once a stronghold is established, the cleric
able to a cleric are determined by the char- will attract followers (5d6 × 10 fighters of
acter’s experience level. The rules for divine 1st or 2nd level). These troops are com-
spell casting are found in B/X Essentials: pletely devoted to the cleric (never checking
Core Rules, p28. The list of spells available morale). The referee chooses which propor-
to clerics is found in B/X Essentials: Cleric tions of followers are 1st and 2nd level and
and Magic-User Spells. which are bowmen, infantry, etc.
8
Cleric Level Progression
Saving Throws Spells per Day
Level XP HD AC0 D W P B S 1 2 3 4 5
1 0 1d6 19 11 12 14 16 15 - - - - -
2 1,500 2d6 19 11 12 14 16 15 1 - - - -
3 3,000 3d6 19 11 12 14 16 15 2 - - - -
4 6,000 4d6 19 11 12 14 16 15 2 1 - - -
5 12,000 5d6 17 9 10 12 14 12 2 2 - - -
6 25,000 6d6 17 9 10 12 14 12 2 2 1 1 -
7 50,000 7d6 17 9 10 12 14 12 2 2 2 1 1
8 100,000 8d6 17 9 10 12 14 12 3 3 2 2 1
9 200,000 9d6 14 6 7 9 11 9 3 3 3 2 2
10 300,000 9d6+1* 14 6 7 9 11 9 4 4 3 3 2
11 400,000 9d6+2* 14 6 7 9 11 9 4 4 4 3 3
12 500,000 9d6+3* 14 6 7 9 11 9 5 5 4 4 3
13 600,000 9d6+4* 12 3 5 7 8 7 5 5 5 4 4
14 700,000 9d6+5* 12 3 5 7 8 7 6 5 5 5 4
* 2 Hit Dice monsters with a special ability indicated by this column of the chart. Such
(e.g. paralysing touch, immunity to normal monsters will have an asterisk next to their
weapons, etc.) are more difficult to turn, as HD rating, in the monster description.
9
Dwarf Detect Traps: Due to their expertise with
construction, dwarves have a 2-in-6 chance
Requirements: Minimum CON 9 of detecting non-magical traps, when
Prime Requisite: STR searching (see Searching in B/X Essen-
Hit Dice: 1d8 tials: Core Rules, p19).
Maximum Level: 12
Infravision: Due to their habit of living
Allowed Armour: Any, including shields underground in great mines, dwarves have
Allowed Weapons: Small or normal the ability to see in the dark with infravision
sized (see below) up to 60’ (see Light, Vision, and Visibil-
Languages: Alignment language, ity in B/X Essentials: Core Rules, p16).
Common, dwarvish, gnome, goblin,
Listening at Doors: Dwarves have a
kobold
2-in-6 chance of hearing noises (see Doors,
Dwarves are stout, bearded demi-humans B/X Essentials: Core Rules, p10).
who average a height of approximately 4
feet and weigh about 150 pounds. Dwarves Reaching 9th Level
live underground and value precious metals, When a dwarf reaches level 9, he or she
fine craftsmanship, and stones. Perhaps has the option of creating an underground
not surprisingly, they have skin, hair, and stronghold that will attract dwarves from
eye colours in earth tones. Dwarves have a far and wide. Dwarves usually live in clans,
reputation for having surly attitudes and are so dwarves of the character’s clan will
particularly gruff with elves. Dwarves are be attracted to live under his or her roof.
particularly hardy people and have a strong Dwarves from other clans will also come and
resistance to magic, as reflected in their live nearby to be ruled by the character. A
saving throws. dwarf ruler is able to hire dwarven soldiers
or mercenaries, but may only hire members
Abilities of other races for other tasks, such as human
Combat: Dwarves may use any type of alchemists or elves for spell casting.
armour, however, due to their short height,
may only use small or normal sized weap-
ons. This means that dwarves cannot use
longbows or two-handed swords.
Detect Construction Tricks: From their
experience underground, dwarves have a
2-in-6 chance of detecting false walls, hidden
construction, or sloping passages. A dwarf
must be actively searching for these abilities
to function.
10
Dwarf Level Progression
Saving Throws
Level XP HD AC0 D W P B S
1 0 1d8 19 8 9 10 13 12
2 2,200 2d8 19 8 9 10 13 12
3 4,400 3d8 19 8 9 10 13 12
4 8,800 4d8 17 6 7 8 10 10
5 17,000 5d8 17 6 7 8 10 10
6 35,000 6d8 17 6 7 8 10 10
7 70,000 7d8 14 4 5 6 7 8
8 140,000 8d8 14 4 5 6 7 8
9 270,000 9d8 14 4 5 6 7 8
10 400,000 9d8+3* 12 2 3 4 4 6
11 530,000 9d8+6* 12 2 3 4 4 6
12 660,000 9d8+9* 12 2 3 4 4 6
11
Elf Spell Casting: Elves carry spell books that
hold the formulae for arcane spells written
Requirements: Minimum INT 9 on their pages. An elf can only memorize
Prime Requisite: INT and STR a certain number of spells at any given
Hit Dice: 1d6 time. The level progression chart (opposite)
Maximum Level: 10 shows both the number of spells in the elf’s
Allowed Armour: Any, including shields spell book and the number he or she may
Allowed Weapons: Any memorize, determined by the character’s
Languages: Alignment language, experience level. Thus, a 1st level elf has
Common, elvish, gnoll, hobgoblin, orcish one spell in his or her spell book, selected
by the referee (who may allow the player to
Elves are slender, fey demi-humans with choose). The rules for arcane spell casting
pointed ears. They are very diverse in and spell books are described in the Magic
appearance, much like humans, and there section of B/X Essentials: Core Rules,
are said to be different kinds of elves in p28. The list of spells available to elves is
distant locations. They typically weigh about provided in B/X Essentials: Cleric and
120 pounds and are between 5 and 5½ feet Magic-User Spells (elves have the same
tall. Though a peaceful people who enjoy spell selection as magic-users).
good, light food and play, elves are very
talented fighters and users of magic.
Prime Requisites: An elf must have at
least 13 in both prime requisites in order
to get the +5% bonus to experience. An elf
with an INT of at least 16 and a STR of at
least 13 receives a +10% XP bonus.
Abilities
Combat: Elves are able to use all forms of
weapon and armour. Using Magic Items: As spell casters,
elves are able to use magic scrolls of spells
Detect Secret Doors: Elves have keen
on their spell list. There are also items (e.g.
eyes that allow them, when actively search-
magic wands) that may only be used by elves
ing, to detect hidden and secret doors with
or magic-users.
a 2-in-6 chance (see Searching in B/X
Essentials: Core Rules, p19). Reaching 9th Level
Immunity to Ghoul Paralysis: Elves An elf can establish a stronghold in a nat-
are completely unaffected by the paralysis ural setting, such as a forest or glen, upon
ghouls can inflict. reaching 9th level. Rather than impose upon
Infravision: Elves have infravision to 60’ nature, this keep must blend seamlessly with
(see Light, Vision, and Visibility in B/X it. Even if the stronghold is not constructed
Essentials: Core Rules, p16). of stone, the cost is the same due to the
quality and artistry of elven craft. Because of
Listening at Doors: Elves have a 2-in-6 the elven connection to nature, all ordinary
chance of hearing noises (see Doors, B/X animals within 5 miles of the stronghold will
Essentials: Core Rules, p10). be kind and helpful to the elves. This helpful-
Magical Research: An elf of any level ness includes the ability to warn of dangers
may spend time and money to research new and pass information or even messages to
spells to add to his or her spell book. When others nearby. However, in exchange, an
an elf reaches 9th level, he or she is also able elven ruler must always defend the animals
to create magic items and research other within his or her territory. Elven rulers can
magical effects. These rules are detailed in hire members of other races in the capacity
the Magic section of B/X Essentials: Core of retainers or specialists, but only soldiers of
Rules, p31. elven stock may be hired.
12
Elf Level Progression
Saving Throws Spells
Level XP HD AC0 D W P B S 1 2 3 4 5
1 0 1d6 19 12 13 13 15 15 1 - - - -
2 4,000 2d6 19 12 13 13 15 15 2 - - - -
3 8,000 3d6 19 12 13 13 15 15 2 1 - - -
4 16,000 4d6 17 10 11 11 13 12 2 2 - - -
5 32,000 5d6 17 10 11 11 13 12 2 2 1 - -
6 64,000 6d6 17 10 11 11 13 12 2 2 2 - -
7 120,000 7d6 14 8 9 9 10 10 3 2 2 1 -
8 250,000 8d6 14 8 9 9 10 10 3 3 2 2 -
9 400,000 9d6 14 8 9 9 10 10 3 3 3 2 1
10 600,000 9d6+2* 12 6 7 8 8 8 3 3 3 3 2
13
Fighter
Requirements: None
Prime Requisite: STR
Hit Dice: 1d8
Maximum Level: 14
Allowed Armour: Any, including shields
Allowed Weapons: Any
Languages: Alignment language, Common
Abilities
Combat: Fighters can use all forms of
weapon and armour.
Stronghold: Any time a fighter wishes
Reaching 9th Level
(and has sufficient money), he or she can
build a castle or stronghold and control the Upon achieving 9th level, a fighter may be
surrounding lands. granted a title such as Baron or Baroness.
The land under the fighter’s control is then
known as a Barony.
14
Halfling Defensive Bonus: Because they are so
small, halflings have a lower Armour Class
Requirements: Minimum CON 9, (-2 bonus) when attacked by creatures great-
minimum DEX 9 er than human sized.
Prime Requisite: DEX and STR
Hiding: Halflings have an uncanny ability
Hit Dice: 1d6
to disappear from sight:
Maximum Level: 8
Allowed Armour: Any appropriate to •• In bushes or other outdoor cover, a hal-
size, including shields fling can hide with 90% ability.
Allowed Weapons: Appropriate to size •• In dungeons, a halfling can also hide in
(see below) shadows or behind other forms of cover,
Languages: Alignment language, so long as he or she remains silent and
Common, halfling motionless. The chance of success is
2-in-6.
Halflings are small, rotund demi-humans
Initiative Bonus (optional rule): If
with furry feet and curly hair. They weigh
using the optional rule for individual initiative
about 60 pounds and only attain a height of
(see Basic Combat Procedure in B/X
around 3 feet. They are as diverse in appear-
Essentials: Core Rules, p22), halflings
ance as humans. Halflings are gentle-natured
get a bonus of +1 to initiative rolls.
and value relaxation, good food, and good
drink. They love comfort and will spend their Listening at Doors: Halflings have a
riches on the most extravagant items. 2-in-6 chance of hearing noises (see Doors,
B/X Essentials: Core Rules, p10).
Prime Requisites: A halfling must have at
least 13 in one or the other prime requisite Missile Attack Bonus: Halflings’ keen
in order to get a +5% to experience. The coordination grants them +1 on any missile
character must have a STR and DEX of 13 attacks.
or higher to get a +10% bonus. Stronghold: Any time a halfling wishes
(and has sufficient money), he or she can
Abilities build a stronghold. These strongholds will be
Combat: Halflings may use any type of in serene, beautiful valleys and halflings will
armour, though it must be tailored to their come from great distances to settle there.
small size. Similarly, they may use any weap- The character becomes the leader of the
on which is appropriate to their stature. people (called the sheriff) and must rule them
They cannot use longbows or two-handed wisely and well.
swords.
15
Magic-User Spell Casting: Magic-users carry spell
books that hold the written formulae for
Requirements: None arcane spells. A magic-user can only mem-
Prime Requisite: INT orize a certain number of spells at any given
Hit Dice: 1d4 time. The level progression chart (opposite)
Maximum Level: 14 shows both the number of spells in the
Allowed Armour: None magic-user’s spell book and the number he
Allowed Weapons: Dagger only or she may memorize, determined by the
Languages: Alignment language, Common character’s experience level. Thus, a 1st lev-
el magic-user has one spell in his or her spell
Sometimes called wizards, warlocks, or book, selected by the referee (who may allow
witches, magic-users are humans who study the player to choose). The rules for arcane
arcane secrets and cast spells. Magic-users spell casting and spell books are described in
are able to cast a greater number of increas- the Magic section of B/X Essentials: Core
ingly powerful spells as they advance in level. Rules, p28. The list of spells available to
magic-users is provided in B/X Essentials:
Abilities Cleric and Magic-User Spells.
Combat: Magic-users may only use daggers Using Magic Items: As spell casters,
and are unable to use shields or wear any magic-users are able to use magic scrolls of
kind of armour. For this reason, magic-users spells on their spell list. There are also items
are weak at low levels and, in an adventuring (e.g. magic wands) that may only be used by
group, should be protected. magic-users or elves.
Magical Research: A magic-user of any
level may spend time and money to research Reaching 11th Level
new spells to add to his or her spell book. A magic-user may build a stronghold, often
When a magic-user reaches 9th level, he or a great tower, when he or she reaches level
she is also able to create magic items and 11. 1d6 apprentices of levels 1-3 will then
research other magical effects. These rules arrive to study under the magic-user.
are detailed in the Magic section of B/X
Essentials: Core Rules, p31.
16
Magic-User Level Progression
Saving Throws Spells
Level XP HD AC0 D W P B S 1 2 3 4 5 6
1 0 1d4 19 13 14 13 16 15 1 - - - - -
2 2,500 2d4 19 13 14 13 16 15 2 - - - - -
3 5,000 3d4 19 13 14 13 16 15 2 1 - - - -
4 10,000 4d4 19 13 14 13 16 15 2 2 - - - -
5 20,000 5d4 19 13 14 13 16 15 2 2 1 - - -
6 40,000 6d4 17 11 12 11 14 12 2 2 2 - - -
7 80,000 7d4 17 11 12 11 14 12 3 2 2 1 - -
8 150,000 8d4 17 11 12 11 14 12 3 3 2 2 - -
9 300,000 9d4 17 11 12 11 14 12 3 3 3 2 1 -
10 450,000 9d4+1* 17 11 12 11 14 12 3 3 3 3 2 -
11 600,000 9d4+2* 14 8 9 8 11 8 4 3 3 3 2 1
12 750,000 9d4+3* 14 8 9 8 11 8 4 4 3 3 3 2
13 900,000 9d4+4* 14 8 9 8 11 8 4 4 4 3 3 3
14 1,050,000 9d4+5* 14 8 9 8 11 8 4 4 4 4 3 3
17
Thief •• Find or Remove Traps: A thief may
only try one time to find or remove a trap
Requirements: None in an area. Note that these are separate
Prime Requisite: DEX skills, for a thief must find a trap before he
Hit Dice: 1d4 or she can remove it!
Maximum Level: 14
•• Hear Noise: Thieves can attempt to
Allowed Armour: Leather, no shields listen for noises in a cave or hallway, at
Allowed Weapons: Any a door, or in other locations, but the thief
Languages: Alignment language, Common must be quiet and in a quiet environment.
Unlike the other thief abilities, this ability
Thieves are humans who live by their wits is rolled using 1d6.
and skills of deception and intrigue. Their
range of unique skills makes them very •• Hide in Shadows: A thief will always
handy companions in adventures. However, think he or she is successful in this skill
thieves are sometimes are not as trustworthy and will not know otherwise until others
as other characters. react to his or her presence. A thief must
remain motionless when hiding.
Abilities •• Move Silently: When successful,
Back-stab: When attacking an unaware others will not hear the movements of
opponent from behind, a thief receives a +4 a thief. However, the thief always thinks
bonus to hit and doubles any damage dealt. he or she is moving silently and will only
Combat: Because of their need of stealth know otherwise by others’ reaction.
and free movement, thieves cannot wear •• Pick Locks: A thief is skilled in picking
armour heavier than leather and cannot use locks, but needs thieves’ tools to do so
shields. They can use any weapon. (see Equipment, p24). He or she can
Read Languages: A thief of 4th level or only try to pick a lock one time and, if the
higher can read non-magical text in any lan- roll fails, may not try the same lock again
guage (including dead languages and basic before gaining an experience level.
codes) with 80% probability. If the roll does •• Pick Pockets: This skill is the bread and
not succeed, the thief may not try to read butter of non-adventuring thieves; it is a
that particular piece of writing again until he quick (if perilous) source of income. If the
or she reaches a higher level of experience. victim is above 5th level, the thief’s roll
Scroll Use: A thief of 10th level or higher is penalised by 5% for every level above
can cast spells from arcane scrolls with 90% 5th. There is always at least a 1% chance
accuracy. A failed roll means the spell does of failure. A roll of more than twice the
not function as expected and creates an percentage required for success means
unusual or deleterious effect. the intended target notices the thieving
attempt. The referee will then roll 2d6
Thief Skills: Thieves have the following on the reaction table (see Encounters in
skills, which improve as the character gains B/X Essentials: Core Rules, p11) to
levels (see the chart opposite). Note that dice determine the target’s reaction.
rolls for these abilities are usually made by
the referee, because a thief is not always Reaching 9th Level
aware that he or she has failed! When a thief attains level 9, he or she can
•• Climb Sheer Surfaces: Thieves are establish a thief den. 2d6 thief apprentices
adept at scaling sheer surfaces, including of 1st level will come to work with the char-
walls or steep cliffs. A skill roll is required acter. These thieves will serve the character
for each 100 feet to be climbed. If the roll with some reliability; however, should any be
fails, the thief falls a distance equal to half arrested or killed, the character will not be
the attempted distance, taking 1d6 points able to attract more followers of this type to
of damage per 10 feet. replace them. A successful thief might use
these followers to start a Thieves’ Guild.
18
Thief Level Progression
Saving Throws
Level XP HD AC0 D W P B S
1 0 1d4 19 13 14 13 16 15
2 1,200 2d4 19 13 14 13 16 15
3 2,400 3d4 19 13 14 13 16 15
4 4,800 4d4 19 13 14 13 16 15
5 9,600 5d4 17 12 13 11 14 13
6 20,000 6d4 17 12 13 11 14 13
7 40,000 7d4 17 12 13 11 14 13
8 80,000 8d4 17 12 13 11 14 13
9 160,000 9d4 14 10 11 9 12 10
10 280,000 9d4+2* 14 10 11 9 12 10
11 400,000 9d4+4* 14 10 11 9 12 10
12 520,000 9d4+6* 14 10 11 9 12 10
13 640,000 9d4+8* 12 8 9 7 10 8
14 760,000 9d4+10* 12 8 9 7 10 8
* Modifiers from CON no longer apply Saves: D=death/poison; W=wand; P=paraly-
AC0: Modified attack roll needed to hit AC 0 sis/petrify; B=dragon breath; S=rod/staff/spell
Thief Skills
Climb Find or
Sheer Remove Hear Hide in Move Pick Pick
Level Surfaces Traps Noise Shadows Silently Locks Pockets
1 87% 10% 2-in-6 10% 20% 15% 20%
2 88% 15% 2-in-6 15% 25% 20% 25%
3 89% 20% 3-in-6 20% 30% 25% 30%
4 90% 25% 3-in-6 25% 35% 30% 35%
5 91% 30% 3-in-6 30% 40% 35% 40%
6 92% 40% 3-in-6 36% 45% 45% 45%
7 93% 50% 4-in-6 45% 55% 55% 55%
8 94% 60% 4-in-6 55% 65% 65% 65%
9 95% 70% 4-in-6 65% 75% 75% 75%
10 96% 80% 4-in-6 75% 85% 85% 85%
11 97% 90% 5-in-6 85% 95% 95% 95%
12 98% 95% 5-in-6 90% 96% 96% 105%
13 99% 97% 5-in-6 95% 98% 97% 115%
14 99% 99% 5-in-6 99% 99% 99% 125%
19
Alignment
All beings, whether player characters, Player Characters
NPCs, or monsters, adhere to one of three The player must inform the referee of his or
philosophies or spheres of behaviour, her character’s alignment, but does not have
known as alignments. These spheres are to tell other players. When determining the
Law, Neutrality, and Chaos. A player must character’s actions, players should do their
choose one of these paths when his or her best to adhere to their chosen alignment.
character is created. The referee will take note when behaviour
Law: Lawful beings believe in truth and deviates too much and may assign a new
justice. To this end, they will follow laws alignment more appropriate to actual char-
and believe all things must adhere to order. acter actions. Deviation from alignment may
Lawful beings also believe in sacrifice to a also be penalised, as the referee sees fit.
greater good and will choose the good of a
larger group over the good of an individual.
Neutrality: Neutral beings believe in a bal-
ance between the ideas of Law and Chaos
and, in their actions, they tend to do what
will serve themselves. They might commit
good or evil acts in order to further their own
ends and generally will not put others’ needs
ahead of their own.
Chaos: Chaotic beings are in direct oppo-
sition to Law. These beings should seldom
be trusted, for they tend to act in “evil” ways
and will be much more selfish than a neutral
being. Chaotic characters believe in chance
and that there is no innate order to life.
20
Languages
The Common Tongue Monster Languages
The common tongue (sometimes simply 20% of intelligent monsters speak Common
called Common) is a language which is wide- (unless the monster description states other-
spread among intelligent species. All player wise). Many intelligent monster species also
character races—as well as many monsters have their own tongue.
(see right)—are able to speak Common.
It is assumed that the common tongue is a Player Character
language common to all humans and used by
other intelligent races. However, the referee Languages
may rule that different human cultures in the All PCs know the common tongue and their
campaign world have different languages, alignment language. Some classes grant
in which case a particular human language further languages, as noted in the class
must be chosen instead of Common. descriptions, and characters with high Intel-
ligence receive additional languages, chosen
at the referee’s discretion. The following list
Alignment Languages of languages may be used:
All intelligent beings know a secret, unwrit-
ten language of gestures, signs, and code 1. Bugbear 11. Harpy
words associated with their alignment. 2. Doppelgänger 12. Hobgoblin
This secret language allows beings of the 3. Dragon 13. Kobold
same alignment to communicate. Beings
4. Dwarvish 14. Lizard man
of another alignment will recognise when
an alignment language is being used, but 5. Elvish 15. Medusa
will not understand. It is not possible to 6. Gargoyle 16. Minotaur
learn another alignment language except 7. Gnoll 17. Ogre
by changing alignment, in which case the 8. Gnome 18. Orc
former language is forgotten. 9. Goblin 19. Pixie
10. Halfling 20. Human dialect
21
Character Advancement
Parties of Mixed Levels High Level Play
As new player characters join play (either (Optional Rule)
due to the death of old characters or due to
Human character classes are listed as having
new players joining the group), the expe-
a maximum level of 14. This range of levels
rience levels of the characters in the party
presents the best play experience, in terms
may begin to diverge. It is recommended
of challenge and reward. Some groups,
that characters more than four levels apart
however, may wish to continue play into the
should adventure separately, as challenges
extremely high levels beyond. In this case,
which are suitable for higher level characters
human characters may continue advancing
will be too dangerous for those of lower
to a maximum of 36th level. This must be
level. The opposite is also true: low-level
carefully considered, as PCs of some classes
adventures will not provide an interesting
will be left behind, due to their strict level
challenge to characters of higher level.
limits. If the referee allows continued play
into higher levels, the following guidelines
Level Titles may be used. Additionally, other rule books
are available which detail high level play.
(Optional Rule)
Note that however far a character’s ability to
In some campaigns, characters are not hit in combat advances, the minimum mod-
merely referred to by their numerical expe- ified roll required to hit is never less than 2.
rience level (e.g. “2nd level magic-user”),
but also gain the right to bear certain titles Clerics require an additional 100,000 XP
as they advance in level. Such titles may be per level beyond 14th and gain 1 hit point
granted by the guilds, colleges, or temples per level gained. Their chance to hit in
that PCs are associates of. combat improves by 2 every 4 levels. Spells
of higher levels become available as the
Level titles often vary greatly between cam- character advances.
paign worlds, but the following lists may be
used as inspiration: Fighters require an additional 120,000 XP
per level beyond 14th and gain 2 hit points
Cleric: Acolyte, Adept, Priest(ess), Vicar, per level gained. Their chance to hit in com-
Curate, Elder, Bishop, Lama, Matriarch bat improves by 2 every 3 levels. Fighters of
(Patriarch). 15th level may make two attacks per round.
Dwarf: As fighter (e.g. Dwarven Veteran, This increases to three attacks per round at
Dwarven Warrior, etc). 20th level and four per round at 25th level.
Elf: As fighter and magic-user (e.g. Medi- Magic-users require an additional 150,000
um/Veteran, Seer/Warrior, etc). XP per level beyond 14th and gain 1 hit
Fighter: Veteran, Warrior, Swordmaster, point per level gained. Their chance to hit in
Hero, Swashbuckler, Myrmidon, Champion, combat improves by 2 every 5 levels. Spells
Superhero, Lord (Lady). of higher levels become available as the char-
acter advances.
Halfling: As fighter (e.g. Halfling Veteran,
Halfling Warrior, etc). Thieves require an additional 120,000 XP
per level beyond 14th and gain 2 hit points
Magic-User: Medium, Seer, Conjurer, per level gained. Their chance to hit in com-
Magician, Enchanter (Enchantress), Witch bat improves by 2 every 4 levels. Additional
(Warlock), Sorcerer (Sorceress), Necroman- skills become available to high level thieves,
cer, Wizard. including the ability to climb upside down or
Thief: Apprentice, Footpad, Robber, horizontally, voice skills such as mimicry and
Burglar, Cutpurse, Sharper, Pilferer, Thief, ventriloquism, and other skills of deception.
Master Thief.
22
Money and Wealth
Coinage Inheritance
The most common coin is the gold piece Faced with the possibility of character death,
(gp). Coins made of other types of precious players may take efforts to ensure the
metals—platinum, electrum, silver, and amassed wealth of their PCs is not simply
copper—are also used. Platinum is more lost if the PC dies. The referee may allow
valuable than gold: a platinum piece (pp) is players to create a will for their characters,
worth 10 gold pieces. Coins of the other to leave treasure behind for an heir.
metals are less valuable than gold: a gold •• Any treasure left as an inheritance will be
piece is worth 2 electrum pieces (ep), 10 taxed at 10%. (A player might try to leave
silver pieces (sp), or 100 copper pieces (cp). money to an heir through clandestine
means, such as burying it and leaving a
Starting Money map behind, but this is more risky.)
Player characters begin play with 3d6 × 10 •• A character’s heir must be a new, 1st level
gold pieces. character.
•• A player is only allowed to leave a charac-
ter inheritance one time.
Coin Conversion Rates
1 pp 1 gp 1 ep 1 sp 1 cp
Value in pp 1 1/10 1/20 1/100 1/1,000
Value in gp 10 1 1/2 1/10 1/100
Value in ep 20 2 1 1/5 1/50
Value in sp 100 10 5 1 1/10
Value in cp 1,000 100 50 10 1
23
Equipment
Adventuring Gear Weapons
Item Cost (gp) Cost Weight
Backpack 5 Weapon (gp) (Coins)
Garlic 5 Club 3 50
Lantern 10 Mace 5 30
Torches (6) 1
Weight (Coins): The weight of weapons
Waterskin 1 is only tracked with encumbrance option 2
Wine (2 pints) 1 (see B/X Essentials: Core Rules, p12).
Wolfsbane (1 bunch) 10 * Includes weight of ammunition/container.
† Not defined in the traditional Basic/Expert
rules; value extrapolated from similar items.
Armour
Cost Weight Ammunition
Armour AC (gp) (Coins) Ammunition Cost (gp)
Leather 7 20 200 Crossbow bolts (case of 30) 10
Chain mail 5 40 400 Arrows (quiver of 20) 5
Plate mail 3 60 500 Silver tipped arrow (1) 5
Shield -1 bonus 10 100 Sling stones Free
24
Weapon Combat Stats
Weapon Damage Qualities
Battle axe 1d8 Melee, Two-handed
Club 1d4 Blunt, Melee
Crossbow 1d6 Missile (5’-80’ / 81’-160’ / 161’-240’), Reload,
Two-handed
Dagger 1d4 Melee, Missile (5’-10’ / 11’-20’ / 21’-30’)
Hand axe 1d6 Melee, Missile (5’-10’ / 11’-20’ / 21’-30’)
Holy water vial 1d8 Missile (5’-10’ / 11’-30’ / 31’-50’), Splash weapon
Javelin 1d4 Missile (5’-30’ / 31’-60’ / 61’-90’ †)
Lance 1d6 Charge, Melee
Long bow 1d6 Missile (5’-70’ / 71’-140’ / 141’-210’), Two-handed
Mace 1d6 Blunt, Melee
Oil flask, burning 1d8 Missile (5’-10’ / 11’-30’ / 31’-50’), Splash weapon
Polearm 1d10 Brace, Melee, Two-handed
Short bow 1d6 Missile (5’-50’ / 51’-100’ / 101’-150’), Two-handed
Short sword 1d6 Melee
Silver dagger 1d4 Melee, Missile (5’-10’ / 11’-20’ / 21’-30’)
Sling 1d4 Blunt, Missile (5’-40’ / 41’-80’ / 81’-160’)
Spear 1d6 Brace, Melee, Missile (5’-20’ / 21’-40’ / 41’-60’)
Staff 1d4 Blunt, Melee, Two-handed
Sword 1d8 Melee
Torch 1d4 Melee
Two-handed sword 1d10 Melee, Two-handed
Warhammer 1d6 Blunt, Melee
Damage: Die rolled when using the option- † Not defined in the traditional Basic/Expert
al rule for variable weapon damage (B/X rules; value extrapolated from similar items.
Essentials: Core Rules, p23).
25
Descriptions Pole, 10’: A 2” thick pole useful for poking
and prodding suspicious items in a dungeon.
Backpack: Has two straps and can be
worn on the back, keeping the hands free. Rations, iron: Dried and preserved food
Holds up to 400 coins. to be carried on long voyages when securing
other food may be uncertain.
Crowbar: 2 or 3 feet long and made of
solid iron. Can be used for forcing doors and Rations, standard: Fresh, unpreserved
other objects open. food.
Grappling hook: Has 3 or 4 prongs. Can Rope: Can hold the weight of approximate-
be used for anchoring a rope. ly three human-sized beings.
Hammer: Can be used for construction or Sack, large: Can hold up to 600 coins.
as a mallet with iron or wooden spikes. Sack, small: Can hold up to 200 coins.
Holy symbol: A divine spell caster is Stakes and mallet: A wooden mallet
required to own a holy symbol of his or her and three 18” long stakes. Valuable when
deity, often worn as a necklace. These sym- confronting vampires.
bols will be different for each religion.
Thieves’ tools: This kit contains all of the
Holy water: Water that has been blessed tools needed to pick locks.
by a holy person. It is used in some religious
Tinder box: Used to light fires, including
rituals and is a formidable weapon against
torches. Using a tinder box takes one round.
the undead. A vial of holy water must be
There is a 2-in-6 chance of success per
thrown at an undead monster to harm it (see
round.
Weapon Combat Stats, p25). Holy
water cannot retain its power if it is stored in Torch: A torch burns for 1 hour (6 turns),
any other container than the special vials it is clearly illuminating a 30’ radius. Torches
placed in when blessed. may also be used in combat (see Weapon
Combat Stats, p25).
Iron spikes: May be used for wedging
doors open or shut (see Doors in B/X Waterskin: This container, made of hide,
Essentials: Core Rules, p10), as an will hold 2 pints (1 quart) of fluid.
anchor to attach a rope to, and many other Wolfsbane: This herb can be used to repel
purposes. lycanthropes. The creature must be hit with
Lantern: Lanterns can be closed to hide the herb in melee combat.
the light. They burn one oil flask for each
four hours, or 24 turns, and have an effec-
tive light radius of 30 feet.
Mirror: Useful for looking around corners
or for reflecting a monster’s gaze attack.
Oil flask: A flask of oil fuels a lantern for
four hours (24 turns). In addition to fuelling
lanterns, oil can be used as a weapon:
•• To inflict damage, an oil flask must be
either lit on fire and thrown (see Weapon
Combat Stats, p25) or poured on
the ground and lit.
Other Equipment
The items detailed in this section are those
•• Oil that is poured on the ground can cover
most commonly available for purchase by
a diameter of 3 feet and burns for a full
adventurers. Should PCs wish to purchase
turn, inflicting damage on any character
items not on these lists, the referee may use
or monster moving through the pool.
the listed items as guidelines for determining
•• Fire from oil does not harm monsters that new items’ price and characteristics, includ-
have a natural flame attack. ing combat statistics (if appropriate).
26
Land Transportation
Animals of Burden
Miles Movement
Animal Cost (gp) per Day Rate Max Encumbrance (Coins)
Camel 100 30 150’ (50’) 6,000
Horse (draft) 40 18 90’ (30’) 9,000
Horse (riding) 75 48 240’ (80’) 6,000
Horse (war) 250 24 120’ (40’) 8,000
Mule 30 24 120’ (40’) 4,000
27
Water Transportation
Seaworthy Vessels
Maximum
Cargo
Vessel Cost (gp) (Coins) Usage Length Beam Draft
Lifeboat 1,000 15,000 Any 20’ 4’-5’ 1’-2’
Longship 15,000 40,000 Any 60’-80’ 10’-15’ 2’-3’
Sailing ship 20,000 300,000 Coastal waters, 100’-150’ 25’-30’ 10’-12’
(large) open seas
Sailing ship 5,000 100,000 Coastal waters, 60’-80’ 20’-30’ 5’-8’
(small) open seas
Troop trans- 26,600 300,000 Coastal waters, 100’-150’ 25’-30’ 10’-12’
port (large) open seas
Troop trans- 6,600 100,000 Coastal waters, 60’-80’ 20’-30’ 5’-8’
port (small) open seas
Warship (large) 26,600 300,000 Coastal waters, 100’-150’ 25’-30’ 10’-12’
open seas
Warship (small) 6,600 100,000 Coastal waters, 60’-80’ 20’-30’ 5’-8’
open seas
28
Unseaworthy Vessels
Maximum
Cargo
Vessel Cost (gp) (Coins) Usage Length Beam Draft
Boat (river) 4,000 30,000 Rivers, lakes 20’-30’ 10’ 2’-3’
Boat (sailing) 2,000 20,000 Lakes, coastal 20’-40’ 10’-15’ 2’-3’
waters
Canoe 50 6,000 Rivers, 15’ 3’ 1’ †
swamps
Galley (large) 30,000 40,000 Coastal waters 120’-150’ 15’-20’ 3’
Galley (small) 10,000 20,000 Coastal waters 60’-100’ 10’-15’ 2’-3’
Galley (war) 60,000 60,000 Coastal waters 120’-150’ 20’-30’ 4’-6’
Raft - 50 per Rivers, lakes Varies Varies ½’ †
(makeshift) square foot
Raft 1gp / 100 per Rivers, lakes Varies Varies ½’ †
(professional) square foot square foot
High Winds
Unseaworthy vessels are designed for use
in rivers, lakes, or coastal waters, not on
the open seas. They are thus not built to
withstand high winds (see Water Travel in
B/X Essentials: Core Rules, p21). These
vessels suffer as follows in extreme winds:
Near gale: With the optional variable wind
conditions rule, a result of 11 indicates near
gale conditions. Unseaworthy vessels have a
20% chance (increased from the usual 10%
chance) of taking on water.
Gale: During gale conditions, unseaworthy
vessels are affected as follows:
•• There is an 80% chance of the vessel
being overrun with water and sinking.
•• Unseaworthy vessels with sails cannot
move with the wind to avoid damage.
•• If the vessel is in sight of land when the
gale hits, it may attempt to beach. If the
shore is relatively clear of physical dangers
(rocks, cliffs, etc), this is automatically suc-
cessful; otherwise there is a 2-in-6 chance
of finding a safe harbour to weather the
storm.
29
Vessel Descriptions Longship: A narrow ship which may be
used in rivers, coastal waters, or the open
Boat, river: Riverboats are either rowed seas. A longship may be rowed or sailed,
or pushed with poles. The cost of the boat depending on the conditions. The crew
increases by 1,000 gp if it has a roof (to typically fill the role of oarsmen, sailors, and
protect passengers or cargo). fighters, as needed.
Boat, sailing: A small boat typically used Sailing ship, large: A large, seaworthy
for fishing in lakes or coastal waters. vessel with up to three masts. Usually has
Canoe: A small boat made of hide or can- multiple decks and raised “castles” at the
vas stretched over a wooden frame. Because bow and stern.
of its small size and lightweight construction, Sailing ship, small: A small, seaworthy
a canoe may be carried by two people vessel with a single mast.
(weighing 500 coins).
Troop transport (large, small): These
Galley, large: A long ship with a shallow ships have similar dimensions and char-
draft and a single, square-sailed mast. acteristics to normal sailing ships, but are
Galley, small: A ship with a shallow draft specially designed to carry troops, mounts,
and a single, square-sailed mast. and equipment of war as their cargo.
Galley, war: A large, specially constructed Warship (large, small): These ships
galley that is generally a fleet’s flagship. War have similar dimensions and characteristics
galleys are always fitted with a ram (comes to normal sailing ships, but are specially
with the basic cost) and have a full deck designed to carry mercenaries and war gear.
above the rowers. They have two masts and Raft, makeshift: Given sufficient wood,
10’-20’ wide wooden towers rising 15’-20’ characters may build a makeshift raft in 1-3
above the bow and stern. days per 10’ square section (up to a maxi-
Lifeboat: A small boat with a mast that mum size of 20’ × 30’).
folds down for storage. A small ship usually Raft, professional: A professionally
has 1-2 lifeboats, while larger ships may built raft has raised sides, a basic steering
have 3-4. A lifeboat weighs 5,000 coins and oar, and some form of shelter for goods or
reduces the cargo capacity of the ship on passengers. Such a raft may be up to 30’ ×
which it is carried by this much. A lifeboat 40’. Professionally built rafts are sometimes
is usually equipped with rations to feed ten floated downstream with cargo and then
human-sized beings for one week. broken down and sold for the value of their
wood (25cp per square foot).
30
Vessel Movement Rates and Crew
Rowing (Oarsmen) Sailing (Sailors)
Requires Req. Miles/ Movement Req. Miles/ Movement
Vessel Captain? Crew Day Rate Crew Day Rate
Boat (river) No 8 36 180’ (60’) - - -
Boat (sailing) No - - - 1 72 360’ (120’)
Canoe No 1** 18 90’ (60’) - - -
Galley (large) Yes 180 18 90’ (90’) 20 72 360’ (120’)
Galley (small) Yes 60 18 90’ (90’) 10 90 450’ (150’)
Galley (war) Yes 300 12 60’ (60’) 30 72 360’ (120’)
Lifeboat No - - - 1** 18 90’ (30’)
Longship Yes 60* 18 90’ (90’) 75* 90 450’ (150’)
Raft (makeshift) No 1** 12 60’ (30’) - - -
Raft (prof.) No 1** 12 60’ (30’) - - -
Sailing ship (lg.) Yes - - - 20 72 360’ (120’)
Sailing ship (sm.) Yes - - - 10 90 450’ (150’)
Troop trans. (lg.) Yes - - - 20 72 360’ (120’)
Troop trans. (sm.) Yes - - - 10 90 450’ (150’)
Warship (large) Yes - - - 20 72 360’ (120’)
Warship (small) Yes - - - 10 90 360’ (150’)
Rowed Movement
For rowed vessels, the encounter movement
rate represents a great effort on the part of
the oarsmen. Such speeds cannot be main-
tained for long periods, thus the movement
rates per turn and per day are much slower.
Reduced Crew
Having less than the required number of
oarsmen reduces a vessel’s speed. For every
10% reduction in the available rowing crew,
the vessel’s rowing speed is reduced by an
equal percentage. For example, if 10% of
the oarsmen are being used to repair hull
damage, the vessel moves at 90% of its
normal speed (i.e. 10% slower than normal).
31
Vessel Combat Stats
Maximum Armour Hull
Vessel Mercenaries Class Points Ram? Catapult?
Boat (river) - 8 20-40 - -
Boat (sailing) - 8 20-40 - -
Canoe - 9 5-10 - -
Galley (large) 50 7 100-120 Can be added Up to 2
Galley (small) 20 8 80-100 Can be added Up to 2
Galley (war) 75 7 120-150 Built in Up to 3
Lifeboat - 9 10-20 - -
Longship 75* 8 60-80 - Up to 1
Raft (makeshift) - 9 5 per 10’ sq - -
Raft (professional) - 9 5 per 10’ sq - -
Sailing ship (large) - 7 120-180 - -
Sailing ship (small) - 8 60-90 - -
Troop trans. (lg.) 100 7 160-240 - -
Troop trans. (sm.) 50 8 80-120 - -
Warship (large) 50 7 120-180 - Up to 2
Warship (small) 25 8 60-90 - Up to 1
32
Ship Modifications
The following modifications may be made to
an existing ship:
•• A sailing ship may be converted into a
warship or troop transport of the same
size. The modification costs one-third of
the ship’s original cost.
•• A catapult may be added to a galley,
longship, or warship.
•• A ram may be added to a large or small
galley (a war galley already comes with a
ram fitted).
Ship Weaponry
Item Cost (gp)
Catapult 100
Catapult shot 5
Catapult shot, pitch 25
Ram, large galley 10,000
Ram, small galley 3,000
Weaponry Descriptions
Catapult: Fires either large rocks or
flaming pitch and may be operated by 2-4
crew. A catapult, along with twenty rounds
of shot, weighs 10,000 coins. This must be
subtracted from the ship’s cargo allowance.
The range of attacks is 150-300 yards.
Attack rolls may be modified for weather
conditions, manoeuvrability, etc. Attacks are Ram: War galleys have a ram built in. A
made as a fighter of level equal to the num- ram may be added to a large or small gal-
ber of crew manning the catapult (minimum ley. Attacks with a ram are made using the
2, maximum 4). The rate of fire also depends attack chart for 1st level fighters and occur
on the number of crew: every 5 rounds with at the same point in the combat sequence as
four crew, every 8 rounds with three crew, missile fire. Attack rolls may be modified for
or every 10 rounds with two crew. weather conditions, manoeuvrability, etc. A
Catapult shot: Inflicts 3d6 hull points of ram can only be used against large targets
damage against ships. (e.g. other ships or giant sea monsters);
small individuals cannot be targeted.
Catapult shot, pitch: Sets a 10’×10’
area of a ship on fire. The burning does 1d6 •• Large or war galley: Deals 1d6+5 ×
hull points of damage per turn (for at least 10 hull points damage against ships and
one turn) and will spread to other areas of 6d6 hit points damage against monsters.
the ship, if not extinguished. A fire may be •• Small galley: Deals 1d4+4 × 10 hull
put out by five crew in 3 turns, ten crew in 2 points damage against ships and 3d8 hit
turns, or fifteen crew in 1 turn. points damage against monsters.
33
Mercenaries
Mercenaries are typically hired as soldiers
and will guard, patrol, and otherwise serve
in wilderness settings, but only as part of a
larger force, not an adventuring group.
Note that as mercenaries are hired by a
character to perform specific services, they
are not treated as retainers and thus do not
count toward a character’s maximum num-
ber of retainers.
Wage per Month: This is the rate of pay AC: 9 = no armour; 7 = leather; 6 = leather
out of wartime. In wartime, all wages are + shield; 5 = chainmail; 4 = chainmail +
doubled. shield; 3 = plate mail.
34
Morale Modifiers
At the referee’s discretion, the morale
Like retainers, mercenaries have a morale
score of a group of mercenaries may be
rating. However, the morale rating of a
modified based on working conditions. If
group of mercenaries is determined solely by
the mercenaries are being killed frequently
their type—it does not depend on the CHA
or subjected to other abuses, morale will be
of the hiring character.
low. If the mercenaries are enjoying riches
The table of common mercenary types to and excitement, it might be higher.
the left lists their basic morale rating, but the
following chart may be used to calculate the
morale of other types of mercenary:
35
Specialists
All types of character that PCs may wish to
hire for non-combat and non-adventuring
Descriptions
purposes (i.e. not mercenaries or retainers) Alchemist
are termed specialists.
Alchemists dedicate their expertise to cre-
Note that as specialists are hired by a charac- ating potions and other concoctions. Based
ter to perform specific services, they are not on a sample or recipe, an alchemist can
treated as retainers and thus do not count produce a potion at twice the normal speed
toward a character’s maximum number of and for half the normal cost (see Magical
retainers. Research in B/X Essentials: Core Rules,
p31). An alchemist may also research new
potions, but this takes twice as long and
Locating and Hiring costs twice as much as normal.
Specialists may be located by frequenting
pubs or by posting notices of help wanted. Animal Trainer
There may also be guilds which can act as a All animal trainers are specialized in a par-
contact point for recruiting specialists. ticular kind of animal and can have up to six
animals under their care at a time. Trainers
are not required for small numbers of com-
Wages and Upkeep mon animals like dogs, horses, or mules, but
Several possible types of specialist are more exotic animals or larger numbers of
described below, along with their typical normal animals require a specialized trainer.
monthly pay rates. The monthly rate of pay
The referee decides how long an animal
includes food and basic gear. This list is not
must be trained, based on the nature of the
exhaustive and the referee may create addi-
training. It will take a minimum of one month
tional types of specialist as needed.
to teach an animal the first new behaviour or
Specialist Wage per Month trick. After this first month, an animal has
Alchemist 1,000gp become accustomed to the trainer and can
be taught additional behaviours at twice the
Animal trainer 500gp rate (two weeks per behaviour). If training is
Armourer 100gp interrupted, all time already spent on that
Assistant armourer 15gp† particular behaviour is lost and the animal
becomes unable to learn further behaviours.
Blacksmith 25gp
Engineer 750gp Armourer
An armourer may either:
Navigator 150gp
•• Produce weapons and armour:
Oarsman 2gp
Per month, an armourer can make five
Sage 2,000gp weapons, three shields, or one complete
Sailor 10gp suit of armour.
Ship’s captain 250gp •• Maintain mercenaries’ gear: One
armourer is required per 50 troops.
Spy 500gp (or more)
The output of an armourer (either in terms
of arms produced or troops maintained) may
† Not defined in the traditional Expert rules;
be doubled by hiring two assistant armourers
value extrapolated from similar specialists.
and one blacksmith. If four assistants and
two blacksmiths are hired, the armourer’s
output may be quadrupled. An armourer
cannot coordinate more assistants than this.
36
Oarsman
Unskilled normal humans who man the
oars of sea vessels. They are not trained for
combat.
Sage
Sages are rare individuals who devote their
lives to the study of an obscure and specific
subject area (e.g. dragons, ancient history). A
sage may be consulted for information in his
or her specialist area. Characters may have
to pay the monthly rate in addition to any
other supplies the sage needs to research
their question, as determined by the referee.
If the information is particularly difficult to
obtain, it will cost the characters extra. In
addition, despite the special knowledge sag-
es have, they are occasionally wrong when
it comes to particularly obscure questions.
The referee will decide what questions are
obscure and the probability of achieving a
wrong answer. If the characters receive a
Assistant Armourer wrong answer, they may not realize it!
Apprentices who may work under an
armourer to increase the rate of production. Sailor
See Armourer. Skilled normal humans who can handle a
ship. Sailors can fight to defend their ship,
Blacksmith typically being equipped with a sword,
Craftsmen trained in the art of forging metal. shield, and leather armour.
Blacksmiths may be hired to work under an
armourer to increase the rate of production. Ship’s Captain
See Armourer. A captain is required for any large ship, is
skilled like a sailor, and has an intimate
Engineer knowledge of the particular coasts he or she
Engineers plan and oversee large construc- frequents.
tion projects, such as building Castles or
Strongholds (p38). The number of Spy
engineers required for a construction project A spy is hired to gather information about
depends on the overall cost of the building: a specific person or group. The spy may be
one engineer is needed per 100,000 gp an outsider who tries to infiltrate or may be
value of the project. Human engineers a traitor already connected with the person
usually handle large aboveground structures, or group to be spied upon. Spies are often
while dwarves may be hired for underground NPC thieves, but may be of any character
construction. class. The referee will determine the time
required for the job and the probability of
Navigator success in the mission, based on the circum-
A navigator is a sailor who understands stances. Spies may or may not be reliable
how to read charts and navigate based on and could stab the hiring character in the
instruments and the position of the stars. back (perhaps literally!).
Any time a ship ventures beyond sight of
a coastline, it becomes lost if a navigator is
not aboard. (See Losing Direction in B/X
Essentials: Core Rules, p16.)
37
Castles and Strongholds
Planning and Construction Building in Towns
The construction of a castle or stronghold If a character has permission to build in an
has the following steps: existing town or city, the costs are greatly
1. Permission: It is sometimes neces- reduced due to the proximity of materials
sary to secure permission to build from and labour. Stone buildings cost 40% of
an existing authority over the land. the listed price and wooden buildings 20%.
This may not be required if the land is It is unlikely that the local ruler will grant
wilderness and is uncharted. permission for the construction of castles or
fortifications by player characters in a town.
2. Clear land: All monsters in the local
area (one hex on a small-scale wilder-
ness map—typically 6 miles across) Maintaining Cleared Lands
must be killed or driven off.
In order to prevent monsters from returning
3. Design: The player must create a plan to cleared lands, mercenaries may be hired
for the stronghold and calculate the to conduct patrols. These patrols can cover
costs based on the price suggestions a maximum of an 18-mile radius around a
listed in this section. The plan should stronghold (6 miles, in inhospitable terrain
take account of the required thickness such as swamp, mountains, or thick jungle).
of the walls (see the dimensions of If the area to be maintained is larger than
different structures, opposite). this radius, additional garrisons must be
4. Review: The referee should review stationed at intervals.
and approve the player’s plans.
5. Hire engineers: In addition to nor-
mal building costs, the character must
Settlers and Taxation
hire at least one engineer per 100,000 The character may wish to attract settlers
gp cost of the stronghold. into a cleared area. In addition to ensuring
6. Construction: Once the land has the safety of surrounding lands, the character
been cleared and construction materials will have to fund construction of other build-
delivered, construction may commence. ings (e.g. mills, inns, docks, etc.) to attract
The time required depends entirely on settlers. Advertising may also be necessary.
the stronghold’s total price: one day of The referee will determine the costs involved
game time per 500 gp. and how many settlers are attracted.
7. Prepare for settlers: When con- The character can expect to gain money
struction is complete, the character through taxes at a rate of 10 gp per settler
may wish to clear any monsters out of per year. These taxes can be used to pay
adjacent hexes, so as to provide a safe patrolling mercenaries or to further invest in
area for settlers. infrastructure that encourages commerce.
38
Standard Structures
Structure Description Dimensions Cost
Barbican Heavily fortified entry/exit point See small 37,000gp
in a castle wall. Consists of two tower, gatehouse,
small towers, a gatehouse, and a drawbridge
drawbridge.
Bastion Semi-circular tower built against a 30’ base, 30’ high, 9,000gp
castle wall. walls 5’ thick
Civilian building, Two levels; wooden stairs, doors, Outer wall 120’ long 3,000gp
stone floors, and roof; attic. (e.g. 30’×40’), walls
1-2’ thick
Civilian building, Two levels; wooden stairs, doors, Outer wall 120’ long 1,500gp
wood floors, and roof; attic. (e.g. 30’×40’)
Drawbridge Raisable wooden bridge crossing 10’ long 500gp
a moat. May be attached to a
gatehouse.
Gatehouse Fortified entry/exit point in a castle 30’×20’ base, 20’ 6,500gp
wall. Includes a portcullis. high, walls 5’ thick
Keep Square, fortified building at the 60’ base, 80’ high, 75,000gp
centre of a castle. walls 10’ thick
Moat Defensive ditch, optionally filled 100’ long, 20’ wide, 400gp
with water. 10’ deep
Subterranean Typical dungeon passageway. 10’×10’×10’ 500gp
passage
Tower, large Round tower, either freestanding or 30’ base, 40’ high, 30,000gp
built into a castle wall. walls 5’ thick
Tower, small Round tower, either freestanding or 20’ base, 30’ high, 15,000gp
built into a castle wall. walls 5’ thick
Wall, castle Stone wall with battlements. 100’ long, 20’ high, 5,000gp
10’ thick
39
Interior Details
For simplicity, the cost of a stronghold
may be increased by 25% to account for
interior details, including: reinforced doors,
stone stairs, flagstone flooring, tile roofing,
windows or arrow slits, bars and shutters on
windows, and standard furnishings.
If the group wishes to perform more detailed
calculations or if additional features are
desired, the chart below may be consulted.
40
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10 Copy of this License: You MUST include a copy Swords & Wizardry Core Rules, © 2008, Matthew J.
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Content You Distribute.
Eldritch Weirdness, Book One, © 2008, Matthew J.
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13 Termination: This License will terminate automat- James Edward Raggi IV.
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43
Index of Tables
Adventuring Gear — 24 Mercenary Morale — 35
Ammunition — 24 Player Character Languages — 21
Animals of Burden — 27 Prime Requisite Adjustments — 7
Armour — 24 Seaworthy Vessels — 28
Charisma Adjustments — 7 Ship Weaponry — 33
Cleric Level Progression — 9 Standard Ability Adjustments — 7
Coin Conversion Rates — 23 Stronghold Interior Details — 40
Common Mercenary Types — 34 Stronghold Standard Structures — 39
Common Specialist Types — 36 Tack and Harness — 27
Dexterity Adjustments — 7 Thief Level Progression — 19
Dwarf Level Progression — 11 Thief Skills — 19
Elf Level Progression — 13 Turning the Undead — 9
Fighter Level Progression — 14 Unseaworthy Vessels — 29
Halfling Level Progression — 15 Water Vessel Combat Stats — 32
Intelligence Adjustments — 7 Water Vessel Movement Rates and Crew
Land Vehicles — 27 — 31
Magic-User Level Progression — 17 Weapon Combat Stats — 25
Weapons — 24
44
Classes and Equipment
45