OSE ... Now With Tentacles!

— WHAT IS THIS? —


This is a set of house rules for OSE. It requires the Old School Essentials Core Rules and the Classic Fantasy books. Only ascending AC is listed.


— CLASSES —



Class: Slayer


Class: Slayer


Slayers are adventurers who have sworn to fight the darkness. They are equipped with ancient crafts they can use to defeat their foes and defend their allies.


- Requirements: None

- Prime requisite: WIS

- Hit Dice: 1d6

- Maximum level: 14

- Armour Class: 12

- Weapons & Armour: Any non-firearm

- Languages: Common, Ancient


Slayers must carry a holy symbol. This allows them to cast divine spells. They can spend time and money on magical research to learn new spells and when they reach 9th level, they are able to create magic items. They may also use scrolls, wands, staves and staffs that channel divine magic.

Any of the slayer’s spells can be discharged as a ‘cure light wounds’ or ‘protection from evil’ spell. A slayer may attempt to cast a spell which has been fully depleted, but they risk incrementing their level of insanity. If their save against insanity fails, the casting attempt also fails.


Slayers are students of folklore and are somewhat familiar with the well-known weaknesses and powers of various monsters, such as vampires, werewolves, trolls, etc.


Once per turn, slayers can turn the undead, causing 2d6 HD of monsters to flee or be destroyed.

The player and the DM both roll 1d8. If the player’s roll matches or exceeds that of the DM, the turning is successful. The monster’s die increments to a d10 if they are 1 level higher than the PC, a d12 if they are 2 levels higher, or a d20 if they are 3 or more levels higher. Their die decrements to a d6 if they are 1 level lower, or a d4 if they are 2 or more levels lower. If the player rolls their highest possible result and also beats the monster’s roll, the monster is destroyed. Destruction takes 1 round for every level the monster is over the PC.

Rolled Hit Dice which are not sufficient to affect the remaining undead are wasted, but there will always be at least one undead affected with a successful roll. If the undead is part of a mixed group, those with the lowest HD are affected first.


General Progression

- Level 1     0XP         1d6 + CON HP     0 AB 11 Death Save

- Level 2     1,500XP         2d6 + CON HP     0 AB 11 Death Save

- Level 3     3,000XP         3d6 + CON HP     0 AB 11 Death Save

- Level 4     6,000XP         4d6 + CON HP     1 AB 10 Death Save

- Level 5     12,000XP         5d6 + CON HP     2 AB 9 Death Save

- Level 6     25,000XP 6d6 + CON HP     2 AB 9 Death Save

- Level 7     50,000XP 7d6 + CON HP     3 AB 8 Death Save

- Level 8     100,000XP 8d6 + CON HP     4 AB 7 Death Save

- Level 9     200,000XP 9d6 + CON HP     5 AB 6 Death Save

- Level 10     300,000XP 9d6 + 1 HP     5 AB 6 Death Save

- Level 11     400,000XP 9d6 + 2 HP     5 AB 5 Death Save

- Level 12     500,000XP 9d6 + 3 HP     6 AB 4 Death Save

- Level 13     600,000XP 9d6 + 4 HP     7 AB 3 Death Save

- Level 14     700,000XP 9d6 + 5 HP     7 AB 3 Death Save


Spells

- Level 1     Level 1 x0

- Level 2     Level 1 x1

- Level 3     Level 1 x2

- Level 4     Level 1 x2     Level 2 x1

- Level 5     Level 1 x2     Level 2 x2

- Level 6     Level 1 x2     Level 2 x2 Level 3 x1         Level 4 x1

- Level 7     Level 1 x2     Level 2 x2 Level 3 x2 Level 4 x1     Level 5 x1

- Level 8     Level 1 x3     Level 2 x3 Level 3 x2 Level 4 x2 Level 5 x1

- Level 9     Level 1 x3     Level 2 x3 Level 3 x3 Level 4 x2 Level 5 x2

- Level 10     Level 1 x4     Level 2 x4 Level 3 x3 Level 4 x3 Level 5 x2

- Level 11         Level 1 x4     Level 2 x4 Level 3 x4 Level 4 x3 Level 5 x3

- Level 12         Level 1 x5     Level 2 x5 Level 3 x4 Level 4 x4 Level 5 x3

- Level 13     Level 1 x5     Level 2 x5 Level 3 x5 Level 4 x4 Level 5 x4

- Level 14     Level 1 x6     Level 2 x5 Level 3 x5 Level 4 x5 Level 5 x4




Class: Dwarf


Dwarves are the diminutive masters of the subterranean world. Their days of glory, wrought in bronze are a long-forgotten memory hidden in the heart of the mountains.


- Requirements: Minimum CON 9

- Prime requisite: STR

- Hit Dice: 1d8

- Maximum level: 12

- Armour Class: 13

- Weapons & Armour: Can’t use staffs/halberds, bows or muskets

- Languages: Common, Dwarven.


Dwarves are expert miners and tunnellers. They have a 2-in-6 chance of detecting architectural tricks, predicting cave-ins and finding traps. They also have powerful senses, allowing them to see in darkness as though they were carrying a lit candle and have a 2-in-6 chance of hearing noises.


General Progression

- Level 1     0XP         1d8 + CON HP         0 AB 8 Death Save

- Level 2     2,200XP         2d8 + CON HP         0 AB 8 Death Save

- Level 3     4,400XP         3d8 + CON HP         1 AB         7 Death Save

- Level 4     8,800XP         4d8 + CON HP         2 AB         6 Death Save

- Level 5     17,000XP         5d8 + CON HP         3 AB         6 Death Save

- Level 6     35,000XP 6d8 + CON HP         4 AB 5 Death Save

- Level 7     70,000XP 7d8 + CON HP         5 AB 4 Death Save

- Level 8     140,000XP 8d8 + CON HP         5 AB 4 Death Save

- Level 9     270,000XP 9d8 + CON HP         6 AB 3 Death Save

- Level 10     400,000XP 9d8 + 3 HP 7 AB         2 Death Save

- Level 11     530,000XP 9d8 + 6 HP 7 AB         2 Death Save

- Level 12     660,000XP 9d8 + 9 HP 7 AB         2 Death Save





Class: Dhampir/changeling


Dhampirs are the offspring of a human mother and a vampire father. Changelings are humans who were raised in Faerie, giving them a strange and twisted perspective on the world.

Any of the dhampir/changeling spells can be discharged as a ‘detect magic’, ‘light’, ‘magic missile’ or ‘read magic’ spell. A dhampir/changeling may attempt to cast a spell which has been fully depleted, but they risk incrementing their level of insanity. If their save against insanity fails, the casting attempt also fails.


- Requirements: Minimum WIS 9

- Prime requisite: CON and CHA

- Hit Dice: 1d6

- Maximum level: 10

- Armour Class: 12

- Weapons & Armour: Any

- Languages: Common, Stygian/Elven


Dhampirs and changelings may cast arcane spells. They can spend time and money on magical research to learn new spells and when they reach 9th level, they are able to create magic items. They may also use scrolls, wands, staves and staffs that channel arcane magic.


Dhampirs and changelings have keen senses, so have a 2-in-6 chance of finding hidden things. They can also see in darkness as though they were carrying a lit candle.


Dhampirs and changelings are completely immune to the paralysis such as that inflicted by ghouls, but not by insanity.


General Progression

- Level 1     0XP         1d6 + CON HP     0 AB 12 Death Save

- Level 2     4,000XP         2d6 + CON HP     0 AB 12 Death Save

- Level 3     8,000XP         3d6 + CON HP     1 AB         11 Death Save

- Level 4     16,000XP 4d6 + CON HP     2 AB         10 Death Save

- Level 5     32,000XP 5d6 + CON HP     3 AB         10 Death Save

- Level 6     64,000XP 6d6 + CON HP     4 AB 9 Death Save

- Level 7     120,000XP 7d6 + CON HP     5 AB 8 Death Save

- Level 8     250,000XP 8d6 + CON HP     5 AB 8 Death Save

- Level 9     400,000XP 9d6 + CON HP     6 AB 7 Death Save

- Level 10     600,000XP 9d6 + 2 HP              7 AB     6 Death Save


Spells

- Level 1     Level 1 x1

- Level 2     Level 1 x2

- Level 3     Level 1 x2     Level 2 x1

- Level 4     Level 1 x2     Level 2 x2

- Level 5     Level 1 x2     Level 2 x2 Level 3 x1

- Level 6     Level 1 x2     Level 2 x2 Level 3 x2

- Level 7     Level 1 x3     Level 2 x2 Level 3 x2 Level 4 x1

- Level 8     Level 1 x3     Level 2 x3 Level 3 x2 Level 4 x2

- Level 9     Level 1 x3     Level 2 x3 Level 3 x3 Level 4 x2 Level 5 x1

- Level 10     Level 1 x3     Level 2 x3 Level 3 x3 Level 4 x3 Level 5 x2




Class: Soldier


Class: Soldier


Soldiers are adventurers dedicated to the arts of combat. In adventuring groups, the soldier’s role is to battle monsters and defend the weaker members of the party.


- Requirements: None

- Prime requisite: STR

- Hit Dice: 1d8

- Maximum level: 14

- Armour Class: 13

- Weapons & Armour: Any

- Languages: Common


Soldiers have special abilities that they can learn.

Cleave allows the soldier to take a second melee attack immediately after landing a fatal blow. The second attack gets a -2 penalty to attack.

Defender allows the fighter to add the AC bonus granted by their weapon to any adjacent allies. As usually, this only works for melee attacks.

Leader creates a circle with a 60ft radius around the fighter. Allied PCs in the circle get +1 to saves against insanity and hirelings get +1 to morale rolls.

Duellist allows the soldier to carry a dagger in their left hand. Each combat round, they can choose to defend with it, granting +1 AC against melee attacks, or attack with it, granting +1 to their attack roll.

Slayer allows the soldier to specialise in killing a certain kind of monster. They always get a +1 to their attack and damage rolls against the chosen monster.

Weapon specialist allows the soldier to get +1 to attack and damage rolls when using a specific weapon type. If the soldier specialises in a gun or crossbow, attack and damage rolls do not get the bonus, but they require 1 less round to reload than usual.


Soldiers can utilise special powers possessed by magical swords.


General Progression

- Level 1     0XP         1d8 + CON HP         0 AB 12 Death Save        +1 Soldier Ability

- Level 2     2,000XP         2d8 + CON HP         0 AB 12 Death Save

- Level 3     4,000XP         3d8 + CON HP         1 AB     11 Death Save

- Level 4     8,000XP         4d8 + CON HP         2 AB         10 Death Save

- Level 5     16,000XP 5d8 + CON HP         3 AB         10 Death Save        +1 Soldier Ability

- Level 6     32,000XP 6d8 + CON HP         4 AB 9 Death Save

- Level 7     64,000XP 7d8 + CON HP         5 AB 8 Death Save

- Level 8     120,000XP 8d8 + CON HP         5 AB 8 Death Save

- Level 9     240,000XP 9d8 + CON HP         6 AB 7 Death Save

- Level 10     360,000XP 9d8 + 2 HP 7 AB         6 Death Save        +1 Solider Ability

- Level 11     480,000XP 9d8 + 4 HP 7 AB         6 Death Save

- Level 12     600,000XP 9d8 + 6 HP 8 AB 5 Death Save

- Level 13     720,000XP 9d8 + 8 HP 9 AB 4 Death Save

- Level 14     840,000XP 9d8 + 10 HP 9 AB 4 Death Save




Class: Mystic


- Requirements: None

- Prime requisite: INT

- Hit Dice: 1d4

- Maximum level: 14

- Armour Class: 10

- Weapons & Armour: Can only use daggers/clubs, axes/maces, crossbows, pistols and padded armour.

- Languages: Common, Ancient


Mystics may cast arcane spells. They can spend time and money on magical research to learn new spells and when they reach 9th level, they are able to create magic items. They may also use scrolls, wands, staves and staffs that channel arcane magic.

Any of the mystic’s spells can be discharged as a ‘detect magic’, ‘light’, ‘magic missile’ or ‘read magic’ spell. A mystic may attempt to cast a spell which has been fully depleted, but they risk incrementing their level of insanity. If their save against insanity fails, the casting attempt also fails.


General Progression


- Level 1     0XP         1d4 + CON HP         0 AB 13 Death Save

- Level 2     2,500XP         2d4 + CON HP         0 AB 13 Death Save

- Level 3     5,000XP         3d4 + CON HP         0 AB 13 Death Save

- Level 4     10,000XP 4d4 + CON HP         0 AB 13 Death Save

- Level 5     20,000XP 5d4 + CON HP         1 AB     12 Death Save

- Level 6     40,000XP 6d4 + CON HP         2 AB     11 Death Save

- Level 7     80,000XP 7d4 + CON HP         2 AB     11 Death Save

- Level 8     150,000XP 8d4 + CON HP         2 AB     11 Death Save

- Level 9     300,000XP 9d4 + CON HP         3 AB     10 Death Save

- Level 10     450,000XP 9d4 + 1 HP 4 AB 9 Death Save

- Level 11     600,000XP 9d4 + 2 HP 5 AB 8 Death Save

- Level 12     750,000XP 9d4 + 3 HP 5 AB 8 Death Save

- Level 13     900,000XP 9d4 + 4 HP 5 AB 8 Death Save

- Level 14     1,050,000XP 9d4 + 5 HP 5 AB 8 Death Save


Spells

- Level 1     Level 1 x1

- Level 2     Level 1 x2

- Level 3     Level 1 x2     Level 2 x1

- Level 4     Level 1 x2     Level 2 x2

- Level 5     Level 1 x2     Level 2 x2 Level 3 x1

- Level 6     Level 1 x2     Level 2 x2 Level 3 x2

- Level 7     Level 1 x3     Level 2 x2 Level 3 x2 Level 4 x1

- Level 8     Level 1 x3     Level 2 x3 Level 3 x2 Level 4 x2

- Level 9     Level 1 x3     Level 2 x3 Level 3 x3 Level 4 x2 Level 5 x1

- Level 10     Level 1 x3     Level 2 x3 Level 3 x3 Level 4 x3 Level 5 x2

- Level 11     Level 1 x4     Level 2 x3 Level 3 x3 Level 4 x3 Level 5 x2 Level 6 x1

- Level 12     Level 1 x4     Level 2 x4 Level 3 x3 Level 4 x3 Level 5 x3 Level 6 x2

- Level 13     Level 1 x4     Level 2 x4 Level 3 x4 Level 4 x3 Level 5 x3 Level 6 x3

- Level 14     Level 1 x4     Level 2 x4 Level 3 x4 Level 4 x4 Level 5 x3 Level 6 x3




Class: Wayfarer

- Requirements: None

- Prime requisite: DEX

- Hit Dice: 1d4

- Maximum level: 14

- Armour Class: 11

- Weapons & Armour: Can’t use shields, plate armour or muskets/arquebuses.

- Languages: Common, Vagrant’s Code


When attacking an unwitting target from behind and nearby, the wayfarer’s attack is automatically successful. The target must save vs death to avoid dying instantly. Success means that damage is dealt as normal.

Wayfarers can climb secured ropes with automatic success.


At 10th level, wayfarers can cast spells from scrolls, wands, staves and staffs. Each time, there is a 1-in-6 chance that the casting will fail, triggering unusual or deleterious effects.


Wayfarers can perform special wayfarer skills. All start with a 1-in-6 chance of success and increase in their chance of success up to a maximum of 5-in-6.

Climb Sheer allows them to climb sheer stone cliffs or rough stone walls. A roll is required for every 200ft climbed. If the roll fails, the Wayfarer falls at the halfway point, suffering fall damage.

Disarm Traps can be used to find, deactivate or reactivate traps. Failure on a roll to deactivate traps has a 2-in-6 chance of triggering the trap. Lock picks are required, except in the case of finding traps.

Follow Tracks allows the wayfarer to track footprints in mud, forest or snow. A new roll must be made every 10 miles and failure results in the tracks being lost. On a dusty stone floor, a successful roll reveals the direction of tracks, but not the entire path.

Hide in Shadows allows the wayfarer to disappear in a patch of shadow. They cannot be seen, even from close up. They cannot move or act while remaining hidden and are revealed if the seeker closely investigates the wayfarer’s specific location. A cloak is required.

Move Silently allows Wayfarers to move without making a sound, allowing them to move freely and without being detected while not within direct view.

Open Locks can be used to silently open a locked door. It requires lock picks and if the roll is unsuccessful, the lock becomes jammed and has a 1-in-6 chance of snapping the lock picks.

Read languages allows the wayfarer to read any non-magical text, regardless of the language, including dead languages or encrypted text. It also allows them to find hidden messages in a normal-looking text.

Pick Pockets allows the wayfarer to take something from a target. The target must be close enough to touch and unaware of the wayfarer’s intentions, either because they are undetected or feigning a friendly disposition. If the attempt fails, then the target becomes aware of the wayfarer’s presence and intentions.


General Progression


- Level 1     0XP         1d4 + CON HP         0 AB 13 Death Save     +4 Wayfarer Skill Points

- Level 2     1,200XP         2d4 + CON HP         0 AB 13 Death Save     +2 Wayfarer Skill Points

- Level 3     2,400XP         3d4 + CON HP         0 AB 13 Death Save     +2 Wayfarer Skill Points

- Level 4     4,800XP         4d4 + CON HP         1 AB         13 Death Save     +2 Wayfarer Skill Points

- Level 5     9,600XP         5d4 + CON HP         2 AB         12 Death Save     +2 Wayfarer Skill Points

- Level 6     20,000XP 6d4 + CON HP         2 AB         12 Death Save     +2 Wayfarer Skill Points

- Level 7     40,000XP 7d4 + CON HP         3 AB         12 Death Save     +2 Wayfarer Skill Points

- Level 8     80,000XP 8d4 + CON HP         4 AB 11 Death Save     +2 Wayfarer Skill Points

- Level 9     160,000XP 9d4 + CON HP         5 AB 10 Death Save     +2 Wayfarer Skill Points

- Level 10     280,000XP 9d4 + 2 HP 5 AB 10 Death Save     +2 Wayfarer Skill Points

- Level 11     400,000XP 9d4 + 4 HP 5 AB 10 Death Save     +2 Wayfarer Skill Points

- Level 12     520,000XP 9d4 + 6 HP 6 AB 9 Death Save     +2 Wayfarer Skill Points

- Level 13     640,000XP 9d4 + 8 HP 7 AB         8 Death Save     +2 Wayfarer Skill Points

- Level 14     760,000XP 9d4 + 10 HP 7 AB         8 Death Save     +2 Wayfarer Skill Points


— SANITY & INSANITY —



PCs have a new statistic called sanity. When a PC is confronted with an incomprehensible, mind-bending threat, they must make a save vs death to avoid moving to the next level of insanity. Failed saves also impose a -2 penalty on save rolls to prevent insanity until the character manages to rest in a safe place. Repeated effects are cumulative. In these descriptions, the ‘Horror’ refers to the kind of threat that caused the initial saving throw. For example, for a PC who fails their save against a gibbering mouther, their ‘Horror’ would be gibbering mouthers or similar monsters.

There are 6 categories of things that can cause insanity. Extreme body horror, such as gibbering mouthers or other grotesque and repulsive monsters which give off a dark otherworldly energy; extreme violence against an ally or innocent, such as a fellow party member being pulled apart by zombies; displays of extreme wanton destruction, such as a gargantuan monster squashing a town underfoot without pause; exposure to such otherworldly texts and patterns that they compromise one’s ability to think clearly; and finally, extreme quantities or intensity of things which cause fear and repulsion in regular people, such as rats, corpses or darkness.


- Level 1 - Sane

The PC operates as normal.


- Level 2 - Shaken

The PC suffers a permanent -2AC against the Horror.


- Level 3 - Traumatised

The PC suffers a permanent -2AC against the Horror and a permanent -1 penalty to all future saving throws to defend against insanity.


- Level 4 - Unhinged

The PC suffers a permanent -2AC against the Horror and a permanent -1 penalty to all future saving throws to defend against insanity. They have a 1-in-6 chance of being paralysed for 1 round/turn whenever the Horror is within eye or ear-shot.


- Level 5 - Catatonic

The PC becomes a wreck, they defect to the side of the Horror or cradle themselves until they die of thirst. They may be committed to a mental asylum, where there is a 1-in-6 chance that they will lose 1d4 levels of insanity.


— INJURY —


When a PC’s HP is reduced to half its maximum, the PC is injured. While injured, rest cannot take them past half their maximum HP. Magic, potions and other more advanced healing methods may, but restoring HP alone does not remove the injured state. An injury may heal during upkeep or with specific treatments.


— WEAPONS & ARMOUR —


The setting of OSE…NWT doesn’t rely as much on armour as traditional OSE. Instead, different classes are granted an AC which allows them to perform a similar role to their OSE counterparts. This AC is still affected by their DEX modifier. Additionally, some melee weapons grant a bonus to AC, but this only applies to melee combat.


Firearms are common in OSE…NWT. They are powerful but have some disadvantages. They take 2 rounds to reload. When first fired, they also alert all nearby monsters of the character’s presence and trigger a wandering monster roll. If the attack roll is low enough, the gun will misfire and become useless for the rest of the encounter. The range of results that causes this to occur depends on the gun.

Their damage rolls explode, meaning that when the maximum result in rolled on any damage die, roll another die of that kind and add the result to the total damage dealt.


Combatants can benefit from cover to avoid harm from ranged attacks. If combatant is completely hidden behind cover which cannot be penetrated, they cannot be hit with ranged attacks. Combatants that act first in combat can hold their attack until a certain state is triggered, at which point the attack instantly unloads. For example, a character can hold their pistol shot until their target pops out to shoot their own weapon, at which point the held action would activate before the second character manages to shoot their own weapon.


- No cover/static         +0AC (ranged)

- Slight cover/sidestepping +2AC (ranged)

- Substantial cover/jogging +4AC (ranged)

- Nearly-complete cover/running +6AC (ranged)

- Complete solid cover         Cannot be hit (ranged)


Melee Weapons

- Dagger/club                 +0AC (melee)         1d6 damage 3GP

- Axe/mace         +0AC (melee)         1d8 damage 4GP

- Warhammer         +0AC 1d10 damage 5GP

- Shield                 +2AC (melee) 0 damage 10GP

- Sword                 +2AC (melee) 1d6 damage 10GP

- Longsword         +2AC (melee) 1d8 damage 15GP

- Staff/halberd                 +4AC (melee)         1d6 damage 4GP


Ranged Weapons

- Dagger/slingshot                 1d6 damage 3GP

- Bow                          1d8 damage 7GP

- Crossbow                          1d10 damage         30GP


Firearms

- Matchlock pistol         Misfire on 1-3         1d6 damage 20GP

- Matchlock blunderbuss         Misfire on 1-3         2d4 damage 25GP

- Matchlock musket         Misfire on 1-3         2d6 damage 30GP

- Flintlock pistol         Misfire on 1-2 1d6 damage 80GP

- Flintlock blunderbuss         Misfire on 1-2 2d4 damage 100GP

- Flintlock musket         Misfire on 1-2 2d6 damage 120GP

- Wheel-lock pistol         Misfire on 1 1d6 damage 170GP

- Wheel-lock blunderbuss Misfire on 1 2d4 damage 200GP

- Wheel-lock musket Misfire on 1 2d6 damage 250GP


- Padded armour         -1 damage         20GP

- Plate armour                          -2 damage         60GP


— TOXINS —


Toxins are toxic chemicals which can cause damage or death to one exposed to it. Venoms must enter into the bloodstream to be effective and a vial can cover a melee weapon for two attacks or 6 arrows/crossbow bolts. Poisons must be consumed to be effective and a vial is enough to poison one individual. The target is allowed a save in order to eschew some of the toxin’s effects.

Toxins are generally illegal and can only be purchased from specialist criminals, or produced with gathered herbs. There is a chance that a potential poison target will detect the poison either on the weapon or in their food/drink. Mild toxins have an 80% chance of being detected, medium toxins have a 65% chance of being detected, strong toxins have a 40% chance of being detected and potent toxins have a 15% chance of being detected.


- Mild venom +6 to save 1d4 round delay 0/15 damage 10GP

- Medium venom +5 to save 1d3 round delay 0/25 damage 75GP

- Strong venom +4 to save 1 round delay 0/25 damage 600GP

- Potent venom +3 to save No delay         0 damage/death 1,500GP

- Mild poison +6 to save 2d4 round delay 10/20 damage         5GP

- Medium poison +5 to save 1d4 round delay 15/30 damage         30GP

- Strong poison +4 to save 1d2 round delay 20/40 damage 200GP

- Potent poison +3 to save No delay         25 damage/death 500GP


— SUPPLIES —


Ammunition

- Arrows x 20 5GP

- Bullets & powder x 20 5GP

- Crossbow bolts x 30 10GP


Tools

- Crowbar         10GP

- Grappling hook 25GP

- Hand mirror 5GP

- Holy symbol 25GP

- Lantern         10GP

- Lockpicks 25GP

- Mallet         2GP

- Rope x 50ft 1GP


Consumables

- Candle x 12 1GP

- Garlic         5GP

- Holy water 25GP

- Iron spikes x 12 1GP

- Oil flask         2GP

- Stakes x 3 3GP

- Torches x 6 1GP

- Wolfsbane 10GP


Vehicles

- Donkey         30GP

- Horse         50GP

- Raft 50GP

- Boat 1,000GP


— BOOK-KEEPING —



Book-keeping: Inventory

Characters have 3 inventories, each can contain 5 items.

The equipment inventory is for weapons and other items always kept close at hand. These can be accessed any time during combat and are generally kept on the character’s person unless they are in a public place where such items are not socially acceptable.

The accessories inventory is for clothes, jewellery, purses and other small objects which don’t hinder the character. They are generally kept on or nearby the character’s person, even while sleeping. Things like tattoos and pets can be recorded in this inventory.

Load is for items which are too large to be accessories but are not currently being wielded by the PC. They require 1 round to access during combat and generally isn’t kept on the character’s person unless they are adventuring. When sleeping, the load may be kept close.


Book-keeping: Upkeep

Between adventures, each PC must pay 1d6 x 10 coins for their upkeep. This includes accommodation, food and drinks. The kind of coin spent depends on the level of upkeep. A character may spend more on upkeep than they currently possess, but this will put them into debt.

Squalid upkeep costs 1d6 x 10CP. It includes beer dregs, cold leftovers and a shared room. Because no storage is included, metal weapons have a 1-in-6 chance of going rusty, requiring repair by a blacksmith. Because no stabling is included, horses and donkeys have a 1-in-6 chance of getting sick, making them useless until the next time they are provided with upkeep that includes stabling. If a horse or donkey gets sick after already being sick, it dies. Because no laundry is provided, the character becomes unsightly, causing them to be poorly received by others, especially of higher rank.

Basic upkeep costs 1d6 x 10SP. It includes ale, hot food, a semi-private room, laundry services and stabling for one donkey or horse.

Lavish upkeep costs 1d6 x 10GP. It includes fine wine and food, a locked, private room, laundry services and stabling for two donkeys, horses or even more exotic animals. Because the character is so pampered, it causes them to be received well by others, making them seem of a higher rank, though it may attract unwanted attention. Because of the increase in reputation, the amount of GP spent on the upkeep is also added to XP.


Book-keeping: Rest

A short rest in a dungeon heals 1d3HP and takes 6 turns. A night’s rest outdoors heals 1d6HP and a night’s rest in a safe place heals 2d6HP.

A member of the party may forgo sleep to take watch during the night. This allows them to spot potential danger, but doesn’t allow them to have restful sleep. If danger appears, they may choose to interrupt the sleep of their party, thus preventing their healing, or facing the danger alone.

Characters who are injured cannot heal past half their maximum HP. A character has a 3-in-6 chance of their injuries healing during upkeep. This is reduced to 2-in-6 with squalid upkeep, or increased to 4-in-6 with lavish upkeep.


Book-keeping: Travel

Characters can travel 3 hexes per day under normal circumstances. This changes to 4 hexes with a donkey or a raft, 5 with a horse or rowing boat, or 6 with a flying mount or a sailing ship. Rain reduces land travel by 2 hexes per day, a storm reduces it by 4, but doesn’t affect water travel.

A party who travels together moves at the allowance of their slowest member, but allies can travel independently.


— LANGUAGES —



Common

The language spoken by all human cultures, albeit in different dialects and alphabets, it has also spread to other races, acting as the world lingua franca. It is spoken by some monsters, but usually the more humanoid, intelligent or educated individuals.


Ancient

The ancient language of the humans that was spoken before Common. It is now known only by the educated and some very old monsters. Many documents of great importance, be they legal, religious, poetic or magical are written in Ancient.


Dwarven

The language of the Dwarves and other subterranean creatures. Much engineering, crafting and alchemical jargon is Dwarven in origin. Many words rhyme in Dwarven, meaning that many jokes and humorous poems are written in Dwarven, but don’t translate well to Common.


Stygian

The language of the undead, it automatically enters the mind of the deceased when they pass into the underworld. It is known only to the undead, demons and students of the occult. Speaking it is incredibly taboo and it causes one’s hairs to stand on end, even if they didn’t hear it spoken.


Elven

The language of Faerie, the elves and some other intelligent forest-dwelling creatures. It is considered the most beautiful and entrancing language of all and is favoured by poets and musicians, being known by all well-educated performers. Many documents of artistic and magical value are written in Elven.


Vagrants’ Code

A secret language known only to beggars, prostitutes and criminals. It consists of a variety of inconspicuous phrases and symbols that communicate secret meanings. All individuals able to communicate in the Code are obligated in some way to support one another.


Goblinese

The language of various monstrous humanoids. It sounds deeply grating and unpleasant to human ears and conjures a bad taste in the mouth of any who speak it. Written Goblinese consists only of simple characters which communicate broad concepts.


Sylvan

The language of the forest. It is ‘spoken’ by druids, botanical monsters and some elves. Its spoken form is almost silent and sounds like the wind, while the written form is left as energy signatures in moss, stones or still water. Its existence is completely unknown to most mortals.


Abyssal

The language of the deep. It is spoken by denizens of the deepest of caves and ocean realms. It sounds like a clicking drone, but when heard through water or the echo of a large, empty space, it takes on a hauntingly melodic quality. Its written form is incredibly complex and confusing to read.


Reptilian

The language of scaled beasts and monsters. Though only intelligent creatures truly speak it, it is also understood on some level by reptiles such as snakes, lizards and turtles. The only humanoids who know the language are those who study of live among reptilian creatures.


— HOUSE RULES —

Searching for Hidden Things/Listening for Noises

The rules as written state that humans have a 1-in-6 chance of finding hidden doors, traps, listening at doors, etc. and demihumans have a 2-in-6 chance. Thieves increase their chance of Listening for Noises as they level.

The new rule states that each character has a 2-in-6 chance of performing these checks and get to add their wisdom modifier to their probability and demihumans roll with advantage. Wayfarers do not advance in their ability to Listen for Noises, that skill being replaced by tracking.

This means that wisdom works as is often presumed, as a measure of one’s senses and situational awareness. It also increases the overall probability of success, which I think usually has more interesting outcomes when successful rather than unsuccessful. This also makes it line up with Opening Stuck Doors, which works the same way but with strength rather than wisdom.

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