This is where I will detail many of the house rules I've come up with in running this game. Players absolutely do not need to know any of these rules; and in fact, rule lawyering (disputing the wording of an existing rule) is to be discouraged. This list is more for myself to keep track of what I like enough to keep using consistently, and it's also an optional resource to be used by any other Planet Eris referees who run the game. The only rules that should not be changed from the original rules are: treasure values, XP rewards, XP thresholds for each level, and hitpoint/HD values. In this way, characters can remain compatible between all referees in the game. COMBAT SEQUENCE: Declare Spells Determine Initiative Each Side Takes Their Actions Check Morale Repeat INITIATIVE: Each side roll a d6 to determine initiative. In the case of a tie, dexterity may be considered to see who goes first or last. Those with a bonus may act first, those with a penalty will act last, and all others will act simultaneously. ACTIONS: Typically a player can only take only one action at a time. However, "other" actions may not take up much time, and may allow for an additional action. Additionally, only one spell per combat round is allowed even if hasted, and any caster who is attacked in melee (hit or miss) is interrupted trying to defend themselves. Ranged attacks that hit will also interrupt. Typical actions include: Move Attack Cast Spell Other Note: Any action is possible. You don't have to just "attack". You can describe exactly what you do, and the referee will then adjudicate it appropriately. MELEE RANGE: A figure must be within 10' (adjacent) to the enemy in order to make a melee attack. One can either move into melee range or wait for the enemy to move into melee range; those on the defensive will be at an advantage, possibly being able to strike first. The melee range and movement rules may be suspended by the referee in special circumstances where space is limited. In such a case, everyone will be considered to be in melee range, and combat movement choices will no longer be a factor. MOVEMENT DURING COMBAT, AND FLEEING: While any character remains in combat, time is measured in rounds. There is no penalty or attack of opportunity for disengaging. Once the group as a whole has disengaged from combat, AND is more than 20' distant from the enemy , time is then measured in turns again, and movement will proceed with the pursued moving first followed by the pursuer (both moving simultaneously however), with initiative only rolled again if the pursuer is able to move adjacent (within 10') of the pursued. If enemies are adjacent, initiative can be rolled to see if a round of combat can take place and the pursuer is quick enough to catch and act upon the pursued. Spells and ranged attacks can still occur during pursuit, but at a penalty equal to 1 round of movement for those using them (i.e. subtract 1 round of movement from the full turn of movement). Elves and mounted archers will still be able to split-move and fire without penalty. Movement during combat is at 1/10th (rounded to nearest 10ft) the figure's listed move speed, and is assumed to be running speed. Because a figure can move twice during a turn, and because a figure moves twice as fast while running (as in pursuit), below is a list of common move speeds based on weight: Encumbrance Move Per Round Per Turn Per Turn (Pursuit) Light 120' 50' 240' 480' Medium 90' 40' 180' 360' Heavy 60' 20' 120' 240' Overencumbered 30' 10' 60' 120' MISSILE ATTACKS AND FIRING INTO MELEE: At the referee's discretion and at player insistence, players may fire first regardless of initiative under these specific conditions (all must be present): Players are not surprised The firing player has indicated they prepared their weapon to fire No one has yet made any melee attacks, or the enemy has fled In the case that pre-emptive missile fire is allowed, if the enemy has missile weapons, initiative will allow them to fire first. Depending on the range of the missile fire, a bonus will be granted as long as the player is not firing into melee: Close Range: +2 Mid Range: +1 Long Range: +0 If firing into melee or directly past melee (i.e. either side has made a melee attack), the range bonus is disallowed and any attack that misses has a chance of hitting a friendly figure and must roll a d6. A result of 1 indicates that character takes full damage, a result of 2 indicates that character takes half damage (rounded up). Indirect fire is possible at a -2 penalty but targets have to be within the mid range, and ceiling room for the arc is required. Missile weapons have the following attributes: Weapon Attacks/Round Damage Short Mid Long Hurled 1/1 +0 - 1-30 - Javelin 1/1 +0 - 1-60 - Sling 1/1 +0 1-50 51-100 101-150 Shortbow 2/1 +0 1-50 51-100 101-150 Horsebow 2/1 +0 1-60 61-120 121-180 Xbow 1/1 +0 1-60 61-120 121-180 Longbow 2/1 +0 1-70 71-140 141-210 Composite 2/1 +0 1-80 81-160 161-240 Heavy Xbow 1/2 +1 1-80 81-160 161-240 LIGHT SOURCES: Candle: 15'r, dim, can still surprise monsters on a 1, lasts for 6 turns Torch: 30'r, unable to surprise, lasts for 6 turns Lantern: 30'r, unable to surprise, requires 1 oil for 18 turns Hooded Lantern: 30'r, unable to surprise; but can be covered to reduce light to candle brightness, requires 1 oil for 18 turns Magic Sword: 60'r, unable to surprise, lasts while unsheathed and grasped Light Spell: 15'r, dim, can still surprise monsters on a 1, lasts for 6+level of caster (M-U) or 12+level (CLR) Continual Light Spell: 120'r, unable to surprise, lasts until dispelled, and as bright as daylight for Clerics MULTIPLE ATTACKS: Fighters may make a number of attacks equal to their level against separate targets, with a cumulative -1 attack roll penalty equal to the number of attacks made. Multiple attacks may not be made against the same target. For example, a 6th level fighter attacking 6 separate targets makes 6 attack rolls with a -6 penalty to each roll. CRITICAL HITS (AND HELMETS): Any figure (monster or player) that rolls a 20 causes a critical hit. Damage is doubled. This effect is avoided if the figure is wearing a helmet; which is then destroyed. Certain non-humanoid monsters, such as dragons, will have their scale broken off at their weak point instead, and therefor be vulnerable to additional critical hits. Monster's having protection vs critical hits is left to the discretion and judgment of the referee. DAMAGE, TWO-HANDED WEAPONS, AND DUAL WIELDING: The base damage for all weapons is still d6 as stated by the original rules. But there are two exceptions: Two-Handed Weapons: Deal 1d6+1 damage. Two-handed weapons are larger weapons that can or must be wielded in both hands to be utilized and include: the Battle Axe, Heavy War Hammer, Pole Arm (not spear), Bastard Sword, and Two-handed Sword. Dual Wielding: A character choosing to dual wield weapons must notify the referee before the round how they will be utilizing their offhand weapon: offensively or defensively. It is otherwise assumed to be used defensively. If used offensively, the character may add +1 to their attack roll to hit. If used defensively, those attacking the character in melee will suffer a -1 penalty to their attacks. PARRYING/DEFENSIVE ACTION: The character must give up all other actions to defend themselves for the round. Doing so allows the player to allocate up to -4 in penalty to any number of attackers other than those attacking from the rear. Ex: 5 enemies attack the player or who he is defending, the player applies a -2 penalty to the first attacker and -1 to the next 2 attackers. Any attacker rolling a natural 1 on their d20 can be counter attacked. GRAPPLING: The grappling rules are generally used as a default way to determine whether a creature is successfully wrestled, held, etc. I haven't decided which method to consistently use, but I'll list a few that are frequently used: The Gygaxian Grapple: Each side that is grappling adds their total number of HD for creatures involved (i.e. 1 hero vs 6 goblins) and rolls that many d6's in a contest to see which is higher. The higher total wins, and the loser (if attempting to hold their opponent) is stunned for a number of rounds equal to the difference. The defender wins ties. The Natural Compromise: Same as above, but creatures use their natural starting HD (humans 1, ogres 4, mummies 5, etc.) and add any strength bonuses or fighter levels. Ex: a 1st level fighter with above average strength vs a magic-user with average strength would roll 1d6+2 vs 1d6. The +2 coming from their 1st fighter level and strength adjustment. The Uncontested Roll: The target of a grapple is the only one that rolls. They make a roll based on the comparative size and strength of a foe. A 3d6 equal or under strength check might be used against a grapple against ordinary strength. A 1d100 equal or under strength check might be used against extraordinary size and strength, like a man vs an ogre. Different rules might need to be applied in different situations. For example, the natural compromise method might be appropriate for wrestling an ogre to the ground. It would not be appropriate for checking to see if a character could climb and keep their grip on a dragon as they climb into position. For climbing a larger monster, a regular 3d6 check would be more appropriate. The uncontested roll is also more suited for breaking free of being held. The Gygaxian Grapple is the easiest rule of thumb to remember, but the most unrealistic (anyone ever try to wrestle an 8HD wizard to the ground?). The goal of grappling adjudication should be to achieve an approximately realistic outcome. Impossibilities should be disregarded or disallowed altogether. I actively encourage players to argue against any outcome which does not seem reasonable and logical. POISON (OR VENOM IF YOU WILL): There are many types of poisons: Instantly Deadly Slow Acting Deadly Paralytic Weakening Madness Inducing Battle Madness Inducing Asphyxiating Exsanguinating Coma Inducing Cumulative Infected Wound Inducing Many of these are just a flavor of "save or die", with the strongest poisons killing instantly, while weaker ones perhaps killing after the end of battle. In general, poison will either cause a specific effect or death, and most successful saving throws will merely cause a character to take half their remaining hitpoints in damage or a reduced effect. Avoid rolling dice to see how much damage a successful poison does. DEATH & UNCONSCIOUSNESS: At zero hitpoints, all characters are considered merely unconscious. Characters may go negative in hitpoints 1 point equal to their level (i.e. 5th level can become -5hp and still be alive. Any character that is negative in hitpoints is critically injured and must be either healed via magical means or taken to a secure location (like a settlement) and allowed to rest and recover from their very serious wounds. Players who are merely unconscious (0hp) will naturally regain consciousness (1hp) on their own after d6 periods (turns, hours, or whatever the referee wants). They can also be awakened by comrades via smelling salts, cold water on the face, etc; but such actions usually take at least a full turn of action. ADVANCED CHARACTER TYPES: Advanced character types are available to any player that has played at least one character in the campaign and feels comfortable keeping track of additional benefits, penalties, and restrictions. None of these backgrounds are themselves a class, but instead overlay the existing class (i.e. Fighter Thief, Cleric Thief, Magic-User Thief). Some backgrounds exclude or require specific classes. Existing characters may join only one of these backgrounds, but will need to pursue appropriate training and acceptance by those capable of training. Training can take several months of real time. The following advanced backgrounds are available (further detail to be found in a separate post): Thief Assassin Paladin Ranger/Warden Berserker Dervish Other additional advanced character types being considered: Psionic Druid Ishpanese Deathmonk Ishpanese Samurai WISDOM BONUS: Wisdom functions much like intelligence, but characters will receive 1 additional language for every 2 points above 10. (i.e. 1 extra for 12 wis, 2 extra for 14 wis, etc.) DEXTERITY BONUS: Characters who qualify for a dexterity penalty or bonus (3-8 or 13-18) will receive a -1 or +1 adjustment to their initiative in the case of a tied initiative. ELF FUNCTIONALITY: They only operate as either a fighter or magic-user before the adventure, and must remain that class for the entire duration. Stats for each class are tracked separately on the same sheet, with a "/" separating any two scores, with fighter on the left and magic-user on the right (class, level, xp, hitpoints, attack matrix, saving throw). Experience points are also tracked separately. Elves possess the following abilities: Don't receive additional languages just because of their race (Planet Eris specific). Receive a +1 to damage while wielding any magical weapon. Can cast spells (even while wearing armor) while operating as a fighter. Can wield any weapon while operating as a magic-user. Can only wear magical armor while operating as a magic-user. Must continue to track max hitpoints for fighter and magic-user separately, but can use the higher of the two scores at any time. Must use the attack capabilities and saving throws of the operating class. They can split-move and fire, moving and shooting with the same action. They get a +2 bonus to searching for secret doors. They have a 2-in-6 chance to passively detect secret doors within 10'. They hate Orcs and if in combat against an Orc, must attack orcs first before other targets. Orcs will attack elves on sight. HOBBIT FUNCTIONALITY: Receives an extra +2 to attack rolls with any missile weapon. Receives a +1 bonus to sneaking. If also a Thief, they operate as if 4 levels higher in relevant thief skills. They make saving throws as if 4 level higher against magic. They take half damage from large clumsy monsters like Ogres. They receive a -1 penalty to open stuck doors, and may have similar strength penalties in other situations where it matters. Unable to use any bows other than the normal xbow. Unable to use many 2h weapons unless the referee judges it appropriate. DWARF FUNCTIONALITY: Don't receive additional languages just because of their race (Planet Eris specific). While operating underground they gain the ability to passively note: slanting passages, traps, shifting walls, and new construction. This ability only operates in environments that are familiar to dwarves, such as carved tunnels, mines, caverns, and other natural cave environments. Obviously if they are exploring a dwarven hall, they would get this ability regardless of the type of construction. They make saving throws as if 4 levels higher against magic. They take half damage from large clumsy monsters like Ogres. They are the only race capable of utilizing a +3 magic warhammer to its full potential. They hate Goblins and if in combat against a Goblin, must attack goblins first before other targets. Goblins will attack elves on sight. Unable to use any bows other than xbows and heavy xbows. Only able to use 2h weapons that the referee judges appropriate. EXTRA DWARF ABILITIES: Dwarves have a 2-in-6 chance of possessing natural 30' infravision. Can give exact value of gems and jewelry that are found. Can identify any mineral natural to Planet Eris. CLERIC FUNCTIONALITY: A holy symbol is required to use the Cleric vs Undead Table, for Turn Undead. Clerics are allowed to use any weapon, but cannot used edged magical weapons (including arrows). SKILLS: Taken and adapted from Midkemia Press Cities Book. Skills are always named after a job, position, or role. Ex: Tracker, Mountainman, Miller, Lumberjack, etc. Characters can be assumed to possess natural ability to utilize any weapon or armor appropriate for their class, and most basic life skills. However, should it be required during the course of play, characters may need to roll to see if they are successful in performing certain "skilled" actions by rolling a d100 and getting equal or under their listed skill ability. In this situation, if it has not already been noted, characters will possess a certain amount of natural skill, and can record their starting skill amount equal to: 1d100/4 (rounded), with a bonus or penalty from intelligence: 3-6: -20% 7-8: -10% 13-14: +5% 15-18: +10% Players can also seek out a trainer for specific skills in an appropriate settlement, but will take an investment of time and money. If training is interrupted for more than one week, the listed loss of accrued time is suffered. Weekly costs remain constant unless more than one week is missed, in which case the price must be renegotiated. Skill Type Weeks Needed Cost/Week Loss of Accrued Time Plebian 1d4 1d20gp 1 week Artisan d10+1 d20x5gp 1d6 weeks Noble 2d10 d20x20gp 1d10 weeks Once a character has completed their training, they start with d100/2 +5% in the appropriate skill, losing any previous natural amount they possessed or keeping the higher of the two. To improve a skill, a character must undergo training again, but this time roll a d100 (+/- intelligence adjustment) greater than their existing skill; success indicating they gain 1/3rd the amount (rounded) between existing skill and 100%. Ex: old skill was 45, the d100 roll was 50, so the difference is 55 and the new skill is 45+18=63%. For the advanced backgrounds, such as Thief, Ranger, etc. Characters will begin with appropriate skills as if fully trained and randomly roll to see what their skill amount is by rolling a d100/2. When they make skill checks, they will receive a +5% bonus to their skill per class level. Because of this, they are unable to receive training from other sources regarding their background skills and must learn on the "job". Certain specialized skills such as Lockpicker, Pickpocketer, etc. are not readily available to the common adventurer, and usually require membership in the guild or order. A comprehensive list of skills can be found in a separate post. SNEAKING/STEALTHY: Any character can attempt to sneak or be stealthy, and doing so for long distances means moving at a lower speed category (i.e. heavy to encumbered). This is handled like surprising a monster, but instead of merely gaining a momentary round of surprise, the group or character will go undetected. Adjust as follows: Standard Chance: 2-in-6 Wearing Metal Armor: -1 Already Detected But Not Seen: -1 Bright Light Source: Disallows sneaking in many circumstances. Is a Thief: +1 Is a Hobbit: +1 Has a Dex Bonus/Penalty: +1/-1 Appropriately Camouflaged: +1 Failure to sneak indicates loss of surprise round. Players can still be surprised while moving sneakily if they didn't already know the monster was there. PICKPOCKETING: Whether successful or unsuccessful, a pickpocket target must roll for surprise to see if they detect the pickpocket attempt. If the pickpocket was successful, but detected there is a delay of a turn before the victim realizes what has happened. Pickpocketing detection is modified by the same sneaking modifiers above. MONSTER SAVING THROWS: Monsters get saving throws equal to a similar level fighter, with 1HD = to 1 level. If somehow appropriate they would get the saving throw of the most approximate class (i.e. Vampire Cleric gets Cleric). PARALYSIS: Most forms of paralysis (other than from ghouls) will not only paralyze the victim with complete inaction, but also require a Withstand Adversity roll based on their constitution score. The chart for this is in the attribute section in volume 1. Failure indicates that the character has died, either from failure to breathe or heart attack. GHOUL PARALYSIS: On hit, players must roll a saving throw versus spells to resist ghoul paralysis. This is a weaker form of paralysis that will not seize up the body, and is instead fear based, making character indecisive and unable to attack. Elves are immune to ghoul paralysis. If paralyzed by a ghoul, a character will be unable to act for the remainder of combat unless a qualifying character spends their turn shaking them out of paralysis: Elves, 4th level fighters, 5th level clerics, or 6th level magic-users. UNDEAD LEVEL DRAIN: No saving throw is given. If a character is hit by an undead enemy that level drains, they take damage and their level is permanently reduced by the appropriate degree. Hitpoints should be rerolled, but keep existing damage. The new experience points are 1xp point short of the next level. OTHER LEVEL DRAINS: Other monsters that merely inflict damage and drain blood will cause temporary level drain. This reduces the characters level until a full week's rest, but does not effect XP or hitpoints. Note, that some Vampires may level drain via bite or mere touch; and whether a bite constitutes a more permanent level drain is left to the referee's discretion. ILLUSIONS: Illusionary damage is real if the viewer believes it to be real. Like NPC's, player characters get a saving throw vs spells to determine if the character believes it is real; but players also have the ability to disbelieve the illusion voluntarily. This saving throw may be made in secret by the referee in order to conceal the nature of the threat. Illusions are a rare case where a character may receive more than one saving throw; ex: dragon breath will receive a saving throw for the illusion effectiveness, and a saving throw vs dragon breath to take half damage. HIRELINGS VS HIRELINGS OF UNUSUAL NATURE (NPCS): Hirelings include any normal man-types including mercenaries, men-at-arms, and non-fighters; they do not gain XP or levels. Hirelings of unusual nature include fighting-men, magic-users, clerics, specialists, and monsters; those belonging to a class will gain XP and levels. ADVERTISING TO FIND HIRELINGS: Hirelings found in local establishments where the character is present do not require advertising/servitor costs to be paid. Otherwise characters posting notices or hiring servitors to circulate the job opportunities costs 100-600 (d6) each week for a given settlement (multiply by 10x for region). Use Judges Guild Ready Ref Sheets page 11 to determine if successful and number of people answering. Note that only 1st level types or normal types will appear. Advertisements do not require reaction checks since these are hiring in bulk, but the minimum enticement costs or whatever was advertised must still be paid per hireling. NUMBER OF HIRELINGS APPEARING WITHOUT ADVERTISEMENTS, AND MINIMUM ENTICEMENT: Only d6 hirelings will usually be present in a location such as a tavern. There is also a 2-in-6 chance that unusual hirelings will be present if players look for them, roll a d6 to determine the type and number appearing (note that only 1 unusual type will be present, the accompanying will be normal fighter types of the same race). A minimum amount is required to entice a hireling to join the group. The type and amount of the enticement is determined by race or class. This enticement fee only needs to be paid once; when the hireling joins the group. Hirelings must make a reaction check to determine if they accept the offer; offers can be made to entire groups or individually, but a single loyalty score is assigned to everyone in the group. d6 Result Unusual Type # Appearing Minimum Enticement 1 Fighter 1d6 100gp 2 Cleric 1d6 Access to Nearby Temple/Church 3 Magic-User 1d6 Magic Item 4 Elf 1d6 Magic Item 5 Dwarf 1d6 200gp 6 Hobbit 1d6 Finely Crafted Object or Well Made Food Unusual fighter and cleric types will always be wearing metal armor. HIRELING UPKEEP: Periodic costs for all hirelings are determined by the closest matching men-at-arms type. Upkeep will typically be paid when character upkeep is paid (before every expedition/adventure), but can also be transitioned to monthly at the referee's discretion. Unusual hirelings will also require a full share of treasure and XP like that of a player. Every successful battle or dungeon expedition will increase the loyalty of those involved by +1. HIRELING TYPES: Mercenaries (commonly found in taverns) Archer (short bow, leather armor) Guardsman (spear, leather armor) Shield Bearer (short sword, leather armor, shield) Swordsman (long sword, leather armor, shield) Weapon Bearer (short sword, leather armor) Men-at-Arms (must post advertisements to recruit) Light Foot (leather armor, any weapon) Heavy Foot (chainmail, shield, any weapon) Archer (leather armor, shortbow, dagger) Crossbowman (leather armor, light crossbow, dagger) Longbowman (leather armor, longbow, long sword) Light Horseman (leather armor, any weapon) Medium Horseman (chainmail, shield, any weapon) Heavy Horseman (platemail, shield, any weapon) Non-Fighters Cook Porter Torch Bearer Laborer Specialists (only available to those in positions of power, i.e. those with their own strongholds) Alchemist Armorer Assassin Animal Trainer Engineer Sage Ship Captain Seaman Smith Spy Hirelings of Unusual Nature (1st level types only) Fighting-Man (metal armor, any weapon, shield) Cleric (metal armor, any weapon, holy symbol) Magic-User (dagger or staff, spellbook) Thief (dagger, leather armor, thieves' tools) Elf (dagger, bow, chainmail) Dwarf (war hammer or axe, chainmail) Hobbit (dagger, leather armor, thieves' tools) LEADERSHIP LIMITS: Characters can employ any number of normal hirelings, but can only employ (including via charm) a limited number of hirelings of unusual nature. The number is determined by the charisma score and the corresponding maximum # of hirelings listed for the range it falls in. In addition, this maximum number also serves to limit how many hirelings of any type can be lead into a dungeon and commanded at a time by that character. ITEM LIMITS: Except in specific circumstances allowed by the referee, each player character cannot carry more than the number listed for each of these items. These items are common enough on character sheets that I continuously have to ask players to remove them. 50' Rope (1) Oil Flask (3) Standard Rations (14) Iron Rations (28) Waterskins/Wineskins (2) Arrows (40) Quarrels (60) Torches (12) DONNING/DOFFING ARMOR: Leather (takes 1 rounds to don and doff) Chainmail (takes 1 round to don and doff) Platemail (takes 1 full turn to don and doff; half the time for each assistant)(ex: 2 assistants takes 1/4th the time) If a player is drowning in platemail, they can attempt to cut it free (destroying the platemail) assuming they have a dagger. Make a check similar to opening stuck door to determine success from round to round. WEIGHT LIMITS: Characters may carry a number of coins equal to their AC x 100, and still move at 60'. They can carry up to twice that amount and move at 30' encumbered. This rule of thumb greatly speeds up calculations. DETERMINING MOVEMENT SPEED BASED ON EQUIPMENT: Movement speed is generally determined by armor type and use of shield. 120': Leather, Leather/Shield, Chainmail 90': Chainmail/Shield, Platemail 60': Platemail/Shield AWARDING XP & TREASURE: XP and Treasure are awarded when the group successfully recovers treasure, returning to a settlement or secured rest area. At the referee's discretion it may be awarded at the end of a session. Monsters provide 100xp per HD, ignoring any hitpoint bonuses and special abilities the monsters may have. 1gp of treasure = 1xp Magic Items award XP once recovered from dungeon; ignoring any that were used up: Minor Magic Items (consumable): 250xp each Standard Magic Items (weapons, armor, etc.): 1,000xp each Major Magic Items (jewelry, named weapons/armor, spellbooks, misc magic, etc.): 2,500xp each All treasure is kept in a general pool, and only allocated to specific players when XP is given out; or in the case of magic items, when the players roll off or decide amongst themselves who will take which items. HITPOINTS AND LEVELING: The minimum amount of hitpoints characters will start with is 3hp, even if they roll lower. At each new level, players must reroll their hitpoints using the new HD totals; taking the higher of the old or new scores. PLAYER UPKEEP: Experienced characters must pay upkeep on a periodic basis. Usually this will be at the beginning of a session if the players begin in a settlement; but it can also be required for every week spent in a settlement. RECOVERING HP NATURALLY: Characters will not recover hitpoints unless resting in a safe and secured environment, e.g. a location that is guarded by sufficient men-at-arms and/or otherwise free from wandering monster threats. Players will fully recover their hitpoints if a week is spent resting in such a location. Hitpoint recovery will not be tracked from day to day. OSR CONVERSIONS: Monsters with listed hitpoints are ignored in favor of a rerolled d6 as HD (due frequent d8 HD usage). Monster damage is d6 unless specifically detailed as different in the LBB. Giant animal guidance and equivalent attributes used for monsters not found in the LBB. The lowest armor class possible is 2. Monsters with lower armor class are judged to see if they are highly magical and possess skin like enchanted armor, in which case they can have up to a +3 bonus from armor, and up to another +3 if making use of a shield. The maximum armor magical bonus is +3 for both armor and shields. Magical armor bonus subtracts from the attacker's roll. The maximum magical weapon bonus is +3, and on swords is reserved for highly unique swords. Any +3 sword that is found is guaranteed to either have a special purpose or to be a Holy Sword for purposes of Paladins. Multiple attacks are ignored if listed unless given in the LBBs, or the monster is large enough to swipe at several in a single blow, or simply at the referee's discretion. Attacks will typically be limited to 1 per target and incur a penalty of -1 per target attacked; applying to all attacks made (ex: 6 attacks is a -6 penalty). MASS COMBAT SECTION CHARACTER DEATH IN MASS COMBAT: If the figure a character belongs to is destroyed in mass combat, roll a reaction check for the enemy using the below chart. If the character is not killed outright by the enemy, or is part of a figure that has been routed by combat, they must make a d100 check to withstand adversity (vol 1, p11) in order to see if they survive their wounds. 2d6 Result 2-5 Killed 6-8 Taken Prisoner 9-12 Left for Dead CHARACTERS VS ARROW VOLLEYS: When it becomes necessary to determine if an individual has sustained damage from a volley of arrows in a given turn, the referee will roll a single d6 saving throw and consult the chart below instead of rolling individual d20 attacks. Only 1d6 damage will be sustained that turn on a hit. Armor Type* Failure Unarmored or Leather 1-4 Chainmail and/or Shield 1-3 Platemail 1-2 Magic Armor 1