Player's Manual
The Goldveil System — the key mechanics every adventurer should know. Retro-inspired, Gold Box at heart, resolved openly in the battle chronicle so you can always check the math.
The Core Roll: Aim vs AC
Every attack is one d20 roll. Your Aim is a single number from your class and level (warriors have the best Aim, and it improves as you level; monsters derive theirs from Hit Dice). To hit, your raw d20 must roll at least Aim − the target's AC. The chronicle prints the whole equation, e.g. "d20+6 → [3]+6 = 9 vs AC 8 (needs ≥ 3; aim 11 − AC 8) → HIT".
Bonuses and penalties — Might (melee), Agility (missiles), a magic weapon's +N, backstab's +4, two-weapon penalties — add to or subtract from the die. A natural 1 always threatens a fumble; big bonuses can still be beaten by bad dice.
Armor Class (lower is better)
Goldveil uses descending AC, like the classics. Unarmored is AC 10. Plate, a shield, and quick feet get you near AC 1; adult dragons sit at AC 1 or below. If your AC number went down, celebrate.
Your AC comes from your equipped armor and shield plus your Agility adjustment (table below). Only armor, shields, and natural hide ever change AC — swapping weapons never does.
Attribute Modifiers
Might — melee to-hit and melee damage (bows get no Might damage):
| Might | ≤3 | 4–5 | 6–7 | 8–15 | 16 | 17 | 18 | 19+ |
|---|---|---|---|---|---|---|---|---|
| To-hit | −3 | −2 | −1 | 0 | +1 | +2 | +3 | +1/pt |
| Damage | −1 | −1 (≤5) | 0 | 0 | +1 | +2 | +3 | +1/pt |
Agility — your AC adjustment (negative improves descending AC) and missile to-hit:
| Agility | ≤3 | 4 | 5–6 | 7–14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|
| AC adj. | +4 | +3 | +2 / +1 | 0 | −1 | −2 | −3 | −4 |
| Missile | −3 | −2 | −1 | 0 | +1 | +1 | +2 | +3 |
Stamina — HP per Hit Die: −2 (≤3), −1 (4–6), 0 (7–14), +1 (15), +2 (16–18). Warriors alone reach +3 at 17 and +4 at 18.
Attacks per Round
| Who | L1–6 | L7–12 | L13+ |
|---|---|---|---|
| Fighter / Paladin / Ranger | 1 | 3/2 (2 on odd rounds) | 2 |
| Mage / Rogue / Cleric / Bard | 1 | 1 | 1 |
Great monsters multi-attack by Hit Dice — a 16+ HD dragon brings three natural attacks a round. Multiclass heroes use their effective warrior level.
Fighting with Two Weapons
Anyone may fight with a small weapon (dagger, hand axe — size S) in the off-hand. It rides in the shield slot, so a second blade costs you the shield, and a two-handed weapon leaves no hand free for either.
The reward: one extra off-hand strike every round you actually fight, on top of your normal attacks. The price: −2 on main-hand swings and −4 on the off-hand, each reduced by your Agility missile bonus (never below a penalty of 0). At Agility 18 you fight at 0 / −1. Rangers in leather or lighter armor pay no penalty at all. Backstab works only with the main hand.
Backstab
Rogues only, with a blade, in light armor, from the tile directly behind the target — and the target must be unaware of you (you are hidden, or it is locked in melee with your ally). A backstab adds +4 to hit and multiplies the damage:
| Rogue level | 1–4 | 5–8 | 9–12 | 13–16 | 17+ |
|---|---|---|---|---|---|
| Multiplier | ×2 | ×3 | ×4 | ×5 | ×6 |
Some creatures — oozes, constructs, the shapeless — have no anatomy to strike and are immune.
Saving Throws
A saving throw is d20 + your attribute modifier + your class save bonus + any flat save bonus from gear, against the effect's DC. The chronicle shows each component, e.g. "d20 → [10]+1+6+1 vs DC 14: SAVE". Breath weapons and blasts usually deal half damage on a save; charms, holds, and fear are negated outright. Paladins radiate a save aura that shields nearby allies.
Blasts & Friendly Fire
Friendly fire is real. A fireball rolls its damage once and applies it to every living creature in the burst — both sides — with each victim saving separately. Only the caster is spared their own blast. Position your party accordingly; the enemy mage will.
Helpless Targets
A held, sleeping, or stunned combatant is helpless: a melee attacker finishes them outright — the classic "hold them, then end it" rule. It cuts both ways, so break your allies out of a Hold Person quickly. Ranged attacks still roll normally.
Morale & Fleeing
Rank-and-file enemies are not fearless. When things go badly — an ally falls, half the warband is down, they're grievously wounded — they check morale: 2d6 rolled under their rating, with situational modifiers. Failures break for the exit and can escape the field. Undead, constructs, and other fearless kinds never check; a living commander steadies those around them — and their fall shakes everyone. Fleeing past a ready enemy provokes a free strike.
Shoves, Pulls & Wall Slams
Wing buffets, force waves, and the like shove you across the grid. A successful save means you brace and hold ground. If you fail, you're moved — and if a wall or another body stops you short, you take collision damage on top (each ability's slam has its own dice — a dragon's buffet slams for 3d6+3). Being pinned against the wall when the blow lands still counts: the force crushes you against the stone even if you never moved a tile. Creatures your size or larger can't shove you physically; magic doesn't care how big you are.
Movement & Encumbrance
Movement is 8-directional and diagonal steps cost the same as straight ones. Your movement points are 6 + your Might to-hit bonus, scaled by load: light ×1, medium ×¾, heavy ×½, overloaded ×¼. You can split movement around your attack, Gold Box style — step, shoot, step again.
Magic & Memorization
Casting follows Gold Box canon: you cast only what you memorized at rest. Clerics and druids prepare from their full prayer list; mages and bards are bound to the spells inscribed in their book — new spells come from scrolls, which can be cast once or inscribed forever. Potions are always self-buffs, never bottled attacks. Casting XP is split evenly across a multiclass caster's classes.
Wounds, Death & Recovery
At 0 HP a hero falls where they stand. The battle's outcome decides what can be done for them — victory lets the party carry the fallen to a temple for rites. Healing draughts restore 2d4+2; Regenerate and mending prayers knit wounds over several rounds. Rest heals; time passes; the world keeps its clock.
Unidentified Treasure
Magic loot comes out of the hoard veiled — "a fine longsword" that swings suspiciously well. Its enchantment works even unidentified, but its name and nature stay hidden until an Identify spell, a bard's legend lore, or a shop appraisal reveals it.
Running the game instead of playing it? Read the Loremaster's Manual.