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.
Races & Their Gifts
Race shapes more than attributes. Halflings and gnomes are Small; dwarves are Medium. Small heroes may wield only S weapons. Medium heroes may wield L weapons only in two hands and without a shield.
| Race | Enforced gifts |
|---|---|
| Human | +1 to every attribute. |
| Elf | +2 Agility, +1 Intellect; passively senses hidden magical portals; helps spot ambushes; +10 Read Languages. |
| Dwarf | +2 Stamina, +1 Might; passively senses secret stone doors, concealed pits and false rubble; helps spot ambushes; −5 Read Languages. |
| Gnome | +2 Intellect, +1 Wisdom; Small. |
| Halfling | +2 Agility, +1 Presence; Small; −5 Read Languages. |
| Half-elf | +1 Agility, +1 Presence. |
| Half-orc | +2 Might, +1 Stamina; −10 Read Languages. |
Elves and dwarves join rogues and rangers in the ambush spot check. Rogues also receive racial adjustments across their skills; see the table in The Rogue.
Attacks per Round
| Who | L1–6 | L7–12 | L13+ |
|---|---|---|---|
| Fighter / Paladin / Ranger | 1 | 3/2 (2 on odd rounds) | 2 |
| Fighter specialist (specialized weapon group in hand) | 3/2 (2 on odd rounds) | 2 | 5/2 (3 on odd rounds) |
| 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.
Sweep attacks. Gold Box style, a fighter, paladin, or ranger in melee against creatures of 1 Hit Die or less swings once per experience level that round — a level 8 fighter can cut through eight kobolds. Each swing goes to an adjacent weak foe; leftover swings are lost when the rabble runs out, and a tougher foe never receives the extra blows. The chronicle marks them (sweep 3/8). When a monster sweeps, heroes count by their level, not their remaining hit points — only level-1 heroes can be swept.
Range
Bows, crossbows, slings and thrown weapons lose accuracy with distance. A weapon's range is split into thirds: short range has no penalty, medium range is −2 to hit, and long range is −5. The aim line in the chronicle shows the band. Breath, gazes, webs, spells and abilities use their own ranges and take no penalty, and neither does a shot at a helpless target.
| Weapon (range) | Short (0) | Medium (−2) | Long (−5) |
|---|---|---|---|
| Long Bow, Heavy Crossbow (50) | 2–17 | 18–34 | 35–50 |
| Short Bow, Crossbow (35) | 2–12 | 13–24 | 25–35 |
| Sling (30) | 2–10 | 11–20 | 21–30 |
| Javelin (4) | 2 | 3 | 4 |
Example: a Long Bow shot at a target 30 tiles away is medium range, −2 to hit.
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. Companions fight with an off-hand weapon by the same rules. Rangers in leather or lighter armor pay no penalty at all. Backstab works only with the main hand.
Backstab
Rogues only (multiclass rogues too), with a blade, in leather or lighter armor and no shield on the arm, from the target's rear arc — any tile along its back plus the two rear corners — and the target must be unaware of you (you are unseen, it is fleeing or turned, or it is locked in melee with your ally). A backstab adds +4 to hit and multiplies the damage by your rogue level (a fighter 9 / rogue 1 backstabs at ×2):
| Rogue level | 1–4 | 5–8 | 9–12 | 13–16 | 17+ |
|---|---|---|---|---|---|
| Multiplier | ×2 | ×3 | ×4 | ×5 | ×6 |
Stealth is an exploration skill, not a combat action — a rogue scouts a room or leads the company past a wandering band (see The Rogue). A successful scout starts the battle with that rogue already behind the nearest enemy — and the company gets a free surprise round before initiative. Some creatures — oozes, constructs, the shapeless — have no anatomy to strike and are immune to the backstab.
Ambushes and Surprise
Some creatures lie in wait — buried in rubble, or simply unseen. Their room shows nothing but rubble on the floor (or nothing at all), and they never react or parley. When the company comes within reach they spring with a free round: they act, the company doesn't, then initiative runs as normal.
Rogues, rangers, elves and dwarves get a spot check as the company approaches: d20 + Wisdom modifier against 8 + half the creature's Hit Dice. Success cancels the free round. A dwarf always spots rubble that isn't rubble. Scouting the room first also gives it away — and gives you the free round instead.
Phasing creatures flicker between faded and solid. Faded, they can't attack and only magic weapons (usually +1) or spells touch them; your party's AI saves its plain-weapon blows for the solid turns.
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. A paladin in good standing gains +2 on every save, and allies standing beside them gain +1 (+2 from paladin level 9) — see The Paladin.
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.
Your Might sets an allowance: what you carry unhindered (40 lb at Might 10, 110 lb at 18, +15 lb a point above). Up to the allowance you are Light; up to 1½× it, Medium; up to 2×, Heavy; beyond that, Overloaded (never below 1 MP). The burden bar on the hero sheet runs to the Overloaded line, with a gold tick at the allowance.
Coin weighs 1 lb per 50 gp. The party keeps one purse and its weight is spread automatically — first into everyone's spare room under their allowance, so coin alone never slows anyone while someone else has room; past that, in proportion to each member's allowance. Humanoid companions with gear carry a share (and their own pay); pets and beasts carry none. Companions slow under load like heroes. If anyone is Overloaded, the party travels at half speed on the world map.
Gems and jewellery. Above the first 200 gp, half of any hoard comes as valuables: gems (weightless, worth known on sight) and jewellery (light, unappraised until a shop, a bard or Identify names it). Any shop buys gems and appraised jewellery at full value; unappraised jewellery sells as seen for a fifth. Appraising a piece costs 5% of its worth (at least 10 gp).
Magic, Armor & 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. Camp rituals such as Bless can be cast before you break camp and carry into the next fight.
Armor and spells.
| Caster | Can cast mage spells in |
|---|---|
| Single-class mage | robes, cloth, or bracers only |
| Single-class bard | robes, cloth, bracers, padded or leather (not studded leather or heavier) |
| Multi-class mage (fighter/mage, mage/thief…) | any armor, even plate (classic rules) |
| Cleric (any mix) | any armor; blunt weapons only |
Blocked spells are greyed out with the reason in battle and at camp, and the hero sheet warns you under Equipped. Spell scrolls follow the same rule.
Damage and healing spells add the caster's spellcasting-attribute modifier. Magic Missile fires up to five darts, reached at caster level 9. Charged items obey their own recharge rule: “daily” means the charge returns when the game clock crosses dawn at 06:00, whether or not the party rests; one-time items never recharge.
Cleric, Mage & Druid
Cleric. Clerics wear any armour and shield, but their weapons must be blunt. Their prayers use Wisdom. They prepare from the full cleric list and may Turn Undead once each round, but only once per undead group per battle.
| Turn Undead | Live rule |
|---|---|
| Types | skeleton · zombie · ghoul · shadow · wight · ghast · wraith · mummy · spectre · vampire · ghost · lich · special |
| Roll | Compare undead column minus cleric level: +2 or more resists; +1 needs 11 on 2d6; equal needs 10; −1 needs 7; −2 needs 4; −3/−4 turns automatically; −5 or less destroys automatically. |
| Reach and number | Within 12 tiles and line of sight; up to 2d6 undead, weakest first. |
| Flight | 3d4 rounds, capped at 4. Vampire-tier and greater horrors are turned, never destroyed outright. |
| Cleric level | Slots by prayer level |
|---|---|
| 1 | 2 |
| 5 | 4 / 3 / 2 |
| 10 | 4 / 4 / 3 / 3 / 2 |
| 15 | 5 / 5 / 5 / 4 / 4 / 2 / 1 |
| 20 | 7 / 6 / 6 / 6 / 5 / 4 / 3 |
Clerics gain prayers through 7th level. Their conduct does not trigger a class-fall rule, so temple atonement does not restore cleric powers.
Mage. A single-class mage casts in robes, cloth, padded garments or bracers, never a shield, and uses mage weapons. The spellbook is the permanent library: a scroll may be cast once or copied into it. Magic Missile gains one dart every two caster levels, reaching five at level 9.
Druid. Druid spell lists and blunt-weapon/armour rules exist for authored spell and equipment data, but Druid is not a playable class yet; no class progression or falling rule is live.
Hirelings & Companions
Named NPCs at the Dragon Tavern can be recruited — talk to them and bargain. Each decides for themselves whether to join and for what share of the loot. Their agreed share of coin is paid automatically from every battle and chest.
Companions are full party members: they have their own sheet and gear (their equipped weapon sets their damage), fight with their own figure, receive camp spells, are healed and raised at the temple, and can always be spoken to with Talk. Treat them badly and their loyalty falls — they may leave.
The Fighter
The master of arms. Only a single-class fighter can specialize — never a paladin, a ranger or a multiclass fighter (a specialist who later takes a second class keeps it, dormant). Specialization covers a whole weapon group: swords (long, short, two-handed, bastard, scimitar, rapier…), axes, hammers, maces, flails, spears, polearms, daggers, staves, bows, crossbows, slings, thrown weapons or whips. Groups are separate — an axe specialist gets nothing with a hammer. Magic, silvered and cold-iron weapons count as their base weapon.
| Fighter level | What happens | Bonus |
|---|---|---|
| Creation | Choose one weapon group (default: swords) | +1 hit, +2 damage |
| 9 | That group becomes mastered (automatic) | +3 hit, +3 damage |
| 13 | Choose one more group at the Training Hall | +1 hit, +2 damage |
With a weapon from a specialized group in the main hand, a fighter also attacks faster (see Attacks per Round). The off-hand weapon gets no bonus; Haste and an off-hand swing still add their attacks on top. Bows and crossbows count, with the same bonuses and rate. Specialization is a class skill, not a spell, so it stacks with Bless, bard songs and magic weapons. The sheet marks specialized weapons with ★; the chronicle shows "+ spec +2" (or "+ mastery +3").
The Rogue
Rogue skills are rolled on d% — roll the number or lower. The chance comes from your rogue level (a multiclass rogue uses the rogue level, not the total), then your Agility, your race and the difficulty of the job. A natural 96–00 always fails (Climb Walls: only a 00). Every roll shows its full sum in the chronicle.
| Rogue level | 1 | 5 | 10 | 15 | 20 |
|---|---|---|---|---|---|
| Pick Pockets | 30% | 50% | 70% | 85% | 95% |
| Open Locks | 25% | 45% | 68% | 85% | 95% |
| Find / Remove Traps | 20% | 40% | 65% | 82% | 95% |
| Stealth | 12% | 35% | 62% | 81% | 95% |
| Hear Noise | 15% | 30% | 50% | 70% | 90% |
| Climb Walls | 50% | 62% | 76% | 89% | 99% |
Agility (Pick Pockets / Open Locks / Traps / Stealth): 9 or less −15/−10/−10/−15; 10–11 −5 each; 12–15 none; 16 +5 locks; 17 +5/+10/0/+5; 18 +10/+15/+5/+10; 19+ +15/+20/+10/+15. Hear Noise and Climb Walls ignore Agility.
| Race | Pockets | Locks | Traps | Stealth | Hear | Climb | Read lang. |
|---|---|---|---|---|---|---|---|
| Dwarf | — | +10 | +15 | — | — | -10 | -5 |
| Elf | +5 | -5 | — | +5 | +5 | — | +10 |
| Gnome | — | +5 | +10 | +5 | +10 | -15 | — |
| Half-elf | +10 | — | — | — | — | — | — |
| Halfling | +5 | +5 | +5 | +10 | +5 | -15 | -5 |
| Half-orc | -5 | +5 | +5 | — | +5 | +5 | -10 |
| Human | — | — | — | — | — | — | — |
Stealth uses the Move Silently column. The hero and companion sheets show each rogue's chances with every adjustment already in.
Thieves' tools. Without thieves' tools in the pack, Open Locks and Remove Traps are −15%. The starting rogue kit includes a set.
Armor and shields. Thief skills and backstab need leather or lighter. A rogue may carry a shield, but with one on the arm no skill works except Hear Noise — the log says so ("Can't pick a lock with a shield on your arm") and the equip screen warns.
| Where | What the rogue does |
|---|---|
| Locked door | Pick the lock (a failed pick waits for a level-up), or someone strong forces it. |
| Trapped door | Finds the trap on approach, then disarms it. A failed disarm springs it on the rogue. |
| Chest | Search finds traps. A found trap asks: Disarm / Spring it from a distance / Open anyway / Leave. A lock asks: Pick / Force / Leave. |
| Room & floor traps | Spotted on the way in; then Disarm, Spring it from a distance, or go around. |
| Battle | Pick a lock or disarm a trap on an adjacent tile (the same chance as anywhere else). |
| Cliff | Climbs and anchors a rope for the company. |
| Closed door | Listen (Hear Noise). Scout ahead (Stealth) when something waits beyond: success reveals who and their mood, and the scout opens the battle behind the enemy. |
| Corridor | A wandering band that hasn't seen you: Sneak past (Stealth, harder against high-HD foes). Success avoids the meeting; a bad failure gets you spotted. |
| Town | Steal from a person (Pick Pockets) — the odds show before you commit. Lift from a shop, or work the crowd. |
| Strange writing | From rogue level 4: Read it (Read Languages). A clue, a map that charts a chamber, a hidden cache, a password for a sealed door, or a warning of a trap or lair. |
One roll everywhere. Doors, chests, pits, room traps and battle all use the same chance from the sheet, adjusted by how cunning the trap or sturdy the lock is (obvious +10, standard 0, cunning −15, diabolical −30; simple lock +10, sturdy −15, masterwork −30, arcane: no pick). A failed disarm always springs the trap on the thief.
Everyone else. Only a thief with free hands can disarm. Anyone may spot a trap: rangers at half their ranger level on the rogue table, any other hero at 15% + 5% per Intelligence bonus point. A found trap nobody can disarm can be sprung from a distance — traps that only bite whoever is on them (darts, blades, needles, pits) hurt no one; traps that fill an area (gas, glyphs, alarms, portcullises) still reach you. It takes a noisy turn.
Read Languages. From rogue level 4 a thief reads strange writing — inscriptions, old maps, coded letters, ancient tablets: 20% at level 4, +5% a level, up to 80%, adjusted by race (elf +10, dwarf −5, halfling −5, half-orc −10; Agility doesn't help). The best reader in the company tries. A failed reader can try again after their next level; others may try at once. A roll of 96+ is a misreading — a map or cache marks the wrong spot (struck off once someone reads it right). On the chart: ✍ writing, $ a cache, ☠ a lair. An Old Map or Coded Letter found in a chest is read out of battle from the hero sheet (hand it to a rogue first); what it reveals is marked on your chart the first time you reach that place — even another level.
Stealing in town. In a shop, a thief can Lift one item worth up to 25 gp × level, or dip into the till (1d10 × level gp) — at −10%, shopkeepers are watchful. In the street, Work the crowd once per hero per day for 2d6 × level gp. A bad miss gets you caught: the watch arrives and you choose — pay the fine (10 × the value, at least 25 gp), go quietly (a night in the cells, out at dawn), or resist (a fight with the guard; they subdue rather than kill, and losing means the cells). Every attempt offends a paladin's code; resisting the watch offends it far more.
| Town heat | Effect |
|---|---|
| +1 caught, +3 resisting | −1 every 7 days |
| 2–3 | Shop prices +10% |
| 4–5 | Prices +25%; stealing a further −10% |
| 6+ | Barred from the town's shops and inn — or pay off the watch (100 gp × heat) |
Reading scrolls. From rogue level 10 a thief can read arcane (mage) scrolls up to 5th level; a bard from bard level 10 reads mage scrolls up to 6th. Divine scrolls are beyond them. Reading magic outside your own book can fail — the words twist and the scroll crumbles, used up but harmless. The battle button shows the chance before you commit.
| Failure % | 1st | 2nd | 3rd | 4th | 5th | 6th |
|---|---|---|---|---|---|---|
| Rogue 10 | 25 | 28 | 31 | 34 | 37 | — |
| Rogue 15 | 15 | 18 | 21 | 24 | 27 | — |
| Rogue 20 | 5 | 8 | 11 | 14 | 17 | — |
| Bard 10 | 10 | 12 | 14 | 16 | 18 | 20 |
| Bard 15+ | 5 | 7 | 9 | 11 | 13 | 15 |
A mage/rogue reading a mage scroll reads it as a mage — no risk. The party AI only attempts a risky read on a scroll you have marked Allow AI use on the hero or companion sheet.
The best rogue in the company acts — heroes and companions alike — preferring one without a shield. Bards climb, listen and pick pockets at half their bard level.
The Bard
A bard fights in leather, casts arcane spells, and sings. Singing is the bard's action for the round. Songs are counted in charges per battle, and a new song from the same bard replaces the old one. A bard carrying an instrument (lute, harp, pipes…) in the pack sings every song +1 round longer.
| Bard level | Charges | Song of Valor (allies in radius) | Countersong |
|---|---|---|---|
| 1–4 | 1 | +1 aim, +1 saves · radius 3 · 3 rounds | +2 vs charm & fear · radius 3 · 3 rounds |
| 5–8 | 2 | +1 aim, +2 saves, +1 damage · radius 3 · 4 rounds | +3 vs charm, fear, sleep & hold; +4 vs sonic · radius 3 · 4 rounds |
| 9–12 | 3 | +2 aim, +2 saves, +1 damage · radius 4 · 5 rounds · ends fear | +4 vs charm, fear, sleep & hold; sonic attacks fail; ends one on start · radius 4 · 5 rounds |
| 13+ | 4 | +2 aim, +3 saves, +2 damage · radius 5 · 6 rounds · fear immunity | immune to charm, fear & sleep; +2 other spell saves; sonic attacks fail · radius 5 · 6 rounds |
Song of Valor lifts aim, saves and (from level 5) damage for every ally within the radius; from level 9 it ends fear as it starts (4-square radius), and from level 13 allies cannot be frightened at all while it lasts.
Countersong guards the mind. Its bonus applies only against charm, fear, sleep and hold — and against sonic attacks (a dragon's roar, a harpy's song, a banshee's wail). This is the one named exception to flat saving throws. From tier 3 (level 9) sonic attacks simply fail and the song frees an ally from charm as it begins.
Fascinate (from level 3) holds 1–3 foes within 6 squares spellbound for up to 3 rounds (2 targets at 9, 3 at 13). They save against 10 + half the bard's level + Presence bonus; any damage breaks the spell. Undead, constructs, oozes and mindless or deaf things cannot be fascinated.
| Bardic gift | How it works |
|---|---|
| Monster lore | When a new monster type appears, the best bard rolls 30% at level 1, +5% a level (max 95%). Success reveals its weaknesses, defences and deadliest attack on its info card — click a foe's name. The party remembers every type it has learned. |
| Recall a tale | Once a day in a dungeon, a bard may recall an old tale of the place — a true hint from the Loremaster. |
| Skills | Climbs, listens and picks pockets as a rogue of half the bard's level (minimum 1). Never picks locks, finds traps or hides. |
| Scrolls | Reads mage scrolls up to 6th level from bard level 10. Failure starts at 10% (+2% per spell level) and falls 1% a level to a 5% floor; a failure wastes the scroll, no harm. |
| Presence | A charming voice: the party adds +1 to reaction rolls, on top of the better Presence bonus. |
Bard's tune. Every bard chooses a theme on their sheet — Lute & Tabor, Pipes of the Wild, Harp of Kings — and it plays in battle when they sing, even though battle music is otherwise silent. Valor plays the rousing cue; Countersong the steadying one; Fascinate the same, softer. A newer song crossfades over an older one, and the tune fades as the battle ends.
The Paladin
A holy warrior: fights as a warrior (multiple attacks from level 7, capped at 2 a round — paladins never specialize in weapons), and carries a grace that protects the whole company — as long as the paladin stays in good standing.
| Power | How it works |
|---|---|
| Grace | +2 on every saving throw (the paladin's own). |
| Aura of grace | Allies on the tiles around the paladin get +1 on every save (+2 from level 9). It adds to Bless and bard songs; two paladins don't add up — the better aura counts. Shown as ⚜ on the ally's status chip and a gold ring under the paladin. |
| Aura against evil | Evil foes are −1 to hit the paladin and anyone beside them (−2 from level 9). Same idea as Protection from Evil, so the two never stack: the larger penalty counts. |
| Lay on Hands | Heals 2 HP per paladin level by touch, once a day — in battle (your action) or in camp. |
| Smite evil | 1 per battle (2 from level 9). Ready it, then attack a foe the paladin senses as evil: + Presence modifier to aim (at least +1) and + paladin level to damage, added after any critical doubling. Spent hit or miss. While it's readied, foes that aren't evil grey out — "No evil sensed". |
| Disease immunity | No disease takes hold, lycanthropy included. |
| Cure Disease | Drive every disease out of an ally by touch: 1 / 2 / 3 / 4 uses per game week at levels 1–5 / 6–10 / 11–15 / 16+. In camp, or in battle as your action. |
| Turn Undead | From level 3, as a cleric two levels lower. Turned undead flee for up to 4 rounds. |
| Evil sense | Always on: the paladin names the evil in a group before battle, and when battle is joined. |
| Spells | Divine spells from paladin level 9. |
The code. A paladin keeps its own tally of deeds on top of the company's reputation. Before a grievous act the game asks first ("Sir Aldric will not abide this…"); going ahead costs every active paladin in the party:
| Deed | Good/evil | Law/chaos |
|---|---|---|
| Executing a prisoner who yielded (not an evil one — putting a surrendered evil monster to death costs nothing) | -25 | — |
| Stealing (pick-pocketing) | -15 | -15 |
| A companion's sworn bargain ending broken | — | -25 |
| Each dawn with an evil companion in the party | -2 | — |
| Each gold award whose tithe is withheld | -2 | — |
Wealth. A paladin tithes 10% of its share of every gold award — battle loot, dungeon treasure and shop sales — rounded to the nearest gold piece, taken before the gold reaches the purse ("Sir Aldric tithes 3 gp to the temple"). A companion paladin tithes from its own cut. A paladin may carry at most 10 permanent magic items; potions, scrolls and ammunition don't count, and an 11th relic must go to someone else.
Falling from grace. When the company's deeds plus the paladin's own tally drift 60 points toward evil — or toward chaos — a paladin falls: every power above is lost (greyed on the sheet), paladin spell slots stop refilling, and the auras go dark. A temple can perform an atonement to restore them and wipe the paladin's own tally clean — but not while an evil companion travels with the party. Companions who are paladins follow the same rules.
Monsters and Their Tricks
| What you'll see | How it works | What beats it |
|---|---|---|
| Harmed only by magic | A weapon below the required magic tier logs “strikes but has no effect”; the party learns the requirement for that battle. Some foes require +1 through +5. Monster claws count as +1 at 5–6 HD, +2 at 7–8, +3 at 9–10 and +4 at 11+. | Use a strong enough weapon. Spells, breath, abilities, thrown flasks and ongoing damage still work. |
| Silver / cold iron | A listed material bypasses weapon immunity even when the weapon is not magical. | Shops sell silvered and cold-iron arms and silver arrows. |
| Weapon resistance | Physical and elemental rider damage are checked separately; a fire sword's fire does nothing to a fire-immune dragon. | Change weapon or damage type. |
| Regeneration | Some foes heal each turn unless fire or acid struck since their last turn. A fallen troll rises after 3 rounds unless burned. After victory a carried torch or oil burns the body; without one it escapes. | Keep fire or acid ready. |
| Auras | Fear, stench (−2 aim), heat and cold fill a radius. One successful save grants immunity to that aura for the battle. Adult, ancient and great-wyrm dragons have Frightful Presence. | Spread out, save once, and use Countersong against sonic fear. |
| Splitting / retaliation | Puddings and jellies split when slashed or shocked. Some heated bodies burn melee attackers; some hides corrode the striking weapon. | Use blunt attacks and fight retaliation from range. |
| Held / latched / engulfed / swallowed | At turn start, grapple, attach and engulf allow d20 + the better Might/Agility modifier against escape DC. An adjacent ally may spend its action to Pull free. A dead, stunned or petrified holder releases everyone. A stirge drains while latched; a miss by 5+ hits its victim. Engulfed or swallowed heroes leave the board; a swallowed hero attacks only the swallower and cuts free after enough damage in one turn. Party AI frees held allies first. | Kill or disable the holder, Pull free, or cut out from within. |
| Corrosion | Metal armour worsens AC by 1 per step; weapons lose 1 aim and damage. The rust eats the weapon that struck. Off-hand weapons corrode as weapons. Most gear is destroyed at 3 steps, though weaker armour can fail sooner. Magic items roll d20 + 4 per plus against 15 (+3 resists 90%, +4 or better always). A weapon corroded down to +0 is no longer magic. | Ordinary gear: 10% of its price per step. Magic gear: its base price plus 1,000 gp (+1), 3,000 (+2) or 6,000 (+3), however many steps. Gear of +4 or better never corrodes. Destroyed gear is gone. |
| Disease | Rest does not cure it: −1 aim per severity and no natural rest healing. Severity 3 also loses max HP at dawn. | Cure Disease, Lesser Restoration, a temple, or a paladin's touch. |
| Lycanthropy | A werecreature bite. After 3 days only a temple cures it, at triple Lift Curse price. On the last 3 nights of each 28-day moon cycle, 20:00–06:00, the afflicted hero starts battle uncontrolled; ordinary non-silver, non-magic weapons deal half damage. The sheet shows the moon. | Remove Curse or a temple within 3 days; temple only afterward. |
| Aging / absorbs / slowed by | Ghostly touch can age years at once on a failed save. Some golems heal from one element and are slowed by another. | Save against the touch; learn and reverse the creature's elements. |
| Death burst / calls for help | Some foes explode as they die. Shriekers and leaders can call a named band or local wanderers; exit reinforcements arrive after 2 rounds. | Do not crowd the corpse; silence the caller quickly. |
| Phasing / ambush | See Ambushes and Surprise. | Time plain attacks for solid rounds and scout ahead. |
Wounds, Death & Recovery
At 0 HP a hero falls. Raise Dead—the spell and the temple's standard rite—makes a survival roll; success returns the hero at 1 HP with a permanent loss of 1 Stamina. Resurrection is safe and restores the dead whole, but never restores Stamina lost to an earlier raise.
| Temple service | Current price | Result |
|---|---|---|
| Cure Wounds | 1 gp | Restores HP. |
| Raise Dead | 1 gp | Survival roll; 1 HP; permanent −1 Stamina. |
| Resurrection | 5 gp | Safe return; elves and those beyond a lesser rite. |
| Stone to Flesh | 1 gp | Ends petrification. |
| Restoration | 1 gp | Returns one drained level. |
| Lift Curse | 1 gp | Releases a cursed item; late lycanthropy costs 3 gp. |
| Cure Disease | 1 gp | Ends disease and restores its wasted strength. |
| Atonement | 1 gp | Restores a fallen class's powers when its conditions allow. |
These are the current beta fees. Module temples may offer only their authored services and set different prices. Healing draughts restore 2d4+2. Rest heals, time passes, and the world keeps its clock.
Towns, Temples and the Clock
Shops appraise veiled treasure and repair corrosion — for heroes and companions alike. Ordinary gear: 10% of its price per step. Magic gear: its base price plus 1,000 gp (+1), 3,000 (+2) or 6,000 (+3), however many steps. Gear of +4 or better never corrodes. Every town keeps a vault for your party (Goldveil's is The Bank; elsewhere, a tab in the town's shop): gold is kept free, goods cost 1 gp a week each, paid when you take them out — and only in the town where you left them. Stored things weigh nothing and can't be stolen. Anything you buy in a town is paid from the purse first, then that town's vault. The money-changer sells gems for gold at 5% over their worth — the way to carry wealth from one town to the next. Temples provide the rites listed under Wounds, Death & Recovery. The Dragon Tavern is where named companions bargain to join.
Town theft raises heat; see The Rogue. Dawn is 06:00: daily items recharge then, the 28-day moon advances, and long years on the clock age the company.
The Gilded Wheel
Goldveil's gambling hall. A party standing in Goldveil may take a seat — any living hero plays; the party shares one purse. Stakes come from the carried purse first, then the Goldveil vault; winnings go to the carried purse, and a payout over 200 gp comes partly in gems. The house keeps a little of every game.
| Game | Rules |
|---|---|
| Bones | You and the house each throw two dice; higher wins even money. Ties push — except a tie on 7, which goes to the house. After a win you may let it ride up to three times. Stakes 1–50 gp. A bard may re-roll one losing throw a night. |
| Crowns | A 40-card deck, ranks 1–10. Draw toward 15; over 15 busts, and a bust loses even if the dealer busts too. The dealer draws to 11. Two cards making exactly 15 is a Crown and pays 7 to 2 (a push against the dealer's Crown). Stakes 10–500 gp. |
| The Pit | Each day the bookmaker posts a card of up to three fights between two beasts of similar strength, priced from 200 trial bouts. One bet per fight, on either beast, 10–1,000 gp, at the posted odds (the house keeps about 5%). Watch the fight or take the result only; each fight takes half an hour. A fight still standing after 20 rounds is a draw and stakes are returned. |
The house pays any party at most 2,000 gp of winnings a night; losses have no limit. Every ten bets cost an hour of game time. Rogues and bards may cheat (their Pick Pockets, at −15%): it wins the hand outright, but if they're caught the stake is lost, Goldveil's heat rises, and the bouncers offer a fine (twice the stake, at least 25 gp) or the door — banned for three days. A paladin counts every cheat as theft; honest play is fine.
Regulars: Maribel Quillon owns the hall and forgets no debt; Fennick Lisle keeps the Pit book; Old Hobb Tarrow, a one-eyed old pit-fighter, always backs the uglier beast — and after a big win he may share a rumour from the road.
The Arena
Goldveil's fighting pit, open to everyone from the town map — no campaign needed, and nothing here touches your campaign heroes, gold or experience. Pick one bracket — Novice (level 5), Veteran (level 10) or Champion (level 15) — and up to six heroes from that bracket's roster.
| Mode | How it works |
|---|---|
| Tournament | A ladder of 5 bouts and a champion's bout. Each opponent group is drawn at random and test-fought behind the scenes until it's a fair fight for your company as it stands (a regular bout should be won about 55–80% of the time; the champion's bout 35–60%). Guests play the first 3 bouts, then sign in to climb on. |
| Skirmish | A quick fight for fun: pick monsters from the arena menu and see the odds before you fight. No fame, no purse. |
| Between bouts | Rule |
|---|---|
| Carry-over | Inside a run, wounds, spent spells and potions carry from bout to bout — there's no rest until the bracket is done. |
| The fallen | A hero who falls is carried off and comes back next bout at a quarter of his hit points (−2 fame each). |
| Ironman | Choose it when the run begins: the fallen are dead for the rest of the run, and all fame is doubled. |
| Fame (a win) | Points |
|---|---|
| The win | 10 × the bout number; 50 for the champion's bout |
| No one fell | +5 |
| Won in 5 rounds or fewer | +3 |
| Each hero carried off | −2 |
| Ironman | everything doubled |
Fame opens new arenas: the Pillared Colosseum (broken pillars and rubble — cover and line of sight) at 60 fame and the Torchlit Night at 150. The crowd rates every bout from one to five stars; quick wins with no one carried off please them most, and the stands roar at big hits and kills.
The purse is arena gold from each win (it grows with the bout and the bracket) and is spent only at the Quartermaster, between bouts. He sells healing potions, ammunition, and plain, +1 and +2 weapons, armour and shields, at arena prices — gear is worn at once and the next opponents are re-weighed. He also hires a replacement gladiator (40 gp a level, up to six in the field) and lets you rename the company.
The first bout of a new run offers a short guided tour (skip it any time). After a win, Share makes a picture card of the final moment with your company's name, the bout, fame and the crowd's stars — download it or copy it to post.
The Ranger
Choose a favoured creature type at creation, a second at level 7 and a third at 13. Existing rangers were given one at random. Choices: evil humanoids, dragons, giants (ogres and larger), fey, fiends, undead, aberrations. Against a favoured enemy the ranger gains +1 aim, plus +1 damage per two ranger levels (up to +8 damage), in melee and at range.
| Craft | Rule |
|---|---|
| Track | Asks first: 40% + 5% per level, maximum 95%. Follows stolen goods to nests, fleeing foes, hunter trails, or asks What walks here? once per area each day. |
| Stealth | With a conscious ranger in the company: wandering encounters drop 25% outdoors (12.5% indoors), and a hostile wanderer can be surprised — a free round on d6 1–2 outdoors, 1 indoors. Indoors, an ambush the party failed to spot is still caught half the time. |
| Wilderness | An outdoor rest forages Healing Herbs (1d4 HP each), one per 3 ranger levels — halved on desert, mountain or peaks, none on water. Off-road travel is 25% faster. Bows and crossbows gain +1 aim, +2 from level 7 (aim only, no damage). |
| Spells | Pass Without Trace lasts 8 hours and breaks hunter/thief trails. Speak with Animals lasts 1 hour, enables beast parley and adds +1 to beast recruitment. |
| Bond | Beast or pet recruitment gains +1 / +2 / +3 at levels 1–4 / 5–8 / 9+; the beast asks 10% / 15% / 20% less, starts more loyal, waits half as long after a refusal, and gets +1 morale while a ranger travels with it. |
| Live foundations retained | Two-attack cap, penalty-free two weapons in light armour, half-level trap spotting, and nature spells from level 8. |
Thieves, Nests and the Fence
Some creatures fight for your belongings, not your life. On a hit you get an Agility save; fail it and the thief snatches one thing from your pack (never what you're wearing or wielding, never a quest item) or a share of the party's gold — then it runs for the nearest exit, or simply vanishes. It shows a 💰 while it carries your loot.
Kill it, hold it, put it to sleep or charm it before the battle ends and the loot comes straight back. If it gets away, the item stays on your sheet, greyed out and useless, until you recover it.
In a dungeon the thief runs to a nest up to ten rooms away, leaving footprints. A rogue or ranger standing on the trail can Track it (the nest appears on the map), and Locate Object reveals it too. Step into the nest and the thief fights with a couple of its kin — win, and everything comes back, plus whatever else it hoarded. You may also meet it wandering, still carrying your things. Leave it for three dawns and ordinary items turn up at the general store under "Yours, stolen", at half again their worth. Stolen gold never leaves the nest.
On the open road there is no nest: stolen gold is simply gone. Heads are different — see Strange Foes.
Strange Foes
| Oddity | Rule |
|---|---|
| Vorpal | A natural 20 kills outright with no save. Oozes, plants, incorporeal and headless beings are immune; a beheaded troll stays dead. |
| Swelling | Each blow it survives adds a stack, grows it 15%, and adds the authored dice to its eventual burst; at its stack limit it explodes at the start of its next turn. |
| Status retaliation | A melee attacker saves or suffers the authored status; ranged attacks and spells do not trigger it. |
| Pack panic | When one falls, tagged packmates within the authored radius check morale; those that break flee for 2 rounds, then return. If their raiser is dead, the check is at −4. |
| Passive | Some creatures never attack; only their traits can hurt you. |
| Raise ally | A leader returns one tagged ally in range at 50% HP, for its authored number of uses. A beheaded ally can't be raised. |
A beheaded hero leaves a Head. The nearest companion carries it; it can't be sold. Raise Dead only works with the head, and uses it up; Resurrection doesn't need it. Some creatures snatch the head and run — find it before the dawns do: each dawn a stolen head may be lost for good.
Beasts in the Wild
| Trait | Rule |
|---|---|
| Knocked down | A knocked-down creature crawls on its next turn: it loses half its movement. |
| Pounce | After running at least 2 tiles toward its prey this turn, a hit adds the beast's pounce damage and the target saves or is knocked down. Once per turn. |
| Ram | The same run-up, but a failed save also drives a smaller target 1–2 tiles straight back, then down. A wall stops it short and deals +1d6; anyone it crashes into is unhurt. Same-size or bigger targets are only knocked down. |
| Trip | Some hounds knock you down with any bite, no run-up needed. |
| Pack tactics | +2 to hit when a conscious packmate stands next to the same target. |
| Trample | Large or bigger beasts walk straight through smaller foes (never stopping on them). Each one crossed makes an Agility save for half; failing, also knocked down. |
| Relentless | The first blow that would drop it leaves it at 1 HP instead. A beheading, coup de grâce or killing spell is final. |
| Blood frenzy | +2 to hit the badly wounded (below half health). |
Keep a front line: chargers and pouncers want open ground to run at your spellcasters, and a trampler crushes a party standing in a row.
Creatures of Legend
| Legend | Rule |
|---|---|
| Many heads | One bite per head. A head falls for each step of damage it takes; a hydra's open stump grows back as two at its next turn unless fire or acid touched it. A vorpal blow takes one head, never the whole beast. |
| Rebirth | The firebird bursts into flame as it falls, lies as glowing ashes for 3 rounds, then rises once at half health. Cold before it falls, or a hero scattering the ashes, ends it. |
| Deadly gaze | Meet its eyes and fail the save, and you die outright. Raise Dead and the temple can still bring you back. |
| The riddle | Some guardians ask one riddle before any fight — once per party. In a riddle room they ask the room's own riddle (its usual penalties apply to a wrong answer); elsewhere a riddle you have not heard before. Answer rightly and there is no battle (some grant a day's blessing: +1 to hit and saves, and a hint). Answer wrongly, or refuse, and it attacks. |
| Weapon immunity | Some hides turn certain weapons completely — swords and arrows may do nothing. Switch to a mace, a club, a staff or a spell. |
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.