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	<id>https://agrimoor.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MelioraHenning</id>
	<title>World of Agrimoor - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://agrimoor.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MelioraHenning"/>
	<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Special:Contributions/MelioraHenning"/>
	<updated>2026-06-04T20:41:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://agrimoor.com/index.php?title=AGRC_Rules_Overview&amp;diff=1041</id>
		<title>AGRC Rules Overview</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=AGRC_Rules_Overview&amp;diff=1041"/>
		<updated>2025-06-12T15:17:26Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: /* Attacking from Behind */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[Agrimoor Homebrew Rules]]&lt;br /&gt;
&lt;br /&gt;
= Order of Combat =&lt;br /&gt;
When combat begins, it will follow the below sequence until the combat is resolved. Prior to beginning combat, the Dungeon Master will determine whether surprise must be rolled. A surprise round will allow the winning side to act before combat order is determined, effectively earning a free combat round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Order:&#039;&#039;&#039;&amp;lt;/br&amp;gt;Check for Surprise (2d6) -&amp;gt; Surprise Round (if applicable) -&amp;gt; Group Initiative (1d4) -&amp;gt; First Side Acts (Turn 1) -&amp;gt; Declare and Resolve Actions -&amp;gt; Second Side Acts (Turn 2) -&amp;gt; Declare and Resolve Actions -&amp;gt; Special Results -&amp;gt; New Round Begins&lt;br /&gt;
&lt;br /&gt;
== Group Initiative ==&lt;br /&gt;
The DM will roll 1d4 + the highest DEX modifier among the group. One player will roll for the party&#039;s initiative, adding their DEX modifier to the 1d4 roll. The player rolling for initiative can be assigned or change as desired.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ties:&#039;&#039;&#039; If each side rolls the same result for group initiative, all actions happen at once. Each character and opponent will get to roll their attacks and deal damage. During a tied initiative, if any damage / effect would bring a character or opponent to 0 hit points, they resolve their attacks or actions before dying at the end of the combat round.&lt;br /&gt;
&lt;br /&gt;
== Attacking from Behind ==&lt;br /&gt;
AC bonuses from shields are negated.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Front (Left Handed, Shield)&lt;br /&gt;
|-&lt;br /&gt;
| 🛡️ || 🛡️ || 🛡️ &lt;br /&gt;
|-&lt;br /&gt;
| 🛡️ || PC || 🚫&lt;br /&gt;
|-&lt;br /&gt;
| 🚫 || 🚫 || 🚫&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Front (Right Handed, Shield)&lt;br /&gt;
|-&lt;br /&gt;
| 🛡️ || 🛡️ || 🛡️ &lt;br /&gt;
|-&lt;br /&gt;
| 🚫 || PC || 🛡️&lt;br /&gt;
|-&lt;br /&gt;
| 🚫 || 🚫 || 🚫&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== High Ground ==&lt;br /&gt;
When you are at-least 10&#039; above a target and attacking with a missile weapon, you gain advantage on the attack.&lt;br /&gt;
&lt;br /&gt;
== Paralyzed ==&lt;br /&gt;
Considered helpless, paralyzed creatures can be automatically hit in melee - only requiring a damage roll.&lt;br /&gt;
&lt;br /&gt;
== Unarmed Strikes ==&lt;br /&gt;
Unarmed damage (fist) is described and listed in the [[AGRC Gear]] weapons table. Simply add your STR modifier to the damage roll.&lt;br /&gt;
&lt;br /&gt;
== Unstable Surfaces ==&lt;br /&gt;
Settings such as a ship in rough seas or riding a flying animal have the following effects:&lt;br /&gt;
* &#039;&#039;&#039;Missile Attacks&#039;&#039;&#039; suffer a -4 penalty&lt;br /&gt;
* &#039;&#039;&#039;Spells&#039;&#039;&#039; cannot be cast&lt;br /&gt;
* &#039;&#039;&#039;Magic items&#039;&#039;&#039; can be used normally&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
When fighting on or beneath water incurs penalties from environmental difficulties:&lt;br /&gt;
* &#039;&#039;&#039;Penalties:&#039;&#039;&#039; Attack and damage rolls will be penalized by -2 above water, and -4 beneath water.&lt;br /&gt;
* &#039;&#039;&#039;Missile weapons:&#039;&#039;&#039; Suffer attack and damage penalties of -2 above water and do not work under water.&lt;br /&gt;
&lt;br /&gt;
= Morale = &lt;br /&gt;
In dynamic combat, the tide of battle and events therein may affect the morale of combatants. The Dungeon Master will check morale when the situation fits.&lt;br /&gt;
&lt;br /&gt;
== Morale Procedures ==&lt;br /&gt;
* &#039;&#039;&#039;First Death:&#039;&#039;&#039; Check upon the first opponent being killed on the opposing side.&lt;br /&gt;
* &#039;&#039;&#039;Halved:&#039;&#039;&#039; Check when half the opponents have been killed or incapacitated.&lt;br /&gt;
&lt;br /&gt;
The Dungeon Master will roll 2d6 and compares the result against the morale score:&lt;br /&gt;
* &#039;&#039;&#039;Higher:&#039;&#039;&#039; The creature will surrender or attempt to flee&lt;br /&gt;
* &#039;&#039;&#039;Equal to / Lower:&#039;&#039;&#039; The creature will continue to fight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two Successes:&#039;&#039;&#039; If a creature makes two successful morale checks in an encounter, it will fight until killed with no need for further checks.&amp;lt;/br&amp;gt;&#039;&#039;&#039;Situational Adjustments:&#039;&#039;&#039; The Dungeon Master may decide to apply bonuses or penalties to morale (from -2 to +2). However, adjustments are never applied to monsters with a morale score of 2 or 12.&lt;br /&gt;
&lt;br /&gt;
== Monster Morale ==&lt;br /&gt;
Monster morale ranges from 2 to 12. The higher the score, the more fearless and ferocious the opponent.&lt;br /&gt;
* &#039;&#039;&#039;Score 2:&#039;&#039;&#039; Means the monster never fights (unless cornered)&lt;br /&gt;
* &#039;&#039;&#039;Score 12:&#039;&#039;&#039; Means the monster fights to the death.&lt;br /&gt;
&lt;br /&gt;
== Mercenary Morale ==&lt;br /&gt;
&#039;&#039;&#039;Morale rating&#039;&#039;&#039; is determined by the type of troops described in the below chart. A character&#039;s CHA doesn&#039;t influence them.&amp;lt;/br&amp;gt;&#039;&#039;&#039;Modifiers:&#039;&#039;&#039; The working conditions of the mercenaries may affect their morale score. If being killed frequently or subjected to abuse, morale will be low. If enjoying riches and excitement, it will be higher.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Mercenary Morale&lt;br /&gt;
! Troop Type !! Morale&lt;br /&gt;
|-&lt;br /&gt;
| Untrained militia || 6&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian horde || 7&lt;br /&gt;
|-&lt;br /&gt;
| Trained warriors || 8&lt;br /&gt;
|-&lt;br /&gt;
| Mounted || +1&lt;br /&gt;
|-&lt;br /&gt;
| Elite troops || +1&lt;br /&gt;
|-&lt;br /&gt;
| Fanatics, berserkers || +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Retainer Morale ==&lt;br /&gt;
Retainers are not easily frightened at the first sign of danger. They do not make morale checks in combat, but loyalty checks may be required in extreme peril.&lt;br /&gt;
&lt;br /&gt;
= Death &amp;amp; Dying =&lt;br /&gt;
When a character falls to 0 hit points, they fall unconscious and are considered dying. They must immediately make a saving throw vs death ray, and every turn thereafter. A dying character may attempt to save vs death a number of times equal to their Constitution (CON) modifier. On a success, the character remains at 0 hit points and unconscious until they&#039;ve had magical healing or the appropriate rest. If a character is unable to succeed on any of their saves vs death, is not given magical healing, or if they are attacked again while dying, that character is dead.&lt;br /&gt;
* Every player character gets to make at-least one saving throw vs death, immediately upon reaching 0 hit points, even if they have a negative CON modifier.&lt;br /&gt;
* An unconscious character will regain consciousness after 24 hours with 1 hit point; they cannot be awakened until after 24 hours have passed.&lt;br /&gt;
* Natural healing (1d6/day) requires a character to be resting in comfort for 24 hours.&lt;br /&gt;
* Magical healing alone will not restore a character to consciousness immediately, they will be able to wake after 1d6 hours.&lt;br /&gt;
* NPCs do not benefit from these rules and will be considered dead upon reaching 0 hit points.&lt;br /&gt;
&lt;br /&gt;
== Suffocation ==&lt;br /&gt;
When a character&#039;s head is fully submerged under water, when airways are completely blocked, or when the air is toxic to breathe, a character will begin to suffocate. A character is able to hold their breath for a number of rounds equal to 1 + CON modifier. If a character is unable to restore the flow of oxygen before expending the rounds available to them, they will be unable to make saving throws vs death and will be dead.&lt;br /&gt;
&lt;br /&gt;
== Falling ==&lt;br /&gt;
Falling from a height inflicts 1d6 cumulative damage per 10&#039; fallen. 1d6 at 10 feet, 3d6 at 20 feet, and so on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Height (ft)&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 60&lt;br /&gt;
| 70&lt;br /&gt;
| 80&lt;br /&gt;
| 90&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Damage (dg)&lt;br /&gt;
| 1d6&lt;br /&gt;
| 3d6&lt;br /&gt;
| 6d6&lt;br /&gt;
| 10d6&lt;br /&gt;
| 15d6&lt;br /&gt;
| 21d6&lt;br /&gt;
| 28d6&lt;br /&gt;
| 36d6&lt;br /&gt;
| 45d6&lt;br /&gt;
| 55d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
* &#039;&#039;&#039;Natural:&#039;&#039;&#039; For each full day of complete rest - in which no strenuous activity may be undertaken - recover 1d6 + CON modifier hit points. If rest is interrupted, natural healing does not take place that day.&lt;br /&gt;
* &#039;&#039;&#039;Relaxation Bonus:&#039;&#039;&#039; If a character visits a bathhouse and pays for &#039;&#039;the works&#039;&#039; they may instead recover 2d6 + CON modifier hit points that day. However, they still cannot engage in strenuous activity and must be resting for this healing to take place. If they do not, the healing will not take place and they will lose the bonus as well as their coin. &#039;&#039;Perhaps even some dignity along the way.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magical:&#039;&#039;&#039; Healing can occur through magic, be it potions or spells. It happens instantaneously.&lt;br /&gt;
&lt;br /&gt;
= Hiring Retainers =&lt;br /&gt;
On a roll of 2d6...&lt;br /&gt;
* &#039;&#039;&#039;CHA modifier:&#039;&#039;&#039; Of hiring PC applies&lt;br /&gt;
* &#039;&#039;&#039;Generosity:&#039;&#039;&#039; -2 to +2 based on offer&lt;br /&gt;
* &#039;&#039;&#039;Bad Reputation:&#039;&#039;&#039; -1 or -2&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
+ Hiring Reactions&lt;br /&gt;
! 2d6 !! Result&lt;br /&gt;
|-&lt;br /&gt;
| 2 or less || Ill will (-1 to further rolls)&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || Offer refused&lt;br /&gt;
|-&lt;br /&gt;
| 6-8 || Roll again&lt;br /&gt;
|- &lt;br /&gt;
| 9-11 || Offer accepted&lt;br /&gt;
|-&lt;br /&gt;
| 12 or more || Offer accepted, +1 loyalty&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=AGRC_Gear&amp;diff=1040</id>
		<title>AGRC Gear</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=AGRC_Gear&amp;diff=1040"/>
		<updated>2025-06-12T15:08:52Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: /* Armour &amp;amp; Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[Agrimoor Homebrew Rules]]&lt;br /&gt;
&lt;br /&gt;
== Starting Gold ==&lt;br /&gt;
Characters may start with a one-time sum of 3d6 x 10 gold pieces. Representing the money they&#039;ve save or expended for items before embarking on their adventuring career.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
It is also assumed that a character has two or three sets of plain clothes, a pair of shoes, a belt, and a belt pouch. The cost of these items is not deducted from the starting gold.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Currency and Conversion&lt;br /&gt;
! Currency !! CP || SP || GP || PP&lt;br /&gt;
|-&lt;br /&gt;
| 1 copper (cp) = || 1 cp || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 silver (sp) = || 10 cp || 1 sp || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 gold (gp) = || 100 cp || 10 sp || 1 gp || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 platinum (pp) = || 500 gp || 50 sp || 5 gp || 1 pp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Encumbrance ==&lt;br /&gt;
A character has an Encumbrance Rating (ER) equal to their Strength (STR) score. Which is further modified by STR and/or CON, if they are also prime attributes for that character.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
* Encumbrance Rating = STR &lt;br /&gt;
* Encumbrance Rating = STR + 3 (if STR &#039;&#039;&#039;or&#039;&#039;&#039; CON are PRIME)&lt;br /&gt;
* Encumbrance Rating = STR + 6 (if STR &#039;&#039;&#039;and&#039;&#039;&#039; CON are PRIME)&lt;br /&gt;
&lt;br /&gt;
A character can carry up to their Encumbrance Rating (ER) in Encumbrance Value (EV) before becoming &#039;&#039;Burdened&#039;&#039;. See the below table for the ER states.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Encumbrance Category !! Weight !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Unburdened || Up to 1x ER || No effect&lt;br /&gt;
|-&lt;br /&gt;
| Burdened || 1x ER to 3x ER || -10 ft to character&#039;s Movement, +2 to the difficulty of any Dexterity based checks&lt;br /&gt;
|-&lt;br /&gt;
| Overburdened || More than 3x ER || Movement is reduced to 5 feet per round, automatically fail all Dexterity based checks, lose Dexterity bonus to AC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Adventuring Gear ==&lt;br /&gt;
&lt;br /&gt;
=== Coin Weight ===&lt;br /&gt;
Coin weight would be far too unwieldy to track. So in light of this, a simple alternative is put into place. 100 coins is equal to 1 EV.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
Please note that items with a Capacity rating cover two concepts. Of course, the first being that the number represents how many items / objects can be stored within it. The second, it is also sets a threshold on the type of item which can be stored. Example below:&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Example, a backpack with Capacity 8, can carry up-to 8 items in EV, and no item of EV 7 or greater can be stowed within it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backpack:&#039;&#039;&#039;&lt;br /&gt;
Any items stored in the backpack will not count against a character&#039;s Encumbrance Rating, ignoring the EVs of all stored items within it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|+ Equipment&lt;br /&gt;
! Item !! Cost !! Weight !! EV !! Capacity&lt;br /&gt;
|-&lt;br /&gt;
| Armour &amp;amp; Weapon Oil || 1 gp || 1 lb || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Backpack || 2 gp || 2 lb || 2 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Bandages || 1 sp || .5 lb || * || -&lt;br /&gt;
|-&lt;br /&gt;
| Bedroll || 1 sp || 5 lb || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| Belt Pouch, Large&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 gp || 1 lb || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Belt Pouch, Small&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 5 gp || .5 lb || * || 1&lt;br /&gt;
|-&lt;br /&gt;
| Blanket, Winter || 5 gp || 3 lb || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Bucket || 5 sp || 2 lb || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Candle (5 sticks) || 5 cp || 0.1 lb || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Canteen || 2 gp || 2 lb || 1&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || &amp;lt;sup&amp;gt;1/2&amp;lt;/sup&amp;gt; gallon&lt;br /&gt;
|- &lt;br /&gt;
| Case, Map or Scroll || 1 gp || 0.5 lb || 1&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 sheets&lt;br /&gt;
|-&lt;br /&gt;
| Chain (20 feet) || 2 gp || 4 lb || 12 || -&lt;br /&gt;
|- &lt;br /&gt;
| Chalk (per piece) || 1 cp || 0.5 lb || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Chest, Large || 5 gp || 40 lb || 12 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Chest, Small || 2 gp || 25 lb || 4 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Chisel || 1 gp || 0.5 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Crowbar || 2 gp || 5 lb || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| File, Metal || 1 gp || 0.5 lb || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Firewood, per day || 1 cp || 20 lb || 8 || -&lt;br /&gt;
|-&lt;br /&gt;
| Fishing Gear (hook, line, etc.) || 5 gp || 1 lb || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Flint and Steel || 1 gp || 0.5 lb || * || -&lt;br /&gt;
|-&lt;br /&gt;
| Grappling Hook || 1 gp || 4 lb || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Hammer || 1 gp || 2 lb || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Hammock || 8 gp || 8 lb || 4 || -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Symbol, Silver || 25 gp || 1 lb || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Symbol, Wooden || 1 gp || 0.5 lb || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Water, Flask || 15 gp || 1 lb || 1&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| Hook, Iron || 1 gp || 0.5 lb || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Horn || 5 gp || 3 lb || 2 || - &lt;br /&gt;
|-&lt;br /&gt;
| Incense, Stick || 1 gp || - || * || -&lt;br /&gt;
|-&lt;br /&gt;
| Ink (1 ounce) || 8 gp || 0.1 lb || * || -&lt;br /&gt;
|-&lt;br /&gt;
| Kettle, Iron || 1 gp || 4 lb || 3 || - &lt;br /&gt;
|-&lt;br /&gt;
| Lamp, Open || 3 gp || 2 lb || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Lantern, Bullseye || 12 gp || 3 lb || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Lantern, Hooded || 7 gp || 2 lb || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Manacles || 15 gp || 2 lb || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Marbles (bag of 25) || 1 gp || 0.1 lb || * || -&lt;br /&gt;
|-&lt;br /&gt;
| Mirror, Small Steel || 10 gp || 0.5 lb || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Mortar and Pestle || 3 gp || 2 lb || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Mug or Tankard || 2 cp || 0.5 lb || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Nails, Iron (50) || 5 sp || 1 lb || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Oil, Flask || 1 gp || 1 lb || 1&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 1 pint&lt;br /&gt;
|-&lt;br /&gt;
| Pack, Shoulder || 2 gp || 2 lb || 3 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Padlock and Key || 25 gp || 1 lb || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Paper (10 sheets) || 10 gp || - || * || -&lt;br /&gt;
|-&lt;br /&gt;
| Parchment (10 sheets) || 5 gp || - || * || -&lt;br /&gt;
|-&lt;br /&gt;
| Pipe || 5 gp || 2 lb || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
| Piton&#039;s / Spikes (5) || 5 sp || 2 lb || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Pole (10 ft) || 2 sp || 8 lb || 5 || -&lt;br /&gt;
|-&lt;br /&gt;
| Quill || 1 sp || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Quiver, Dozen || 2 gp || 1 lb || 2 || 12 projectiles&lt;br /&gt;
|-&lt;br /&gt;
| Quiver, Score || 4 gp || 1 lb || 2 || 20 projectiles&lt;br /&gt;
|-&lt;br /&gt;
| Rope, Hemp (50 ft) || 1 gp || 15 lb || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| Rope, Silk (50 ft) || 10 gp || 5 lb || 2 || - &lt;br /&gt;
|- &lt;br /&gt;
| Sack, Large || 5 sp || 1 lb || 2 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Sack, Small || 1 sp || 0.5 lb || 1 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Sealing Wax || 1 gp || 0.1 lb || * || -&lt;br /&gt;
|-&lt;br /&gt;
| Sewing Kit || 5 sp || 1 lb || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shovel || 2 gp || 8 lb || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| Soap (per bar) || 1 gp || 1 lb || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
| String (50 ft) || 4 sp || 1 lb || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Tent, Large || 45 gp || 50 || 10 || 5 person&lt;br /&gt;
|-&lt;br /&gt;
| Tent, Medium || 25 gp || 30 lb || 7 || 3 person&lt;br /&gt;
|-&lt;br /&gt;
| Tent, Small || 10 gp || 20 lb || 2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 1 person&lt;br /&gt;
|-&lt;br /&gt;
| Tinder Box (10 fires) || 1 gp || 4 lb || 2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| Torch || 1 cp || 1 lb || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Trap, large animal || 35 gp || 25 lb || 9 || -&lt;br /&gt;
|-&lt;br /&gt;
| Trap, medium animal || 15 gp || 12 lb || 6 || - &lt;br /&gt;
|-&lt;br /&gt;
| Trap, small animal || 7 gp || 3 lb || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| Trunk, travel || 2 gp || 10 lb || 3 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Vial (1 ounce) || 1 sp || 0.1 lb || * || 1 ounce&lt;br /&gt;
|-&lt;br /&gt;
| Waterskin (1 gallon) || 1 gp || 4 lb || 3&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 1 gallon&lt;br /&gt;
|-&lt;br /&gt;
| Whetstone || 1 gp || 0.5 lb || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | &#039;&#039;Items marked with a * have no appreciable EV. If carried in bulk (more than 10) treat the EV as 1 per 10 temp carried.&#039;&#039;&amp;lt;/br&amp;gt;&#039;&#039;1 the EV for these items is listed as if they were full, if empty, reduce the EV by 2, to a minimum of 1.&#039;&#039;&amp;lt;/br&amp;gt;&#039;&#039;2 a human-sized character cannot place more than two large pouches and one small pouch on a belt. Lage belt pouches are one scabbard, one quiver, two small pouches, or one spell component pouch in size.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|+ Musical Instruments&lt;br /&gt;
! Item !! Cost !! Weight !! EV !! Capacity&lt;br /&gt;
|-&lt;br /&gt;
| Bagpipe || 35 gp || 8 lb || 4 || -&lt;br /&gt;
|-&lt;br /&gt;
| Drum || 9 gp || 8 lb || 5 || -&lt;br /&gt;
|-&lt;br /&gt;
| Fife || 2 gp || 1.5 lb || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Flute || 15 gp || 0.5 lb || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Harp || 35 gp || 4 lb || 4 || -&lt;br /&gt;
|-&lt;br /&gt;
| Hurdy Gurdy || 50 gp || 8 lb || 5 || -&lt;br /&gt;
|-&lt;br /&gt;
| Lute || 15 gp || 6 lb || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| Mandolin || 10 gp || 4 lb || 2 || -&lt;br /&gt;
|- &lt;br /&gt;
| Panpipes || 11 gp || 1 lb || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[#top|Back to the Top]]&lt;br /&gt;
&lt;br /&gt;
== Armour &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|+ Weapons, Melee&lt;br /&gt;
! Item !! Cost !! Damage !! Range&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; !! Weight !! EV&lt;br /&gt;
|-&lt;br /&gt;
| Axe, Battle || 10 gp || 1d8 || - || 3.5 lb || 3&lt;br /&gt;
|-&lt;br /&gt;
| Axe, Hand/Throwing || 4 gp || 1d6 || 20 ft || 4 lb || 2&lt;br /&gt;
|-&lt;br /&gt;
| Axe, Two-Handed* || 20 gp || 1d12 || - || 15 lb || 4&lt;br /&gt;
|-&lt;br /&gt;
| Club || - || 1d6 || 20 ft || 1 lb || 2&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 2 gp || 1d4 || 20 ft || 1 lb || 1 &lt;br /&gt;
|-&lt;br /&gt;
| Fist || - || 1d4 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Flail, Heavy* || 15 gp || 1d10 || - || 8 lb || 4 &lt;br /&gt;
|-&lt;br /&gt;
| Flail, Light || 8 gp || 1d8 || - || 5 lb || 3&lt;br /&gt;
|-&lt;br /&gt;
| Gauntlet, Spiked || - || 1d4 + 1 || - || 2 lb || 1&lt;br /&gt;
|-&lt;br /&gt;
| Glaive* † || 8 gp || 1d8 || - || 15 lb || 5&lt;br /&gt;
|-&lt;br /&gt;
| Halberd* || 10 gp || 1d10 || - || 15 lb || 5&lt;br /&gt;
|-&lt;br /&gt;
| Hammer, Light || 1 gp || 1d4 || 30 ft || 2 lb || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hammer, War || 6 gp || 1d8 || - || 8 lb || 4&lt;br /&gt;
|-&lt;br /&gt;
| Hatchet || 1 gp || 1d4 || - || 2 lb || 2&lt;br /&gt;
|-&lt;br /&gt;
| Lance, Heavy&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; || 10 gp || 1d8 || - || 10 lb || 7&lt;br /&gt;
|-&lt;br /&gt;
| Lance, Light&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; || 6 gp || 1d6 || - || 5 lb || 5&lt;br /&gt;
|-&lt;br /&gt;
| Mace, Heavy || 12 gp || 1d8 || - || 6 lb || 4&lt;br /&gt;
|-&lt;br /&gt;
| Mace, Light || 5 gp || 1d6 || - || 6 lb || 3&lt;br /&gt;
|-&lt;br /&gt;
| Maul* || 12 gp || 1d10 || - || 15 lb || 5 &lt;br /&gt;
|-&lt;br /&gt;
| Morningstar || 8 gp || 2d4 || - || 8 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Pick, Heavy || 8 gp || 1d6 || - || 6 lb || 4&lt;br /&gt;
|-&lt;br /&gt;
| Pick, Light || 4 gp || 1d4 || - || 4 lb || 3&lt;br /&gt;
|-&lt;br /&gt;
| Rapier || 20 gp || 1d6 || - || 1 lb || 3&lt;br /&gt;
|-&lt;br /&gt;
| Spear&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; || 1 gp || 1d6 || 30 ft || 3 lb || 2&lt;br /&gt;
|-&lt;br /&gt;
| Staff || - || 1d6 || - || 4 lb || 4&lt;br /&gt;
|-&lt;br /&gt;
| Sword, Bastard&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt; || 25 gp || 1d10 || - || 3.5 lb || 4 &lt;br /&gt;
|-&lt;br /&gt;
| Sword, Broad || 12 gp || 2d4 || - || 4 lb || 4&lt;br /&gt;
|-&lt;br /&gt;
| Sword, Long || 15 gp || 1d8 || - || 3.5 lb || 3&lt;br /&gt;
|-&lt;br /&gt;
| Sword, Short || 10 gp || 1d6 || - || 2.5 lb || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; | &#039;&#039;Weapons marked with an * must be used two-handed.&#039;&#039;&amp;lt;/br&amp;gt;&#039;&#039;Weapons marked with an † are over 10 feet long.&#039;&#039;&amp;lt;/br&amp;gt;&#039;&#039;1 melee weapons with indicated range can also be used as a missile weapon.&amp;lt;/br&amp;gt;&#039;&#039;7 deals double-damage if used from a charging mount.&#039;&#039;&amp;lt;/br&amp;gt;&#039;&#039;9 the bastared sword does 1d12 damage when used with two hands.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|+ Weapons, Ranged&lt;br /&gt;
! Item !! Cost !! Damage !! Range&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; !! Weight !! EV&lt;br /&gt;
|-&lt;br /&gt;
| Arrows (20) || 2 gp || as bow || - || 3 lb || 2&lt;br /&gt;
|-&lt;br /&gt;
| Arrows (12) || 15 sp || as bow || - || 2 lb || 1&lt;br /&gt;
|-&lt;br /&gt;
| Arrows, Silver (2) || 2 gp || as bow || - || 0.2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Blowpipe || 1 gp || 1 || 10 ft || 1 lb || 3&lt;br /&gt;
|-&lt;br /&gt;
| Bolas || 5 gp || 1d4 || 20 ft || 2 lbs || 2&lt;br /&gt;
|-&lt;br /&gt;
| Bolts (12) || 1 gp || as x-bow || - || 1 lb || 1&lt;br /&gt;
|-&lt;br /&gt;
| Bow, Long || 75 gp || 1d8 || 100 ft || 3 lb || 4&lt;br /&gt;
|- &lt;br /&gt;
| Bow, Short || 30 gp || 1d6 || 60 ft || 2 lb || 3&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow, Light || 35 gp || 1d6 || 80 ft || 6 lb || 4&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow, Hand || 100 gp || 1d4 || 30 ft || 3 lb || 2&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow, Heavy || 50 gp || 1d10 || 120 ft || 9 lb || 5&lt;br /&gt;
|-&lt;br /&gt;
| Javelin || 1 gp || 1d4 || 30 ft || 2 lb || 3&lt;br /&gt;
|-&lt;br /&gt;
| Rock || - || 1d2 || 30 ft || - || - &lt;br /&gt;
|-&lt;br /&gt;
| Sling || - || 1d4 || 50 ft || - || 1&lt;br /&gt;
|-&lt;br /&gt;
| Whip || 1 gp || 1d2 || 15 ft || 2 lb || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|+ Armour&lt;br /&gt;
! Item !! Cost !! AC !! Weight !! EV&lt;br /&gt;
|-&lt;br /&gt;
| Padded Armor || 5 gp || +1 || 10 lb || 2&lt;br /&gt;
|-&lt;br /&gt;
| Leather Armor || 10 gp || +2 || 15 lb || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hide || 20 gp || +3 || 25 lb || 4 &lt;br /&gt;
|-&lt;br /&gt;
| Studded Leather || 25 gp || +3 || 20 lb || 3&lt;br /&gt;
|-&lt;br /&gt;
| Chain Mail Shirt || 100 gp || +4 || 25 lb || 3&lt;br /&gt;
|-&lt;br /&gt;
| Scale Mail || 50 gp || +4 || 30 lb || 4&lt;br /&gt;
|-&lt;br /&gt;
| Breastplate, bronze || 95 gp || +4 || 20 lb || 3&lt;br /&gt;
|-&lt;br /&gt;
| Breastplate, steel || 300 gp || +5 || 30 lb || 3&lt;br /&gt;
|-&lt;br /&gt;
| Chain Mail Hauberk || 150 gp || +5 || 45 lb || 4&lt;br /&gt;
|-&lt;br /&gt;
| Gambeson || 200 gp || +5 || 15 lb || 3&lt;br /&gt;
|-&lt;br /&gt;
| Full Plate || 1000 gp || +5 || 50 lb || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|+ Shield&lt;br /&gt;
! Item !! Cost !! AC !! Weight !! EV&lt;br /&gt;
|-&lt;br /&gt;
| Buckler || 2 gp || +1&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 2 lb || 2&lt;br /&gt;
|- &lt;br /&gt;
| Shield, Small Steel || 9 gp || +1&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5 lb || 2&lt;br /&gt;
|-&lt;br /&gt;
| Shield, Small Wooden || 3 gp || +1&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 3 lb || 2&lt;br /&gt;
|-&lt;br /&gt;
| Shield, Med Steel || 15 gp || +1&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 10 lb || 3&lt;br /&gt;
|-&lt;br /&gt;
| Shield, Med Wooden || 5 || +1&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 6 || 3&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | &#039;&#039;1 armor class bonus is applicable against one foe in a round.&#039;&#039;&amp;lt;/br&amp;gt;&#039;&#039;2 armor class bonus is applicable against two foes in a round.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[#top|Back to the Top]]&lt;br /&gt;
&lt;br /&gt;
== Clothing ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|+ Clothing&lt;br /&gt;
! Item !! Cost !! Weight !! EV&lt;br /&gt;
|-&lt;br /&gt;
| Belt || 6 sp || 1 lb || *&lt;br /&gt;
|-&lt;br /&gt;
| Boots, Heavy || 1 gp || 4 lb || 1&lt;br /&gt;
|-&lt;br /&gt;
| Boots, Soft || 4 sp || 2 lb || *&lt;br /&gt;
|-&lt;br /&gt;
| Caftan || 3 sp || 2 lb || 1&lt;br /&gt;
|-&lt;br /&gt;
| Cap/Hat || 4 sp || - || *&lt;br /&gt;
|-&lt;br /&gt;
| Cape || 8 sp || 1 lb || *&lt;br /&gt;
|-&lt;br /&gt;
| Cloak || 5 sp || 3 lb || 1&lt;br /&gt;
|-&lt;br /&gt;
| Cowl || 2 sp || 1 lb || 3&lt;br /&gt;
|-&lt;br /&gt;
| Doublet || 1 gp || 3-5 lb || 1&lt;br /&gt;
|-&lt;br /&gt;
| Frock || 5 sp || 1-10 lb || 2&lt;br /&gt;
|-&lt;br /&gt;
| Girdle || 7 sp || 3 lb || 1&lt;br /&gt;
|-&lt;br /&gt;
| Gloves, Cloth || 2 sp || - || *&lt;br /&gt;
|-&lt;br /&gt;
| Gloves, Leather || 8 sp || - || *&lt;br /&gt;
|-&lt;br /&gt;
| Gown || 1 gp || 5-20 lb || 4&lt;br /&gt;
|-&lt;br /&gt;
| Jewelry || varies || - || *&lt;br /&gt;
|-&lt;br /&gt;
| Leggings || 5 sp || 0.5 lb || 2&lt;br /&gt;
|-&lt;br /&gt;
| Robe || 1 gp || 4 lb || 2&lt;br /&gt;
|-&lt;br /&gt;
| Scarf || 5 cp || 0.5 lb || *&lt;br /&gt;
|-&lt;br /&gt;
| Shoes, Normal || 2 sp || 1 lb || 1&lt;br /&gt;
|-&lt;br /&gt;
| Signet Ring || 15 gp || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Skirt || 4 sp || 0.5 lb || 1&lt;br /&gt;
|-&lt;br /&gt;
| Smock || 3 sp || 0.5 lb || 1&lt;br /&gt;
|-&lt;br /&gt;
| Trousers || 4 sp || 0.5 lb || 1&lt;br /&gt;
|-&lt;br /&gt;
| Tunic || 3 sp || 0.5 lb || 1&lt;br /&gt;
|-&lt;br /&gt;
| Vest || 2 sp || 0.5 lb || 1&lt;br /&gt;
|-&lt;br /&gt;
| Winter Clothing, Set || 5 gp || 6 lb || 4&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;Items marked with a * have no appreciable EV. If carried in bulk (more than 10) treat the EV as 1 per 10 items carried.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[#top|Back to the Top]]&lt;br /&gt;
&lt;br /&gt;
== Transport &amp;amp; Tack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|+ Transport&lt;br /&gt;
! Item !! AC !! Cost !! Weight !! EV&lt;br /&gt;
|-&lt;br /&gt;
| Boat, Long ||  || 500 gp || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Boat, Row ||  || 50 gp || 75 lb || 25&lt;br /&gt;
|-&lt;br /&gt;
| Boat, Skiff ||  || 300 gp || - || - &lt;br /&gt;
|-&lt;br /&gt;
| Boat, Small ||  || 250 gp || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Canoe ||  || 35 gp || 50 lb || 23&lt;br /&gt;
|-&lt;br /&gt;
| Cart ||  || 15 gp || 200 lb || -&lt;br /&gt;
|-&lt;br /&gt;
| Chariot ||  || 100 gp || 350 lb || -&lt;br /&gt;
|-&lt;br /&gt;
| Coach ||  || 200 gp || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Donkey ||  || 8 gp || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Horse, Heavy ||  || 200 gp || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Horse, Light ||  || 75 gp || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Mule ||  || 25 gp || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Ox ||  || 18 gp || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Pony ||  || 30 gp || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Warhorse, Heavy ||  || 400 gp || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Warhorse, Light ||  || 150 gp || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Wagon ||  || 35 gp || 400 lb || -&lt;br /&gt;
|-&lt;br /&gt;
| War Pony ||  || 100 gp || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|+ Tack&lt;br /&gt;
! Item !! AC !! Cost !! Weight !! EV&lt;br /&gt;
|-&lt;br /&gt;
| Barding, Chain* || +5 || 500 gp || 125 lb || 6&lt;br /&gt;
|-&lt;br /&gt;
| Barding, Full Plate* || +8 || 4,000 gp || 250 lb || 8&lt;br /&gt;
|-&lt;br /&gt;
| Barding, Leather* || +3 || 50 gp || 50 lb || 5&lt;br /&gt;
|-&lt;br /&gt;
| Barding, Padded* || +1 || 20 gp || 25 lb || 5&lt;br /&gt;
|-&lt;br /&gt;
| Barding, Studded* || +3 || 100 gp || 60 lb || 6&lt;br /&gt;
|-&lt;br /&gt;
| Bit and Bridle ||  || 1 gp || 1 lb || 2&lt;br /&gt;
|-&lt;br /&gt;
| Feed (per day) ||  || 5 cp || 10 lb || 2&lt;br /&gt;
|-&lt;br /&gt;
| Harness ||  || 1 gp || 2 lb || 2&lt;br /&gt;
|- &lt;br /&gt;
| Saddle ||  || 20 gp || 30 lb || 5&lt;br /&gt;
|-&lt;br /&gt;
| Saddle Bags ||  || 4 gp || 8 lb || 3&lt;br /&gt;
|-&lt;br /&gt;
| Saddle Blanket ||  || 5 sp || 1 lb || 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | &#039;&#039;* Barding for a pony is 1/2 the cost and 2/3 the weight of horse barding. Reduce EV by one as well.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[#top|Back to the Top]]&lt;br /&gt;
&lt;br /&gt;
== Provisions &amp;amp; Lodging ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
! Item !! Cost !! Weight !! EV&lt;br /&gt;
|-&lt;br /&gt;
| Ale, Mug || 5 cp || 1 lb || 1&lt;br /&gt;
|- &lt;br /&gt;
| Beer, Mug || 2 cp || 1 lb || 1&lt;br /&gt;
|- &lt;br /&gt;
| Cheese, Block || 2 sp || 1 lb || 1&lt;br /&gt;
|- &lt;br /&gt;
| Grains, Bag || 4 sp || 5 lb || 3&lt;br /&gt;
|- &lt;br /&gt;
| Liquor, Cask || 25 gp+ || 1/2 gallon || 5&lt;br /&gt;
|-&lt;br /&gt;
| Liquor Shot || 2 sp || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Lodging, Common Inn || 5 sp || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Lodging, Good Inn || 2 gp || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Lodging, Poor Inn || 1 sp || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Mead, Mug || 2 sp || 1 lb || 1&lt;br /&gt;
|-&lt;br /&gt;
| Rations (1 day) || 5 sp || 1 lb || 1&lt;br /&gt;
|-&lt;br /&gt;
| Rations (1 week) || 3 gp || 7 lb || 4&lt;br /&gt;
|-&lt;br /&gt;
| Tavern Meal, Common || 2 sp || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Tavern Meal, Good || 1 gp || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Tea Leaves, 1 lb || 1 sp || 1 lb || 1&lt;br /&gt;
|- &lt;br /&gt;
| Tobacco, 1 lb || 5 sp || 1 lb || 1&lt;br /&gt;
|-&lt;br /&gt;
| Wine, Common (Bottle) || 2 sp || 1 lb || 1&lt;br /&gt;
|-&lt;br /&gt;
| Wine, Fine (Bottle) || 10 gp || 1 lb || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[#top|Back to the Top]]&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Agrimoor_Homebrew_Rules&amp;diff=1039</id>
		<title>Agrimoor Homebrew Rules</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Agrimoor_Homebrew_Rules&amp;diff=1039"/>
		<updated>2025-06-12T15:02:57Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: /* 10. Note Armour Class */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Agrimoor Rules Compendium&#039;&#039;&#039; is a homebrew frankenstein of several editions of Dungeons &amp;amp; Dragons, along with some modern tweaks for ease of play. The Basic/Expert (B/X), Old School Essentials (OSE), and Rules Companion (RC) serve as the base upon which our home game is built. Elements from Castles &amp;amp; Crusades (C&amp;amp;C) and Dungeons &amp;amp; Dragons 5th Edition (5e D&amp;amp;D) such as higher hit die and advantage/disadvantage. Have also been integrated into the game. The rules herein will change over time and sessions of play.&lt;br /&gt;
&lt;br /&gt;
= Character Creation =&lt;br /&gt;
&lt;br /&gt;
== Class &amp;amp; Race ==&lt;br /&gt;
Character creation procedures work similar to most other RPGs. Follow the steps and links below.&lt;br /&gt;
&lt;br /&gt;
=== 1. Roll Ability Scores ===&lt;br /&gt;
Roll 4d6-1 for each of your character&#039;s ability scores in order: &amp;lt;/br&amp;gt; Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.&amp;lt;/br&amp;gt;[[Ability Score Benefits]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sub-Par Rolls&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
If you don&#039;t have at least one score of 14 or better, you may re-roll your ability scores and generate a new set of six scores.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Swapping&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
You may swap two any two ability scores. But you cannot expend your score(s) to raise your prime requisite if you choose to do so. Skip step number 3.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+ Bonuses&lt;br /&gt;
|-&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Score&lt;br /&gt;
| 3&lt;br /&gt;
| 4-5&lt;br /&gt;
| 6-8&lt;br /&gt;
| 9-12&lt;br /&gt;
| 13-15&lt;br /&gt;
| 16-17&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Mod&lt;br /&gt;
| -3&lt;br /&gt;
| -2&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2. Select a Class and Race ===&lt;br /&gt;
You may select an available class to build your character with, found here:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic Classes&#039;&#039;&#039;&lt;br /&gt;
* [[AGRC Cleric]]&lt;br /&gt;
* [[AGRC Fighter]]&lt;br /&gt;
* [[AGRC Mage]]&lt;br /&gt;
* [[AGRC Thief]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expert Classes&#039;&#039;&#039;&lt;br /&gt;
* [[AGRC Knight]]&lt;br /&gt;
* [[AGRC Paladin]]&lt;br /&gt;
* [[AGRC Ranger]]&lt;br /&gt;
&lt;br /&gt;
Then select a race of your choice from here: [[AG RC Race]]&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 3. Adjust Ability Scores ===&lt;br /&gt;
You may raise the prime requisite(s) of your character by lowering one other non-prime requisite ability score. For every two points reduced, you may raise your prime requisite by one. With the following restrictions:&lt;br /&gt;
* Only Strength, Intelligence, and Wisdom may be lowered this way&lt;br /&gt;
* No score may dip below a score of 9&lt;br /&gt;
&lt;br /&gt;
=== 4. Note Ability Score Modifiers ===&lt;br /&gt;
Keep an eye for bonuses and penalties as needed.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 5. Note Saving Throws and Class Abilities ===&lt;br /&gt;
Each of the classes contain the information for each of these. Add them to your sheet :)&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 6. Hit Points ===&lt;br /&gt;
Take max hit points for your class at first level, adding your constitution bonus (if applicable). For each level beyond, roll for hit points as directed in the class table. You will always gain a minimum of 1 hit point.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 7. Choose Alignment ===&lt;br /&gt;
There are three alignments to choose from in Agrimoor, they are: Lawful, Neutral, and Chaotic.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 8. List Known Languages ===&lt;br /&gt;
The knowable languages of intelligent species are listed here, they may be chosen by the player characters with high intelligence at the Dungeon Master&#039;s discretion:&amp;lt;/br&amp;gt;Players begin with the following languages: Alignment, Common (trader&#039;s tongue), and Regional Language. High Intelligence characters may elect to take additional languages. Human languages only cost 1 bonus language slot, whereas a monstrous language costs 2. Players may elect to eschew language knowledge but must at all times retain their local regional language.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
* Bugbear&lt;br /&gt;
* Doppelganger&lt;br /&gt;
* Dwarvish&lt;br /&gt;
* Elvish&lt;br /&gt;
* Gargoyle&lt;br /&gt;
* Gnoll&lt;br /&gt;
* Goblin&lt;br /&gt;
* Halfling&lt;br /&gt;
* Harpy&lt;br /&gt;
* Hobgoblin&lt;br /&gt;
* Kobold&lt;br /&gt;
* Lizardmen&lt;br /&gt;
* Ogre&lt;br /&gt;
* Orcish&lt;br /&gt;
* Human trade dialect (Common)&lt;br /&gt;
* Regional human languages&lt;br /&gt;
&lt;br /&gt;
=== 9. Buy Equipment ===&lt;br /&gt;
Starter equipment packs will be available in each class page in order to bypass shopping for gear. If you elect to shop for starting gear, head over to this page: [[AGRC Gear]], roll 3d6 x 10 for gold, and have at it!&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 10. Note Armour Class ===&lt;br /&gt;
Armour class is determined by Armour worn and Dexterity.&amp;lt;/br&amp;gt;&lt;br /&gt;
AC = 9 + [Armour Worn] + DEX modifier + Shield (if applicable)&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 11. Level and XP ===&lt;br /&gt;
List your character&#039;s level and the amount of XP needed to reach next level.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 12. Pick a Name! ===&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Gear =&lt;br /&gt;
Starting gear and general gear lists can be found here: [[AGRC Gear]]&lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
The list of divine and arcane spells available in Agrimoor can be found here: [[AG RC Spells]]&lt;br /&gt;
&lt;br /&gt;
= General Rules =&lt;br /&gt;
* For an overview of the rules utilized in play, head over to this section: [[AGRC Rules Overview]]&lt;br /&gt;
* And for wandering forgotten halls and the untamed lands: [[AGRC Dungeons and Wilderness Survival]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Agrimoor_Homebrew_Rules&amp;diff=1038</id>
		<title>Agrimoor Homebrew Rules</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Agrimoor_Homebrew_Rules&amp;diff=1038"/>
		<updated>2025-06-12T14:37:38Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: /* 8. List Known Languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Agrimoor Rules Compendium&#039;&#039;&#039; is a homebrew frankenstein of several editions of Dungeons &amp;amp; Dragons, along with some modern tweaks for ease of play. The Basic/Expert (B/X), Old School Essentials (OSE), and Rules Companion (RC) serve as the base upon which our home game is built. Elements from Castles &amp;amp; Crusades (C&amp;amp;C) and Dungeons &amp;amp; Dragons 5th Edition (5e D&amp;amp;D) such as higher hit die and advantage/disadvantage. Have also been integrated into the game. The rules herein will change over time and sessions of play.&lt;br /&gt;
&lt;br /&gt;
= Character Creation =&lt;br /&gt;
&lt;br /&gt;
== Class &amp;amp; Race ==&lt;br /&gt;
Character creation procedures work similar to most other RPGs. Follow the steps and links below.&lt;br /&gt;
&lt;br /&gt;
=== 1. Roll Ability Scores ===&lt;br /&gt;
Roll 4d6-1 for each of your character&#039;s ability scores in order: &amp;lt;/br&amp;gt; Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.&amp;lt;/br&amp;gt;[[Ability Score Benefits]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sub-Par Rolls&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
If you don&#039;t have at least one score of 14 or better, you may re-roll your ability scores and generate a new set of six scores.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Swapping&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
You may swap two any two ability scores. But you cannot expend your score(s) to raise your prime requisite if you choose to do so. Skip step number 3.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+ Bonuses&lt;br /&gt;
|-&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Score&lt;br /&gt;
| 3&lt;br /&gt;
| 4-5&lt;br /&gt;
| 6-8&lt;br /&gt;
| 9-12&lt;br /&gt;
| 13-15&lt;br /&gt;
| 16-17&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Mod&lt;br /&gt;
| -3&lt;br /&gt;
| -2&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2. Select a Class and Race ===&lt;br /&gt;
You may select an available class to build your character with, found here:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic Classes&#039;&#039;&#039;&lt;br /&gt;
* [[AGRC Cleric]]&lt;br /&gt;
* [[AGRC Fighter]]&lt;br /&gt;
* [[AGRC Mage]]&lt;br /&gt;
* [[AGRC Thief]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expert Classes&#039;&#039;&#039;&lt;br /&gt;
* [[AGRC Knight]]&lt;br /&gt;
* [[AGRC Paladin]]&lt;br /&gt;
* [[AGRC Ranger]]&lt;br /&gt;
&lt;br /&gt;
Then select a race of your choice from here: [[AG RC Race]]&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 3. Adjust Ability Scores ===&lt;br /&gt;
You may raise the prime requisite(s) of your character by lowering one other non-prime requisite ability score. For every two points reduced, you may raise your prime requisite by one. With the following restrictions:&lt;br /&gt;
* Only Strength, Intelligence, and Wisdom may be lowered this way&lt;br /&gt;
* No score may dip below a score of 9&lt;br /&gt;
&lt;br /&gt;
=== 4. Note Ability Score Modifiers ===&lt;br /&gt;
Keep an eye for bonuses and penalties as needed.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 5. Note Saving Throws and Class Abilities ===&lt;br /&gt;
Each of the classes contain the information for each of these. Add them to your sheet :)&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 6. Hit Points ===&lt;br /&gt;
Take max hit points for your class at first level, adding your constitution bonus (if applicable). For each level beyond, roll for hit points as directed in the class table. You will always gain a minimum of 1 hit point.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 7. Choose Alignment ===&lt;br /&gt;
There are three alignments to choose from in Agrimoor, they are: Lawful, Neutral, and Chaotic.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 8. List Known Languages ===&lt;br /&gt;
The knowable languages of intelligent species are listed here, they may be chosen by the player characters with high intelligence at the Dungeon Master&#039;s discretion:&amp;lt;/br&amp;gt;Players begin with the following languages: Alignment, Common (trader&#039;s tongue), and Regional Language. High Intelligence characters may elect to take additional languages. Human languages only cost 1 bonus language slot, whereas a monstrous language costs 2. Players may elect to eschew language knowledge but must at all times retain their local regional language.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
* Bugbear&lt;br /&gt;
* Doppelganger&lt;br /&gt;
* Dwarvish&lt;br /&gt;
* Elvish&lt;br /&gt;
* Gargoyle&lt;br /&gt;
* Gnoll&lt;br /&gt;
* Goblin&lt;br /&gt;
* Halfling&lt;br /&gt;
* Harpy&lt;br /&gt;
* Hobgoblin&lt;br /&gt;
* Kobold&lt;br /&gt;
* Lizardmen&lt;br /&gt;
* Ogre&lt;br /&gt;
* Orcish&lt;br /&gt;
* Human trade dialect (Common)&lt;br /&gt;
* Regional human languages&lt;br /&gt;
&lt;br /&gt;
=== 9. Buy Equipment ===&lt;br /&gt;
Starter equipment packs will be available in each class page in order to bypass shopping for gear. If you elect to shop for starting gear, head over to this page: [[AGRC Gear]], roll 3d6 x 10 for gold, and have at it!&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 10. Note Armour Class ===&lt;br /&gt;
Armour class is determined by Armour worn and Dexterity.&amp;lt;/br&amp;gt;&lt;br /&gt;
AC = 10 + [Armour Worn] + DEX Bonus&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 11. Level and XP ===&lt;br /&gt;
List your character&#039;s level and the amount of XP needed to reach next level.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 12. Pick a Name! ===&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Gear =&lt;br /&gt;
Starting gear and general gear lists can be found here: [[AGRC Gear]]&lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
The list of divine and arcane spells available in Agrimoor can be found here: [[AG RC Spells]]&lt;br /&gt;
&lt;br /&gt;
= General Rules =&lt;br /&gt;
* For an overview of the rules utilized in play, head over to this section: [[AGRC Rules Overview]]&lt;br /&gt;
* And for wandering forgotten halls and the untamed lands: [[AGRC Dungeons and Wilderness Survival]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Ability_Score_Benefits&amp;diff=1037</id>
		<title>Ability Score Benefits</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Ability_Score_Benefits&amp;diff=1037"/>
		<updated>2025-06-12T14:35:10Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: /* Wisdom */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[Agrimoor Homebrew Rules]]&lt;br /&gt;
&lt;br /&gt;
== Strength ==&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
! STR !! Open Doors &lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1-in-6&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || 1-in-6&lt;br /&gt;
|-&lt;br /&gt;
| 6-8 || 1-in-6&lt;br /&gt;
|-&lt;br /&gt;
| 9-12 || 2-in-6&lt;br /&gt;
|-&lt;br /&gt;
| 13-15 || 3-in-6 &lt;br /&gt;
|-&lt;br /&gt;
| 16-17 || 4-in-6&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 5-in-6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dexterity ==&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
! DEX !! AC !! Initiative&lt;br /&gt;
|-&lt;br /&gt;
| 3 || -3 || -2&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || -2 || -1&lt;br /&gt;
|-&lt;br /&gt;
| 6-8 || -1 || -1&lt;br /&gt;
|-&lt;br /&gt;
| 9-12 || None || None&lt;br /&gt;
|-&lt;br /&gt;
| 13-15 || +1 || +1&lt;br /&gt;
|-&lt;br /&gt;
| 16-17 || +2 || +1&lt;br /&gt;
|-&lt;br /&gt;
| 18 || +3 || +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Intelligence ==&lt;br /&gt;
An intelligence score can confer bonuses for languages:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
! INT !! Spoken Languages !! Literacy&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Native (broken speech) || Illiterate&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || Native || Illiterate&lt;br /&gt;
|-&lt;br /&gt;
| 6-8 || Native || Basic&lt;br /&gt;
|-&lt;br /&gt;
| 9-12 || Basic || Literate&lt;br /&gt;
|-&lt;br /&gt;
| 13-15 || Native +1 additional || Literate&lt;br /&gt;
|-&lt;br /&gt;
| 16-17 || Native +2 additional || Literate&lt;br /&gt;
|-&lt;br /&gt;
| 18 || Native +3 additional || Literate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wisdom ==&lt;br /&gt;
Bonuses to magic saves are &#039;&#039;subtracted&#039;&#039; from the numbers noted by your class. Example: If you have a Death Ray save of 15 and a score of 18, you reduce the Death Ray save to 12; inversely if your score is 3, your Death ray save would &#039;&#039;increase&#039;&#039; to 18.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
! WIS !! Magic Saves&lt;br /&gt;
|-&lt;br /&gt;
| 3 || -3&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || -2&lt;br /&gt;
|-&lt;br /&gt;
| 6-8 || -1&lt;br /&gt;
|-&lt;br /&gt;
| 9-12 || None&lt;br /&gt;
|-&lt;br /&gt;
| 13-15 || +1 &lt;br /&gt;
|-&lt;br /&gt;
| 16-17 || +2&lt;br /&gt;
|-&lt;br /&gt;
| 18 || +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Charisma ==&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
! CHA !! NPC Reactions !! Max Retainers !! Retainer Loyalty&lt;br /&gt;
|-&lt;br /&gt;
| 3 || -2 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || -1 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6-8 || -1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 9-12 || None || 4 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 13-15 || +1 || 5 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 16-17 || +1 || 6 || 9&lt;br /&gt;
|-&lt;br /&gt;
| 18 || +2 || 7 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Ability_Score_Benefits&amp;diff=1036</id>
		<title>Ability Score Benefits</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Ability_Score_Benefits&amp;diff=1036"/>
		<updated>2025-06-12T14:33:48Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: Protected &amp;quot;Ability Score Benefits&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[Agrimoor Homebrew Rules]]&lt;br /&gt;
&lt;br /&gt;
== Strength ==&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
! STR !! Open Doors &lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1-in-6&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || 1-in-6&lt;br /&gt;
|-&lt;br /&gt;
| 6-8 || 1-in-6&lt;br /&gt;
|-&lt;br /&gt;
| 9-12 || 2-in-6&lt;br /&gt;
|-&lt;br /&gt;
| 13-15 || 3-in-6 &lt;br /&gt;
|-&lt;br /&gt;
| 16-17 || 4-in-6&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 5-in-6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dexterity ==&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
! DEX !! AC !! Initiative&lt;br /&gt;
|-&lt;br /&gt;
| 3 || -3 || -2&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || -2 || -1&lt;br /&gt;
|-&lt;br /&gt;
| 6-8 || -1 || -1&lt;br /&gt;
|-&lt;br /&gt;
| 9-12 || None || None&lt;br /&gt;
|-&lt;br /&gt;
| 13-15 || +1 || +1&lt;br /&gt;
|-&lt;br /&gt;
| 16-17 || +2 || +1&lt;br /&gt;
|-&lt;br /&gt;
| 18 || +3 || +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Intelligence ==&lt;br /&gt;
An intelligence score can confer bonuses for languages:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
! INT !! Spoken Languages !! Literacy&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Native (broken speech) || Illiterate&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || Native || Illiterate&lt;br /&gt;
|-&lt;br /&gt;
| 6-8 || Native || Basic&lt;br /&gt;
|-&lt;br /&gt;
| 9-12 || Basic || Literate&lt;br /&gt;
|-&lt;br /&gt;
| 13-15 || Native +1 additional || Literate&lt;br /&gt;
|-&lt;br /&gt;
| 16-17 || Native +2 additional || Literate&lt;br /&gt;
|-&lt;br /&gt;
| 18 || Native +3 additional || Literate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wisdom ==&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
! WIS !! Magic Saves&lt;br /&gt;
|-&lt;br /&gt;
| 3 || -3&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || -2&lt;br /&gt;
|-&lt;br /&gt;
| 6-8 || -1&lt;br /&gt;
|-&lt;br /&gt;
| 9-12 || None&lt;br /&gt;
|-&lt;br /&gt;
| 13-15 || +1 &lt;br /&gt;
|-&lt;br /&gt;
| 16-17 || +2&lt;br /&gt;
|-&lt;br /&gt;
| 18 || +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Charisma ==&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
! CHA !! NPC Reactions !! Max Retainers !! Retainer Loyalty&lt;br /&gt;
|-&lt;br /&gt;
| 3 || -2 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || -1 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6-8 || -1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 9-12 || None || 4 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 13-15 || +1 || 5 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 16-17 || +1 || 6 || 9&lt;br /&gt;
|-&lt;br /&gt;
| 18 || +2 || 7 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Ability_Score_Benefits&amp;diff=1035</id>
		<title>Ability Score Benefits</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Ability_Score_Benefits&amp;diff=1035"/>
		<updated>2025-06-12T14:33:42Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[Agrimoor Homebrew Rules]]&lt;br /&gt;
&lt;br /&gt;
== Strength ==&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
! STR !! Open Doors &lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1-in-6&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || 1-in-6&lt;br /&gt;
|-&lt;br /&gt;
| 6-8 || 1-in-6&lt;br /&gt;
|-&lt;br /&gt;
| 9-12 || 2-in-6&lt;br /&gt;
|-&lt;br /&gt;
| 13-15 || 3-in-6 &lt;br /&gt;
|-&lt;br /&gt;
| 16-17 || 4-in-6&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 5-in-6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dexterity ==&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
! DEX !! AC !! Initiative&lt;br /&gt;
|-&lt;br /&gt;
| 3 || -3 || -2&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || -2 || -1&lt;br /&gt;
|-&lt;br /&gt;
| 6-8 || -1 || -1&lt;br /&gt;
|-&lt;br /&gt;
| 9-12 || None || None&lt;br /&gt;
|-&lt;br /&gt;
| 13-15 || +1 || +1&lt;br /&gt;
|-&lt;br /&gt;
| 16-17 || +2 || +1&lt;br /&gt;
|-&lt;br /&gt;
| 18 || +3 || +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Intelligence ==&lt;br /&gt;
An intelligence score can confer bonuses for languages:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
! INT !! Spoken Languages !! Literacy&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Native (broken speech) || Illiterate&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || Native || Illiterate&lt;br /&gt;
|-&lt;br /&gt;
| 6-8 || Native || Basic&lt;br /&gt;
|-&lt;br /&gt;
| 9-12 || Basic || Literate&lt;br /&gt;
|-&lt;br /&gt;
| 13-15 || Native +1 additional || Literate&lt;br /&gt;
|-&lt;br /&gt;
| 16-17 || Native +2 additional || Literate&lt;br /&gt;
|-&lt;br /&gt;
| 18 || Native +3 additional || Literate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wisdom ==&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
! WIS !! Magic Saves&lt;br /&gt;
|-&lt;br /&gt;
| 3 || -3&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || -2&lt;br /&gt;
|-&lt;br /&gt;
| 6-8 || -1&lt;br /&gt;
|-&lt;br /&gt;
| 9-12 || None&lt;br /&gt;
|-&lt;br /&gt;
| 13-15 || +1 &lt;br /&gt;
|-&lt;br /&gt;
| 16-17 || +2&lt;br /&gt;
|-&lt;br /&gt;
| 18 || +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Charisma ==&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
! CHA !! NPC Reactions !! Max Retainers !! Retainer Loyalty&lt;br /&gt;
|-&lt;br /&gt;
| 3 || -2 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || -1 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6-8 || -1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 9-12 || None || 4 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 13-15 || +1 || 5 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 16-17 || +1 || 6 || 9&lt;br /&gt;
|-&lt;br /&gt;
| 18 || +2 || 7 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Ability_Score_Benefits&amp;diff=1034</id>
		<title>Ability Score Benefits</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Ability_Score_Benefits&amp;diff=1034"/>
		<updated>2025-06-12T14:32:58Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: Created page with &amp;quot;== Strength == {| class=&amp;quot;wikitable ! STR !! Open Doors  |- | 3 || 1-in-6 |- | 4-5 || 1-in-6 |- | 6-8 || 1-in-6 |- | 9-12 || 2-in-6 |- | 13-15 || 3-in-6  |- | 16-17 || 4-in-6 |- | 18 || 5-in-6 |}  == Dexterity == {| class=&amp;quot;wikitable ! DEX !! AC !! Initiative |- | 3 || -3 || -2 |- | 4-5 || -2 || -1 |- | 6-8 || -1 || -1 |- | 9-12 || None || None |- | 13-15 || +1 || +1 |- | 16-17 || +2 || +1 |- | 18 || +3 || +2 |}  == Intelligence == An intelligence score can confer bonuses...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strength ==&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
! STR !! Open Doors &lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1-in-6&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || 1-in-6&lt;br /&gt;
|-&lt;br /&gt;
| 6-8 || 1-in-6&lt;br /&gt;
|-&lt;br /&gt;
| 9-12 || 2-in-6&lt;br /&gt;
|-&lt;br /&gt;
| 13-15 || 3-in-6 &lt;br /&gt;
|-&lt;br /&gt;
| 16-17 || 4-in-6&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 5-in-6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dexterity ==&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
! DEX !! AC !! Initiative&lt;br /&gt;
|-&lt;br /&gt;
| 3 || -3 || -2&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || -2 || -1&lt;br /&gt;
|-&lt;br /&gt;
| 6-8 || -1 || -1&lt;br /&gt;
|-&lt;br /&gt;
| 9-12 || None || None&lt;br /&gt;
|-&lt;br /&gt;
| 13-15 || +1 || +1&lt;br /&gt;
|-&lt;br /&gt;
| 16-17 || +2 || +1&lt;br /&gt;
|-&lt;br /&gt;
| 18 || +3 || +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Intelligence ==&lt;br /&gt;
An intelligence score can confer bonuses for languages:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
! INT !! Spoken Languages !! Literacy&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Native (broken speech) || Illiterate&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || Native || Illiterate&lt;br /&gt;
|-&lt;br /&gt;
| 6-8 || Native || Basic&lt;br /&gt;
|-&lt;br /&gt;
| 9-12 || Basic || Literate&lt;br /&gt;
|-&lt;br /&gt;
| 13-15 || Native +1 additional || Literate&lt;br /&gt;
|-&lt;br /&gt;
| 16-17 || Native +2 additional || Literate&lt;br /&gt;
|-&lt;br /&gt;
| 18 || Native +3 additional || Literate&lt;br /&gt;
&lt;br /&gt;
== Wisdom ==&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
! WIS !! Magic Saves&lt;br /&gt;
|-&lt;br /&gt;
| 3 || -3&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || -2&lt;br /&gt;
|-&lt;br /&gt;
| 6-8 || -1&lt;br /&gt;
|-&lt;br /&gt;
| 9-12 || None&lt;br /&gt;
|-&lt;br /&gt;
| 13-15 || +1 &lt;br /&gt;
|-&lt;br /&gt;
| 16-17 || +2&lt;br /&gt;
|-&lt;br /&gt;
| 18 || +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Charisma ==&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
! CHA !! NPC Reactions !! Max Retainers !! Retainer Loyalty&lt;br /&gt;
|-&lt;br /&gt;
| 3 || -2 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || -1 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6-8 || -1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 9-12 || None || 4 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 13-15 || +1 || 5 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 16-17 || +1 || 6 || 9&lt;br /&gt;
|-&lt;br /&gt;
| 18 || +2 || 7 || 10&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=AGRC_Dungeons_and_Wilderness_Survival&amp;diff=1033</id>
		<title>AGRC Dungeons and Wilderness Survival</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=AGRC_Dungeons_and_Wilderness_Survival&amp;diff=1033"/>
		<updated>2025-06-12T14:23:58Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: Protected &amp;quot;AGRC Dungeons and Wilderness Survival&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[Agrimoor Homebrew Rules]]&lt;br /&gt;
&lt;br /&gt;
= Dungeoneering =&lt;br /&gt;
While in a dungeon the following rules apply.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Dungeoneering Sequence (1 Round / 1 Minute)&lt;br /&gt;
|-&lt;br /&gt;
| 1. Wandering Monsters&lt;br /&gt;
|-&lt;br /&gt;
| 2. Party decides actions&lt;br /&gt;
|-&lt;br /&gt;
| 3. DM describes summary of actions and outcomes&lt;br /&gt;
|-&lt;br /&gt;
| 4. End of Day: Update time records, light sources, spell durations, rest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wandering Monsters ==&lt;br /&gt;
Occur typically 1-in-6 every 2 dungeon rounds.&lt;br /&gt;
&lt;br /&gt;
== Doors ==&lt;br /&gt;
Have a base 1-in-6 chance of success for listening through. Know that forcing a stuck door may lead to alerting nearby monsters.&lt;br /&gt;
&lt;br /&gt;
== Resting ==&lt;br /&gt;
PCs must rest one turn every hour or take -1 to hit and damage rolls.&lt;br /&gt;
&lt;br /&gt;
== Searching ==&lt;br /&gt;
Has a base 1-in-6 chance for a 10&#039; x 10&#039; area (1 turn). Greater chance of success is likely for players who describe, in detail, how they conduct their search, what they interact with, what they look at, etc; negating the need for a die roll.&lt;br /&gt;
&lt;br /&gt;
= Wilderness =&lt;br /&gt;
The Dungeon Master will apply the following wilderness rules.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Wilderness Sequence &lt;br /&gt;
|-&lt;br /&gt;
| 1. Party decides course of travel&lt;br /&gt;
|- &lt;br /&gt;
| 2. DM checks for weather&lt;br /&gt;
|-&lt;br /&gt;
| 3. Wandering monsters&lt;br /&gt;
|-&lt;br /&gt;
| 4. DM describes the region passed through and any sites of interest,&amp;lt;/br&amp;gt;check with players for actions as required.&lt;br /&gt;
|-&lt;br /&gt;
| 5. End of Day: Update time records, check rations, spell durations, rest.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wandering Monsters ==&lt;br /&gt;
* &#039;&#039;&#039;Frequency&#039;&#039;&#039; rolled once per day, modified by danger of wilderness region/hex&lt;br /&gt;
* &#039;&#039;&#039;City, clear, grasslands, settled:&#039;&#039;&#039; 1-in-6&lt;br /&gt;
* &#039;&#039;&#039;Barren, desert, forest, hills:&#039;&#039;&#039; 2-in-6&lt;br /&gt;
* &#039;&#039;&#039;Jungle, mountains, swamp:&#039;&#039;&#039; 3-in-6&lt;br /&gt;
&lt;br /&gt;
== Foraging for Food ==&lt;br /&gt;
* &#039;&#039;&#039;Foraging:&#039;&#039;&#039; 1-in-6 chance of food for 1d6 people&lt;br /&gt;
* &#039;&#039;&#039;Hunting:&#039;&#039;&#039; Sole activity of day. 1-in-6 chance of animal encountered.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
* &#039;&#039;&#039;Broken, desert, forest, hills:&#039;&#039;&#039; 1/2 speed&lt;br /&gt;
* &#039;&#039;&#039;Jungle, mountains, swamp:&#039;&#039;&#039; 1/4 speed&lt;br /&gt;
* &#039;&#039;&#039;Maintained Roads:&#039;&#039;&#039; Standard speed&lt;br /&gt;
* &#039;&#039;&#039;Forced March:&#039;&#039;&#039; 1 1/2 speed, must rest for 1 day after&lt;br /&gt;
&lt;br /&gt;
== Resting ==&lt;br /&gt;
Characters must rest one day out of the week or suffer a penalty of -1 to hit and damage rolls.&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Agrimoor_Homebrew_Rules&amp;diff=1032</id>
		<title>Agrimoor Homebrew Rules</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Agrimoor_Homebrew_Rules&amp;diff=1032"/>
		<updated>2025-06-12T14:23:47Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: /* 1. Roll Ability Scores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Agrimoor Rules Compendium&#039;&#039;&#039; is a homebrew frankenstein of several editions of Dungeons &amp;amp; Dragons, along with some modern tweaks for ease of play. The Basic/Expert (B/X), Old School Essentials (OSE), and Rules Companion (RC) serve as the base upon which our home game is built. Elements from Castles &amp;amp; Crusades (C&amp;amp;C) and Dungeons &amp;amp; Dragons 5th Edition (5e D&amp;amp;D) such as higher hit die and advantage/disadvantage. Have also been integrated into the game. The rules herein will change over time and sessions of play.&lt;br /&gt;
&lt;br /&gt;
= Character Creation =&lt;br /&gt;
&lt;br /&gt;
== Class &amp;amp; Race ==&lt;br /&gt;
Character creation procedures work similar to most other RPGs. Follow the steps and links below.&lt;br /&gt;
&lt;br /&gt;
=== 1. Roll Ability Scores ===&lt;br /&gt;
Roll 4d6-1 for each of your character&#039;s ability scores in order: &amp;lt;/br&amp;gt; Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.&amp;lt;/br&amp;gt;[[Ability Score Benefits]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sub-Par Rolls&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
If you don&#039;t have at least one score of 14 or better, you may re-roll your ability scores and generate a new set of six scores.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Swapping&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
You may swap two any two ability scores. But you cannot expend your score(s) to raise your prime requisite if you choose to do so. Skip step number 3.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+ Bonuses&lt;br /&gt;
|-&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Score&lt;br /&gt;
| 3&lt;br /&gt;
| 4-5&lt;br /&gt;
| 6-8&lt;br /&gt;
| 9-12&lt;br /&gt;
| 13-15&lt;br /&gt;
| 16-17&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Mod&lt;br /&gt;
| -3&lt;br /&gt;
| -2&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2. Select a Class and Race ===&lt;br /&gt;
You may select an available class to build your character with, found here:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic Classes&#039;&#039;&#039;&lt;br /&gt;
* [[AGRC Cleric]]&lt;br /&gt;
* [[AGRC Fighter]]&lt;br /&gt;
* [[AGRC Mage]]&lt;br /&gt;
* [[AGRC Thief]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expert Classes&#039;&#039;&#039;&lt;br /&gt;
* [[AGRC Knight]]&lt;br /&gt;
* [[AGRC Paladin]]&lt;br /&gt;
* [[AGRC Ranger]]&lt;br /&gt;
&lt;br /&gt;
Then select a race of your choice from here: [[AG RC Race]]&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 3. Adjust Ability Scores ===&lt;br /&gt;
You may raise the prime requisite(s) of your character by lowering one other non-prime requisite ability score. For every two points reduced, you may raise your prime requisite by one. With the following restrictions:&lt;br /&gt;
* Only Strength, Intelligence, and Wisdom may be lowered this way&lt;br /&gt;
* No score may dip below a score of 9&lt;br /&gt;
&lt;br /&gt;
=== 4. Note Ability Score Modifiers ===&lt;br /&gt;
Keep an eye for bonuses and penalties as needed.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 5. Note Saving Throws and Class Abilities ===&lt;br /&gt;
Each of the classes contain the information for each of these. Add them to your sheet :)&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 6. Hit Points ===&lt;br /&gt;
Take max hit points for your class at first level, adding your constitution bonus (if applicable). For each level beyond, roll for hit points as directed in the class table. You will always gain a minimum of 1 hit point.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 7. Choose Alignment ===&lt;br /&gt;
There are three alignments to choose from in Agrimoor, they are: Lawful, Neutral, and Chaotic.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 8. List Known Languages ===&lt;br /&gt;
The knowable languages of intelligent species are listed here, they may be chosen by the player characters with high intelligence at the Dungeon Master&#039;s discretion:&amp;lt;/br&amp;gt;&lt;br /&gt;
* Bugbear&lt;br /&gt;
* Doppelganger&lt;br /&gt;
* Dwarvish&lt;br /&gt;
* Elvish&lt;br /&gt;
* Gargoyle&lt;br /&gt;
* Gnoll&lt;br /&gt;
* Goblin&lt;br /&gt;
* Halfling&lt;br /&gt;
* Harpy&lt;br /&gt;
* Hobgoblin&lt;br /&gt;
* Kobold&lt;br /&gt;
* Lizardmen&lt;br /&gt;
* Ogre&lt;br /&gt;
* Orcish&lt;br /&gt;
* Human trade dialect (Common)&lt;br /&gt;
* Regional human languages&lt;br /&gt;
&lt;br /&gt;
=== 9. Buy Equipment ===&lt;br /&gt;
Starter equipment packs will be available in each class page in order to bypass shopping for gear. If you elect to shop for starting gear, head over to this page: [[AGRC Gear]], roll 3d6 x 10 for gold, and have at it!&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 10. Note Armour Class ===&lt;br /&gt;
Armour class is determined by Armour worn and Dexterity.&amp;lt;/br&amp;gt;&lt;br /&gt;
AC = 10 + [Armour Worn] + DEX Bonus&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 11. Level and XP ===&lt;br /&gt;
List your character&#039;s level and the amount of XP needed to reach next level.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 12. Pick a Name! ===&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Gear =&lt;br /&gt;
Starting gear and general gear lists can be found here: [[AGRC Gear]]&lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
The list of divine and arcane spells available in Agrimoor can be found here: [[AG RC Spells]]&lt;br /&gt;
&lt;br /&gt;
= General Rules =&lt;br /&gt;
* For an overview of the rules utilized in play, head over to this section: [[AGRC Rules Overview]]&lt;br /&gt;
* And for wandering forgotten halls and the untamed lands: [[AGRC Dungeons and Wilderness Survival]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=AGRC_Dungeons_and_Wilderness_Survival&amp;diff=1031</id>
		<title>AGRC Dungeons and Wilderness Survival</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=AGRC_Dungeons_and_Wilderness_Survival&amp;diff=1031"/>
		<updated>2025-06-12T14:23:21Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[Agrimoor Homebrew Rules]]&lt;br /&gt;
&lt;br /&gt;
= Dungeoneering =&lt;br /&gt;
While in a dungeon the following rules apply.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Dungeoneering Sequence (1 Round / 1 Minute)&lt;br /&gt;
|-&lt;br /&gt;
| 1. Wandering Monsters&lt;br /&gt;
|-&lt;br /&gt;
| 2. Party decides actions&lt;br /&gt;
|-&lt;br /&gt;
| 3. DM describes summary of actions and outcomes&lt;br /&gt;
|-&lt;br /&gt;
| 4. End of Day: Update time records, light sources, spell durations, rest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wandering Monsters ==&lt;br /&gt;
Occur typically 1-in-6 every 2 dungeon rounds.&lt;br /&gt;
&lt;br /&gt;
== Doors ==&lt;br /&gt;
Have a base 1-in-6 chance of success for listening through. Know that forcing a stuck door may lead to alerting nearby monsters.&lt;br /&gt;
&lt;br /&gt;
== Resting ==&lt;br /&gt;
PCs must rest one turn every hour or take -1 to hit and damage rolls.&lt;br /&gt;
&lt;br /&gt;
== Searching ==&lt;br /&gt;
Has a base 1-in-6 chance for a 10&#039; x 10&#039; area (1 turn). Greater chance of success is likely for players who describe, in detail, how they conduct their search, what they interact with, what they look at, etc; negating the need for a die roll.&lt;br /&gt;
&lt;br /&gt;
= Wilderness =&lt;br /&gt;
The Dungeon Master will apply the following wilderness rules.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Wilderness Sequence &lt;br /&gt;
|-&lt;br /&gt;
| 1. Party decides course of travel&lt;br /&gt;
|- &lt;br /&gt;
| 2. DM checks for weather&lt;br /&gt;
|-&lt;br /&gt;
| 3. Wandering monsters&lt;br /&gt;
|-&lt;br /&gt;
| 4. DM describes the region passed through and any sites of interest,&amp;lt;/br&amp;gt;check with players for actions as required.&lt;br /&gt;
|-&lt;br /&gt;
| 5. End of Day: Update time records, check rations, spell durations, rest.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wandering Monsters ==&lt;br /&gt;
* &#039;&#039;&#039;Frequency&#039;&#039;&#039; rolled once per day, modified by danger of wilderness region/hex&lt;br /&gt;
* &#039;&#039;&#039;City, clear, grasslands, settled:&#039;&#039;&#039; 1-in-6&lt;br /&gt;
* &#039;&#039;&#039;Barren, desert, forest, hills:&#039;&#039;&#039; 2-in-6&lt;br /&gt;
* &#039;&#039;&#039;Jungle, mountains, swamp:&#039;&#039;&#039; 3-in-6&lt;br /&gt;
&lt;br /&gt;
== Foraging for Food ==&lt;br /&gt;
* &#039;&#039;&#039;Foraging:&#039;&#039;&#039; 1-in-6 chance of food for 1d6 people&lt;br /&gt;
* &#039;&#039;&#039;Hunting:&#039;&#039;&#039; Sole activity of day. 1-in-6 chance of animal encountered.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
* &#039;&#039;&#039;Broken, desert, forest, hills:&#039;&#039;&#039; 1/2 speed&lt;br /&gt;
* &#039;&#039;&#039;Jungle, mountains, swamp:&#039;&#039;&#039; 1/4 speed&lt;br /&gt;
* &#039;&#039;&#039;Maintained Roads:&#039;&#039;&#039; Standard speed&lt;br /&gt;
* &#039;&#039;&#039;Forced March:&#039;&#039;&#039; 1 1/2 speed, must rest for 1 day after&lt;br /&gt;
&lt;br /&gt;
== Resting ==&lt;br /&gt;
Characters must rest one day out of the week or suffer a penalty of -1 to hit and damage rolls.&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=AGRC_Dungeons_and_Wilderness_Survival&amp;diff=1030</id>
		<title>AGRC Dungeons and Wilderness Survival</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=AGRC_Dungeons_and_Wilderness_Survival&amp;diff=1030"/>
		<updated>2025-06-12T14:22:15Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: Created page with &amp;quot;= Dungeoneering = While in a dungeon the following rules apply.  {| class=&amp;quot;wikitable&amp;quot; |+ Dungeoneering Sequence (1 Round / 1 Minute) |- | 1. Wandering Monsters |- | 2. Party decides actions |- | 3. DM describes summary of actions and outcomes |- | 4. End of Day: Update time records, light sources, spell durations, rest |}  == Wandering Monsters == Occur typically 1-in-6 every 2 dungeon rounds.  == Doors == Have a base 1-in-6 chance of success for listening through. Know...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Dungeoneering =&lt;br /&gt;
While in a dungeon the following rules apply.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Dungeoneering Sequence (1 Round / 1 Minute)&lt;br /&gt;
|-&lt;br /&gt;
| 1. Wandering Monsters&lt;br /&gt;
|-&lt;br /&gt;
| 2. Party decides actions&lt;br /&gt;
|-&lt;br /&gt;
| 3. DM describes summary of actions and outcomes&lt;br /&gt;
|-&lt;br /&gt;
| 4. End of Day: Update time records, light sources, spell durations, rest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wandering Monsters ==&lt;br /&gt;
Occur typically 1-in-6 every 2 dungeon rounds.&lt;br /&gt;
&lt;br /&gt;
== Doors ==&lt;br /&gt;
Have a base 1-in-6 chance of success for listening through. Know that forcing a stuck door may lead to alerting nearby monsters.&lt;br /&gt;
&lt;br /&gt;
== Resting ==&lt;br /&gt;
PCs must rest one turn every hour or take -1 to hit and damage rolls.&lt;br /&gt;
&lt;br /&gt;
== Searching ==&lt;br /&gt;
Has a base 1-in-6 chance for a 10&#039; x 10&#039; area (1 turn). Greater chance of success is likely for players who describe, in detail, how they conduct their search, what they interact with, what they look at, etc; negating the need for a die roll.&lt;br /&gt;
&lt;br /&gt;
= Wilderness =&lt;br /&gt;
The Dungeon Master will apply the following wilderness rules.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Wilderness Sequence &lt;br /&gt;
|-&lt;br /&gt;
| 1. Party decides course of travel&lt;br /&gt;
|- &lt;br /&gt;
| 2. DM checks for weather&lt;br /&gt;
|-&lt;br /&gt;
| 3. Wandering monsters&lt;br /&gt;
|-&lt;br /&gt;
| 4. DM describes the region passed through and any sites of interest,&amp;lt;/br&amp;gt;check with players for actions as required.&lt;br /&gt;
|-&lt;br /&gt;
| 5. End of Day: Update time records, check rations, spell durations, rest.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wandering Monsters ==&lt;br /&gt;
* &#039;&#039;&#039;Frequency&#039;&#039;&#039; rolled once per day, modified by danger of wilderness region/hex&lt;br /&gt;
* &#039;&#039;&#039;City, clear, grasslands, settled:&#039;&#039;&#039; 1-in-6&lt;br /&gt;
* &#039;&#039;&#039;Barren, desert, forest, hills:&#039;&#039;&#039; 2-in-6&lt;br /&gt;
* &#039;&#039;&#039;Jungle, mountains, swamp:&#039;&#039;&#039; 3-in-6&lt;br /&gt;
&lt;br /&gt;
== Foraging for Food ==&lt;br /&gt;
* &#039;&#039;&#039;Foraging:&#039;&#039;&#039; 1-in-6 chance of food for 1d6 people&lt;br /&gt;
* &#039;&#039;&#039;Hunting:&#039;&#039;&#039; Sole activity of day. 1-in-6 chance of animal encountered.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
* &#039;&#039;&#039;Broken, desert, forest, hills:&#039;&#039;&#039; 1/2 speed&lt;br /&gt;
* &#039;&#039;&#039;Jungle, mountains, swamp:&#039;&#039;&#039; 1/4 speed&lt;br /&gt;
* &#039;&#039;&#039;Maintained Roads:&#039;&#039;&#039; Standard speed&lt;br /&gt;
* &#039;&#039;&#039;Forced March:&#039;&#039;&#039; 1 1/2 speed, must rest for 1 day after&lt;br /&gt;
&lt;br /&gt;
== Resting ==&lt;br /&gt;
Characters must rest one day out of the week or suffer a penalty of -1 to hit and damage rolls.&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Agrimoor_Homebrew_Rules&amp;diff=1029</id>
		<title>Agrimoor Homebrew Rules</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Agrimoor_Homebrew_Rules&amp;diff=1029"/>
		<updated>2025-06-12T14:10:14Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: /* General Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Agrimoor Rules Compendium&#039;&#039;&#039; is a homebrew frankenstein of several editions of Dungeons &amp;amp; Dragons, along with some modern tweaks for ease of play. The Basic/Expert (B/X), Old School Essentials (OSE), and Rules Companion (RC) serve as the base upon which our home game is built. Elements from Castles &amp;amp; Crusades (C&amp;amp;C) and Dungeons &amp;amp; Dragons 5th Edition (5e D&amp;amp;D) such as higher hit die and advantage/disadvantage. Have also been integrated into the game. The rules herein will change over time and sessions of play.&lt;br /&gt;
&lt;br /&gt;
= Character Creation =&lt;br /&gt;
&lt;br /&gt;
== Class &amp;amp; Race ==&lt;br /&gt;
Character creation procedures work similar to most other RPGs. Follow the steps and links below.&lt;br /&gt;
&lt;br /&gt;
=== 1. Roll Ability Scores ===&lt;br /&gt;
Roll 4d6-1 for each of your character&#039;s ability scores in order: &amp;lt;/br&amp;gt; Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sub-Par Rolls&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
If you don&#039;t have at least one score of 14 or better, you may re-roll your ability scores and generate a new set of six scores.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Swapping&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
You may swap two any two ability scores. But you cannot expend your score(s) to raise your prime requisite if you choose to do so. Skip step number 3.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+ Bonuses&lt;br /&gt;
|-&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Score&lt;br /&gt;
| 3&lt;br /&gt;
| 4-5&lt;br /&gt;
| 6-8&lt;br /&gt;
| 9-12&lt;br /&gt;
| 13-15&lt;br /&gt;
| 16-17&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Mod&lt;br /&gt;
| -3&lt;br /&gt;
| -2&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2. Select a Class and Race ===&lt;br /&gt;
You may select an available class to build your character with, found here:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic Classes&#039;&#039;&#039;&lt;br /&gt;
* [[AGRC Cleric]]&lt;br /&gt;
* [[AGRC Fighter]]&lt;br /&gt;
* [[AGRC Mage]]&lt;br /&gt;
* [[AGRC Thief]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expert Classes&#039;&#039;&#039;&lt;br /&gt;
* [[AGRC Knight]]&lt;br /&gt;
* [[AGRC Paladin]]&lt;br /&gt;
* [[AGRC Ranger]]&lt;br /&gt;
&lt;br /&gt;
Then select a race of your choice from here: [[AG RC Race]]&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 3. Adjust Ability Scores ===&lt;br /&gt;
You may raise the prime requisite(s) of your character by lowering one other non-prime requisite ability score. For every two points reduced, you may raise your prime requisite by one. With the following restrictions:&lt;br /&gt;
* Only Strength, Intelligence, and Wisdom may be lowered this way&lt;br /&gt;
* No score may dip below a score of 9&lt;br /&gt;
&lt;br /&gt;
=== 4. Note Ability Score Modifiers ===&lt;br /&gt;
Keep an eye for bonuses and penalties as needed.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 5. Note Saving Throws and Class Abilities ===&lt;br /&gt;
Each of the classes contain the information for each of these. Add them to your sheet :)&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 6. Hit Points ===&lt;br /&gt;
Take max hit points for your class at first level, adding your constitution bonus (if applicable). For each level beyond, roll for hit points as directed in the class table. You will always gain a minimum of 1 hit point.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 7. Choose Alignment ===&lt;br /&gt;
There are three alignments to choose from in Agrimoor, they are: Lawful, Neutral, and Chaotic.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 8. List Known Languages ===&lt;br /&gt;
The knowable languages of intelligent species are listed here, they may be chosen by the player characters with high intelligence at the Dungeon Master&#039;s discretion:&amp;lt;/br&amp;gt;&lt;br /&gt;
* Bugbear&lt;br /&gt;
* Doppelganger&lt;br /&gt;
* Dwarvish&lt;br /&gt;
* Elvish&lt;br /&gt;
* Gargoyle&lt;br /&gt;
* Gnoll&lt;br /&gt;
* Goblin&lt;br /&gt;
* Halfling&lt;br /&gt;
* Harpy&lt;br /&gt;
* Hobgoblin&lt;br /&gt;
* Kobold&lt;br /&gt;
* Lizardmen&lt;br /&gt;
* Ogre&lt;br /&gt;
* Orcish&lt;br /&gt;
* Human trade dialect (Common)&lt;br /&gt;
* Regional human languages&lt;br /&gt;
&lt;br /&gt;
=== 9. Buy Equipment ===&lt;br /&gt;
Starter equipment packs will be available in each class page in order to bypass shopping for gear. If you elect to shop for starting gear, head over to this page: [[AGRC Gear]], roll 3d6 x 10 for gold, and have at it!&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 10. Note Armour Class ===&lt;br /&gt;
Armour class is determined by Armour worn and Dexterity.&amp;lt;/br&amp;gt;&lt;br /&gt;
AC = 10 + [Armour Worn] + DEX Bonus&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 11. Level and XP ===&lt;br /&gt;
List your character&#039;s level and the amount of XP needed to reach next level.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 12. Pick a Name! ===&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Gear =&lt;br /&gt;
Starting gear and general gear lists can be found here: [[AGRC Gear]]&lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
The list of divine and arcane spells available in Agrimoor can be found here: [[AG RC Spells]]&lt;br /&gt;
&lt;br /&gt;
= General Rules =&lt;br /&gt;
* For an overview of the rules utilized in play, head over to this section: [[AGRC Rules Overview]]&lt;br /&gt;
* And for wandering forgotten halls and the untamed lands: [[AGRC Dungeons and Wilderness Survival]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Agrimoor_Homebrew_Rules&amp;diff=1028</id>
		<title>Agrimoor Homebrew Rules</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Agrimoor_Homebrew_Rules&amp;diff=1028"/>
		<updated>2025-06-12T14:10:02Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: /* General Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Agrimoor Rules Compendium&#039;&#039;&#039; is a homebrew frankenstein of several editions of Dungeons &amp;amp; Dragons, along with some modern tweaks for ease of play. The Basic/Expert (B/X), Old School Essentials (OSE), and Rules Companion (RC) serve as the base upon which our home game is built. Elements from Castles &amp;amp; Crusades (C&amp;amp;C) and Dungeons &amp;amp; Dragons 5th Edition (5e D&amp;amp;D) such as higher hit die and advantage/disadvantage. Have also been integrated into the game. The rules herein will change over time and sessions of play.&lt;br /&gt;
&lt;br /&gt;
= Character Creation =&lt;br /&gt;
&lt;br /&gt;
== Class &amp;amp; Race ==&lt;br /&gt;
Character creation procedures work similar to most other RPGs. Follow the steps and links below.&lt;br /&gt;
&lt;br /&gt;
=== 1. Roll Ability Scores ===&lt;br /&gt;
Roll 4d6-1 for each of your character&#039;s ability scores in order: &amp;lt;/br&amp;gt; Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sub-Par Rolls&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
If you don&#039;t have at least one score of 14 or better, you may re-roll your ability scores and generate a new set of six scores.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Swapping&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
You may swap two any two ability scores. But you cannot expend your score(s) to raise your prime requisite if you choose to do so. Skip step number 3.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+ Bonuses&lt;br /&gt;
|-&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Score&lt;br /&gt;
| 3&lt;br /&gt;
| 4-5&lt;br /&gt;
| 6-8&lt;br /&gt;
| 9-12&lt;br /&gt;
| 13-15&lt;br /&gt;
| 16-17&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Mod&lt;br /&gt;
| -3&lt;br /&gt;
| -2&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2. Select a Class and Race ===&lt;br /&gt;
You may select an available class to build your character with, found here:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic Classes&#039;&#039;&#039;&lt;br /&gt;
* [[AGRC Cleric]]&lt;br /&gt;
* [[AGRC Fighter]]&lt;br /&gt;
* [[AGRC Mage]]&lt;br /&gt;
* [[AGRC Thief]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expert Classes&#039;&#039;&#039;&lt;br /&gt;
* [[AGRC Knight]]&lt;br /&gt;
* [[AGRC Paladin]]&lt;br /&gt;
* [[AGRC Ranger]]&lt;br /&gt;
&lt;br /&gt;
Then select a race of your choice from here: [[AG RC Race]]&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 3. Adjust Ability Scores ===&lt;br /&gt;
You may raise the prime requisite(s) of your character by lowering one other non-prime requisite ability score. For every two points reduced, you may raise your prime requisite by one. With the following restrictions:&lt;br /&gt;
* Only Strength, Intelligence, and Wisdom may be lowered this way&lt;br /&gt;
* No score may dip below a score of 9&lt;br /&gt;
&lt;br /&gt;
=== 4. Note Ability Score Modifiers ===&lt;br /&gt;
Keep an eye for bonuses and penalties as needed.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 5. Note Saving Throws and Class Abilities ===&lt;br /&gt;
Each of the classes contain the information for each of these. Add them to your sheet :)&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 6. Hit Points ===&lt;br /&gt;
Take max hit points for your class at first level, adding your constitution bonus (if applicable). For each level beyond, roll for hit points as directed in the class table. You will always gain a minimum of 1 hit point.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 7. Choose Alignment ===&lt;br /&gt;
There are three alignments to choose from in Agrimoor, they are: Lawful, Neutral, and Chaotic.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 8. List Known Languages ===&lt;br /&gt;
The knowable languages of intelligent species are listed here, they may be chosen by the player characters with high intelligence at the Dungeon Master&#039;s discretion:&amp;lt;/br&amp;gt;&lt;br /&gt;
* Bugbear&lt;br /&gt;
* Doppelganger&lt;br /&gt;
* Dwarvish&lt;br /&gt;
* Elvish&lt;br /&gt;
* Gargoyle&lt;br /&gt;
* Gnoll&lt;br /&gt;
* Goblin&lt;br /&gt;
* Halfling&lt;br /&gt;
* Harpy&lt;br /&gt;
* Hobgoblin&lt;br /&gt;
* Kobold&lt;br /&gt;
* Lizardmen&lt;br /&gt;
* Ogre&lt;br /&gt;
* Orcish&lt;br /&gt;
* Human trade dialect (Common)&lt;br /&gt;
* Regional human languages&lt;br /&gt;
&lt;br /&gt;
=== 9. Buy Equipment ===&lt;br /&gt;
Starter equipment packs will be available in each class page in order to bypass shopping for gear. If you elect to shop for starting gear, head over to this page: [[AGRC Gear]], roll 3d6 x 10 for gold, and have at it!&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 10. Note Armour Class ===&lt;br /&gt;
Armour class is determined by Armour worn and Dexterity.&amp;lt;/br&amp;gt;&lt;br /&gt;
AC = 10 + [Armour Worn] + DEX Bonus&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 11. Level and XP ===&lt;br /&gt;
List your character&#039;s level and the amount of XP needed to reach next level.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 12. Pick a Name! ===&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Gear =&lt;br /&gt;
Starting gear and general gear lists can be found here: [[AGRC Gear]]&lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
The list of divine and arcane spells available in Agrimoor can be found here: [[AG RC Spells]]&lt;br /&gt;
&lt;br /&gt;
= General Rules =&lt;br /&gt;
For an overview of the rules utilized in play, head over to this section: [[AGRC Rules Overview]]&lt;br /&gt;
And for wandering forgotten halls and the untamed lands: [[AGRC Dungeons and Wilderness Survival]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=AGRC_Rules_Overview&amp;diff=1027</id>
		<title>AGRC Rules Overview</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=AGRC_Rules_Overview&amp;diff=1027"/>
		<updated>2025-06-12T14:09:27Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[Agrimoor Homebrew Rules]]&lt;br /&gt;
&lt;br /&gt;
= Order of Combat =&lt;br /&gt;
When combat begins, it will follow the below sequence until the combat is resolved. Prior to beginning combat, the Dungeon Master will determine whether surprise must be rolled. A surprise round will allow the winning side to act before combat order is determined, effectively earning a free combat round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Order:&#039;&#039;&#039;&amp;lt;/br&amp;gt;Check for Surprise (2d6) -&amp;gt; Surprise Round (if applicable) -&amp;gt; Group Initiative (1d4) -&amp;gt; First Side Acts (Turn 1) -&amp;gt; Declare and Resolve Actions -&amp;gt; Second Side Acts (Turn 2) -&amp;gt; Declare and Resolve Actions -&amp;gt; Special Results -&amp;gt; New Round Begins&lt;br /&gt;
&lt;br /&gt;
== Group Initiative ==&lt;br /&gt;
The DM will roll 1d4 + the highest DEX modifier among the group. One player will roll for the party&#039;s initiative, adding their DEX modifier to the 1d4 roll. The player rolling for initiative can be assigned or change as desired.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ties:&#039;&#039;&#039; If each side rolls the same result for group initiative, all actions happen at once. Each character and opponent will get to roll their attacks and deal damage. During a tied initiative, if any damage / effect would bring a character or opponent to 0 hit points, they resolve their attacks or actions before dying at the end of the combat round.&lt;br /&gt;
&lt;br /&gt;
== Attacking from Behind ==&lt;br /&gt;
AC bonuses from shields are negated.&lt;br /&gt;
&lt;br /&gt;
== High Ground ==&lt;br /&gt;
When you are at-least 10&#039; above a target and attacking with a missile weapon, you gain advantage on the attack.&lt;br /&gt;
&lt;br /&gt;
== Paralyzed ==&lt;br /&gt;
Considered helpless, paralyzed creatures can be automatically hit in melee - only requiring a damage roll.&lt;br /&gt;
&lt;br /&gt;
== Unarmed Strikes ==&lt;br /&gt;
Unarmed damage (fist) is described and listed in the [[AGRC Gear]] weapons table. Simply add your STR modifier to the damage roll.&lt;br /&gt;
&lt;br /&gt;
== Unstable Surfaces ==&lt;br /&gt;
Settings such as a ship in rough seas or riding a flying animal have the following effects:&lt;br /&gt;
* &#039;&#039;&#039;Missile Attacks&#039;&#039;&#039; suffer a -4 penalty&lt;br /&gt;
* &#039;&#039;&#039;Spells&#039;&#039;&#039; cannot be cast&lt;br /&gt;
* &#039;&#039;&#039;Magic items&#039;&#039;&#039; can be used normally&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
When fighting on or beneath water incurs penalties from environmental difficulties:&lt;br /&gt;
* &#039;&#039;&#039;Penalties:&#039;&#039;&#039; Attack and damage rolls will be penalized by -2 above water, and -4 beneath water.&lt;br /&gt;
* &#039;&#039;&#039;Missile weapons:&#039;&#039;&#039; Suffer attack and damage penalties of -2 above water and do not work under water.&lt;br /&gt;
&lt;br /&gt;
= Morale = &lt;br /&gt;
In dynamic combat, the tide of battle and events therein may affect the morale of combatants. The Dungeon Master will check morale when the situation fits.&lt;br /&gt;
&lt;br /&gt;
== Morale Procedures ==&lt;br /&gt;
* &#039;&#039;&#039;First Death:&#039;&#039;&#039; Check upon the first opponent being killed on the opposing side.&lt;br /&gt;
* &#039;&#039;&#039;Halved:&#039;&#039;&#039; Check when half the opponents have been killed or incapacitated.&lt;br /&gt;
&lt;br /&gt;
The Dungeon Master will roll 2d6 and compares the result against the morale score:&lt;br /&gt;
* &#039;&#039;&#039;Higher:&#039;&#039;&#039; The creature will surrender or attempt to flee&lt;br /&gt;
* &#039;&#039;&#039;Equal to / Lower:&#039;&#039;&#039; The creature will continue to fight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two Successes:&#039;&#039;&#039; If a creature makes two successful morale checks in an encounter, it will fight until killed with no need for further checks.&amp;lt;/br&amp;gt;&#039;&#039;&#039;Situational Adjustments:&#039;&#039;&#039; The Dungeon Master may decide to apply bonuses or penalties to morale (from -2 to +2). However, adjustments are never applied to monsters with a morale score of 2 or 12.&lt;br /&gt;
&lt;br /&gt;
== Monster Morale ==&lt;br /&gt;
Monster morale ranges from 2 to 12. The higher the score, the more fearless and ferocious the opponent.&lt;br /&gt;
* &#039;&#039;&#039;Score 2:&#039;&#039;&#039; Means the monster never fights (unless cornered)&lt;br /&gt;
* &#039;&#039;&#039;Score 12:&#039;&#039;&#039; Means the monster fights to the death.&lt;br /&gt;
&lt;br /&gt;
== Mercenary Morale ==&lt;br /&gt;
&#039;&#039;&#039;Morale rating&#039;&#039;&#039; is determined by the type of troops described in the below chart. A character&#039;s CHA doesn&#039;t influence them.&amp;lt;/br&amp;gt;&#039;&#039;&#039;Modifiers:&#039;&#039;&#039; The working conditions of the mercenaries may affect their morale score. If being killed frequently or subjected to abuse, morale will be low. If enjoying riches and excitement, it will be higher.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Mercenary Morale&lt;br /&gt;
! Troop Type !! Morale&lt;br /&gt;
|-&lt;br /&gt;
| Untrained militia || 6&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian horde || 7&lt;br /&gt;
|-&lt;br /&gt;
| Trained warriors || 8&lt;br /&gt;
|-&lt;br /&gt;
| Mounted || +1&lt;br /&gt;
|-&lt;br /&gt;
| Elite troops || +1&lt;br /&gt;
|-&lt;br /&gt;
| Fanatics, berserkers || +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Retainer Morale ==&lt;br /&gt;
Retainers are not easily frightened at the first sign of danger. They do not make morale checks in combat, but loyalty checks may be required in extreme peril.&lt;br /&gt;
&lt;br /&gt;
= Death &amp;amp; Dying =&lt;br /&gt;
When a character falls to 0 hit points, they fall unconscious and are considered dying. They must immediately make a saving throw vs death ray, and every turn thereafter. A dying character may attempt to save vs death a number of times equal to their Constitution (CON) modifier. On a success, the character remains at 0 hit points and unconscious until they&#039;ve had magical healing or the appropriate rest. If a character is unable to succeed on any of their saves vs death, is not given magical healing, or if they are attacked again while dying, that character is dead.&lt;br /&gt;
* Every player character gets to make at-least one saving throw vs death, immediately upon reaching 0 hit points, even if they have a negative CON modifier.&lt;br /&gt;
* An unconscious character will regain consciousness after 24 hours with 1 hit point; they cannot be awakened until after 24 hours have passed.&lt;br /&gt;
* Natural healing (1d6/day) requires a character to be resting in comfort for 24 hours.&lt;br /&gt;
* Magical healing alone will not restore a character to consciousness immediately, they will be able to wake after 1d6 hours.&lt;br /&gt;
* NPCs do not benefit from these rules and will be considered dead upon reaching 0 hit points.&lt;br /&gt;
&lt;br /&gt;
== Suffocation ==&lt;br /&gt;
When a character&#039;s head is fully submerged under water, when airways are completely blocked, or when the air is toxic to breathe, a character will begin to suffocate. A character is able to hold their breath for a number of rounds equal to 1 + CON modifier. If a character is unable to restore the flow of oxygen before expending the rounds available to them, they will be unable to make saving throws vs death and will be dead.&lt;br /&gt;
&lt;br /&gt;
== Falling ==&lt;br /&gt;
Falling from a height inflicts 1d6 cumulative damage per 10&#039; fallen. 1d6 at 10 feet, 3d6 at 20 feet, and so on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Height (ft)&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 60&lt;br /&gt;
| 70&lt;br /&gt;
| 80&lt;br /&gt;
| 90&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Damage (dg)&lt;br /&gt;
| 1d6&lt;br /&gt;
| 3d6&lt;br /&gt;
| 6d6&lt;br /&gt;
| 10d6&lt;br /&gt;
| 15d6&lt;br /&gt;
| 21d6&lt;br /&gt;
| 28d6&lt;br /&gt;
| 36d6&lt;br /&gt;
| 45d6&lt;br /&gt;
| 55d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
* &#039;&#039;&#039;Natural:&#039;&#039;&#039; For each full day of complete rest - in which no strenuous activity may be undertaken - recover 1d6 + CON modifier hit points. If rest is interrupted, natural healing does not take place that day.&lt;br /&gt;
* &#039;&#039;&#039;Relaxation Bonus:&#039;&#039;&#039; If a character visits a bathhouse and pays for &#039;&#039;the works&#039;&#039; they may instead recover 2d6 + CON modifier hit points that day. However, they still cannot engage in strenuous activity and must be resting for this healing to take place. If they do not, the healing will not take place and they will lose the bonus as well as their coin. &#039;&#039;Perhaps even some dignity along the way.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magical:&#039;&#039;&#039; Healing can occur through magic, be it potions or spells. It happens instantaneously.&lt;br /&gt;
&lt;br /&gt;
= Hiring Retainers =&lt;br /&gt;
On a roll of 2d6...&lt;br /&gt;
* &#039;&#039;&#039;CHA modifier:&#039;&#039;&#039; Of hiring PC applies&lt;br /&gt;
* &#039;&#039;&#039;Generosity:&#039;&#039;&#039; -2 to +2 based on offer&lt;br /&gt;
* &#039;&#039;&#039;Bad Reputation:&#039;&#039;&#039; -1 or -2&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
+ Hiring Reactions&lt;br /&gt;
! 2d6 !! Result&lt;br /&gt;
|-&lt;br /&gt;
| 2 or less || Ill will (-1 to further rolls)&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || Offer refused&lt;br /&gt;
|-&lt;br /&gt;
| 6-8 || Roll again&lt;br /&gt;
|- &lt;br /&gt;
| 9-11 || Offer accepted&lt;br /&gt;
|-&lt;br /&gt;
| 12 or more || Offer accepted, +1 loyalty&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=AGRC_Rules_Overview&amp;diff=1026</id>
		<title>AGRC Rules Overview</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=AGRC_Rules_Overview&amp;diff=1026"/>
		<updated>2025-06-12T14:09:01Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[Agrimoor Homebrew Rules]]&lt;br /&gt;
&lt;br /&gt;
= Order of Combat =&lt;br /&gt;
When combat begins, it will follow the below sequence until the combat is resolved. Prior to beginning combat, the Dungeon Master will determine whether surprise must be rolled. A surprise round will allow the winning side to act before combat order is determined, effectively earning a free combat round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Order:&#039;&#039;&#039;&amp;lt;/br&amp;gt;Check for Surprise (2d6) -&amp;gt; Surprise Round (if applicable) -&amp;gt; Group Initiative (1d4) -&amp;gt; First Side Acts (Turn 1) -&amp;gt; Declare and Resolve Actions -&amp;gt; Second Side Acts (Turn 2) -&amp;gt; Declare and Resolve Actions -&amp;gt; Special Results -&amp;gt; New Round Begins&lt;br /&gt;
&lt;br /&gt;
== Group Initiative ==&lt;br /&gt;
The DM will roll 1d4 + the highest DEX modifier among the group. One player will roll for the party&#039;s initiative, adding their DEX modifier to the 1d4 roll. The player rolling for initiative can be assigned or change as desired.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ties:&#039;&#039;&#039; If each side rolls the same result for group initiative, all actions happen at once. Each character and opponent will get to roll their attacks and deal damage. During a tied initiative, if any damage / effect would bring a character or opponent to 0 hit points, they resolve their attacks or actions before dying at the end of the combat round.&lt;br /&gt;
&lt;br /&gt;
== Attacking from Behind ==&lt;br /&gt;
AC bonuses from shields are negated.&lt;br /&gt;
&lt;br /&gt;
== High Ground ==&lt;br /&gt;
When you are at-least 10&#039; above a target and attacking with a missile weapon, you gain advantage on the attack.&lt;br /&gt;
&lt;br /&gt;
== Paralyzed ==&lt;br /&gt;
Considered helpless, paralyzed creatures can be automatically hit in melee - only requiring a damage roll.&lt;br /&gt;
&lt;br /&gt;
== Unarmed Strikes ==&lt;br /&gt;
Unarmed damage (fist) is described and listed in the [[AGRC Gear]] weapons table. Simply add your STR modifier to the damage roll.&lt;br /&gt;
&lt;br /&gt;
== Unstable Surfaces ==&lt;br /&gt;
Settings such as a ship in rough seas or riding a flying animal have the following effects:&lt;br /&gt;
* &#039;&#039;&#039;Missile Attacks&#039;&#039;&#039; suffer a -4 penalty&lt;br /&gt;
* &#039;&#039;&#039;Spells&#039;&#039;&#039; cannot be cast&lt;br /&gt;
* &#039;&#039;&#039;Magic items&#039;&#039;&#039; can be used normally&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
When fighting on or beneath water incurs penalties from environmental difficulties:&lt;br /&gt;
* &#039;&#039;&#039;Penalties:&#039;&#039;&#039; Attack and damage rolls will be penalized by -2 above water, and -4 beneath water.&lt;br /&gt;
* &#039;&#039;&#039;Missile weapons:&#039;&#039;&#039; Suffer attack and damage penalties of -2 above water and do not work under water.&lt;br /&gt;
&lt;br /&gt;
= Dungeoneering =&lt;br /&gt;
While in a dungeon the following rules apply&lt;br /&gt;
&lt;br /&gt;
== Wandering Monsters ==&lt;br /&gt;
Occur typically 1-in-6 every 2 dungeon rounds.&lt;br /&gt;
&lt;br /&gt;
== Doors ==&lt;br /&gt;
Have a base 1-in-6 chance of success for listening through. Know that forcing a stuck door may lead to alerting nearby monsters.&lt;br /&gt;
&lt;br /&gt;
== Resting ==&lt;br /&gt;
PCs must rest one turn every hour or take -1 to hit and damage rolls.&lt;br /&gt;
&lt;br /&gt;
== Searching ==&lt;br /&gt;
Has a base 1-in-6 chance for a 10&#039; x 10&#039; area (1 turn). Greater chance of success is likely for players who describe, in detail, how they conduct their search, what they interact with, what they look at, etc; negating the need for a die roll.&lt;br /&gt;
&lt;br /&gt;
= Morale = &lt;br /&gt;
In dynamic combat, the tide of battle and events therein may affect the morale of combatants. The Dungeon Master will check morale when the situation fits.&lt;br /&gt;
&lt;br /&gt;
== Morale Procedures ==&lt;br /&gt;
* &#039;&#039;&#039;First Death:&#039;&#039;&#039; Check upon the first opponent being killed on the opposing side.&lt;br /&gt;
* &#039;&#039;&#039;Halved:&#039;&#039;&#039; Check when half the opponents have been killed or incapacitated.&lt;br /&gt;
&lt;br /&gt;
The Dungeon Master will roll 2d6 and compares the result against the morale score:&lt;br /&gt;
* &#039;&#039;&#039;Higher:&#039;&#039;&#039; The creature will surrender or attempt to flee&lt;br /&gt;
* &#039;&#039;&#039;Equal to / Lower:&#039;&#039;&#039; The creature will continue to fight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two Successes:&#039;&#039;&#039; If a creature makes two successful morale checks in an encounter, it will fight until killed with no need for further checks.&amp;lt;/br&amp;gt;&#039;&#039;&#039;Situational Adjustments:&#039;&#039;&#039; The Dungeon Master may decide to apply bonuses or penalties to morale (from -2 to +2). However, adjustments are never applied to monsters with a morale score of 2 or 12.&lt;br /&gt;
&lt;br /&gt;
== Monster Morale ==&lt;br /&gt;
Monster morale ranges from 2 to 12. The higher the score, the more fearless and ferocious the opponent.&lt;br /&gt;
* &#039;&#039;&#039;Score 2:&#039;&#039;&#039; Means the monster never fights (unless cornered)&lt;br /&gt;
* &#039;&#039;&#039;Score 12:&#039;&#039;&#039; Means the monster fights to the death.&lt;br /&gt;
&lt;br /&gt;
== Mercenary Morale ==&lt;br /&gt;
&#039;&#039;&#039;Morale rating&#039;&#039;&#039; is determined by the type of troops described in the below chart. A character&#039;s CHA doesn&#039;t influence them.&amp;lt;/br&amp;gt;&#039;&#039;&#039;Modifiers:&#039;&#039;&#039; The working conditions of the mercenaries may affect their morale score. If being killed frequently or subjected to abuse, morale will be low. If enjoying riches and excitement, it will be higher.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Mercenary Morale&lt;br /&gt;
! Troop Type !! Morale&lt;br /&gt;
|-&lt;br /&gt;
| Untrained militia || 6&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian horde || 7&lt;br /&gt;
|-&lt;br /&gt;
| Trained warriors || 8&lt;br /&gt;
|-&lt;br /&gt;
| Mounted || +1&lt;br /&gt;
|-&lt;br /&gt;
| Elite troops || +1&lt;br /&gt;
|-&lt;br /&gt;
| Fanatics, berserkers || +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Retainer Morale ==&lt;br /&gt;
Retainers are not easily frightened at the first sign of danger. They do not make morale checks in combat, but loyalty checks may be required in extreme peril.&lt;br /&gt;
&lt;br /&gt;
= Death &amp;amp; Dying =&lt;br /&gt;
When a character falls to 0 hit points, they fall unconscious and are considered dying. They must immediately make a saving throw vs death ray, and every turn thereafter. A dying character may attempt to save vs death a number of times equal to their Constitution (CON) modifier. On a success, the character remains at 0 hit points and unconscious until they&#039;ve had magical healing or the appropriate rest. If a character is unable to succeed on any of their saves vs death, is not given magical healing, or if they are attacked again while dying, that character is dead.&lt;br /&gt;
* Every player character gets to make at-least one saving throw vs death, immediately upon reaching 0 hit points, even if they have a negative CON modifier.&lt;br /&gt;
* An unconscious character will regain consciousness after 24 hours with 1 hit point; they cannot be awakened until after 24 hours have passed.&lt;br /&gt;
* Natural healing (1d6/day) requires a character to be resting in comfort for 24 hours.&lt;br /&gt;
* Magical healing alone will not restore a character to consciousness immediately, they will be able to wake after 1d6 hours.&lt;br /&gt;
* NPCs do not benefit from these rules and will be considered dead upon reaching 0 hit points.&lt;br /&gt;
&lt;br /&gt;
== Suffocation ==&lt;br /&gt;
When a character&#039;s head is fully submerged under water, when airways are completely blocked, or when the air is toxic to breathe, a character will begin to suffocate. A character is able to hold their breath for a number of rounds equal to 1 + CON modifier. If a character is unable to restore the flow of oxygen before expending the rounds available to them, they will be unable to make saving throws vs death and will be dead.&lt;br /&gt;
&lt;br /&gt;
== Falling ==&lt;br /&gt;
Falling from a height inflicts 1d6 cumulative damage per 10&#039; fallen. 1d6 at 10 feet, 3d6 at 20 feet, and so on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Height (ft)&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 60&lt;br /&gt;
| 70&lt;br /&gt;
| 80&lt;br /&gt;
| 90&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Damage (dg)&lt;br /&gt;
| 1d6&lt;br /&gt;
| 3d6&lt;br /&gt;
| 6d6&lt;br /&gt;
| 10d6&lt;br /&gt;
| 15d6&lt;br /&gt;
| 21d6&lt;br /&gt;
| 28d6&lt;br /&gt;
| 36d6&lt;br /&gt;
| 45d6&lt;br /&gt;
| 55d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
* &#039;&#039;&#039;Natural:&#039;&#039;&#039; For each full day of complete rest - in which no strenuous activity may be undertaken - recover 1d6 + CON modifier hit points. If rest is interrupted, natural healing does not take place that day.&lt;br /&gt;
* &#039;&#039;&#039;Relaxation Bonus:&#039;&#039;&#039; If a character visits a bathhouse and pays for &#039;&#039;the works&#039;&#039; they may instead recover 2d6 + CON modifier hit points that day. However, they still cannot engage in strenuous activity and must be resting for this healing to take place. If they do not, the healing will not take place and they will lose the bonus as well as their coin. &#039;&#039;Perhaps even some dignity along the way.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magical:&#039;&#039;&#039; Healing can occur through magic, be it potions or spells. It happens instantaneously.&lt;br /&gt;
&lt;br /&gt;
= Hiring Retainers =&lt;br /&gt;
On a roll of 2d6...&lt;br /&gt;
* &#039;&#039;&#039;CHA modifier:&#039;&#039;&#039; Of hiring PC applies&lt;br /&gt;
* &#039;&#039;&#039;Generosity:&#039;&#039;&#039; -2 to +2 based on offer&lt;br /&gt;
* &#039;&#039;&#039;Bad Reputation:&#039;&#039;&#039; -1 or -2&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
+ Hiring Reactions&lt;br /&gt;
! 2d6 !! Result&lt;br /&gt;
|-&lt;br /&gt;
| 2 or less || Ill will (-1 to further rolls)&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || Offer refused&lt;br /&gt;
|-&lt;br /&gt;
| 6-8 || Roll again&lt;br /&gt;
|- &lt;br /&gt;
| 9-11 || Offer accepted&lt;br /&gt;
|-&lt;br /&gt;
| 12 or more || Offer accepted, +1 loyalty&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=AGRC_Rules_Overview&amp;diff=1025</id>
		<title>AGRC Rules Overview</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=AGRC_Rules_Overview&amp;diff=1025"/>
		<updated>2025-06-12T14:04:57Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[Agrimoor Homebrew Rules]]&lt;br /&gt;
&lt;br /&gt;
= Order of Combat =&lt;br /&gt;
When combat begins, it will follow the below sequence until the combat is resolved. Prior to beginning combat, the Dungeon Master will determine whether surprise must be rolled. A surprise round will allow the winning side to act before combat order is determined, effectively earning a free combat round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Order:&#039;&#039;&#039;&amp;lt;/br&amp;gt;Check for Surprise (2d6) -&amp;gt; Surprise Round (if applicable) -&amp;gt; Group Initiative (1d4) -&amp;gt; First Side Acts (Turn 1) -&amp;gt; Declare and Resolve Actions -&amp;gt; Second Side Acts (Turn 2) -&amp;gt; Declare and Resolve Actions -&amp;gt; Special Results -&amp;gt; New Round Begins&lt;br /&gt;
&lt;br /&gt;
== Group Initiative ==&lt;br /&gt;
The DM will roll 1d4 + the highest DEX modifier among the group. One player will roll for the party&#039;s initiative, adding their DEX modifier to the 1d4 roll. The player rolling for initiative can be assigned or change as desired.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ties:&#039;&#039;&#039; If each side rolls the same result for group initiative, all actions happen at once. Each character and opponent will get to roll their attacks and deal damage. During a tied initiative, if any damage / effect would bring a character or opponent to 0 hit points, they resolve their attacks or actions before dying at the end of the combat round.&lt;br /&gt;
&lt;br /&gt;
== Attacking from Behind ==&lt;br /&gt;
AC bonuses from shields are negated.&lt;br /&gt;
&lt;br /&gt;
== High Ground ==&lt;br /&gt;
When you are at-least 10&#039; above a target and attacking with a missile weapon, you gain advantage on the attack.&lt;br /&gt;
&lt;br /&gt;
== Paralyzed ==&lt;br /&gt;
Considered helpless, paralyzed creatures can be automatically hit in melee - only requiring a damage roll.&lt;br /&gt;
&lt;br /&gt;
== Unarmed Strikes ==&lt;br /&gt;
Unarmed damage (fist) is described and listed in the [[AGRC Gear]] weapons table. Simply add your STR modifier to the damage roll.&lt;br /&gt;
&lt;br /&gt;
== Unstable Surfaces ==&lt;br /&gt;
Settings such as a ship in rough seas or riding a flying animal have the following effects:&lt;br /&gt;
* &#039;&#039;&#039;Missile Attacks&#039;&#039;&#039; suffer a -4 penalty&lt;br /&gt;
* &#039;&#039;&#039;Spells&#039;&#039;&#039; cannot be cast&lt;br /&gt;
* &#039;&#039;&#039;Magic items&#039;&#039;&#039; can be used normally&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
When fighting on or beneath water incurs penalties from environmental difficulties:&lt;br /&gt;
* &#039;&#039;&#039;Penalties:&#039;&#039;&#039; Attack and damage rolls will be penalized by -2 above water, and -4 beneath water.&lt;br /&gt;
* &#039;&#039;&#039;Missile weapons:&#039;&#039;&#039; Suffer attack and damage penalties of -2 above water and do not work under water.&lt;br /&gt;
&lt;br /&gt;
= Morale = &lt;br /&gt;
In dynamic combat, the tide of battle and events therein may affect the morale of combatants. The Dungeon Master will check morale when the situation fits.&lt;br /&gt;
&lt;br /&gt;
== Morale Procedures ==&lt;br /&gt;
* &#039;&#039;&#039;First Death:&#039;&#039;&#039; Check upon the first opponent being killed on the opposing side.&lt;br /&gt;
* &#039;&#039;&#039;Halved:&#039;&#039;&#039; Check when half the opponents have been killed or incapacitated.&lt;br /&gt;
&lt;br /&gt;
The Dungeon Master will roll 2d6 and compares the result against the morale score:&lt;br /&gt;
* &#039;&#039;&#039;Higher:&#039;&#039;&#039; The creature will surrender or attempt to flee&lt;br /&gt;
* &#039;&#039;&#039;Equal to / Lower:&#039;&#039;&#039; The creature will continue to fight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two Successes:&#039;&#039;&#039; If a creature makes two successful morale checks in an encounter, it will fight until killed with no need for further checks.&amp;lt;/br&amp;gt;&#039;&#039;&#039;Situational Adjustments:&#039;&#039;&#039; The Dungeon Master may decide to apply bonuses or penalties to morale (from -2 to +2). However, adjustments are never applied to monsters with a morale score of 2 or 12.&lt;br /&gt;
&lt;br /&gt;
== Monster Morale ==&lt;br /&gt;
Monster morale ranges from 2 to 12. The higher the score, the more fearless and ferocious the opponent.&lt;br /&gt;
* &#039;&#039;&#039;Score 2:&#039;&#039;&#039; Means the monster never fights (unless cornered)&lt;br /&gt;
* &#039;&#039;&#039;Score 12:&#039;&#039;&#039; Means the monster fights to the death.&lt;br /&gt;
&lt;br /&gt;
== Mercenary Morale ==&lt;br /&gt;
&#039;&#039;&#039;Morale rating&#039;&#039;&#039; is determined by the type of troops described in the below chart. A character&#039;s CHA doesn&#039;t influence them.&amp;lt;/br&amp;gt;&#039;&#039;&#039;Modifiers:&#039;&#039;&#039; The working conditions of the mercenaries may affect their morale score. If being killed frequently or subjected to abuse, morale will be low. If enjoying riches and excitement, it will be higher.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Mercenary Morale&lt;br /&gt;
! Troop Type !! Morale&lt;br /&gt;
|-&lt;br /&gt;
| Untrained militia || 6&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian horde || 7&lt;br /&gt;
|-&lt;br /&gt;
| Trained warriors || 8&lt;br /&gt;
|-&lt;br /&gt;
| Mounted || +1&lt;br /&gt;
|-&lt;br /&gt;
| Elite troops || +1&lt;br /&gt;
|-&lt;br /&gt;
| Fanatics, berserkers || +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Retainer Morale ==&lt;br /&gt;
Retainers are not easily frightened at the first sign of danger. They do not make morale checks in combat, but loyalty checks may be required in extreme peril.&lt;br /&gt;
&lt;br /&gt;
= Death &amp;amp; Dying =&lt;br /&gt;
When a character falls to 0 hit points, they fall unconscious and are considered dying. They must immediately make a saving throw vs death ray, and every turn thereafter. A dying character may attempt to save vs death a number of times equal to their Constitution (CON) modifier. On a success, the character remains at 0 hit points and unconscious until they&#039;ve had magical healing or the appropriate rest. If a character is unable to succeed on any of their saves vs death, is not given magical healing, or if they are attacked again while dying, that character is dead.&lt;br /&gt;
* Every player character gets to make at-least one saving throw vs death, immediately upon reaching 0 hit points, even if they have a negative CON modifier.&lt;br /&gt;
* An unconscious character will regain consciousness after 24 hours with 1 hit point; they cannot be awakened until after 24 hours have passed.&lt;br /&gt;
* Natural healing (1d6/day) requires a character to be resting in comfort for 24 hours.&lt;br /&gt;
* Magical healing alone will not restore a character to consciousness immediately, they will be able to wake after 1d6 hours.&lt;br /&gt;
* NPCs do not benefit from these rules and will be considered dead upon reaching 0 hit points.&lt;br /&gt;
&lt;br /&gt;
== Suffocation ==&lt;br /&gt;
When a character&#039;s head is fully submerged under water, when airways are completely blocked, or when the air is toxic to breathe, a character will begin to suffocate. A character is able to hold their breath for a number of rounds equal to 1 + CON modifier. If a character is unable to restore the flow of oxygen before expending the rounds available to them, they will be unable to make saving throws vs death and will be dead.&lt;br /&gt;
&lt;br /&gt;
== Falling ==&lt;br /&gt;
Falling from a height inflicts 1d6 cumulative damage per 10&#039; fallen. 1d6 at 10 feet, 3d6 at 20 feet, and so on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Height (ft)&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 60&lt;br /&gt;
| 70&lt;br /&gt;
| 80&lt;br /&gt;
| 90&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Damage (dg)&lt;br /&gt;
| 1d6&lt;br /&gt;
| 3d6&lt;br /&gt;
| 6d6&lt;br /&gt;
| 10d6&lt;br /&gt;
| 15d6&lt;br /&gt;
| 21d6&lt;br /&gt;
| 28d6&lt;br /&gt;
| 36d6&lt;br /&gt;
| 45d6&lt;br /&gt;
| 55d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
* &#039;&#039;&#039;Natural:&#039;&#039;&#039; For each full day of complete rest - in which no strenuous activity may be undertaken - recover 1d6 + CON modifier hit points. If rest is interrupted, natural healing does not take place that day.&lt;br /&gt;
* &#039;&#039;&#039;Relaxation Bonus:&#039;&#039;&#039; If a character visits a bathhouse and pays for &#039;&#039;the works&#039;&#039; they may instead recover 2d6 + CON modifier hit points that day. However, they still cannot engage in strenuous activity and must be resting for this healing to take place. If they do not, the healing will not take place and they will lose the bonus as well as their coin. &#039;&#039;Perhaps even some dignity along the way.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magical:&#039;&#039;&#039; Healing can occur through magic, be it potions or spells. It happens instantaneously.&lt;br /&gt;
&lt;br /&gt;
= Hiring Retainers =&lt;br /&gt;
On a roll of 2d6...&lt;br /&gt;
* &#039;&#039;&#039;CHA modifier:&#039;&#039;&#039; Of hiring PC applies&lt;br /&gt;
* &#039;&#039;&#039;Generosity:&#039;&#039;&#039; -2 to +2 based on offer&lt;br /&gt;
* &#039;&#039;&#039;Bad Reputation:&#039;&#039;&#039; -1 or -2&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
+ Hiring Reactions&lt;br /&gt;
! 2d6 !! Result&lt;br /&gt;
|-&lt;br /&gt;
| 2 or less || Ill will (-1 to further rolls)&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || Offer refused&lt;br /&gt;
|-&lt;br /&gt;
| 6-8 || Roll again&lt;br /&gt;
|- &lt;br /&gt;
| 9-11 || Offer accepted&lt;br /&gt;
|-&lt;br /&gt;
| 12 or more || Offer accepted, +1 loyalty&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=AGRC_Rules_Overview&amp;diff=1024</id>
		<title>AGRC Rules Overview</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=AGRC_Rules_Overview&amp;diff=1024"/>
		<updated>2025-06-12T14:01:01Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: /* Morale */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[Agrimoor Homebrew Rules]]&lt;br /&gt;
&lt;br /&gt;
= Order of Combat =&lt;br /&gt;
When combat begins, it will follow the below sequence until the combat is resolved. Prior to beginning combat, the Dungeon Master will determine whether surprise must be rolled. A surprise round will allow the winning side to act before combat order is determined, effectively earning a free combat round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Order:&#039;&#039;&#039;&amp;lt;/br&amp;gt;Check for Surprise (2d6) -&amp;gt; Surprise Round (if applicable) -&amp;gt; Group Initiative (1d4) -&amp;gt; First Side Acts (Turn 1) -&amp;gt; Declare and Resolve Actions -&amp;gt; Second Side Acts (Turn 2) -&amp;gt; Declare and Resolve Actions -&amp;gt; Special Results -&amp;gt; New Round Begins&lt;br /&gt;
&lt;br /&gt;
== Group Initiative ==&lt;br /&gt;
The DM will roll 1d4 + the highest DEX modifier among the group. One player will roll for the party&#039;s initiative, adding their DEX modifier to the 1d4 roll. The player rolling for initiative can be assigned or change as desired.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ties:&#039;&#039;&#039; If each side rolls the same result for group initiative, all actions happen at once. Each character and opponent will get to roll their attacks and deal damage. During a tied initiative, if any damage / effect would bring a character or opponent to 0 hit points, they resolve their attacks or actions before dying at the end of the combat round.&lt;br /&gt;
&lt;br /&gt;
== Attacking from Behind ==&lt;br /&gt;
AC bonuses from shields are negated.&lt;br /&gt;
&lt;br /&gt;
== High Ground ==&lt;br /&gt;
When you are at-least 10&#039; above a target and attacking with a missile weapon, you gain advantage on the attack.&lt;br /&gt;
&lt;br /&gt;
== Paralyzed ==&lt;br /&gt;
Considered helpless, paralyzed creatures can be automatically hit in melee - only requiring a damage roll.&lt;br /&gt;
&lt;br /&gt;
== Unarmed Strikes ==&lt;br /&gt;
Unarmed damage (fist) is described and listed in the [[AGRC Gear]] weapons table. Simply add your STR modifier to the damage roll.&lt;br /&gt;
&lt;br /&gt;
== Unstable Surfaces ==&lt;br /&gt;
Settings such as a ship in rough seas or riding a flying animal have the following effects:&lt;br /&gt;
* &#039;&#039;&#039;Missile Attacks&#039;&#039;&#039; suffer a -4 penalty&lt;br /&gt;
* &#039;&#039;&#039;Spells&#039;&#039;&#039; cannot be cast&lt;br /&gt;
* &#039;&#039;&#039;Magic items&#039;&#039;&#039; can be used normally&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
When fighting on or beneath water incurs penalties from environmental difficulties:&lt;br /&gt;
* &#039;&#039;&#039;Penalties:&#039;&#039;&#039; Attack and damage rolls will be penalized by -2 above water, and -4 beneath water.&lt;br /&gt;
* &#039;&#039;&#039;Missile weapons:&#039;&#039;&#039; Suffer attack and damage penalties of -2 above water and do not work under water.&lt;br /&gt;
&lt;br /&gt;
= Morale = &lt;br /&gt;
In dynamic combat, the tide of battle and events therein may affect the morale of combatants. The Dungeon Master will check morale when the situation fits.&lt;br /&gt;
&lt;br /&gt;
== Morale Procedures ==&lt;br /&gt;
* &#039;&#039;&#039;First Death:&#039;&#039;&#039; Check upon the first opponent being killed on the opposing side.&lt;br /&gt;
* &#039;&#039;&#039;Halved:&#039;&#039;&#039; Check when half the opponents have been killed or incapacitated.&lt;br /&gt;
&lt;br /&gt;
The Dungeon Master will roll 2d6 and compares the result against the morale score:&lt;br /&gt;
* &#039;&#039;&#039;Higher:&#039;&#039;&#039; The creature will surrender or attempt to flee&lt;br /&gt;
* &#039;&#039;&#039;Equal to / Lower:&#039;&#039;&#039; The creature will continue to fight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two Successes:&#039;&#039;&#039; If a creature makes two successful morale checks in an encounter, it will fight until killed with no need for further checks.&amp;lt;/br&amp;gt;&#039;&#039;&#039;Situational Adjustments:&#039;&#039;&#039; The Dungeon Master may decide to apply bonuses or penalties to morale (from -2 to +2). However, adjustments are never applied to monsters with a morale score of 2 or 12.&lt;br /&gt;
&lt;br /&gt;
== Monster Morale ==&lt;br /&gt;
Monster morale ranges from 2 to 12. The higher the score, the more fearless and ferocious the opponent.&lt;br /&gt;
* &#039;&#039;&#039;Score 2:&#039;&#039;&#039; Means the monster never fights (unless cornered)&lt;br /&gt;
* &#039;&#039;&#039;Score 12:&#039;&#039;&#039; Means the monster fights to the death.&lt;br /&gt;
&lt;br /&gt;
== Mercenary Morale ==&lt;br /&gt;
&#039;&#039;&#039;Morale rating&#039;&#039;&#039; is determined by the type of troops described in the below chart. A character&#039;s CHA doesn&#039;t influence them.&amp;lt;/br&amp;gt;&#039;&#039;&#039;Modifiers:&#039;&#039;&#039; The working conditions of the mercenaries may affect their morale score. If being killed frequently or subjected to abuse, morale will be low. If enjoying riches and excitement, it will be higher.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Mercenary Morale&lt;br /&gt;
! Troop Type !! Morale&lt;br /&gt;
|-&lt;br /&gt;
| Untrained militia || 6&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian horde || 7&lt;br /&gt;
|-&lt;br /&gt;
| Trained warriors || 8&lt;br /&gt;
|-&lt;br /&gt;
| Mounted || +1&lt;br /&gt;
|-&lt;br /&gt;
| Elite troops || +1&lt;br /&gt;
|-&lt;br /&gt;
| Fanatics, berserkers || +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Retainer Morale ==&lt;br /&gt;
Retainers are not easily frightened at the first sign of danger. They do not make morale checks in combat, but loyalty checks may be required in extreme peril.&lt;br /&gt;
&lt;br /&gt;
= Death &amp;amp; Dying =&lt;br /&gt;
When a character falls to 0 hit points, they fall unconscious and are considered dying. They must immediately make a saving throw vs death ray, and every turn thereafter. A dying character may attempt to save vs death a number of times equal to their Constitution (CON) modifier. On a success, the character remains at 0 hit points and unconscious until they&#039;ve had magical healing or the appropriate rest. If a character is unable to succeed on any of their saves vs death, is not given magical healing, or if they are attacked again while dying, that character is dead.&lt;br /&gt;
* Every player character gets to make at-least one saving throw vs death, immediately upon reaching 0 hit points, even if they have a negative CON modifier.&lt;br /&gt;
* An unconscious character will regain consciousness after 24 hours with 1 hit point; they cannot be awakened until after 24 hours have passed.&lt;br /&gt;
* Natural healing (1d6/day) requires a character to be resting in comfort for 24 hours.&lt;br /&gt;
* Magical healing alone will not restore a character to consciousness immediately, they will be able to wake after 1d6 hours.&lt;br /&gt;
* NPCs do not benefit from these rules and will be considered dead upon reaching 0 hit points.&lt;br /&gt;
&lt;br /&gt;
== Suffocation ==&lt;br /&gt;
When a character&#039;s head is fully submerged under water, when airways are completely blocked, or when the air is toxic to breathe, a character will begin to suffocate. A character is able to hold their breath for a number of rounds equal to 1 + CON modifier. If a character is unable to restore the flow of oxygen before expending the rounds available to them, they will be unable to make saving throws vs death and will be dead.&lt;br /&gt;
&lt;br /&gt;
== Falling ==&lt;br /&gt;
Falling from a height inflicts 1d6 cumulative damage per 10&#039; fallen. 1d6 at 10 feet, 3d6 at 20 feet, and so on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Height (ft)&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 60&lt;br /&gt;
| 70&lt;br /&gt;
| 80&lt;br /&gt;
| 90&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Damage (dg)&lt;br /&gt;
| 1d6&lt;br /&gt;
| 3d6&lt;br /&gt;
| 6d6&lt;br /&gt;
| 10d6&lt;br /&gt;
| 15d6&lt;br /&gt;
| 21d6&lt;br /&gt;
| 28d6&lt;br /&gt;
| 36d6&lt;br /&gt;
| 45d6&lt;br /&gt;
| 55d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
* &#039;&#039;&#039;Natural:&#039;&#039;&#039; For each full day of complete rest - in which no strenuous activity may be undertaken - recover 1d6 + CON modifier hit points. If rest is interrupted, natural healing does not take place that day.&lt;br /&gt;
* &#039;&#039;&#039;Relaxation Bonus:&#039;&#039;&#039; If a character visits a bathhouse and pays for &#039;&#039;the works&#039;&#039; they may instead recover 2d6 + CON modifier hit points that day. However, they still cannot engage in strenuous activity and must be resting for this healing to take place. If they do not, the healing will not take place and they will lose the bonus as well as their coin. &#039;&#039;Perhaps even some dignity along the way.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magical:&#039;&#039;&#039; Healing can occur through magic, be it potions or spells. It happens instantaneously.&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=AGRC_Rules_Overview&amp;diff=1023</id>
		<title>AGRC Rules Overview</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=AGRC_Rules_Overview&amp;diff=1023"/>
		<updated>2025-06-12T13:46:40Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: /* Order of Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[Agrimoor Homebrew Rules]]&lt;br /&gt;
&lt;br /&gt;
= Order of Combat =&lt;br /&gt;
When combat begins, it will follow the below sequence until the combat is resolved. Prior to beginning combat, the Dungeon Master will determine whether surprise must be rolled. A surprise round will allow the winning side to act before combat order is determined, effectively earning a free combat round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Order:&#039;&#039;&#039;&amp;lt;/br&amp;gt;Check for Surprise (2d6) -&amp;gt; Surprise Round (if applicable) -&amp;gt; Group Initiative (1d4) -&amp;gt; First Side Acts (Turn 1) -&amp;gt; Declare and Resolve Actions -&amp;gt; Second Side Acts (Turn 2) -&amp;gt; Declare and Resolve Actions -&amp;gt; Special Results -&amp;gt; New Round Begins&lt;br /&gt;
&lt;br /&gt;
== Group Initiative ==&lt;br /&gt;
The DM will roll 1d4 + the highest DEX modifier among the group. One player will roll for the party&#039;s initiative, adding their DEX modifier to the 1d4 roll. The player rolling for initiative can be assigned or change as desired.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ties:&#039;&#039;&#039; If each side rolls the same result for group initiative, all actions happen at once. Each character and opponent will get to roll their attacks and deal damage. During a tied initiative, if any damage / effect would bring a character or opponent to 0 hit points, they resolve their attacks or actions before dying at the end of the combat round.&lt;br /&gt;
&lt;br /&gt;
== Attacking from Behind ==&lt;br /&gt;
AC bonuses from shields are negated.&lt;br /&gt;
&lt;br /&gt;
== High Ground ==&lt;br /&gt;
When you are at-least 10&#039; above a target and attacking with a missile weapon, you gain advantage on the attack.&lt;br /&gt;
&lt;br /&gt;
== Paralyzed ==&lt;br /&gt;
Considered helpless, paralyzed creatures can be automatically hit in melee - only requiring a damage roll.&lt;br /&gt;
&lt;br /&gt;
== Unarmed Strikes ==&lt;br /&gt;
Unarmed damage (fist) is described and listed in the [[AGRC Gear]] weapons table. Simply add your STR modifier to the damage roll.&lt;br /&gt;
&lt;br /&gt;
== Unstable Surfaces ==&lt;br /&gt;
Settings such as a ship in rough seas or riding a flying animal have the following effects:&lt;br /&gt;
* &#039;&#039;&#039;Missile Attacks&#039;&#039;&#039; suffer a -4 penalty&lt;br /&gt;
* &#039;&#039;&#039;Spells&#039;&#039;&#039; cannot be cast&lt;br /&gt;
* &#039;&#039;&#039;Magic items&#039;&#039;&#039; can be used normally&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
When fighting on or beneath water incurs penalties from environmental difficulties:&lt;br /&gt;
* &#039;&#039;&#039;Penalties:&#039;&#039;&#039; Attack and damage rolls will be penalized by -2 above water, and -4 beneath water.&lt;br /&gt;
* &#039;&#039;&#039;Missile weapons:&#039;&#039;&#039; Suffer attack and damage penalties of -2 above water and do not work under water.&lt;br /&gt;
&lt;br /&gt;
= Morale = &lt;br /&gt;
&lt;br /&gt;
== Morale Procedures ==&lt;br /&gt;
&lt;br /&gt;
== Monster Morale ==&lt;br /&gt;
&lt;br /&gt;
== Retainer Morale ==&lt;br /&gt;
&lt;br /&gt;
= Death &amp;amp; Dying =&lt;br /&gt;
When a character falls to 0 hit points, they fall unconscious and are considered dying. They must immediately make a saving throw vs death ray, and every turn thereafter. A dying character may attempt to save vs death a number of times equal to their Constitution (CON) modifier. On a success, the character remains at 0 hit points and unconscious until they&#039;ve had magical healing or the appropriate rest. If a character is unable to succeed on any of their saves vs death, is not given magical healing, or if they are attacked again while dying, that character is dead.&lt;br /&gt;
* Every player character gets to make at-least one saving throw vs death, immediately upon reaching 0 hit points, even if they have a negative CON modifier.&lt;br /&gt;
* An unconscious character will regain consciousness after 24 hours with 1 hit point; they cannot be awakened until after 24 hours have passed.&lt;br /&gt;
* Natural healing (1d6/day) requires a character to be resting in comfort for 24 hours.&lt;br /&gt;
* Magical healing alone will not restore a character to consciousness immediately, they will be able to wake after 1d6 hours.&lt;br /&gt;
* NPCs do not benefit from these rules and will be considered dead upon reaching 0 hit points.&lt;br /&gt;
&lt;br /&gt;
== Suffocation ==&lt;br /&gt;
When a character&#039;s head is fully submerged under water, when airways are completely blocked, or when the air is toxic to breathe, a character will begin to suffocate. A character is able to hold their breath for a number of rounds equal to 1 + CON modifier. If a character is unable to restore the flow of oxygen before expending the rounds available to them, they will be unable to make saving throws vs death and will be dead.&lt;br /&gt;
&lt;br /&gt;
== Falling ==&lt;br /&gt;
Falling from a height inflicts 1d6 cumulative damage per 10&#039; fallen. 1d6 at 10 feet, 3d6 at 20 feet, and so on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Height (ft)&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 60&lt;br /&gt;
| 70&lt;br /&gt;
| 80&lt;br /&gt;
| 90&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Damage (dg)&lt;br /&gt;
| 1d6&lt;br /&gt;
| 3d6&lt;br /&gt;
| 6d6&lt;br /&gt;
| 10d6&lt;br /&gt;
| 15d6&lt;br /&gt;
| 21d6&lt;br /&gt;
| 28d6&lt;br /&gt;
| 36d6&lt;br /&gt;
| 45d6&lt;br /&gt;
| 55d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
* &#039;&#039;&#039;Natural:&#039;&#039;&#039; For each full day of complete rest - in which no strenuous activity may be undertaken - recover 1d6 + CON modifier hit points. If rest is interrupted, natural healing does not take place that day.&lt;br /&gt;
* &#039;&#039;&#039;Relaxation Bonus:&#039;&#039;&#039; If a character visits a bathhouse and pays for &#039;&#039;the works&#039;&#039; they may instead recover 2d6 + CON modifier hit points that day. However, they still cannot engage in strenuous activity and must be resting for this healing to take place. If they do not, the healing will not take place and they will lose the bonus as well as their coin. &#039;&#039;Perhaps even some dignity along the way.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magical:&#039;&#039;&#039; Healing can occur through magic, be it potions or spells. It happens instantaneously.&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=AGRC_Rules_Overview&amp;diff=1022</id>
		<title>AGRC Rules Overview</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=AGRC_Rules_Overview&amp;diff=1022"/>
		<updated>2025-06-12T13:44:09Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: /* Order of Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[Agrimoor Homebrew Rules]]&lt;br /&gt;
&lt;br /&gt;
= Order of Combat =&lt;br /&gt;
When combat begins, it will follow the below sequence until the combat is resolved. Prior to beginning combat, the Dungeon Master will determine whether surprise must be rolled. A surprise round will allow the winning side to act before combat order is determined, effectively earning a free combat round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Order:&#039;&#039;&#039;&amp;lt;/br&amp;gt;Check for Surprise (2d6) -&amp;gt; Surprise Round (if applicable) -&amp;gt; Group Initiative (1d4) -&amp;gt; First Side Acts (Turn 1) -&amp;gt; Declare and Resolve Actions -&amp;gt; Second Side Acts (Turn 2) -&amp;gt; Declare and Resolve Actions -&amp;gt; Special Results -&amp;gt; New Round Begins&lt;br /&gt;
&lt;br /&gt;
== Group Initiative ==&lt;br /&gt;
The DM will roll 1d4 + the highest DEX modifier among the group. One player will roll for the party&#039;s initiative, adding their DEX modifier to the 1d4 roll. The player rolling for initiative can be assigned or change as desired.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ties:&#039;&#039;&#039; If each side rolls the same result for group initiative, all actions happen at once. Each character and opponent will get to roll their attacks and deal damage. During a tied initiative, if any damage / effect would bring a character or opponent to 0 hit points, they resolve their attacks or actions before dying at the end of the combat round.&lt;br /&gt;
&lt;br /&gt;
== Attacking from Behind ==&lt;br /&gt;
AC bonuses from shields are negated.&lt;br /&gt;
&lt;br /&gt;
== Paralyzed ==&lt;br /&gt;
Considered helpless, paralyzed creatures can be automatically hit in melee - only requiring a damage roll.&lt;br /&gt;
&lt;br /&gt;
== Unarmed Strikes ==&lt;br /&gt;
Unarmed damage (fist) is described and listed in the [[AGRC Gear]] weapons table. Simply add your STR modifier to the damage roll.&lt;br /&gt;
&lt;br /&gt;
== Unstable Surfaces ==&lt;br /&gt;
Settings such as a ship in rough seas or riding a flying animal have the following effects:&lt;br /&gt;
* &#039;&#039;&#039;Missile Attacks&#039;&#039;&#039; suffer a -4 penalty&lt;br /&gt;
* &#039;&#039;&#039;Spells&#039;&#039;&#039; cannot be cast&lt;br /&gt;
* &#039;&#039;&#039;Magic items&#039;&#039;&#039; can be used normally&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
When fighting on or beneath water incurs penalties from environmental difficulties:&lt;br /&gt;
* &#039;&#039;&#039;Penalties:&#039;&#039;&#039; Attack and damage rolls will be penalized by -2 above water, and -4 beneath water.&lt;br /&gt;
* &#039;&#039;&#039;Missile weapons:&#039;&#039;&#039; Suffer attack and damage penalties of -2 above water and do not work under water.&lt;br /&gt;
&lt;br /&gt;
= Morale = &lt;br /&gt;
&lt;br /&gt;
== Morale Procedures ==&lt;br /&gt;
&lt;br /&gt;
== Monster Morale ==&lt;br /&gt;
&lt;br /&gt;
== Retainer Morale ==&lt;br /&gt;
&lt;br /&gt;
= Death &amp;amp; Dying =&lt;br /&gt;
When a character falls to 0 hit points, they fall unconscious and are considered dying. They must immediately make a saving throw vs death ray, and every turn thereafter. A dying character may attempt to save vs death a number of times equal to their Constitution (CON) modifier. On a success, the character remains at 0 hit points and unconscious until they&#039;ve had magical healing or the appropriate rest. If a character is unable to succeed on any of their saves vs death, is not given magical healing, or if they are attacked again while dying, that character is dead.&lt;br /&gt;
* Every player character gets to make at-least one saving throw vs death, immediately upon reaching 0 hit points, even if they have a negative CON modifier.&lt;br /&gt;
* An unconscious character will regain consciousness after 24 hours with 1 hit point; they cannot be awakened until after 24 hours have passed.&lt;br /&gt;
* Natural healing (1d6/day) requires a character to be resting in comfort for 24 hours.&lt;br /&gt;
* Magical healing alone will not restore a character to consciousness immediately, they will be able to wake after 1d6 hours.&lt;br /&gt;
* NPCs do not benefit from these rules and will be considered dead upon reaching 0 hit points.&lt;br /&gt;
&lt;br /&gt;
== Suffocation ==&lt;br /&gt;
When a character&#039;s head is fully submerged under water, when airways are completely blocked, or when the air is toxic to breathe, a character will begin to suffocate. A character is able to hold their breath for a number of rounds equal to 1 + CON modifier. If a character is unable to restore the flow of oxygen before expending the rounds available to them, they will be unable to make saving throws vs death and will be dead.&lt;br /&gt;
&lt;br /&gt;
== Falling ==&lt;br /&gt;
Falling from a height inflicts 1d6 cumulative damage per 10&#039; fallen. 1d6 at 10 feet, 3d6 at 20 feet, and so on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Height (ft)&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 60&lt;br /&gt;
| 70&lt;br /&gt;
| 80&lt;br /&gt;
| 90&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Damage (dg)&lt;br /&gt;
| 1d6&lt;br /&gt;
| 3d6&lt;br /&gt;
| 6d6&lt;br /&gt;
| 10d6&lt;br /&gt;
| 15d6&lt;br /&gt;
| 21d6&lt;br /&gt;
| 28d6&lt;br /&gt;
| 36d6&lt;br /&gt;
| 45d6&lt;br /&gt;
| 55d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
* &#039;&#039;&#039;Natural:&#039;&#039;&#039; For each full day of complete rest - in which no strenuous activity may be undertaken - recover 1d6 + CON modifier hit points. If rest is interrupted, natural healing does not take place that day.&lt;br /&gt;
* &#039;&#039;&#039;Relaxation Bonus:&#039;&#039;&#039; If a character visits a bathhouse and pays for &#039;&#039;the works&#039;&#039; they may instead recover 2d6 + CON modifier hit points that day. However, they still cannot engage in strenuous activity and must be resting for this healing to take place. If they do not, the healing will not take place and they will lose the bonus as well as their coin. &#039;&#039;Perhaps even some dignity along the way.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magical:&#039;&#039;&#039; Healing can occur through magic, be it potions or spells. It happens instantaneously.&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=AGRC_Rules_Overview&amp;diff=1021</id>
		<title>AGRC Rules Overview</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=AGRC_Rules_Overview&amp;diff=1021"/>
		<updated>2025-06-12T13:20:41Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: /* Falling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[Agrimoor Homebrew Rules]]&lt;br /&gt;
&lt;br /&gt;
= Order of Combat =&lt;br /&gt;
When combat begins, it will follow the below sequence until the combat is resolved. Prior to beginning combat, the Dungeon Master will determine whether surprise must be rolled. A surprise round will allow the winning side to act before combat order is determined, effectively earning a free combat round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Order:&#039;&#039;&#039;&amp;lt;/br&amp;gt;Check for Surprise (2d6) -&amp;gt; Surprise Round (if applicable) -&amp;gt; Group Initiative (1d4) -&amp;gt; First Side Acts (Turn 1) -&amp;gt; Declare and Resolve Actions -&amp;gt; Second Side Acts (Turn 2) -&amp;gt; Declare and Resolve Actions -&amp;gt; Special Results -&amp;gt; New Round Begins&lt;br /&gt;
&lt;br /&gt;
== Group Initiative ==&lt;br /&gt;
The DM will roll 1d4 + the highest DEX modifier among the group. One player will roll for the party&#039;s initiative, adding their DEX modifier to the 1d4 roll. The player rolling for initiative can be assigned or change as desired.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ties:&#039;&#039;&#039; If each side rolls the same result for group initiative, all actions happen at once. Each character and opponent will get to roll their attacks and deal damage. During a tied initiative, if any damage / effect would bring a character or opponent to 0 hit points, they resolve their attacks or actions before dying at the end of the combat round.&lt;br /&gt;
&lt;br /&gt;
= Morale = &lt;br /&gt;
&lt;br /&gt;
== Morale Procedures ==&lt;br /&gt;
&lt;br /&gt;
== Monster Morale ==&lt;br /&gt;
&lt;br /&gt;
== Retainer Morale ==&lt;br /&gt;
&lt;br /&gt;
= Death &amp;amp; Dying =&lt;br /&gt;
When a character falls to 0 hit points, they fall unconscious and are considered dying. They must immediately make a saving throw vs death ray, and every turn thereafter. A dying character may attempt to save vs death a number of times equal to their Constitution (CON) modifier. On a success, the character remains at 0 hit points and unconscious until they&#039;ve had magical healing or the appropriate rest. If a character is unable to succeed on any of their saves vs death, is not given magical healing, or if they are attacked again while dying, that character is dead.&lt;br /&gt;
* Every player character gets to make at-least one saving throw vs death, immediately upon reaching 0 hit points, even if they have a negative CON modifier.&lt;br /&gt;
* An unconscious character will regain consciousness after 24 hours with 1 hit point; they cannot be awakened until after 24 hours have passed.&lt;br /&gt;
* Natural healing (1d6/day) requires a character to be resting in comfort for 24 hours.&lt;br /&gt;
* Magical healing alone will not restore a character to consciousness immediately, they will be able to wake after 1d6 hours.&lt;br /&gt;
* NPCs do not benefit from these rules and will be considered dead upon reaching 0 hit points.&lt;br /&gt;
&lt;br /&gt;
== Suffocation ==&lt;br /&gt;
When a character&#039;s head is fully submerged under water, when airways are completely blocked, or when the air is toxic to breathe, a character will begin to suffocate. A character is able to hold their breath for a number of rounds equal to 1 + CON modifier. If a character is unable to restore the flow of oxygen before expending the rounds available to them, they will be unable to make saving throws vs death and will be dead.&lt;br /&gt;
&lt;br /&gt;
== Falling ==&lt;br /&gt;
Falling from a height inflicts 1d6 cumulative damage per 10&#039; fallen. 1d6 at 10 feet, 3d6 at 20 feet, and so on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Height (ft)&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 60&lt;br /&gt;
| 70&lt;br /&gt;
| 80&lt;br /&gt;
| 90&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Damage (dg)&lt;br /&gt;
| 1d6&lt;br /&gt;
| 3d6&lt;br /&gt;
| 6d6&lt;br /&gt;
| 10d6&lt;br /&gt;
| 15d6&lt;br /&gt;
| 21d6&lt;br /&gt;
| 28d6&lt;br /&gt;
| 36d6&lt;br /&gt;
| 45d6&lt;br /&gt;
| 55d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
* &#039;&#039;&#039;Natural:&#039;&#039;&#039; For each full day of complete rest - in which no strenuous activity may be undertaken - recover 1d6 + CON modifier hit points. If rest is interrupted, natural healing does not take place that day.&lt;br /&gt;
* &#039;&#039;&#039;Relaxation Bonus:&#039;&#039;&#039; If a character visits a bathhouse and pays for &#039;&#039;the works&#039;&#039; they may instead recover 2d6 + CON modifier hit points that day. However, they still cannot engage in strenuous activity and must be resting for this healing to take place. If they do not, the healing will not take place and they will lose the bonus as well as their coin. &#039;&#039;Perhaps even some dignity along the way.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magical:&#039;&#039;&#039; Healing can occur through magic, be it potions or spells. It happens instantaneously.&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=AGRC_Rules_Overview&amp;diff=1020</id>
		<title>AGRC Rules Overview</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=AGRC_Rules_Overview&amp;diff=1020"/>
		<updated>2025-06-12T13:19:53Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: /* Death &amp;amp; Dying */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[Agrimoor Homebrew Rules]]&lt;br /&gt;
&lt;br /&gt;
= Order of Combat =&lt;br /&gt;
When combat begins, it will follow the below sequence until the combat is resolved. Prior to beginning combat, the Dungeon Master will determine whether surprise must be rolled. A surprise round will allow the winning side to act before combat order is determined, effectively earning a free combat round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Order:&#039;&#039;&#039;&amp;lt;/br&amp;gt;Check for Surprise (2d6) -&amp;gt; Surprise Round (if applicable) -&amp;gt; Group Initiative (1d4) -&amp;gt; First Side Acts (Turn 1) -&amp;gt; Declare and Resolve Actions -&amp;gt; Second Side Acts (Turn 2) -&amp;gt; Declare and Resolve Actions -&amp;gt; Special Results -&amp;gt; New Round Begins&lt;br /&gt;
&lt;br /&gt;
== Group Initiative ==&lt;br /&gt;
The DM will roll 1d4 + the highest DEX modifier among the group. One player will roll for the party&#039;s initiative, adding their DEX modifier to the 1d4 roll. The player rolling for initiative can be assigned or change as desired.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ties:&#039;&#039;&#039; If each side rolls the same result for group initiative, all actions happen at once. Each character and opponent will get to roll their attacks and deal damage. During a tied initiative, if any damage / effect would bring a character or opponent to 0 hit points, they resolve their attacks or actions before dying at the end of the combat round.&lt;br /&gt;
&lt;br /&gt;
= Morale = &lt;br /&gt;
&lt;br /&gt;
== Morale Procedures ==&lt;br /&gt;
&lt;br /&gt;
== Monster Morale ==&lt;br /&gt;
&lt;br /&gt;
== Retainer Morale ==&lt;br /&gt;
&lt;br /&gt;
= Death &amp;amp; Dying =&lt;br /&gt;
When a character falls to 0 hit points, they fall unconscious and are considered dying. They must immediately make a saving throw vs death ray, and every turn thereafter. A dying character may attempt to save vs death a number of times equal to their Constitution (CON) modifier. On a success, the character remains at 0 hit points and unconscious until they&#039;ve had magical healing or the appropriate rest. If a character is unable to succeed on any of their saves vs death, is not given magical healing, or if they are attacked again while dying, that character is dead.&lt;br /&gt;
* Every player character gets to make at-least one saving throw vs death, immediately upon reaching 0 hit points, even if they have a negative CON modifier.&lt;br /&gt;
* An unconscious character will regain consciousness after 24 hours with 1 hit point; they cannot be awakened until after 24 hours have passed.&lt;br /&gt;
* Natural healing (1d6/day) requires a character to be resting in comfort for 24 hours.&lt;br /&gt;
* Magical healing alone will not restore a character to consciousness immediately, they will be able to wake after 1d6 hours.&lt;br /&gt;
* NPCs do not benefit from these rules and will be considered dead upon reaching 0 hit points.&lt;br /&gt;
&lt;br /&gt;
== Suffocation ==&lt;br /&gt;
When a character&#039;s head is fully submerged under water, when airways are completely blocked, or when the air is toxic to breathe, a character will begin to suffocate. A character is able to hold their breath for a number of rounds equal to 1 + CON modifier. If a character is unable to restore the flow of oxygen before expending the rounds available to them, they will be unable to make saving throws vs death and will be dead.&lt;br /&gt;
&lt;br /&gt;
== Falling ==&lt;br /&gt;
Falling from a height inflicts 1d6 cumulative damage per 10&#039; fallen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Height (ft)&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 60&lt;br /&gt;
| 70&lt;br /&gt;
| 80&lt;br /&gt;
| 90&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Damage (dg)&lt;br /&gt;
| 1d6&lt;br /&gt;
| 3d6&lt;br /&gt;
| 6d6&lt;br /&gt;
| 10d6&lt;br /&gt;
| 15d6&lt;br /&gt;
| 21d6&lt;br /&gt;
| 28d6&lt;br /&gt;
| 36d6&lt;br /&gt;
| 45d6&lt;br /&gt;
| 55d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
* &#039;&#039;&#039;Natural:&#039;&#039;&#039; For each full day of complete rest - in which no strenuous activity may be undertaken - recover 1d6 + CON modifier hit points. If rest is interrupted, natural healing does not take place that day.&lt;br /&gt;
* &#039;&#039;&#039;Relaxation Bonus:&#039;&#039;&#039; If a character visits a bathhouse and pays for &#039;&#039;the works&#039;&#039; they may instead recover 2d6 + CON modifier hit points that day. However, they still cannot engage in strenuous activity and must be resting for this healing to take place. If they do not, the healing will not take place and they will lose the bonus as well as their coin. &#039;&#039;Perhaps even some dignity along the way.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magical:&#039;&#039;&#039; Healing can occur through magic, be it potions or spells. It happens instantaneously.&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Agrimoor_Homebrew_Rules&amp;diff=1019</id>
		<title>Agrimoor Homebrew Rules</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Agrimoor_Homebrew_Rules&amp;diff=1019"/>
		<updated>2025-06-12T13:08:19Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: /* 8. List Known Languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Agrimoor Rules Compendium&#039;&#039;&#039; is a homebrew frankenstein of several editions of Dungeons &amp;amp; Dragons, along with some modern tweaks for ease of play. The Basic/Expert (B/X), Old School Essentials (OSE), and Rules Companion (RC) serve as the base upon which our home game is built. Elements from Castles &amp;amp; Crusades (C&amp;amp;C) and Dungeons &amp;amp; Dragons 5th Edition (5e D&amp;amp;D) such as higher hit die and advantage/disadvantage. Have also been integrated into the game. The rules herein will change over time and sessions of play.&lt;br /&gt;
&lt;br /&gt;
= Character Creation =&lt;br /&gt;
&lt;br /&gt;
== Class &amp;amp; Race ==&lt;br /&gt;
Character creation procedures work similar to most other RPGs. Follow the steps and links below.&lt;br /&gt;
&lt;br /&gt;
=== 1. Roll Ability Scores ===&lt;br /&gt;
Roll 4d6-1 for each of your character&#039;s ability scores in order: &amp;lt;/br&amp;gt; Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sub-Par Rolls&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
If you don&#039;t have at least one score of 14 or better, you may re-roll your ability scores and generate a new set of six scores.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Swapping&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
You may swap two any two ability scores. But you cannot expend your score(s) to raise your prime requisite if you choose to do so. Skip step number 3.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+ Bonuses&lt;br /&gt;
|-&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Score&lt;br /&gt;
| 3&lt;br /&gt;
| 4-5&lt;br /&gt;
| 6-8&lt;br /&gt;
| 9-12&lt;br /&gt;
| 13-15&lt;br /&gt;
| 16-17&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Mod&lt;br /&gt;
| -3&lt;br /&gt;
| -2&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2. Select a Class and Race ===&lt;br /&gt;
You may select an available class to build your character with, found here:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic Classes&#039;&#039;&#039;&lt;br /&gt;
* [[AGRC Cleric]]&lt;br /&gt;
* [[AGRC Fighter]]&lt;br /&gt;
* [[AGRC Mage]]&lt;br /&gt;
* [[AGRC Thief]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expert Classes&#039;&#039;&#039;&lt;br /&gt;
* [[AGRC Knight]]&lt;br /&gt;
* [[AGRC Paladin]]&lt;br /&gt;
* [[AGRC Ranger]]&lt;br /&gt;
&lt;br /&gt;
Then select a race of your choice from here: [[AG RC Race]]&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 3. Adjust Ability Scores ===&lt;br /&gt;
You may raise the prime requisite(s) of your character by lowering one other non-prime requisite ability score. For every two points reduced, you may raise your prime requisite by one. With the following restrictions:&lt;br /&gt;
* Only Strength, Intelligence, and Wisdom may be lowered this way&lt;br /&gt;
* No score may dip below a score of 9&lt;br /&gt;
&lt;br /&gt;
=== 4. Note Ability Score Modifiers ===&lt;br /&gt;
Keep an eye for bonuses and penalties as needed.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 5. Note Saving Throws and Class Abilities ===&lt;br /&gt;
Each of the classes contain the information for each of these. Add them to your sheet :)&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 6. Hit Points ===&lt;br /&gt;
Take max hit points for your class at first level, adding your constitution bonus (if applicable). For each level beyond, roll for hit points as directed in the class table. You will always gain a minimum of 1 hit point.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 7. Choose Alignment ===&lt;br /&gt;
There are three alignments to choose from in Agrimoor, they are: Lawful, Neutral, and Chaotic.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 8. List Known Languages ===&lt;br /&gt;
The knowable languages of intelligent species are listed here, they may be chosen by the player characters with high intelligence at the Dungeon Master&#039;s discretion:&amp;lt;/br&amp;gt;&lt;br /&gt;
* Bugbear&lt;br /&gt;
* Doppelganger&lt;br /&gt;
* Dwarvish&lt;br /&gt;
* Elvish&lt;br /&gt;
* Gargoyle&lt;br /&gt;
* Gnoll&lt;br /&gt;
* Goblin&lt;br /&gt;
* Halfling&lt;br /&gt;
* Harpy&lt;br /&gt;
* Hobgoblin&lt;br /&gt;
* Kobold&lt;br /&gt;
* Lizardmen&lt;br /&gt;
* Ogre&lt;br /&gt;
* Orcish&lt;br /&gt;
* Human trade dialect (Common)&lt;br /&gt;
* Regional human languages&lt;br /&gt;
&lt;br /&gt;
=== 9. Buy Equipment ===&lt;br /&gt;
Starter equipment packs will be available in each class page in order to bypass shopping for gear. If you elect to shop for starting gear, head over to this page: [[AGRC Gear]], roll 3d6 x 10 for gold, and have at it!&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 10. Note Armour Class ===&lt;br /&gt;
Armour class is determined by Armour worn and Dexterity.&amp;lt;/br&amp;gt;&lt;br /&gt;
AC = 10 + [Armour Worn] + DEX Bonus&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 11. Level and XP ===&lt;br /&gt;
List your character&#039;s level and the amount of XP needed to reach next level.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 12. Pick a Name! ===&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Gear =&lt;br /&gt;
Starting gear and general gear lists can be found here: [[AGRC Gear]]&lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
The list of divine and arcane spells available in Agrimoor can be found here: [[AG RC Spells]]&lt;br /&gt;
&lt;br /&gt;
= General Rules =&lt;br /&gt;
For an overview of the rules utilized in play, head over to this section: [[AGRC Rules Overview]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Agrimoor_Homebrew_Rules&amp;diff=1018</id>
		<title>Agrimoor Homebrew Rules</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Agrimoor_Homebrew_Rules&amp;diff=1018"/>
		<updated>2025-06-12T13:07:50Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: /* 8. List Known Languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Agrimoor Rules Compendium&#039;&#039;&#039; is a homebrew frankenstein of several editions of Dungeons &amp;amp; Dragons, along with some modern tweaks for ease of play. The Basic/Expert (B/X), Old School Essentials (OSE), and Rules Companion (RC) serve as the base upon which our home game is built. Elements from Castles &amp;amp; Crusades (C&amp;amp;C) and Dungeons &amp;amp; Dragons 5th Edition (5e D&amp;amp;D) such as higher hit die and advantage/disadvantage. Have also been integrated into the game. The rules herein will change over time and sessions of play.&lt;br /&gt;
&lt;br /&gt;
= Character Creation =&lt;br /&gt;
&lt;br /&gt;
== Class &amp;amp; Race ==&lt;br /&gt;
Character creation procedures work similar to most other RPGs. Follow the steps and links below.&lt;br /&gt;
&lt;br /&gt;
=== 1. Roll Ability Scores ===&lt;br /&gt;
Roll 4d6-1 for each of your character&#039;s ability scores in order: &amp;lt;/br&amp;gt; Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sub-Par Rolls&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
If you don&#039;t have at least one score of 14 or better, you may re-roll your ability scores and generate a new set of six scores.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Swapping&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
You may swap two any two ability scores. But you cannot expend your score(s) to raise your prime requisite if you choose to do so. Skip step number 3.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+ Bonuses&lt;br /&gt;
|-&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Score&lt;br /&gt;
| 3&lt;br /&gt;
| 4-5&lt;br /&gt;
| 6-8&lt;br /&gt;
| 9-12&lt;br /&gt;
| 13-15&lt;br /&gt;
| 16-17&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! span=&amp;quot;row&amp;quot; | Mod&lt;br /&gt;
| -3&lt;br /&gt;
| -2&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2. Select a Class and Race ===&lt;br /&gt;
You may select an available class to build your character with, found here:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic Classes&#039;&#039;&#039;&lt;br /&gt;
* [[AGRC Cleric]]&lt;br /&gt;
* [[AGRC Fighter]]&lt;br /&gt;
* [[AGRC Mage]]&lt;br /&gt;
* [[AGRC Thief]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expert Classes&#039;&#039;&#039;&lt;br /&gt;
* [[AGRC Knight]]&lt;br /&gt;
* [[AGRC Paladin]]&lt;br /&gt;
* [[AGRC Ranger]]&lt;br /&gt;
&lt;br /&gt;
Then select a race of your choice from here: [[AG RC Race]]&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 3. Adjust Ability Scores ===&lt;br /&gt;
You may raise the prime requisite(s) of your character by lowering one other non-prime requisite ability score. For every two points reduced, you may raise your prime requisite by one. With the following restrictions:&lt;br /&gt;
* Only Strength, Intelligence, and Wisdom may be lowered this way&lt;br /&gt;
* No score may dip below a score of 9&lt;br /&gt;
&lt;br /&gt;
=== 4. Note Ability Score Modifiers ===&lt;br /&gt;
Keep an eye for bonuses and penalties as needed.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 5. Note Saving Throws and Class Abilities ===&lt;br /&gt;
Each of the classes contain the information for each of these. Add them to your sheet :)&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 6. Hit Points ===&lt;br /&gt;
Take max hit points for your class at first level, adding your constitution bonus (if applicable). For each level beyond, roll for hit points as directed in the class table. You will always gain a minimum of 1 hit point.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 7. Choose Alignment ===&lt;br /&gt;
There are three alignments to choose from in Agrimoor, they are: Lawful, Neutral, and Chaotic.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 8. List Known Languages ===&lt;br /&gt;
The knowable languages of intelligent species are listed here, they may be chosen by the player characters with high intelligence at the Dungeon Master&#039;s discretion:&amp;lt;/br&amp;gt;&lt;br /&gt;
* Bugbear&lt;br /&gt;
* Doppelganger&lt;br /&gt;
* Dwarvish&lt;br /&gt;
* Elvish&lt;br /&gt;
* Gargoyle&lt;br /&gt;
* Gnoll&lt;br /&gt;
* Goblin&lt;br /&gt;
* Halfling&lt;br /&gt;
* Harpy&lt;br /&gt;
* Hobgoblin&lt;br /&gt;
* Kobold&lt;br /&gt;
* Lizardmen&lt;br /&gt;
* Ogre&lt;br /&gt;
* Orcish&lt;br /&gt;
* Human trade dialect (Common)&lt;br /&gt;
* Regional human languages&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 9. Buy Equipment ===&lt;br /&gt;
Starter equipment packs will be available in each class page in order to bypass shopping for gear. If you elect to shop for starting gear, head over to this page: [[AGRC Gear]], roll 3d6 x 10 for gold, and have at it!&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 10. Note Armour Class ===&lt;br /&gt;
Armour class is determined by Armour worn and Dexterity.&amp;lt;/br&amp;gt;&lt;br /&gt;
AC = 10 + [Armour Worn] + DEX Bonus&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 11. Level and XP ===&lt;br /&gt;
List your character&#039;s level and the amount of XP needed to reach next level.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 12. Pick a Name! ===&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Gear =&lt;br /&gt;
Starting gear and general gear lists can be found here: [[AGRC Gear]]&lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
The list of divine and arcane spells available in Agrimoor can be found here: [[AG RC Spells]]&lt;br /&gt;
&lt;br /&gt;
= General Rules =&lt;br /&gt;
For an overview of the rules utilized in play, head over to this section: [[AGRC Rules Overview]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Sleep&amp;diff=1017</id>
		<title>Sleep</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Sleep&amp;diff=1017"/>
		<updated>2025-06-12T12:14:00Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: Protected &amp;quot;Sleep&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spells&lt;br /&gt;
| spell_name = &#039;&#039;&#039;Sleep&#039;&#039;&#039;&lt;br /&gt;
| spell_range = 240&#039;&lt;br /&gt;
| spell_duration = 4d4 (4-16) minutes&lt;br /&gt;
| spell_effect = 2-16 Hit Dice of living creatures within a 40&#039;x40&#039; square area&lt;br /&gt;
| spell_description = Roll 2d8 to determine the number of Hit Points or experience levels of creatures affected by this spell. This spell will only affect creatures with 4 + 1 Hit Dice or less - generally, small or man-sized creatures.&amp;lt;/br&amp;gt;Any sleeping creature under the effect of this spell will be awakened if slapped, kicked, or shaken. They can however be killed with a single blow of any edged weapon, regardless of their hit points.&amp;lt;/br&amp;gt;No saving throws are made against this spell.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[AG RC Spells]]&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Sleep&amp;diff=1016</id>
		<title>Sleep</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Sleep&amp;diff=1016"/>
		<updated>2025-06-12T12:13:49Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: Created page with &amp;quot;{{Spells | spell_name = &amp;#039;&amp;#039;&amp;#039;Sleep&amp;#039;&amp;#039;&amp;#039; | spell_range = 240&amp;#039; | spell_duration = 4d4 (4-16) minutes | spell_effect = 2-16 Hit Dice of living creatures within a 40&amp;#039;x40&amp;#039; square area | spell_description = Roll 2d8 to determine the number of Hit Points or experience levels of creatures affected by this spell. This spell will only affect creatures with 4 + 1 Hit Dice or less - generally, small or man-sized creatures.&amp;lt;/br&amp;gt;Any sleeping creature under the effect of this spell will be...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spells&lt;br /&gt;
| spell_name = &#039;&#039;&#039;Sleep&#039;&#039;&#039;&lt;br /&gt;
| spell_range = 240&#039;&lt;br /&gt;
| spell_duration = 4d4 (4-16) minutes&lt;br /&gt;
| spell_effect = 2-16 Hit Dice of living creatures within a 40&#039;x40&#039; square area&lt;br /&gt;
| spell_description = Roll 2d8 to determine the number of Hit Points or experience levels of creatures affected by this spell. This spell will only affect creatures with 4 + 1 Hit Dice or less - generally, small or man-sized creatures.&amp;lt;/br&amp;gt;Any sleeping creature under the effect of this spell will be awakened if slapped, kicked, or shaken. They can however be killed with a single blow of any edged weapon, regardless of their hit points.&amp;lt;/br&amp;gt;No saving throws are made against this spell.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[AG RC Spells]]&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Shield&amp;diff=1015</id>
		<title>Shield</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Shield&amp;diff=1015"/>
		<updated>2025-06-12T12:09:59Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: Protected &amp;quot;Shield&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spells&lt;br /&gt;
| spell_name = &#039;&#039;&#039;Shield&#039;&#039;&#039;&lt;br /&gt;
| spell_range = Self&lt;br /&gt;
| spell_duration = 2 turns&lt;br /&gt;
| spell_effect = The caster only&lt;br /&gt;
| spell_description = A magical barrier emerges all around the caster (less than an inch away). For the duration, the caster has an AC of 18 against missiles, and an AC of 20 against all other attacks.&amp;lt;/br&amp;gt;If someone shoots a magic missile at the caster using this spell, they may make a saving throw vs spells (one per missile). On a success, the magic missile has no effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[AG RC Spells]]&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Shield&amp;diff=1014</id>
		<title>Shield</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Shield&amp;diff=1014"/>
		<updated>2025-06-12T12:09:52Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: Created page with &amp;quot;{{Spells | spell_name = &amp;#039;&amp;#039;&amp;#039;Shield&amp;#039;&amp;#039;&amp;#039; | spell_range = Self | spell_duration = 2 turns | spell_effect = The caster only | spell_description = A magical barrier emerges all around the caster (less than an inch away). For the duration, the caster has an AC of 18 against missiles, and an AC of 20 against all other attacks.&amp;lt;/br&amp;gt;If someone shoots a magic missile at the caster using this spell, they may make a saving throw vs spells (one per missile). On a success, the magic mis...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spells&lt;br /&gt;
| spell_name = &#039;&#039;&#039;Shield&#039;&#039;&#039;&lt;br /&gt;
| spell_range = Self&lt;br /&gt;
| spell_duration = 2 turns&lt;br /&gt;
| spell_effect = The caster only&lt;br /&gt;
| spell_description = A magical barrier emerges all around the caster (less than an inch away). For the duration, the caster has an AC of 18 against missiles, and an AC of 20 against all other attacks.&amp;lt;/br&amp;gt;If someone shoots a magic missile at the caster using this spell, they may make a saving throw vs spells (one per missile). On a success, the magic missile has no effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[AG RC Spells]]&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Read_Magic&amp;diff=1013</id>
		<title>Read Magic</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Read_Magic&amp;diff=1013"/>
		<updated>2025-06-12T12:06:49Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spells&lt;br /&gt;
| spell_name = &#039;&#039;&#039;Read Magic&#039;&#039;&#039;&lt;br /&gt;
| spell_range = Self&lt;br /&gt;
| spell_duration = 10 minutes / mage level&lt;br /&gt;
| spell_effect = Caster only&lt;br /&gt;
| spell_description = This spell allows the caster to read, not speak, any magical words or runes, such as those found on scrolls or other items. The caster cannot understand unfamiliar magic writings without using this spell. However, once a scroll or runes are read with this spell, they may read or speak that magic later without using this spell.&amp;lt;/br&amp;gt;All spell books are written in magical words, and only their owners may read them without using this spell.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[AG RC Spells]]&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Read_Magic&amp;diff=1012</id>
		<title>Read Magic</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Read_Magic&amp;diff=1012"/>
		<updated>2025-06-12T12:06:36Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: Protected &amp;quot;Read Magic&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spells&lt;br /&gt;
| spell_name = &#039;&#039;&#039;Read Magic&#039;&#039;&#039;&lt;br /&gt;
| spell_range = Self&lt;br /&gt;
| spell_duration = 10 minutes&lt;br /&gt;
| spell_effect = Caster only&lt;br /&gt;
| spell_description = This spell allows the caster to read, not speak, any magical words or runes, such as those found on scrolls or other items. The caster cannot understand unfamiliar magic writings without using this spell. However, once a scroll or runes are read with this spell, they may read or speak that magic later without using this spell.&amp;lt;/br&amp;gt;All spell books are written in magical words, and only their owners may read them without using this spell.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[AG RC Spells]]&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Read_Magic&amp;diff=1011</id>
		<title>Read Magic</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Read_Magic&amp;diff=1011"/>
		<updated>2025-06-12T12:06:26Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: Created page with &amp;quot;{{Spells | spell_name = &amp;#039;&amp;#039;&amp;#039;Read Magic&amp;#039;&amp;#039;&amp;#039; | spell_range = Self | spell_duration = 10 minutes | spell_effect = Caster only | spell_description = This spell allows the caster to read, not speak, any magical words or runes, such as those found on scrolls or other items. The caster cannot understand unfamiliar magic writings without using this spell. However, once a scroll or runes are read with this spell, they may read or speak that magic later without using this spell.&amp;lt;/br...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spells&lt;br /&gt;
| spell_name = &#039;&#039;&#039;Read Magic&#039;&#039;&#039;&lt;br /&gt;
| spell_range = Self&lt;br /&gt;
| spell_duration = 10 minutes&lt;br /&gt;
| spell_effect = Caster only&lt;br /&gt;
| spell_description = This spell allows the caster to read, not speak, any magical words or runes, such as those found on scrolls or other items. The caster cannot understand unfamiliar magic writings without using this spell. However, once a scroll or runes are read with this spell, they may read or speak that magic later without using this spell.&amp;lt;/br&amp;gt;All spell books are written in magical words, and only their owners may read them without using this spell.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[AG RC Spells]]&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Magic_Missile&amp;diff=1010</id>
		<title>Magic Missile</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Magic_Missile&amp;diff=1010"/>
		<updated>2025-06-12T12:04:20Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spells&lt;br /&gt;
| spell_name = &#039;&#039;&#039;Magic Missile&#039;&#039;&#039;&lt;br /&gt;
| spell_range = 150&#039;&lt;br /&gt;
| spell_duration = Instantaneously&lt;br /&gt;
| spell_effect = Creates 1 or more arrows&lt;br /&gt;
| spell_description = A glowing arrow flies forth, inflicting 1d6+1 points of damage to any creature it strikes. The missile will automatically hit one visible target the caster specifies. Magic missile never misses its target.&amp;lt;/br&amp;gt;For every 5 levels of experience of the caster &#039;&#039;two&#039;&#039; more missiles are created by the same spell.&amp;lt;/br&amp;gt;The each missile may be assigned to one or separate targets.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[AG RC Spells]]&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Read_Languages&amp;diff=1009</id>
		<title>Read Languages</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Read_Languages&amp;diff=1009"/>
		<updated>2025-06-12T12:01:49Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: Protected &amp;quot;Read Languages&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spells&lt;br /&gt;
| spell_name = &#039;&#039;&#039;Read Languages&#039;&#039;&#039;&lt;br /&gt;
| spell_range = Self&lt;br /&gt;
| spell_duration = 20 minutes&lt;br /&gt;
| spell_effect = The caster only&lt;br /&gt;
| spell_description = This spell allows a caster to read, not speak, any unknown languages or codes, including treasure maps, secret symbols, and so on until the duration ends.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[AG RC Spells]]&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Read_Languages&amp;diff=1008</id>
		<title>Read Languages</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Read_Languages&amp;diff=1008"/>
		<updated>2025-06-12T12:01:41Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: Created page with &amp;quot;{{Spells | spell_name = &amp;#039;&amp;#039;&amp;#039;Read Languages&amp;#039;&amp;#039;&amp;#039; | spell_range = Self | spell_duration = 20 minutes | spell_effect = The caster only | spell_description = This spell allows a caster to read, not speak, any unknown languages or codes, including treasure maps, secret symbols, and so on until the duration ends. }}  &amp;#039;&amp;#039;&amp;#039;Back to:&amp;#039;&amp;#039;&amp;#039; AG RC Spells&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spells&lt;br /&gt;
| spell_name = &#039;&#039;&#039;Read Languages&#039;&#039;&#039;&lt;br /&gt;
| spell_range = Self&lt;br /&gt;
| spell_duration = 20 minutes&lt;br /&gt;
| spell_effect = The caster only&lt;br /&gt;
| spell_description = This spell allows a caster to read, not speak, any unknown languages or codes, including treasure maps, secret symbols, and so on until the duration ends.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[AG RC Spells]]&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Magic_Missile&amp;diff=1007</id>
		<title>Magic Missile</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Magic_Missile&amp;diff=1007"/>
		<updated>2025-06-12T12:00:11Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: Protected &amp;quot;Magic Missile&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spells&lt;br /&gt;
| spell_name = &#039;&#039;&#039;Magic Missile&#039;&#039;&#039;&lt;br /&gt;
| spell_range = 150&#039;&lt;br /&gt;
| spell_duration = 1 round&lt;br /&gt;
| spell_effect = Creates 1 or more arrows&lt;br /&gt;
| spell_description = A glowing arrow flies forth, inflicting 1d6+1 points of damage to any creature it strikes. After the spell is cast, the arrow appears next to the caster and hovers with them until ordered to shoot. When shot, the missile will automatically hit one visible target the caster specifies. Magic missile never misses its target.&amp;lt;/br&amp;gt;For every 5 levels of experience of the caster &#039;&#039;two&#039;&#039; more missiles are created by the same spell.&amp;lt;/br&amp;gt;The missiles may be fired in the same round the spell was cast, or the caster may delay the firing, however, electing to fire the missile(s) at any time counts as the caster&#039;s action for a turn. Further, the each missile may be assigned to one or separate targets.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[AG RC Spells]]&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Magic_Missile&amp;diff=1006</id>
		<title>Magic Missile</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Magic_Missile&amp;diff=1006"/>
		<updated>2025-06-12T11:59:59Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: Created page with &amp;quot;{{Spells | spell_name = &amp;#039;&amp;#039;&amp;#039;Magic Missile&amp;#039;&amp;#039;&amp;#039; | spell_range = 150&amp;#039; | spell_duration = 1 round | spell_effect = Creates 1 or more arrows | spell_description = A glowing arrow flies forth, inflicting 1d6+1 points of damage to any creature it strikes. After the spell is cast, the arrow appears next to the caster and hovers with them until ordered to shoot. When shot, the missile will automatically hit one visible target the caster specifies. Magic missile never misses its tar...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spells&lt;br /&gt;
| spell_name = &#039;&#039;&#039;Magic Missile&#039;&#039;&#039;&lt;br /&gt;
| spell_range = 150&#039;&lt;br /&gt;
| spell_duration = 1 round&lt;br /&gt;
| spell_effect = Creates 1 or more arrows&lt;br /&gt;
| spell_description = A glowing arrow flies forth, inflicting 1d6+1 points of damage to any creature it strikes. After the spell is cast, the arrow appears next to the caster and hovers with them until ordered to shoot. When shot, the missile will automatically hit one visible target the caster specifies. Magic missile never misses its target.&amp;lt;/br&amp;gt;For every 5 levels of experience of the caster &#039;&#039;two&#039;&#039; more missiles are created by the same spell.&amp;lt;/br&amp;gt;The missiles may be fired in the same round the spell was cast, or the caster may delay the firing, however, electing to fire the missile(s) at any time counts as the caster&#039;s action for a turn. Further, the each missile may be assigned to one or separate targets.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[AG RC Spells]]&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Hold_Portal&amp;diff=1005</id>
		<title>Hold Portal</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Hold_Portal&amp;diff=1005"/>
		<updated>2025-06-12T11:56:02Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: Protected &amp;quot;Hold Portal&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spells&lt;br /&gt;
| spell_name = &#039;&#039;&#039;Hold Portal&#039;&#039;&#039;&lt;br /&gt;
| spell_range = 10&#039;&lt;br /&gt;
| spell_duration = 2-12 (2d6) turns&lt;br /&gt;
| spell_effect = One door, gate, or similar portal&lt;br /&gt;
| spell_description = The spell magically holds shut any portal. A &#039;&#039;knock&#039;&#039; spell will open the &#039;&#039;hold portal.&#039;&#039; Any creature with three or more Hit Die greater than the caster may break open the held portal in one round. The portal will re-lock if allowed to close within the spell&#039;s duration.&amp;lt;/br&amp;gt;&#039;&#039;Example: Any 5th level character can break through a hold portal spell cast by a 2nd level caster.&#039;&#039;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Hold_Portal&amp;diff=1004</id>
		<title>Hold Portal</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Hold_Portal&amp;diff=1004"/>
		<updated>2025-06-12T11:55:52Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: Created page with &amp;quot;{{Spells | spell_name = &amp;#039;&amp;#039;&amp;#039;Hold Portal&amp;#039;&amp;#039;&amp;#039; | spell_range = 10&amp;#039; | spell_duration = 2-12 (2d6) turns | spell_effect = One door, gate, or similar portal | spell_description = The spell magically holds shut any portal. A &amp;#039;&amp;#039;knock&amp;#039;&amp;#039; spell will open the &amp;#039;&amp;#039;hold portal.&amp;#039;&amp;#039; Any creature with three or more Hit Die greater than the caster may break open the held portal in one round. The portal will re-lock if allowed to close within the spell&amp;#039;s duration.&amp;lt;/br&amp;gt;&amp;#039;&amp;#039;Example: Any 5th level c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spells&lt;br /&gt;
| spell_name = &#039;&#039;&#039;Hold Portal&#039;&#039;&#039;&lt;br /&gt;
| spell_range = 10&#039;&lt;br /&gt;
| spell_duration = 2-12 (2d6) turns&lt;br /&gt;
| spell_effect = One door, gate, or similar portal&lt;br /&gt;
| spell_description = The spell magically holds shut any portal. A &#039;&#039;knock&#039;&#039; spell will open the &#039;&#039;hold portal.&#039;&#039; Any creature with three or more Hit Die greater than the caster may break open the held portal in one round. The portal will re-lock if allowed to close within the spell&#039;s duration.&amp;lt;/br&amp;gt;&#039;&#039;Example: Any 5th level character can break through a hold portal spell cast by a 2nd level caster.&#039;&#039;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Charm_Person&amp;diff=1003</id>
		<title>Charm Person</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Charm_Person&amp;diff=1003"/>
		<updated>2025-06-12T11:53:35Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: Protected &amp;quot;Charm Person&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spells&lt;br /&gt;
| spell_name = &#039;&#039;&#039;Charm Person&#039;&#039;&#039;&lt;br /&gt;
| spell_range = 120&#039;&lt;br /&gt;
| spell_duration = See below&lt;br /&gt;
| spell_effect = One living person &lt;br /&gt;
| spell_description =  This spell can only affect: humans, Demi-humans, and certain other creatures. The target gets a save vs spells. Upon a failed save, the target believes the caster to be their &amp;quot;best friend,&amp;quot; and will defend the caster against any threat, real or imagined. The target is &#039;&#039;charmed&#039;&#039;&amp;lt;/br&amp;gt;If the caster speaks the same language as the target, they may give orders. The orders should sound like suggestions &amp;quot;just between friends.&amp;quot; The charmed target will typically obey, but may resist any contrary to the target&#039;s nature (alignment and habits) and does not require a roll to resist. No affected target will attempt to harm themselves.&amp;lt;/br&amp;gt;A &#039;&#039;charm&#039;&#039; may last for months. The victim may make another saving throw every so often, depending on their intelligence score.&amp;lt;/br&amp;gt;The &#039;&#039;charm&#039;&#039; breaks immediately if the spell&#039;s caster attacks the victim by any means.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Charm Person Duration&lt;br /&gt;
! If the victim has... !! They save every...&lt;br /&gt;
|-&lt;br /&gt;
| High INT (13-18): || 1 day&lt;br /&gt;
|-&lt;br /&gt;
| Average INT (9-12): || 1 week&lt;br /&gt;
|-&lt;br /&gt;
| Low INT (3-8): || 1 month&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[AG RC Spells]]&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Charm_Person&amp;diff=1002</id>
		<title>Charm Person</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Charm_Person&amp;diff=1002"/>
		<updated>2025-06-12T11:53:26Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: Created page with &amp;quot;{{Spells | spell_name = &amp;#039;&amp;#039;&amp;#039;Charm Person&amp;#039;&amp;#039;&amp;#039; | spell_range = 120&amp;#039; | spell_duration = See below | spell_effect = One living person  | spell_description =  This spell can only affect: humans, Demi-humans, and certain other creatures. The target gets a save vs spells. Upon a failed save, the target believes the caster to be their &amp;quot;best friend,&amp;quot; and will defend the caster against any threat, real or imagined. The target is &amp;#039;&amp;#039;charmed&amp;#039;&amp;#039;&amp;lt;/br&amp;gt;If the caster speaks the same language...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spells&lt;br /&gt;
| spell_name = &#039;&#039;&#039;Charm Person&#039;&#039;&#039;&lt;br /&gt;
| spell_range = 120&#039;&lt;br /&gt;
| spell_duration = See below&lt;br /&gt;
| spell_effect = One living person &lt;br /&gt;
| spell_description =  This spell can only affect: humans, Demi-humans, and certain other creatures. The target gets a save vs spells. Upon a failed save, the target believes the caster to be their &amp;quot;best friend,&amp;quot; and will defend the caster against any threat, real or imagined. The target is &#039;&#039;charmed&#039;&#039;&amp;lt;/br&amp;gt;If the caster speaks the same language as the target, they may give orders. The orders should sound like suggestions &amp;quot;just between friends.&amp;quot; The charmed target will typically obey, but may resist any contrary to the target&#039;s nature (alignment and habits) and does not require a roll to resist. No affected target will attempt to harm themselves.&amp;lt;/br&amp;gt;A &#039;&#039;charm&#039;&#039; may last for months. The victim may make another saving throw every so often, depending on their intelligence score.&amp;lt;/br&amp;gt;The &#039;&#039;charm&#039;&#039; breaks immediately if the spell&#039;s caster attacks the victim by any means.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Charm Person Duration&lt;br /&gt;
! If the victim has... !! They save every...&lt;br /&gt;
|-&lt;br /&gt;
| High INT (13-18): || 1 day&lt;br /&gt;
|-&lt;br /&gt;
| Average INT (9-12): || 1 week&lt;br /&gt;
|-&lt;br /&gt;
| Low INT (3-8): || 1 month&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[AG RC Spells]]&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Analyze&amp;diff=1001</id>
		<title>Analyze</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Analyze&amp;diff=1001"/>
		<updated>2025-06-12T11:46:47Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: Protected &amp;quot;Analyze&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spells&lt;br /&gt;
| spell_name = &#039;&#039;&#039;Analyze&#039;&#039;&#039;&lt;br /&gt;
| spell_range = 0 (touch only)&lt;br /&gt;
| spell_duration = 1 round&lt;br /&gt;
| spell_effect = Analyze one magic item&lt;br /&gt;
| spell_description = The spell caster handles and learns the enchantment on one item. Helms must be worn, items held, bracelets worn, etc in order for the spell to work. Consequences of this, such as curses or traps, fall upon the spell caster.&amp;lt;/br&amp;gt;The caster has a 15% plus 5%/level chance to determine one magical characteristic of the item. If it is nonmagical, their chance is to determine that fact.&amp;lt;/br&amp;gt;The spell will not reveal precise information. Characterizing the bonuses as &amp;quot;many&amp;quot; or &amp;quot;few,&amp;quot; and estimate the charges on an item within 25% of the true number, etc.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[AG RC Spells]]&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Analyze&amp;diff=1000</id>
		<title>Analyze</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Analyze&amp;diff=1000"/>
		<updated>2025-06-12T11:46:35Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: Created page with &amp;quot;{{Spells | spell_name = &amp;#039;&amp;#039;&amp;#039;Analyze&amp;#039;&amp;#039;&amp;#039; | spell_range = 0 (touch only) | spell_duration = 1 round | spell_effect = Analyze one magic item | spell_description = The spell caster handles and learns the enchantment on one item. Helms must be worn, items held, bracelets worn, etc in order for the spell to work. Consequences of this, such as curses or traps, fall upon the spell caster.&amp;lt;/br&amp;gt;The caster has a 15% plus 5%/level chance to determine one magical characteristic of the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spells&lt;br /&gt;
| spell_name = &#039;&#039;&#039;Analyze&#039;&#039;&#039;&lt;br /&gt;
| spell_range = 0 (touch only)&lt;br /&gt;
| spell_duration = 1 round&lt;br /&gt;
| spell_effect = Analyze one magic item&lt;br /&gt;
| spell_description = The spell caster handles and learns the enchantment on one item. Helms must be worn, items held, bracelets worn, etc in order for the spell to work. Consequences of this, such as curses or traps, fall upon the spell caster.&amp;lt;/br&amp;gt;The caster has a 15% plus 5%/level chance to determine one magical characteristic of the item. If it is nonmagical, their chance is to determine that fact.&amp;lt;/br&amp;gt;The spell will not reveal precise information. Characterizing the bonuses as &amp;quot;many&amp;quot; or &amp;quot;few,&amp;quot; and estimate the charges on an item within 25% of the true number, etc.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[AG RC Spells]]&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=AG_RC_Spells&amp;diff=999</id>
		<title>AG RC Spells</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=AG_RC_Spells&amp;diff=999"/>
		<updated>2025-06-12T11:41:11Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: /* Arcane Spell List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[AGRC Cleric]] &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[AGRC Mage]] &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[Agrimoor Homebrew Rules]] &amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Arcane Spells ==&lt;br /&gt;
&lt;br /&gt;
== Spell Books ==&lt;br /&gt;
Mages and arcane spell casters record their spells known in a spell book.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adding Spells&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
When a spell caster is able to increase the number of arcane spells memorized, they also increase the selection of spells in their spell book. This is possible in one of two ways:&lt;br /&gt;
* &#039;&#039;&#039;Mentoring:&#039;&#039;&#039; The character may consult an arcane guild or mentor to learn new spells. This process takes a week of game time. &lt;br /&gt;
* &#039;&#039;&#039;Research:&#039;&#039;&#039; Adding spells to your spell book may be done by &#039;&#039;magical research&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lost Spell Books&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
A spell caster can rewrite the spells in a lost or destroyed spell book:&lt;br /&gt;
* &#039;&#039;&#039;Cost:&#039;&#039;&#039; The cost per spell to be recovered is 1 week of game time and 1,000 gp per level of the spell.&lt;br /&gt;
* &#039;&#039;&#039;Sole Activity:&#039;&#039;&#039; This requires complete concentration. The character may not engage in any other activity for the required period.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captured Spell Books&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
Each arcane spell caster&#039;s spell book is written so that only the owner is able to read the spells without the use of magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cleric Spell List ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ 1st Level Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1. [[Cure Light Wounds]]*&lt;br /&gt;
|-&lt;br /&gt;
| 2. [[Detect Evil]]&lt;br /&gt;
|-&lt;br /&gt;
| 3. [[Detect Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| 4. [[Light]]*&lt;br /&gt;
|-&lt;br /&gt;
| 5. [[Protection from Evil]]&lt;br /&gt;
|-&lt;br /&gt;
| 6. [[Purify Food and Water]]&lt;br /&gt;
|-&lt;br /&gt;
| 7. [[Remove Fear]]*&lt;br /&gt;
|-&lt;br /&gt;
| 8. [[Resist Cold]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ 2nd Level Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1. [[Bless]]*&lt;br /&gt;
|-&lt;br /&gt;
| 2. [[Find Traps]]&lt;br /&gt;
|-&lt;br /&gt;
| 3. [[Hold Person]]*&lt;br /&gt;
|-&lt;br /&gt;
| 4. [[Know Alignment]]*&lt;br /&gt;
|-&lt;br /&gt;
| 5. [[Resist Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| 6. [[Silence]] 15&#039; Radius&lt;br /&gt;
|-&lt;br /&gt;
| 7. [[Snake Charm]]&lt;br /&gt;
|-&lt;br /&gt;
| 8. [[Speak with Animals]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ 3rd Level Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1. Continual Light*&lt;br /&gt;
|-&lt;br /&gt;
| 2. Cure Blindness&lt;br /&gt;
|-&lt;br /&gt;
| 3. Cure Disease*&lt;br /&gt;
|-&lt;br /&gt;
| 4. Growth of Animal&lt;br /&gt;
|-&lt;br /&gt;
| 5. Locate Object&lt;br /&gt;
|-&lt;br /&gt;
| 6. Remove Curse (&#039;&#039;Curse&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| 7. Speak with Dead&lt;br /&gt;
|-&lt;br /&gt;
| 8. Striking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ 4th Level Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1. Animate Dead&lt;br /&gt;
|-&lt;br /&gt;
| 2. Create Water&lt;br /&gt;
|-&lt;br /&gt;
| 3. Cure Serious Wounds*&lt;br /&gt;
|-&lt;br /&gt;
| 4. Dispel Magic&lt;br /&gt;
|-&lt;br /&gt;
| 5. Neutralize Poison&lt;br /&gt;
|-&lt;br /&gt;
| 6. Protection from Evil 10&#039; radius&lt;br /&gt;
|-&lt;br /&gt;
| 7. Sticks to Snakes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ 5th Level Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1. Commune&lt;br /&gt;
|-&lt;br /&gt;
| 2. Create Food&lt;br /&gt;
|- &lt;br /&gt;
| 3. Cure Critical Wounds*&lt;br /&gt;
|- &lt;br /&gt;
| 4. Dispel Evil&lt;br /&gt;
|-&lt;br /&gt;
| 5. Insect Plague&lt;br /&gt;
|-&lt;br /&gt;
| 6. Quest*&lt;br /&gt;
|-&lt;br /&gt;
| 7. Truesight&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ 6th Level Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1. Aerial Servant&lt;br /&gt;
|-&lt;br /&gt;
| 2. Animate Objects&lt;br /&gt;
|-&lt;br /&gt;
| 3. Barrier*&lt;br /&gt;
|-&lt;br /&gt;
| 4. Create Normal Animals&lt;br /&gt;
|-&lt;br /&gt;
| 5. Cureall&lt;br /&gt;
|-&lt;br /&gt;
| 6. Find the Path&lt;br /&gt;
|-&lt;br /&gt;
| 7. Speak with Monsters*&lt;br /&gt;
|-&lt;br /&gt;
| 8. Word of Recall&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ 7th Level Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1. Earthquake&lt;br /&gt;
|-&lt;br /&gt;
| 2. Holy Word&lt;br /&gt;
|-&lt;br /&gt;
| 3. Restore*&lt;br /&gt;
|- &lt;br /&gt;
| 4. Survival&lt;br /&gt;
|- &lt;br /&gt;
| 5. Travel&lt;br /&gt;
|-&lt;br /&gt;
| 6. Wizardry&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[#top|Back to the Top]]&lt;br /&gt;
&lt;br /&gt;
== Arcane Spell List ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ 1st Level Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1. [[Analyze]]&lt;br /&gt;
|-&lt;br /&gt;
| 2. [[Charm Person]]&lt;br /&gt;
|-&lt;br /&gt;
| 3. [[Detect Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| 4. [[Hold Portal]]&lt;br /&gt;
|-&lt;br /&gt;
| 5. [[Light]]&lt;br /&gt;
|-&lt;br /&gt;
| 6. [[Magic Missile]]&lt;br /&gt;
|-&lt;br /&gt;
| 7. [[Protection from Evil]]&lt;br /&gt;
|-&lt;br /&gt;
| 8. [[Read Languages]]&lt;br /&gt;
|-&lt;br /&gt;
| 9. [[Read Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| 11. [[Shield]]&lt;br /&gt;
|-&lt;br /&gt;
| 12. [[Sleep]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ 2nd Level Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1. [[Continual Light]]*&lt;br /&gt;
|-&lt;br /&gt;
| 2. [[Detect Evil]]&lt;br /&gt;
|-&lt;br /&gt;
| 3. Detect Invisible&lt;br /&gt;
|-&lt;br /&gt;
| 4. Entangle&lt;br /&gt;
|-&lt;br /&gt;
| 5. ESP*&lt;br /&gt;
|-&lt;br /&gt;
| 6. Invisibility&lt;br /&gt;
|-&lt;br /&gt;
| 7. Knock&lt;br /&gt;
|-&lt;br /&gt;
| 8. Levitate&lt;br /&gt;
|-&lt;br /&gt;
| 9. Locate Object&lt;br /&gt;
|-&lt;br /&gt;
| 10. Mirror Image&lt;br /&gt;
|-&lt;br /&gt;
| 11. Phantasmal Force&lt;br /&gt;
|-&lt;br /&gt;
| 12. Web&lt;br /&gt;
|-&lt;br /&gt;
| 13. Wizard Lock&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ 3rd Level Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1. Clairvoyance&lt;br /&gt;
|-&lt;br /&gt;
| 2. Create Air&lt;br /&gt;
|-&lt;br /&gt;
| 3. Dispel magic&lt;br /&gt;
|-&lt;br /&gt;
| 4. Fireball&lt;br /&gt;
|-&lt;br /&gt;
| 5. Fly&lt;br /&gt;
|-&lt;br /&gt;
| 6. Haste*&lt;br /&gt;
|-&lt;br /&gt;
| 7. Hold Person*&lt;br /&gt;
|-&lt;br /&gt;
| 8. Infravision&lt;br /&gt;
|-&lt;br /&gt;
| 9. Invisibility 10&#039; Radius&lt;br /&gt;
|-&lt;br /&gt;
| 10. Lightning Bolt&lt;br /&gt;
|- &lt;br /&gt;
| 11. Protection from Evil 10&#039; Radius&lt;br /&gt;
|-&lt;br /&gt;
| 12. Protection from Normal Missiles&lt;br /&gt;
|-&lt;br /&gt;
| 13. Water Breathing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[#top|Back to the Top]]&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=AGRC_Rules_Overview&amp;diff=998</id>
		<title>AGRC Rules Overview</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=AGRC_Rules_Overview&amp;diff=998"/>
		<updated>2025-06-12T11:40:09Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: /* Order of Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[Agrimoor Homebrew Rules]]&lt;br /&gt;
&lt;br /&gt;
= Order of Combat =&lt;br /&gt;
When combat begins, it will follow the below sequence until the combat is resolved. Prior to beginning combat, the Dungeon Master will determine whether surprise must be rolled. A surprise round will allow the winning side to act before combat order is determined, effectively earning a free combat round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Order:&#039;&#039;&#039;&amp;lt;/br&amp;gt;Check for Surprise (2d6) -&amp;gt; Surprise Round (if applicable) -&amp;gt; Group Initiative (1d4) -&amp;gt; First Side Acts (Turn 1) -&amp;gt; Declare and Resolve Actions -&amp;gt; Second Side Acts (Turn 2) -&amp;gt; Declare and Resolve Actions -&amp;gt; Special Results -&amp;gt; New Round Begins&lt;br /&gt;
&lt;br /&gt;
== Group Initiative ==&lt;br /&gt;
The DM will roll 1d4 + the highest DEX modifier among the group. One player will roll for the party&#039;s initiative, adding their DEX modifier to the 1d4 roll. The player rolling for initiative can be assigned or change as desired.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ties:&#039;&#039;&#039; If each side rolls the same result for group initiative, all actions happen at once. Each character and opponent will get to roll their attacks and deal damage. During a tied initiative, if any damage / effect would bring a character or opponent to 0 hit points, they resolve their attacks or actions before dying at the end of the combat round.&lt;br /&gt;
&lt;br /&gt;
= Morale = &lt;br /&gt;
&lt;br /&gt;
== Morale Procedures ==&lt;br /&gt;
&lt;br /&gt;
== Monster Morale ==&lt;br /&gt;
&lt;br /&gt;
== Retainer Morale ==&lt;br /&gt;
&lt;br /&gt;
= Death &amp;amp; Dying =&lt;br /&gt;
When a character falls to 0 hit points, they fall unconscious and are considered dying. They must immediately make a saving throw vs death ray, and every turn thereafter. A dying character may attempt to save vs death a number of times equal to their Constitution (CON) modifier. On a success, the character remains at 0 hit points and unconscious until they&#039;ve had magical healing or the appropriate rest. If a character is unable to succeed on any of their saves vs death, is not given magical healing, or if they are attacked again while dying, that character is dead.&lt;br /&gt;
* Every player character gets to make at-least one saving throw vs death, immediately upon reaching 0 hit points, even if they have a negative CON modifier.&lt;br /&gt;
* An unconscious character will regain consciousness after 24 hours with 1 hit point; they cannot be awakened until after 24 hours have passed.&lt;br /&gt;
* Natural healing (1d6/day) requires a character to be resting in comfort for 24 hours.&lt;br /&gt;
* Magical healing alone will not restore a character to consciousness immediately, they will be able to wake after 1d6 hours.&lt;br /&gt;
* NPCs do not benefit from these rules and will be considered dead upon reaching 0 hit points.&lt;br /&gt;
&lt;br /&gt;
== Suffocation ==&lt;br /&gt;
When a character&#039;s head is fully submerged under water, when airways are completely blocked, or when the air is toxic to breathe, a character will begin to suffocate. A character is able to hold their breath for a number of rounds equal to 1 + CON modifier. If a character is unable to restore the flow of oxygen before expending the rounds available to them, they will be unable to make saving throws vs death and will be dead.&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
* &#039;&#039;&#039;Natural:&#039;&#039;&#039; For each full day of complete rest - in which no strenuous activity may be undertaken - recover 1d6 + CON modifier hit points. If rest is interrupted, natural healing does not take place that day.&lt;br /&gt;
* &#039;&#039;&#039;Relaxation Bonus:&#039;&#039;&#039; If a character visits a bathhouse and pays for &#039;&#039;the works&#039;&#039; they may instead recover 2d6 + CON modifier hit points that day. However, they still cannot engage in strenuous activity and must be resting for this healing to take place. If they do not, the healing will not take place and they will lose the bonus as well as their coin. &#039;&#039;Perhaps even some dignity along the way.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magical:&#039;&#039;&#039; Healing can occur through magic, be it potions or spells. It happens instantaneously.&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=AGRC_Rules_Overview&amp;diff=997</id>
		<title>AGRC Rules Overview</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=AGRC_Rules_Overview&amp;diff=997"/>
		<updated>2025-06-12T11:39:32Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: /* Order of Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[Agrimoor Homebrew Rules]]&lt;br /&gt;
&lt;br /&gt;
= Order of Combat =&lt;br /&gt;
When combat begins, it will follow the below sequence until the combat is resolved. Prior to beginning combat, the Dungeon Master will determine whether surprise must be rolled. A surprise round will allow the winning side to act before combat order is determined, effectively earning a free combat round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Order:&#039;&#039;&#039;&amp;lt;/br&amp;gt;Check for Surprise (2d6) -&amp;gt; Group Initiative (1d4) -&amp;gt; First Side Acts (Turn 1) -&amp;gt; Declare and Resolve Actions -&amp;gt; Second Side Acts (Turn 2) -&amp;gt; Declare and Resolve Actions -&amp;gt; Special Results -&amp;gt; New Round Begins&lt;br /&gt;
&lt;br /&gt;
== Group Initiative ==&lt;br /&gt;
The DM will roll 1d4 + the highest DEX modifier among the group. One player will roll for the party&#039;s initiative, adding their DEX modifier to the 1d4 roll. The player rolling for initiative can be assigned or change as desired.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ties:&#039;&#039;&#039; If each side rolls the same result for group initiative, all actions happen at once. Each character and opponent will get to roll their attacks and deal damage. During a tied initiative, if any damage / effect would bring a character or opponent to 0 hit points, they resolve their attacks or actions before dying at the end of the combat round.&lt;br /&gt;
&lt;br /&gt;
= Morale = &lt;br /&gt;
&lt;br /&gt;
== Morale Procedures ==&lt;br /&gt;
&lt;br /&gt;
== Monster Morale ==&lt;br /&gt;
&lt;br /&gt;
== Retainer Morale ==&lt;br /&gt;
&lt;br /&gt;
= Death &amp;amp; Dying =&lt;br /&gt;
When a character falls to 0 hit points, they fall unconscious and are considered dying. They must immediately make a saving throw vs death ray, and every turn thereafter. A dying character may attempt to save vs death a number of times equal to their Constitution (CON) modifier. On a success, the character remains at 0 hit points and unconscious until they&#039;ve had magical healing or the appropriate rest. If a character is unable to succeed on any of their saves vs death, is not given magical healing, or if they are attacked again while dying, that character is dead.&lt;br /&gt;
* Every player character gets to make at-least one saving throw vs death, immediately upon reaching 0 hit points, even if they have a negative CON modifier.&lt;br /&gt;
* An unconscious character will regain consciousness after 24 hours with 1 hit point; they cannot be awakened until after 24 hours have passed.&lt;br /&gt;
* Natural healing (1d6/day) requires a character to be resting in comfort for 24 hours.&lt;br /&gt;
* Magical healing alone will not restore a character to consciousness immediately, they will be able to wake after 1d6 hours.&lt;br /&gt;
* NPCs do not benefit from these rules and will be considered dead upon reaching 0 hit points.&lt;br /&gt;
&lt;br /&gt;
== Suffocation ==&lt;br /&gt;
When a character&#039;s head is fully submerged under water, when airways are completely blocked, or when the air is toxic to breathe, a character will begin to suffocate. A character is able to hold their breath for a number of rounds equal to 1 + CON modifier. If a character is unable to restore the flow of oxygen before expending the rounds available to them, they will be unable to make saving throws vs death and will be dead.&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
* &#039;&#039;&#039;Natural:&#039;&#039;&#039; For each full day of complete rest - in which no strenuous activity may be undertaken - recover 1d6 + CON modifier hit points. If rest is interrupted, natural healing does not take place that day.&lt;br /&gt;
* &#039;&#039;&#039;Relaxation Bonus:&#039;&#039;&#039; If a character visits a bathhouse and pays for &#039;&#039;the works&#039;&#039; they may instead recover 2d6 + CON modifier hit points that day. However, they still cannot engage in strenuous activity and must be resting for this healing to take place. If they do not, the healing will not take place and they will lose the bonus as well as their coin. &#039;&#039;Perhaps even some dignity along the way.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magical:&#039;&#039;&#039; Healing can occur through magic, be it potions or spells. It happens instantaneously.&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=AGRC_Rules_Overview&amp;diff=996</id>
		<title>AGRC Rules Overview</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=AGRC_Rules_Overview&amp;diff=996"/>
		<updated>2025-06-12T11:36:09Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: /* Death &amp;amp; Dying */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[Agrimoor Homebrew Rules]]&lt;br /&gt;
&lt;br /&gt;
= Order of Combat =&lt;br /&gt;
When combat begins, it will follow the below sequence until the combat is resolved. Prior to beginning combat, the Dungeon Master will determine whether surprise must be rolled. A surprise round will allow the winning side to act before combat order is determined, effectively earning a free combat round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Order:&#039;&#039;&#039;&amp;lt;/br&amp;gt;Check for Surprise (2d6) -&amp;gt; Group Initiative (1d4) -&amp;gt; First Side Acts -&amp;gt; Declare and Resolve Actions -&amp;gt; Second Side Acts -&amp;gt; Declare and Resolve Actions -&amp;gt; Special Results &lt;br /&gt;
&lt;br /&gt;
== Group Initiative ==&lt;br /&gt;
The DM will roll 1d4 + the highest DEX modifier among the group. One player will roll for the party&#039;s initiative, adding their DEX modifier to the 1d4 roll. The player rolling for initiative can be assigned or change as desired.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ties:&#039;&#039;&#039; If each side rolls the same result for group initiative, all actions happen at once. Each character and opponent will get to roll their attacks and deal damage. During a tied initiative, if any damage / effect would bring a character or opponent to 0 hit points, they resolve their attacks or actions before dying at the end of the combat round.&lt;br /&gt;
&lt;br /&gt;
= Morale = &lt;br /&gt;
&lt;br /&gt;
== Morale Procedures ==&lt;br /&gt;
&lt;br /&gt;
== Monster Morale ==&lt;br /&gt;
&lt;br /&gt;
== Retainer Morale ==&lt;br /&gt;
&lt;br /&gt;
= Death &amp;amp; Dying =&lt;br /&gt;
When a character falls to 0 hit points, they fall unconscious and are considered dying. They must immediately make a saving throw vs death ray, and every turn thereafter. A dying character may attempt to save vs death a number of times equal to their Constitution (CON) modifier. On a success, the character remains at 0 hit points and unconscious until they&#039;ve had magical healing or the appropriate rest. If a character is unable to succeed on any of their saves vs death, is not given magical healing, or if they are attacked again while dying, that character is dead.&lt;br /&gt;
* Every player character gets to make at-least one saving throw vs death, immediately upon reaching 0 hit points, even if they have a negative CON modifier.&lt;br /&gt;
* An unconscious character will regain consciousness after 24 hours with 1 hit point; they cannot be awakened until after 24 hours have passed.&lt;br /&gt;
* Natural healing (1d6/day) requires a character to be resting in comfort for 24 hours.&lt;br /&gt;
* Magical healing alone will not restore a character to consciousness immediately, they will be able to wake after 1d6 hours.&lt;br /&gt;
* NPCs do not benefit from these rules and will be considered dead upon reaching 0 hit points.&lt;br /&gt;
&lt;br /&gt;
== Suffocation ==&lt;br /&gt;
When a character&#039;s head is fully submerged under water, when airways are completely blocked, or when the air is toxic to breathe, a character will begin to suffocate. A character is able to hold their breath for a number of rounds equal to 1 + CON modifier. If a character is unable to restore the flow of oxygen before expending the rounds available to them, they will be unable to make saving throws vs death and will be dead.&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
* &#039;&#039;&#039;Natural:&#039;&#039;&#039; For each full day of complete rest - in which no strenuous activity may be undertaken - recover 1d6 + CON modifier hit points. If rest is interrupted, natural healing does not take place that day.&lt;br /&gt;
* &#039;&#039;&#039;Relaxation Bonus:&#039;&#039;&#039; If a character visits a bathhouse and pays for &#039;&#039;the works&#039;&#039; they may instead recover 2d6 + CON modifier hit points that day. However, they still cannot engage in strenuous activity and must be resting for this healing to take place. If they do not, the healing will not take place and they will lose the bonus as well as their coin. &#039;&#039;Perhaps even some dignity along the way.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magical:&#039;&#039;&#039; Healing can occur through magic, be it potions or spells. It happens instantaneously.&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=AG_RC_Spells&amp;diff=995</id>
		<title>AG RC Spells</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=AG_RC_Spells&amp;diff=995"/>
		<updated>2025-06-12T11:31:13Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: /* Arcane Spell List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[AGRC Cleric]] &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[AGRC Mage]] &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[Agrimoor Homebrew Rules]] &amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Arcane Spells ==&lt;br /&gt;
&lt;br /&gt;
== Spell Books ==&lt;br /&gt;
Mages and arcane spell casters record their spells known in a spell book.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adding Spells&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
When a spell caster is able to increase the number of arcane spells memorized, they also increase the selection of spells in their spell book. This is possible in one of two ways:&lt;br /&gt;
* &#039;&#039;&#039;Mentoring:&#039;&#039;&#039; The character may consult an arcane guild or mentor to learn new spells. This process takes a week of game time. &lt;br /&gt;
* &#039;&#039;&#039;Research:&#039;&#039;&#039; Adding spells to your spell book may be done by &#039;&#039;magical research&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lost Spell Books&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
A spell caster can rewrite the spells in a lost or destroyed spell book:&lt;br /&gt;
* &#039;&#039;&#039;Cost:&#039;&#039;&#039; The cost per spell to be recovered is 1 week of game time and 1,000 gp per level of the spell.&lt;br /&gt;
* &#039;&#039;&#039;Sole Activity:&#039;&#039;&#039; This requires complete concentration. The character may not engage in any other activity for the required period.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captured Spell Books&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
Each arcane spell caster&#039;s spell book is written so that only the owner is able to read the spells without the use of magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cleric Spell List ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ 1st Level Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1. [[Cure Light Wounds]]*&lt;br /&gt;
|-&lt;br /&gt;
| 2. [[Detect Evil]]&lt;br /&gt;
|-&lt;br /&gt;
| 3. [[Detect Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| 4. [[Light]]*&lt;br /&gt;
|-&lt;br /&gt;
| 5. [[Protection from Evil]]&lt;br /&gt;
|-&lt;br /&gt;
| 6. [[Purify Food and Water]]&lt;br /&gt;
|-&lt;br /&gt;
| 7. [[Remove Fear]]*&lt;br /&gt;
|-&lt;br /&gt;
| 8. [[Resist Cold]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ 2nd Level Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1. [[Bless]]*&lt;br /&gt;
|-&lt;br /&gt;
| 2. [[Find Traps]]&lt;br /&gt;
|-&lt;br /&gt;
| 3. [[Hold Person]]*&lt;br /&gt;
|-&lt;br /&gt;
| 4. [[Know Alignment]]*&lt;br /&gt;
|-&lt;br /&gt;
| 5. [[Resist Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| 6. [[Silence]] 15&#039; Radius&lt;br /&gt;
|-&lt;br /&gt;
| 7. [[Snake Charm]]&lt;br /&gt;
|-&lt;br /&gt;
| 8. [[Speak with Animals]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ 3rd Level Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1. Continual Light*&lt;br /&gt;
|-&lt;br /&gt;
| 2. Cure Blindness&lt;br /&gt;
|-&lt;br /&gt;
| 3. Cure Disease*&lt;br /&gt;
|-&lt;br /&gt;
| 4. Growth of Animal&lt;br /&gt;
|-&lt;br /&gt;
| 5. Locate Object&lt;br /&gt;
|-&lt;br /&gt;
| 6. Remove Curse (&#039;&#039;Curse&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| 7. Speak with Dead&lt;br /&gt;
|-&lt;br /&gt;
| 8. Striking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ 4th Level Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1. Animate Dead&lt;br /&gt;
|-&lt;br /&gt;
| 2. Create Water&lt;br /&gt;
|-&lt;br /&gt;
| 3. Cure Serious Wounds*&lt;br /&gt;
|-&lt;br /&gt;
| 4. Dispel Magic&lt;br /&gt;
|-&lt;br /&gt;
| 5. Neutralize Poison&lt;br /&gt;
|-&lt;br /&gt;
| 6. Protection from Evil 10&#039; radius&lt;br /&gt;
|-&lt;br /&gt;
| 7. Sticks to Snakes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ 5th Level Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1. Commune&lt;br /&gt;
|-&lt;br /&gt;
| 2. Create Food&lt;br /&gt;
|- &lt;br /&gt;
| 3. Cure Critical Wounds*&lt;br /&gt;
|- &lt;br /&gt;
| 4. Dispel Evil&lt;br /&gt;
|-&lt;br /&gt;
| 5. Insect Plague&lt;br /&gt;
|-&lt;br /&gt;
| 6. Quest*&lt;br /&gt;
|-&lt;br /&gt;
| 7. Truesight&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ 6th Level Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1. Aerial Servant&lt;br /&gt;
|-&lt;br /&gt;
| 2. Animate Objects&lt;br /&gt;
|-&lt;br /&gt;
| 3. Barrier*&lt;br /&gt;
|-&lt;br /&gt;
| 4. Create Normal Animals&lt;br /&gt;
|-&lt;br /&gt;
| 5. Cureall&lt;br /&gt;
|-&lt;br /&gt;
| 6. Find the Path&lt;br /&gt;
|-&lt;br /&gt;
| 7. Speak with Monsters*&lt;br /&gt;
|-&lt;br /&gt;
| 8. Word of Recall&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ 7th Level Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1. Earthquake&lt;br /&gt;
|-&lt;br /&gt;
| 2. Holy Word&lt;br /&gt;
|-&lt;br /&gt;
| 3. Restore*&lt;br /&gt;
|- &lt;br /&gt;
| 4. Survival&lt;br /&gt;
|- &lt;br /&gt;
| 5. Travel&lt;br /&gt;
|-&lt;br /&gt;
| 6. Wizardry&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[#top|Back to the Top]]&lt;br /&gt;
&lt;br /&gt;
== Arcane Spell List ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ 1st Level Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1. Analyze&lt;br /&gt;
|-&lt;br /&gt;
| 2. Charm Person&lt;br /&gt;
|-&lt;br /&gt;
| 3. [[Detect Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| 4. Hold Portal&lt;br /&gt;
|-&lt;br /&gt;
| 5. [[Light]]&lt;br /&gt;
|-&lt;br /&gt;
| 6. Magic Missile&lt;br /&gt;
|-&lt;br /&gt;
| 7. [[Protection from Evil]]&lt;br /&gt;
|-&lt;br /&gt;
| 8. Read Languages&lt;br /&gt;
|-&lt;br /&gt;
| 9. Read Magic&lt;br /&gt;
|-&lt;br /&gt;
| 11. Shield&lt;br /&gt;
|-&lt;br /&gt;
| 12. Sleep&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ 2nd Level Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1. [[Continual Light]]*&lt;br /&gt;
|-&lt;br /&gt;
| 2. [[Detect Evil]]&lt;br /&gt;
|-&lt;br /&gt;
| 3. Detect Invisible&lt;br /&gt;
|-&lt;br /&gt;
| 4. Entangle&lt;br /&gt;
|-&lt;br /&gt;
| 5. ESP*&lt;br /&gt;
|-&lt;br /&gt;
| 6. Invisibility&lt;br /&gt;
|-&lt;br /&gt;
| 7. Knock&lt;br /&gt;
|-&lt;br /&gt;
| 8. Levitate&lt;br /&gt;
|-&lt;br /&gt;
| 9. Locate Object&lt;br /&gt;
|-&lt;br /&gt;
| 10. Mirror Image&lt;br /&gt;
|-&lt;br /&gt;
| 11. Phantasmal Force&lt;br /&gt;
|-&lt;br /&gt;
| 12. Web&lt;br /&gt;
|-&lt;br /&gt;
| 13. Wizard Lock&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ 3rd Level Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1. Clairvoyance&lt;br /&gt;
|-&lt;br /&gt;
| 2. Create Air&lt;br /&gt;
|-&lt;br /&gt;
| 3. Dispel magic&lt;br /&gt;
|-&lt;br /&gt;
| 4. Fireball&lt;br /&gt;
|-&lt;br /&gt;
| 5. Fly&lt;br /&gt;
|-&lt;br /&gt;
| 6. Haste*&lt;br /&gt;
|-&lt;br /&gt;
| 7. Hold Person*&lt;br /&gt;
|-&lt;br /&gt;
| 8. Infravision&lt;br /&gt;
|-&lt;br /&gt;
| 9. Invisibility 10&#039; Radius&lt;br /&gt;
|-&lt;br /&gt;
| 10. Lightning Bolt&lt;br /&gt;
|- &lt;br /&gt;
| 11. Protection from Evil 10&#039; Radius&lt;br /&gt;
|-&lt;br /&gt;
| 12. Protection from Normal Missiles&lt;br /&gt;
|-&lt;br /&gt;
| 13. Water Breathing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[#top|Back to the Top]]&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Detect_Evil&amp;diff=994</id>
		<title>Detect Evil</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Detect_Evil&amp;diff=994"/>
		<updated>2025-06-12T11:24:42Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spells&lt;br /&gt;
| spell_name = &#039;&#039;&#039;Detect Evil&#039;&#039;&#039;&lt;br /&gt;
| spell_range = 120&#039;&lt;br /&gt;
| spell_duration = 1 hour&lt;br /&gt;
| spell_effect = Everything within 120&#039;&lt;br /&gt;
| spell_description = When this spell is cast, the cleric will see the aura of any evil enchanted objects within 120&#039; glow. It will also cause creatures that want to harm the cleric to glow when they are within range. The glow effect is &#039;&#039;&#039;only&#039;&#039;&#039; visible to the cleric who cast this spell. &#039;&#039;Reminder:&#039;&#039; The chaotic alignment does not necessarily mean evil, even though many chaotic monsters are evil. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[AG RC Spells]]&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Detect_Magic&amp;diff=993</id>
		<title>Detect Magic</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Detect_Magic&amp;diff=993"/>
		<updated>2025-06-12T11:23:51Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spells&lt;br /&gt;
| spell_name = &#039;&#039;&#039;Detect Magic&#039;&#039;&#039;&lt;br /&gt;
| spell_range = 0&lt;br /&gt;
| spell_duration = 3 turns&lt;br /&gt;
| spell_effect = Everything within 60&#039;&lt;br /&gt;
| spell_description = When this spell is cast, the cleric will see a glow surround magical objects, creature, and places within the spell&#039;s area of effect. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[AG RC Spells]]&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
	<entry>
		<id>https://agrimoor.com/index.php?title=Light&amp;diff=992</id>
		<title>Light</title>
		<link rel="alternate" type="text/html" href="https://agrimoor.com/index.php?title=Light&amp;diff=992"/>
		<updated>2025-06-12T11:23:04Z</updated>

		<summary type="html">&lt;p&gt;MelioraHenning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spells&lt;br /&gt;
| spell_name = &#039;&#039;&#039;Light*&#039;&#039;&#039;&lt;br /&gt;
| spell_range = 120&#039;&lt;br /&gt;
| spell_duration = 1 hour&lt;br /&gt;
| spell_effect = Volume of 30&#039; diameter&lt;br /&gt;
| spell_description = This spell creates a large ball of light, as if cast by a bright torch or lamp. If cast on an object, the light will move with the object. &lt;br /&gt;
If the spell is cast at a creature&#039;s eyes, the target must make a saving throw vs spell. If failed, the target is blinded by light for the duration of the spell, or until the spell has been dispelled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Reversed:&#039;&#039; The reverse, &#039;&#039;darkness&#039; creates a circle of darkness 30&#039; in diameter. It will block all sight. &#039;&#039;Darkness&#039;&#039; cancels a &#039;&#039;light&#039;&#039; spell if cast upon it, but the reverse is also true. If cast at an opponents eyes, &#039;&#039;darkness&#039;&#039; causes blindness for the duration of the spell or until dispelled. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Back to:&#039;&#039;&#039; [[AG RC Spells]]&lt;/div&gt;</summary>
		<author><name>MelioraHenning</name></author>
	</entry>
</feed>