TEXT:   
  
   
  
   
  
   
   
   
   
   
   
   
  Copyright (C) 2020   
  by James & Robyn George  
   
  Electronic Edition    
   
  All rights reserved.  No  
  part of this book may be reproduced  
  or transmitted in any form or  
  by any means whatsoever without  
  express written permission  
  from the authors, except in the case of 
  brief quotations embodied in  
  critical articles and reviews.  Please  
  refer all pertinent questions  
  to the publisher. 
   
  Printed in the United States of America 
   
  www.oldehouserules.com 
   
  First Printing, September 2020 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
  To my wife Robyn, 
  who taught me everything  
  about love and could  
  teach a master class on the value  
  of imaginative play... 
   
  Cover by the incomparable  
  Martin Schongauer,  
  with interior art courtesy of  
  Sebastian Münster and 
  others in the public domain 
   
  With special thanks  
  to Brett Bernstein, Abraham  
  Gray, John Grümph,  
  Matt Jackson, Michael Julius,  
  Norbert Matausch, Tony  
  Obert, Talon Waite, and everyone  
  else who believed... 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
  TABLE OF CONTENTS 
   
  INTRODUCTION................................ 
  l 
  ONE: SWELLING THE RANKS..............  3 
  TWO: EXPEDITIONS........................... l3 
  THREE: PERILS OF THE OVERLAND... 23 
  FOUR: INTO THE WILDS.................... 
  33 
   
   
   
  
  1 
   
  INTRODUCTION 
   
  This is a supplement to the Diceless Dungeons 
  game and as such, requires the original rules to 
  play.  Diceless.  The word seems at odds with an 
  activity known for them, a milieu where risk and 
  uncertainty are sought-after things.  But how 
  is there risk without dice?  Or uncertainty with 
  no rolls to miss?  Ask children, for their play 
  has always been diceless.  It is something adults 
  forget and maybe need to learn again.   
   
  Whether cops and robbers or superheroes, kids 
  understand diceless play.  They negotiate, agree 
  on the details, and let things happen.  This is 
  fantasy play in its purest form...    
   
  It was in this creative spirit that Diceless 
  Dungeons was born.  War-gaming, with its dense 
  rules and technical heft, offered up an adult 
  alternative to childhood play, and one with lots 
  to offer.  But then, not all rules require dice, 
  especially not old-school games, where personal 
  choice is the lifeblood of victory.  That said, 
  this book expands the first, adding new content 
  for the best in adult (and childhood) fun! 
   
   
  
  2 
   
   
   
  Childhood play is the social contract in action, 
  and to this end, Diceless Dungeons was always 
  more of a framework around which players could 
  negotiate.  This book keeps it up with... 
   
  (l) Non-human characters, including dwarves, 
  elves, and halflings.  This adds a high-fantasy 
  atmosphere with tactical options. 
   
  (2) Additional talents, most emphasizing new 
  rules for hirelings and wilderness adventures, 
  along with more spells for greater power.   
   
  (3) New monsters, many also indigenous to the 
  wilderness above, with new magical items ready 
  to win from ancient, gleaming hoards. 
   
  Of course, this changes the trajectory of the 
  basic game, with consequences for existing 
  campaigns everywhere.  Not to worry; all of this 
  is optional, and the referee is free to include 
  what they want and discard the rest, for this is 
  still an old-school system.  Nonetheless, all 
  games benefit from new content, for evil things 
  haunt the woods even in the ordinary world, 
  wicked things to be put down by heroic hands...   
  
  3 
   
  ONE: SWELLING THE RANKS 
   
  The basic game imagined a so-called ordinary 
  world of medieval men and women, fortune seekers 
  all of them, leaving their quaint villages for 
  lives of adventure.  Aside from wolves and greedy 
  brigands, the surface was safe.  Foul monsters 
  crawled from their darkened lairs at night, but 
  mostly occupied the underworld, which was a 
  place of chaos and evil.  Magic was equally rare, 
  being the domain of mysterious sorcerers who 
  resided in dark towers far from home.  
   
  No more, for The Diceless Wilds adds new content, 
  starting with NON-HUMAN races... 
   
  THE FEY FOLK 
   
  Dwarves live in the far-away mountains, and 
  elves, those immortal forest folk, dwell in their 
  primeval woods.  Even if the referee prefers a 
  low-magic setting, the rarity and isolation of 
  these people means that most will have never 
  encountered them.  On the other hand, the referee 
  might shift to a higher-fantasy milieu.     
   
  NOTE: Non-humans are ancient and powerful, 
  making game balance an issue.  To this end, these 
  begin having but a single talent, bolstered by 
  their racial abilities.  Humans are younger and 
  less powerful, but already renowned for their 
  cleverness, which means more talents.         
   
  DWARVES are a type of so-called little people, 
  similar to gnomes (covered later), although 
  considerably more robust as befits a race given 
  to mining the earth.  They stand 4’ tall and 
  prefer the mountains and their mines, where they 
  harvest precious metals and craft artifacts of 
  exquisite beauty.  If they have any weakness, it 
  lies in a greed for mineral wealth, which they 
  crave almost as much as glory on the battlefield. 
  
  4 
   
  Fearless warriors, dwarves can wear armor and 
  shield and fight with any weapon, choosing axes, 
  crossbows, and hammers first.  Legends say they 
  are made of stone.  This is a myth, but dwarves are 
  STONE TOUGH fighters.  Once per game day, they 
  can take up to 5 wounds in a single combat round 
  and subsequently ignore it as though it never 
  happened.  They are otherwise immune to disease 
  and never affected when so exposed.    
   
  Dwarves speak (and write) their own language and 
  the common tongue of the human lands. 
   
  ELVES are first among the faerie folk, being tall, 
  beautiful, and wise.  It is left to the referee to 
  decide if they have pointed ears, for such are not 
  required; but all should bear the unmistakable 
  mark of their fey blood.  Human-sized, they are a 
  graceful people and immortal, barring violence 
  or misadventure of the sort known to adventurers 
  everywhere.  If they seem detached from mortal 
  concerns, blame their ageless lives.  
   
  Fast, agile hunters, elves can wear armor and 
  shield and fight with any weapon, choosing bows 
  (long or short) and swords first.  Born of magic, 
  they possess a natural SPELLCRAFT exceeded only 
  by human sorcerers.  Once per game day, an elf 
  may cast a single spell, including high sorcery, 
  at regular wound cost, even fully armored, for 
  their heritage dominates.  Moreover, they are not 
  subject to the terror induced by wights, etc. 
   
   
  
  5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  6 
   
  Like dwarves, elves can speak and write their own 
  racial language and the common tongue. 
   
  HALFLINGS are closest to humanity, although 
  smaller as their name suggests.  Standing 3’ tall, 
  they tend to be plump, for they lead carefree 
  lives of food, drink, and creature comforts.  Their 
  origins are uncertain, but they prefer rolling 
  hills (often near human settlement), dwelling in 
  the cozy, well-furnished holes their kind are 
  famous for.  Agreeable folk, they can still show 
  extraordinary courage on adventures.  
   
  Reluctant combatants at best, halflings can 
  nonetheless employ armor and shield and fight 
  with any weapon provided these are built for 
  their smaller size.  The latter is their greatest 
  advantage, for halflings are LIGHT FOOTED and 
  capable of movement at quick time (240’ per turn) 
  without requiring rest, remaining alert while 
  doing so.  Likewise, their nimbleness means they 
  never accidentally set off hidden traps.  
   
  Living as they do among men, halflings read and 
  write the common tongue of humanity.   
   
  Introducing non-human characters need not 
  change the game, for these rarely interact with 
  humanity and are viewed as exotic foreigners 
  when they do.  Otherwise, the referee can opt for 
  a higher-fantasy setting if they wish it...   
   
  ADVANCED TALENTS 
   
  Expanding the game to include wilderness 
  adventures opens the door to new skills suitable 
  for any style of play.  There is a whole other 
  world beyond the dungeons, including bustling 
  cities filled with their own dangers; and the 
  referee can make these available immediately or 
  held in reserve for when players have proven 
  themselves by surviving multiple expeditions. 
  
  7 
   
  Once again, humans start with three talents and 
  non-humans one plus racial abilities: 
     
  TALENT 
  DESCRIPTION 
  Ascetic 
  go seven days without food/water 
  Commander recruit up to three hirelings  
  Gambler 
  win 7 SP per day staying at an inn 
  Hardened 
  survive three rounds after death 
  Mender 
  craft a (one-wound) remedy per day* 
  Smithy 
  fix armor/shields at l5% of value# 
  Traveler 
  carry 24 items per the basic rules@ 
  Unbowed 
  easily navigate rough terrain 
  Weathered 
  predict the coming day’s weather 
   
   
  *All must be consumed within a day of creation  
  #Requires a stocked forge and one week’s time 
  @Treasure (coinage) capacity remains unchanged 
   
  Good referees will provide ample opportunities 
  for players to use these.  That said, superior 
  players are always thinking of how to leverage 
  their abilities.  If anything, these new rules 
  enable the old-school experience.   
   
  ASCETICS can go a week without food and drink, 
  helping stave off the effects of hunger and 
  thirst as well as cold and heat exposure in the 
  wilderness.  Beyond this, the usual penalties 
  apply, for their discipline cannot hold. 
   
  COMMANDERS exude just enough confidence to 
  exploit the new hireling rules.  This is not the 
  same as being gregarious, for the player must 
  demonstrate sound judgement lest their charges 
  have enough and revolt and/or desert.   
   
  GAMBLERS must be somewhere this activity is 
  possible; typically, an inn, but also a military 
  camp or other place where non-players gather 
  hoping to win some coin.  Characters who gamble 
  against each other will only ever break even. 
  
  8 
   
   
   
  HARDENED characters survive up to three rounds 
  after dying, in or out of combat, whether from 
  endurance or stubbornness.  If administered aid 
  before expiring (binding wounds and the like), 
  they can survive, but at a permeant reduction of 
  one total wound from lasting injury.    
   
  MENDERS concoct simple (one-wound) remedies, 
  which might amount to little more than boiling 
  medicinal herbs.  Only one such remedy may be 
  crafted daily, noting that these are weak, losing 
  all potency after a day if unused.  This is not 
  likely however, for adventures are deadly. 
   
  SMITHIES can fix their own armor, shields, and 
  weaponry provided a forge is available, doing so 
  at just l5% of the item’s total value.  Each piece 
  requires one week, noting that magical armor and 
  weaponry can be repaired at half cost. 
   
  TRAVELERS are accustomed to life on the go and 
  pack accordingly, carrying up to six additional 
  items provided these can fit in a (human-sized) 
  backpack or hang from a belt.  Given the price of 
  hirelings, this can be useful indeed, although 
  excess coin still calls for horses and/or porters.    
  
  9 
   
  UNBOWED travelers know their way such that 
  they are never slowed in rough terrain (covered 
  later in this book) unless conditions are too 
  extreme to reasonably ignore.  Where applicable, 
  terrain-adapted enemies remain a threat.  
   
  WEATHERED characters are alert to the signs of 
  impending storms, predicting these with enough 
  accuracy to a plan accordingly.  If caught in 
  squalls despite this, they have only themselves 
  to blame for not showing due caution. 
   
  The referee can add more as befits an old-school 
  game, fleshing out their campaign setting.     
   
  A DICELESS GRIMOIRE 
   
  To make things easier, those spells which 
  duplicate regular talents are called CANTRIPS, 
  and all others (high) sorcery.  Moreover, the 
  sorcerer’s apprentice may now cast their first 
  magic spell of the day at zero wound cost, after 
  which the normal penalty applies.  Of course, 
  this includes high sorcery, for the character is 
  finally starting to master their craft. 
   
  The list of available cantrips is expanded to 
  include the following effects, all of which last 
  one turn unless extended with experience: 
   
  Dowser, Empathetic,  
  Inspired,  
  Mender, Nocturnal, Oracle,  
  Unbowed, Weathered 
   
  Cantrips are minor magic, so all spell casters 
  (including elves) should have access to the 
  entire list.  High sorcery is more powerful, and 
  the referee might limit novice characters to 
  knowledge of but a single such spell, with more 
  effects learned through experience.  This is 
  optional and covered in the following chapter.  
  
  10 
   
   
   
   
   
   
   
  
  11 
   
  HIGHER SORCERY 
   
  The list of available high sorcery effects has 
  been expanded to include the following:  
   
  Charm, Illusion,  
  Levitation, Lightning Bolt,  
  Polymorph,  
  Servitor Spirit 
   
  CHARM spells only affect humanoid (meaning 
  man-sized/shaped) enemies.  The apprentice must 
  come within l0’ and speak their glamour, after 
  which a single target comes under their control 
  for one turn.  Note however, that charmed foes 
  cannot be made to harm themselves, and that one 
  in three are WILLFULL and resist.   
   
  POLYMORPH magic allows the caster to assume the 
  shape of any ordinary creature as small as a 
  mouse to as big as a bear, gaining the locomotion 
  and survival abilities to match, meaning birds 
  can fly and fish can swim.  The effect lasts but a 
  single turn, but may be reinstated.  Any items 
  carried are absorbed into this new form, becoming 
  unavailable for the duration of the spell.      
   
   
  
  12 
   
  SERVITOR SPIRIT calls the summoner’s familiar, 
  an invisible, invulnerable being that waits 
  upon their master for a full game day, bearing 
  light (three pound) burdens or performing simple 
  tasks such as snuffing out candles or opening 
  (unlocked) doors, etc.  The servitor cannot attack 
  or be engaged, even by other spirits, and never 
  strays more than 30’ from the caster’s side.  
   
  Optionally, such spirits may be commanded to 
  appear in a BODILY FORM chosen by the player at 
  character creation per the following:    
   
  TYPE 
  MOVE WOUNDS 
  NOTES 
  Animal 
  90’ 
  -- 
  bat, owl, raven* 
  Imp 
  60’ 
  2 
  miniature devil# 
  Sprite 
  l20’ 
  l 
  winged faerie@@ 
   
   
   
   
  *Cannot fight (take wounds) or die 
  #Flightless; will fight upon command 
  @Radiates faint light in a 5’ radius 
   
  Taking material form allows the newly visible 
  spirit to travel any distance and maintain 
  telepathic communication out to 30’, but only for 
  one turn, after which the clairvoyance wanes 
  until the familiar rejoins the apprentice.  These 
  are vulnerable in physical form, so the caster 
  must take care, as slain servitors walk the astral 
  plane, returning only after a week of rest.    
   
  ADVANCED GEAR 
   
  TWO-HANDED melee weapons, like the battle axe 
  and great sword, require 20’ of free space to wield 
  properly.  On the other hand, their impressive 
  size allows the user to suffer one wound and then 
  ignore it once per combat, normally within the 
  first round of injury.  This is a heroic move, and 
  one which demonstrates the might of ordinary 
  people against all the combined powers of magic. 
  
  13 
   
  TWO: EXPEDITIONS 
    
  This booklet takes the game beyond just the 
  dungeons to a wilderness and city setting; and 
  while much of the original rules still apply 
  here, outdoor adventures present unique dangers 
  for an adventuring party.  Rough terrain and 
  inclement weather can both impede progress, with 
  dire consequences for survival... 
   
  ROUGH TERRAIN, including rocks or wet ground, 
  slows movement and may preclude quick-time 
  travel, which might be essential to evasion in 
  open areas.  The following rules apply: 
   
  GROUND 
  SPEED QUICK TIME 
  Level/plateau 
  l20’ 
  yes 
  Overgrown 
  90’ 
  no 
  Rocky/swamp 
  60’-90’ 
  rarely 
   
  Note that while those with the Unbowed talent 
  are not slowed, other perils remain. 
   
  WEATHER, including high winds and driving 
  rain, can slow movement and obstruct visibility, 
  both of which impede mapping and place the 
  party in greater danger.  Lightning and similar 
  events (covered later) add to their woes:  
       
  EVENT 
  SPEED QUICK TIME VISIBILITY 
  Fog/mist 
  60’ 
  no 
  <l mile 
  Rain 
  90’ 
  yes 
  l-2 miles 
  Snow/ice 
  60’ 
  no 
  l mile 
   
  Those with the Weathered talent can anticipate 
  such events a day in advance, although they 
  might not heed the advice.  Snow and ice produce 
  their own treacherous ground, making evasion 
  difficult against enemies more accustomed to the 
  local environment; and lightning is a present 
  threat, which speaks to the need for preparation.  
  
  14 
   
   
   
  MINIATURES 
   
  While not required, miniature figures add a 
  certain spectacle to play, especially in combat, 
  which benefits from the following: 
   
  (l) Assume one inch on the tabletop equals l0’ in 
  the game (eyes and rulers help). 
   
  (2) During a round, each combatant moves and/or 
  acts, attacking or casting spells, etc. 
   
  (3) Movement speeds are as follows: 
   
  FIGURE IS... 
  SPEED 
  Armored 
  40’ 
  Enemy monster half listed value* 
  Unarmored 
  60’ 
   
  *Rounding up in all instances 
   
  (4) Where applicable, enemies move and act first 
  each round unless the players stage a clever 
  ambush, noting that miniatures can be useful in 
  non-combat scenarios as well, especially traps 
  or natural hazards, where distance can be deadly.  
  
  15 
   
   
   
   
   
   
   
   
  
  16 
   
  Miniatures help to visualize when combat is 
  unavoidable; and in group melee, the referee can 
  denote enemy deaths by removing figures from 
  the tabletop, allowing tactical players to better 
  anticipate the end of hostilities.  All of this 
  promotes strategy and teamwork, not to mention 
  fairness, which can only improve play. 
   
  MAGIC IN COMBAT   
   
  Cantrips are immediate, taking effect within the 
  same round they are cast.  High sorcery varies 
  depending on the spell and its purpose.  For all 
  their power, apprentices make poor combatants, 
  specializing in other areas and wielding normal 
  weaponry when forced to fight... 
   
  Charm spells are powerful, but require a full 
  (uninterrupted) round wherein the caster looks 
  into the target’s eyes or some similar act, and 
  even then, a third of these are willful enough to 
  resist.  Should the attempt fail, no wound cost 
  will be incurred.  Where applicable, ensorcelled 
  humanoids are treated as hirelings in battle, 
  taking wounds per armor and/or ability.     
   
  Lightning bolts are fast, powerful, and weaken 
  even the mightiest foes at long range.  They are 
  also quite draining, especially when bows can 
  deliver the same effect.  Even so, their real power 
  is that lightning can be thrown during melee, 
  striking targets at close quarters.     
   
  Imp familiars can be made to fight, which means 
  taking wounds for their master (and narrated 
  appropriately).  Of course, rival sorcerers will 
  have these as well, although they are little more 
  than a plot device.  Animal spirits flee combat, 
  which might be why they never die, while sprites 
  avoid it.  The latter might die for their master, 
  but may resent the fact and take longer to depart 
  their astral plane.  This is up to the referee.  
  
  17 
   
  LEARNING SPELLS 
   
  The sorcerer’s apprentice knows every cantrip, 
  for these are the stock and trade of their magical 
  profession.  High sorcery is different, and the 
  referee might limit new characters to possession 
  of but a single spell to curb their power, with 
  more learned from grimoires (bound demons) or by 
  spending skill points.  If this is the case, the 
  player can choose their first spell.   
   
  HIRELINGS 
   
  Characters having the Commander talent can take 
  up to three hirelings.  This is expensive, but 
  affords the leader one or more henchmen who can 
  fight and provide loyal service:   
   
  New characters may be allowed to have one 
  hireling to start.  Otherwise, they will need to 
  visit taverns and similar places where hired 
  blades tend to gather.  A prospective henchman 
  will demand a HIRING FEE plus a weekly wage 
  commensurate with their skills, although a few 
  will accept a SHARE of treasure won.  This is left 
  to the referee, who acts out the negotiation...  
   
   
  
  18 
   
  The various hirelings, and their price, are 
  listed below.  Most, but not all, are men-at-arms 
  equipped at their employer’s expense.  These 
  command good pay, which they earn by fighting 
  alongside their captains, taking wounds when 
  the player chooses and reducing pressure on the 
  party by spreading out the injury:  
   
  HIRELING 
  FEE* 
  PAY 
  WOUNDS 
  Archer 
  l50 SP 
  l5 SP/week 
  l# 
  Footman 
  l20 SP l2 SP/week 
  3# 
  Porter 
  50 SP 
  5 SP/week 
  -- 
  Torch Bearer 
  25 SP 
  3 SP/week 
  -- 
   
  *Bonus to secure initial contract 
  #Unarmored; may be further equipped   
   
  Hired ARCHERS weaken enemy targets at range, 
  per the applicable rules, which makes them worth 
  every silver, switching to smaller, one-handed 
  weapons when needed.  Of course, these cannot use 
  shields, although they can still be armored by 
  their employer for added protection.  Skilled and 
  versatile, expert archers earn their pay.   
   
  FOOTMEN can also take wounds; indeed, this is 
  their primary purpose.  These can be positioned 
  strategically, acting as extensions of their 
  commander.  As they can employ both armor and 
  shield, heavy footmen are an excellent addition 
  to any adventuring party, and smart captains 
  always take the time to equip them.      
   
  Equipment PORTERS cannot employ armor, shields, 
  or anything larger than a dagger.  Their sole 
  purpose is to bear burdens (equipment and booty), 
  carrying 24 small items in their packs and an 
  additional 5,000 coins, making them essential for 
  long adventures and/or large hoards.  Lacking 
  combat skill, porters cannot take wounds and may 
  die should they become isolated in battle. 
  
  19 
   
  TORCH BEARERS are often, but not always, small 
  children hired to provide light and perform 
  other menial tasks.  Their small packs hold only 
  a few personal effects, and they have limited 
  competence owing mainly to their youth.  Like 
  porters, torch bearers never survive contact with 
  the enemy and must be guarded.  Light is scarce, 
  and someone has to brighten the way! 
   
  Note: Armor and shields work differently for 
  hirelings, each adding +l to their total wounds 
  when equipped.  Upon receiving the maximum, 
  death results, noting that magical armor and/or 
  shields further improve their lot. 
   
  LOYALTY AND TRUST 
   
  Henchmen are loyal (even against financial 
  setbacks) if treated well and otherwise provided 
  for, while abusive or careless leadership will 
  have the opposite effect.  The first two breaches 
  require payment of the original hiring fee in 
  compensation.  Thereafter, disgruntled hirelings 
  may simply desert, taking valuables with them 
  or abandoning the party in dire straits.   
   
  SPECIALISTS 
   
  In-demand SPECIALISTS are non-combatants who 
  possess one of the following talents: 
   
  Dowser, Jailer, 
  Trailblazer, Weathered 
   
  Unlike hirelings, anyone can hire a specialist, 
  although only for a single adventure.  These 
  demand a fee of l20 SP plus expenses, noting that 
  if they die, this amount must be paid to their 
  surviving kin in compensation.  Failure to do so 
  is not looked kindly upon, for it violates the 
  laws of the land.  Indeed, the nobler houses stop 
  at nothing to defend their family honor... 
  
  20 
   
   
   
  
  21 
   
   
   
  There is no standard for how much monetary 
  wealth should be available in a setting, and the 
  referee may need to adjust fees and weekly pay 
  accordingly.  If they prefer vast hoards, prices 
  will need to be raised.  But should their game 
  steer a conservative course, the current values 
  might be enough.  This is left to the referee, who 
  is in the best position to work it out. 
   
  SAGES AND SCHOLARS 
   
  Sometimes, characters will need to consult an 
  EXPERT, who charges by the query: 
   
  QUESTION IS... 
  COST 
  NOTES 
  Routine 
  l50 SP 
  basic inquiry 
  Specialized 
  2-300 SP requires research 
   
  Most experts are scholars attached to a church or 
  some university in a larger city.  These will 
  answer routine questions immediately, assuming 
  they have the proper expertise.  Specialized 
  inquiries, on the other hand, involve research, 
  which can take both time (up to two weeks in some 
  cases) and money, noting that academics never 
  leave the safety of home for dangerous exploits. 
  
  22 
   
  LANGUAGES 
   
  The introduction of playable non-human races, 
  plus an assortment of intelligent woodland 
  creatures, makes language more important than 
  ever.  Indeed, knowledge of their racial tongue is 
  one of the biggest advantages of playing such 
  characters.  That said, the referee might include 
  the following spoken tongues: 
   
  LANGUAGE 
  WRITTEN 
  SPOKEN BY… 
  Dwarven 
  yes 
  dwarves, gnomes 
  Elven 
  yes 
  elves, faerie folk 
  Forgotten 
  yes 
  lost languages* 
  Goblin 
  no 
  goblins, giantkind  
  Regional 
  variable human, national# 
   
  *Ancient, preserved by scholarship 
  #Denotes language of a nation or state  
   
  ADVANCEMENT 
   
  The referee might wish to increase earned skill 
  points to promote their use as follows: 
   
  ACCOMPLISHMENT 
  AWARD 
  Going on an adventure 
  l 
  Making a personal sacrifice 
  l-2 
  Superior role-playing 
  l 
  Victory against all odds 
  l-2 
   
  These can be spent as shown below: 
   
  SPEND POINTS TO... 
  SKILL COST 
  Avoid special attack (save)   
  l 
  Extend spell duration one turn 
  7 
  Learn talent/high sorcery 
  7 
  Survive fatal blow (as armor)  
  3 
   
  Note that extending spell/scroll durations is 
  permanent and reflects growing skill.  New high 
  sorcery is much like learning a new talent.    
  
  23 
   
  THREE: PERILS OF THE OVERLAND 
   
  Expanding the game to surface adventures means 
  the wilderness is no longer safe and dull, for 
  perils enough to rival the underworld await, and 
  these are not confined to cramped chambers or 
  constricted passages.  Flying foes can dive from 
  above, and all that open space allows enormous 
  things (maybe prehistoric) to grow... 
   
  Once again, statistics are given as follows:  
   
  NAME (DAMAGE BONUS/MOVEMENT) 
   
  BEARS (5/l20’) include the common (but deadly) 
  variety, larger and more aggressive CAVE BEARS 
  in prehistoric settings, and the ill-tempered 
  GRIZZLY.  All are solitary, but protective of any 
  young in their care, the latter fighting as a 
  gang for double their damage bonus. 
   
  BRONTOSAURS (l2/l50’) refer to any number of 
  long-necked dinosaurs.  Dull-witted herbivores, 
  they are easily startled and heedless of those 
  caught underfoot.  Worse yet, these giants travel 
  in large herds, stampeding for double wounds 
  (per round plus the bonus) in their panic.     
   
  BUGBEARS (2/l20’) are a variant form of goblin 
  known for skulking in the woods.  Stealthy foes, 
  they cannot be detected in natural cover until 
  within melee range, which allows them to ambush 
  for +3 wounds in their first combat round plus 
  their regular bonus for the remainder.  
   
  CENTAURS (4/l50’) have the upper torso of a human 
  with the body of a horse.  Secretive folk, they 
  shun most others, using bows and spears against 
  intruders.  Their powerful legs allow them to 
  gallop at double speed, using this to lure foes 
  onto open ground and loosing arrows on the fly.          
  
  24 
   
  DWARVES (3/l20’) often travel through human 
  lands as traders of precious metals.  Given their 
  natural hardiness, individuals are always of 
  average or greater strength (for at least 5 rounds 
  of combat), while gangs are strong, noting that 
  all have a racial immunity to disease.           
   
  ELEPHANTS (6/l50’) include prehistoric MAMMOTHS, 
  those shaggy ice age giants.  Most are docile 
  unless attacked or their young threatened, after 
  which they rush for double wounds per combat 
  round as a brontosaur.  Most, except for solitary 
  bulls, move in herds for protection.         
   
  ELVES (2/l20’) are sometimes encountered when 
  visiting their forests, being treated as armored 
  sorcerers with but a single spell (illusion is 
  common for its variety).  Most travel in hunting 
  parties, with one spell per member, armed with 
  longbows (a racial favorite) and swords.        
   
  FAERIES (3/90’) appear like tiny flying elves 
  given to mischief.  These can become invisible at 
  will, appearing only long enough to attack, 
  casting cantrips (but never high sorcery) with 
  no limits.  This makes them at least average when 
  alone and strong (at least 6 rounds) in gangs. 
   
   
  
  25 
   
   
   
   
   
   
   
  
  26 
   
  GHOULS (4/l20’) were human once, but driven by 
  inhuman cravings became flesh-eating monsters 
  known to haunt burials, tunneling 90’ through 
  packed earth to get at the dead.  Anyone attacked 
  from below must save or be immobilized, like an 
  octopus, and eaten unless rescued. 
   
  GNOMES (3/90’) are much like dwarves, but smaller 
  and with the ability to use cantrips or high 
  sorcery once per game day.  REDCAPS are a wicked, 
  psychopathic variety who fight with hatchets 
  and dip their caps in the blood.  The latter have 
  no magic, but can ambush like bugbears. 
   
  GRIFFINS (7/l80’) have the head and wings of an 
  eagle and the body of a lion, although a few 
  varieties also sport talons.  Airborne predators, 
  they drop from the sky, inflict their maximum 
  damage bonus in a lightning strike, then flee to 
  the safety of their distant aeries.   
   
  HALFLINGS (l/240’) seldom leave their burrows; but 
  when they do, they exploit their smaller size 
  and natural stealth to remain hidden until they 
  wish otherwise.  If attacked, they wield knives 
  and slings, firing with great accuracy for such 
  friendly (and famously non-violent) folk.    
   
  HORSES (3/l50’) are commonly employed by parties 
  as transportation per the following:    
   
  MOUNT 
  COST 
  LOAD# 
  WOUNDS 
  Pack* 
  l50 SP 
  l0 items 
  7 
  Riding 
  75 SP 
  5 items 
  5 
  War 
  250 SP 
  -- 
  9 
   
  *Includes pack mules and ponies 
  #Must be able to fit in a saddle bag 
   
  Warhorses alone enter combat, noting that these 
  can be armored (BARDING, 75 SP) for +l wound... 
  
  27 
   
  INSECT SWARMS (7/l80’) can be anything from army 
  ants to migratory killer bees.  They are not so 
  much slain as dispersed (fire helps), noting that 
  anyone exceeding half their maximum wounds 
  breaks out in painful boils that slow movement  
  (no quick time) for one game day. 
   
  LIONS (5/l20’) include any big cat, from fearsome 
  tigers to ice age SABRE TOOTHS.  Some move in 
  small groups while others are solitary hunters, 
  leaping from cover like a bugbear and dealing 
  death to the unwary.  True lions hunt in prides, 
  surrounding prey to prevent escape.    
   
  LICHES (9/l50’) are skeletal sorcerers who have 
  prolonged their earthly existence through dark 
  magic such that they may only be slain using 
  sorcery or magical weapons.  Moreover, their evil 
  pacts may have granted them additional powers, 
  making them terrible foes indeed:   
   
  (l) So fearsome is their visage that any looking 
  upon them must save or flee in terror.  
   
  (2) They are immune to charm and see through 
  illusions, being above such things. 
  (3) Necromantic, they command many skeletons or 
  zombies plus numerous charmed creatures. 
   
  Liches are mysterious and powerful figures, 
  preferring to pull the strings remotely through 
  servants and ruling vast domains.  Their ways 
  are inscrutable, but dependably wicked.    
   
  NEANDERTHALS (3/l20’) inhabit prehistoric (ice 
  age) settings and appear as brutish, physically 
  powerful humans.  Even so, they are excellent 
  hunters and trackers and naturally adapted to a 
  frozen environment.  Appearances lie, for they 
  are wise enough to never engage an enemy alone. 
  
  28 
   
   
   
  NYMPHS (4/l50’) live near tranquil pools or in 
  forgotten woodland settings, appearing as female 
  spirits so beautiful that to look at one causes 
  blindness for one day unless the character (any 
  gender) saves.  They fight with faerie knives, 
  becoming invisible as a last resort.   
   
  PTERANODONS (3/l80’) are flying reptiles from the 
  Mesozoic, some with massive (30’) wingspans and 
  powerful enough to carry off a dwarf or halfling 
  in their great beaks.  Lightweight fliers, they 
  attack once, retreating to the skies when failing 
  to kill outright.  A prehistoric threat. 
   
  RHINOCEROSES (5/l20’), being solitary, are not 
  easily approached, charging and stampeding all 
  who dare.  Their tough hides mean that arrows 
  never weaken them (although magic is effective), 
  making them dangerous.  Their powdered horns 
  are valued as a sorcerous component. 
   
  ROCS (l2/240’) come from a far-away land, being 
  immense birds (large enough to carry off an 
  elephant, or so the legends say).  Arrows do not 
  weaken them, and it takes double lightning bolts 
  to have the effects of one.  They are otherwise 
  merely enormous, which is enough to cause grief.  
  
  29 
   
  TYRANNOSAURS (9/l80’) are agile prehistoric 
  carnivores fast enough to overtake most parties 
  and devour them all.  Indeed, their principal 
  power is their size, (probable) strength, and the 
  speed at which they move.  The tyrant lizard 
  dominates their prehistoric home.    
   
  WRAITHS (5/l50’) were living men once, but now 
  corrupted by dark magic, appearing as withered 
  remnants and fighting with foul blades (that 
  only they may use).  These inflict SOUL SICKNESS, 
  which acts as a regular (and eventually fatal) 
  disease unless cured with a strong remedy.  
   
  WYVERNS (3/l20’) are small (horse-sized) dragons 
  found in rocky crags.  These lack the flaming 
  breath of their cousins, but possess a stingered 
  tail that requires anyone suffering wounds to 
  save or become paralyzed for three turns unless 
  roused, much like ghouls or octopi. 
   
  MONSTER TEMPLATES 
   
  Of course, the above are generalizations, and the 
  referee can use them to build their own enemy 
  monsters.  That said, the following entries from 
  the original rules have been updated to better 
  challenge newcomers and veterans alike...   
   
  DRAGONS are long lived provided they avoid 
  heroic adventurers (and sometimes after, for they 
  are fearsome).  Indeed, they grow more powerful 
  through the years, becoming physically larger 
  and gaining both speech and magic: 
   
  YOUNG DRAGONS (6/l20’) are little more than beasts, 
  lacking speech, flight, and the deadly breath 
  that comes with decades of maturity.  These grow 
  as large as a warhorse, but their wings cannot 
  sustain flight.  When confronted, they use their 
  teeth and powerful claws to rend all comers.     
  
  30 
   
   
   
   
   
   
   
   
   
  
  31 
   
  MATURE DRAGONS (l2/l20’) are capable of speech, 
  corresponding to the original rules with respect 
  to everything from their fiery breath to rapid 
  (quick-time) flight in outdoor settings. 
   
  ANCIENT DRAGONS (l8/240’) can wield remarkable 
  power within a setting, perhaps equal to liches, 
  although most prefer to mind their hoards in 
  secrecy (and a good thing).  In addition to speech 
  and flight, they act as sorcerers, making them 
  formidable foes.  Caution and appeasement are the 
  best ways to survive an encounter... 
   
  Remember, fire-breathing dragons use their 
  breath first for their full damage bonus, with an 
  additional (equal) bonus applied to the rest of 
  combat.  All of them, even the young, are fearsome 
  opponents and should be considered strong.  
    
  GHOSTS may now elicit fear (like a wight) to all 
  within 30’, although elves are immune. 
   
  GOBLINS represent a wide variety of humanoid 
  monsters (bugbears are cousins).  All are cunning, 
  with some capable of formulating strategy:   
   
  KOBOLDS (l/l20’) grow small in the dark, using 
  numbers and deadly traps to even the odds.  They 
  seldom leave their foul lairs, but revel in the 
  torment they bring to interlopers.  Pits?  Poison 
  spikes?  All are on the table, noting here that 
  intruders can expect traps dealing the maximum 
  possible wounds to confound and kill.     
   
  ORCS (4/l20’) are surface dwellers carving out a 
  space in remote places.  They are more organized 
  than their subterranean kin, forging weapons, 
  making armor, and fielding archers and footmen 
  to feed their lust for battle.  Sometimes called 
  HOBGOBLINS, living in the open has allowed them 
  to grow strong, rivalling any human warrior. 
  
  32 
   
  PACING ENCOUNTERS 
   
  While strength indicates the number of rounds 
  needed to defeat an enemy, combat can become 
  predictable even with damage bonuses.  To avoid 
  this, the referee can simply add up the total 
  wounds for an encounter (l/round + damage bonus) 
  and distribute these as they wish, noting that 
  some rounds may inflict zero injury.  Round for 
  round, a combat might proceed like this: 
   
  3/0/4/l/5/0/3 
   
  The above is for a strong tyrannosaur (9/l80’) 
  fought over seven combat rounds for a total of l6 
  wounds, noting that this format can be adopted 
  for writing up combat encounters.    
   
  Combat is a narrative, but also a strategic affair; 
  and in the absence of random outcomes, players 
  have little choice but to evaluate the (apparent) 
  strength of an enemy and gamble.  Put another 
  way, Diceless Dungeons rolls the dice in advance, 
  challenging the players to choose wisely and 
  triumph.  And really, what could be more real (or 
  old-school) than that?  Adventures await...   
   
   
  
  33 
   
  FOUR: INTO THE WILDS  
   
  These rules expand gameplay beyond just the 
  dungeons to a wilderness setting, which is every 
  bit as dangerous; and while the original rules 
  for movement and evasion clearly apply to much 
  of this, the outdoors, with its uneven terrain 
  and unpredictable weather, offers its own unique 
  challenges.  This world is deadly...  
   
  MAPPING THE SURFACE 
   
  The surface world presents various natural 
  environments, many of which are difficult (and 
  often dangerous) to pass.  As this represents a 
  significantly larger area, the referee might use 
  hexagonal paper, with each hex (or square if 
  using graph paper) equaling a mile.  Such maps 
  should be marked or color-coded to represent 
  terrain conditions for quicker reference: 
   
  TERRAIN 
  COLOR 
  SYMBOL 
  Level/plateau brown/white open space 
  Overgrown 
  green 
  hatched 
  Rocky/swamp 
  dark gray 
  wavy lines 
   
  LEVEL/PLATEAU environments are flat and fairly 
  open, which enables unimpeded movement with 
  bursts of speed.  OVERGROWN areas include forests 
  and similar natural locales where vegetation 
  obstructs visibility.  Native occupants may not 
  be subject to limitations, ambushing outsiders 
  unless the party has a suitable plan.   
   
  ROCKY GROUND always slows movement, but not 
  necessarily quick time, although careless speed 
  can trigger an avalanche on snowy slopes or 
  landslides in warmer climates.  SWAMPY terrain 
  combines vegetation with muddy ground for a 
  double threat.  Mounts (and their riders) can get 
  bogged down in the muck, with the local fauna 
  climbing at full speed out of their slimy holes. 
  
  34 
   
   
   
  Above and below ground, terrain can be just as 
  dangerous as the monsters living there! 
   
  WEATHER 
   
  While terrain can be mapped, weather cannot; and 
  in the absence of any random tables, some other 
  method is needed to account for what amounts to 
  being an ever-changing landscape... 
   
  One method is a CAMPAIGN CALENDAR, with daily 
  conditions arrived at beforehand.  This approach  
  requires work and should be done at least three 
  months in advance, noting that a little research 
  helps ensure a more realistic progression.     
   
  Another way is to employ REAL-WORLD weather 
  conditions for a representative area.  This can be 
  fun, especially when the players have no idea 
  where this is!  Again, research is vital. 
   
  Of course, the referee is also free to utilize 
  random tables behind the scenes, although this 
  breaks immersion.  Either way, the following 
  rules apply to whatever conditions are expected, 
  with consequences for those caught unaware. 
  
  35 
   
   
   
   
   
   
   
  
  36 
   
  Once the day’s weather is determined, the referee 
  can decide which hexes are affected and assign 
  hazards as needed.  Fair skies are a blessing, but 
  conditions can change for the worse:   
   
  FREEZING is a risk for any party travelling in 
  extreme cold without taking shelter (one hour 
  for every three on the road), building a fire, and 
  eating to preserve body heat.  Failing to do so 
  results in COLD EXPOSURE, wherein targets cannot 
  heal normally and suffer an additional wound 
  per day outdoors.  A threat in winter, but also in 
  higher elevations all year long. 
   
  HEAT STRESS comes on quietly.  Travelling in 
  extreme heat requires water and rest in the shade; 
  again, one hour out of every three, for fear of  
  HEAT EXPOSURE.  This acts as cold, above, noting 
  that tropical lands are always hot.  Ascetics, 
  dowsers, and pathfinders enjoy clear benefits in 
  extreme weather, but planning remains the best 
  way to survive a punishing wilderness. 
   
  LIGHTNING is deadly, but luckily rare.  For 
  convenience, cloud-to-ground strikes happen 
  once every l0 thunderstorms, which are only 
  dangerous when the party remains exposed for at 
  least one hour.  Thereafter, the referee should 
  describe multiple close calls; and when these are 
  still ignored, lightning strikes for l5 wounds 
  divided among those within its path. 
   
  HUNGER AND THIRST 
   
  Even in fair weather, characters may only go 
  three days without food and drink before hunger 
  and/or thirst take their toll, resulting in a 
  combined form of exposure, meaning no ordinary 
  healing and one wound taken per day without 
  nourishment.  Ascetics hold out longer, but will 
  ultimately succumb unless supplies are found, 
  all of which speaks to the value of preparation.  
  
  37 
   
  PLACING PERILS 
   
  Most of the world is trackless wilderness, and 
  these games make much of the so-called hex 
  crawl, where characters explore and encounter 
  random monsters.  Of course, this is impossible in 
  a diceless game (unless the referee cheats and 
  uses random tables, that is), so another approach 
  is needed.  To keep things simple, the referee 
  should number specific areas on their map and 
  allocate encounters per the following... 
   
  (l) Designated encounters can be monsters or 
  natural hazards, each assigned a single hex and 
  activated when the party arrives. 
   
  (2) Once cleared, the hex should remain vacant for 
  a while, although natural hazards persist. 
   
  (3) The referee should periodically introduce 
  encounters in different hexes, whether monsters 
  and/or natural hazards, for variety. 
   
  Enemy encounters are deadlier because the 
  outdoors offers many opportunities for ambush 
  and enough room to attack or strategically 
  retreat.  Flying monsters, in particular, can 
  soar beyond the range of arrows (or sorcery) and 
  return for a lethal strike.  Moreover, natural 
  hazards are (potentially) more widespread, with 
  some, like mountainous landslides, covering 
  multiple hexes and burying whole towns! 
   
  Danger abounds, and if this seems to lack the 
  randomness a setting demands, keep in mind that 
  it is no different from the referee rolling in 
  advance, and that the players have total control 
  over where they go.  Once again, by assigning 
  realistic, area-appropriate encounters, players 
  are challenged to exploit their knowledge of the 
  setting, and the referee to fashion internally 
  consistent worlds where such things can happen. 
  
  38 
   
   
   
   
   
  
  39 
   
  SITING CIVILIZATION 
   
  Finally, the referee should place the various 
  towns and villages of their setting, siting these 
  with the following kept in mind:  
   
  (l) Most medieval towns are built near water, and 
  larger cities absolutely require this, both for 
  trade and sanitation.  The oldest of these feature 
  vast sewer systems beneath their streets.  
   
  (2) Beyond the cities lie the estates of nobility, 
  with arable land worked by commoners obliged 
  under feudal law.  The smaller towns and farming 
  villages occupy this rural zone.   
   
  (3) The wilderness is uncharted and avoided by 
  honest folk.  The city guard, and even local 
  militias, will not venture there, making this a 
  lawless landscape.  Merchant caravans travel 
  under escort by armed guards, former adventurers 
  familiar with the perils of the overland! 
   
  Of course, non-human settlements may differ, 
  noting that halflings prefer rural shires close 
  to human lands, where they might be subjects. 
   
   
  
  40 
   
  OVERLAND ARTIFACTS 
   
  The wilds are vast, with lots of space to lose (and 
  eventually recover) an assortment of magical 
  items.  In addition to the more commonly found 
  artifacts, some of dwarven or elven make, the 
  referee can place the following: 
   
  DWARVEN HAMMERS (5,000 SP) are extremely rare and 
  might be a singular item.  These can be thrown 
  out to 30’ in combat, faithfully returning to the 
  wielder’s hand at the end of the round.  Forged 
  from an unknown metal, these fabled weapons can 
  weaken an enemy once per day like a bow.  
   
  ELVEN CLOAKS (3,500 SP) allow the wearer to blend 
  perfectly with their surroundings, but only 
  when remaining perfectly still.  Of equal worth 
  (and rarity) are ELVEN SHOES, which allow the 
  user to travel noiselessly when fully armored, 
  although they remain quite visible.   
   
  EVERFULL PACKS (l0,000 SP) appear as the usual 
  sort, but with a whiff of magic.  Each can hold up 
  to 48 items small enough to fit in a backpack or 
  hang from a belt (or a single oversized item, like 
  a jewel-encrusted statue, etc.) without weighing 
  the user down.  These are coveted things.  
   
  GRIMOIRES (l2,000 SP) contain instructions for 
  summoning one or more demons, who must perform 
  a single action, within their power to deliver, 
  for the character.  This demands a ritual lasting 
  several turns plus l,000 SP, noting that demons 
  are only bound to serve for one hour.   
   
  Of course, trafficking with demons should feel 
  dangerous and damning, and the referee can 
  extend their powers to make it worthwhile (and 
  tempting) to try.  Most notably, teaching one 
  spell of high sorcery, resurrecting the dead, or 
  restoring lost limbs (or eyesight) to use... 
  
  41 
   
  Alternately, grimoires bear instructions for 
  creating a clay golem (l0 wounds), although only 
  by an apprentice at a price of 5,000 SP and one 
  month of uninterrupted work.  These cannot heal 
  normally, but must be repaired by their maker, 
  who spends l50 SP per wound erased. 
   
  HOLY RELICS (--) can be the personal effects (or 
  sometimes bodily remains) of some religious saint 
  imbued with divine essence.  These may only be 
  used by those sharing the saint’s beliefs unless 
  the deity (referee) sees some higher purpose to 
  permitting it, noting that powers vary: 
   
  RELIC 
  EFFECT 
  Bernard’s Tooth cure diseased flesh  
  Jacob’s Femur 
  erase up to l0 wounds* 
  Nadine’s Cross 
  repel minor undead# 
   
  *Or restore limb (or sight) on touch 
  #Skeletons and zombies within 30’ flee 
   
  Priceless, relics may be used but once per day, 
  noting that it is up to the referee whether these 
  are singular things (the churches of medieval 
  Europe, had enough splinters of the true cross to 
  build a whole fleet) or one of many. 
   
  SCRYER’S MEDIUMS (l0,000 SP) are crystal balls 
  through which an apprentice can remotely view 
  some place.  While far-flung lands can be seen, 
  this act is draining on the diviner and requires 
  a period of (undisturbed) rest as shown:  
   
  DISTANCE 
  DAYS OF REST 
  Local dominion 
  3 
  Neighboring kingdom  
  l5 
  Overseas continent  
  30 
   
  Visions are brief (one turn) under the best of 
  circumstances which, of course, are seldom seen.  
  
  42 
   
  WITCHES’ BROOMS (3,000 SP) resemble the ordinary 
  sort except for enabling flight.  It takes an 
  apprentice, who must straddle the broom and use 
  the words of command they already know, for 
  normal and quick-time movement, horizontally 
  and vertically, plus one passenger.   
   
  WIZARD’S HATS (7,500 SP) look like a conical cap, 
  gray, weathered, and unremarkable except for its 
  considerable power, for it allows an apprentice 
  to pull up to three normal (non-magical) objects 
  out of it per day.  Small as a key to as big as a 
  ladder, the item disappears after a turn. 
   
  Of course, the referee is encouraged to add more, 
  whether imported from some favorite game or 
  original creations.  This includes demon lords 
  and saints, the latter complete with ancient 
  relics, for both are sorely needed... 
   
  Diceless.  It means fun, story-centric games 
  where decision making and problem-solving are 
  still important.  Imaginary play free of any 
  illusions about rules.  To quote M.A.R, Barker, the 
  story really is the thing; and the rules either 
  oblige or they fail where it matters most!    
   
   
  
SOURCE: textdata/thevault/Olde House Rules/Olde House Rules - Diceless Dungeons 2 - The Diceless Wilds [2020].pdf