TEXT: Barrows & Wights 
  by Z. S. Edwardson
  A bare-bones RPG in the classic 1970s style
  
  Version 05
  Burrows & Wights
  Basic Adventures
  By Z.S. Edwardson
  In your hands (or on your screen) is a game of imagination.   Role playing grew from the wargaming 
  hobby in the 1970s and soon exploded as a major form of entertainment.  Burrows & Wights goal is to 
  give you a feel of those early 1970 classic role playing system(s) while at the same time stripping away
  some of the more obscure rules.   The goal being that it is much more simple to add a rule then to 
  remove it.   This is not a direct clone of any one of the systems, instead it takes the concepts and builds 
  a simple structure to build your own flavor of a game.
  What is a Role playing game?   Role Playing game provide a structure for group imagination.   You can
  play the heroic defeating dragons and feared undead like wights.   You can play the moody drifter who 
  comes into town to set things right, or you can play an anti-hero or even a simple tomb robber who 
  wants nothing more then gain untold wealth.   The limit is your imagination.    
  In Burrows and Wights there is a few key things to remember.  One person will be the Referee, who 
  will provide the adventure background and help adjudicate when combat or other events happen.    
  Then you have the players, who will control player characters (PCs) who will go though the adventure 
  and solve the issues presented, and hopefully return with wealth beyond measure.   While interacting 
  with Non-player characters (NPCs) Referee.   Over time, as treasure is collected and monsters are 
  defeated, the PCs will gain additional power to be able to solve more difficult challenges.  
  A number of dice is used in Burrows & Wights.    Most will know of the normal six sided die (d6).   In 
  addition, 4 sided (d4), eight sided (d8), 10 sided (d10), 12 sided (d12), and 20 sided (d20) dice are 
  used.   Sometimes there will be abbreviations such as 3d6,   This is asking that you roll 3 six sided dice.
  There are also some key concepts that players and referees must understand.   The first rule is that this 
  is to have fun.    The 2nd rule is that it is expected that the Referee of your game will have additional 
  rules (called house rules) based on the game needs.   This is a key part of the charm of the game that 
  Role Playing Games are just as much art as a science.   
  However, as a player remember a few rules and you will have fun.
  1.  The Referee is always right. 
  2.  Each character has a role.
  3.  Bringing friends (henchmen), is almost always a good option.
  4.  A good game session will include humor, action, tension, and adventure in equal parts.
  5.  Sometimes your character will die.   This is a risk of adventure.   The good news is that due to the 
  simplicity of the rules, you can have a new character in five to ten minutes rejoining the action.   There 
  is also no shame in a PC buying a tavern and retiring.
  Lastly, this is intended as a reference document that gives data and some ideas to those who already 
  know the role playing game and it systems.   Perhaps later I will make a beginner box for new players 
  that gives more detail on things that these rules assume you understand. 
  
  Character sheet:  This should be able to fit on a single sheet, or even a index card if using both sides.  
  All the items are of the traditional sort except for H0 – which stands for Hit Zero, or your ability to hit 
  something with an Armor Class (AC) of Zero.
  Str: 
  Dex: 
  Int:
  Wis:
  Con:
  Chr:
  Class:
  HP:
  H0:
  XP: 
  XP bonus:
  Gold:
  Equipment:
  Saving Throw:
  Weapon:
  Armor class:
  Spells:
  Character generation
  Steps:
  1.  Roll 3d6 in order to generate attribute scores. 
  2.  Pick a class and give yourself your XP bonus and saving throw score.
  3.  Roll for Hit Points (roll for HP, give max HP for 1st level, and roll twice, taking the higher score are 
  all valid ways)
  4.  Roll 3d6 and times it by 10, that will be the starting gold.
  5.  Purchase equipment
  6.  Calculate your AC
  7.  As the referee for your spells if you are a Magic User.
  Congrats, name your Character and write a single sentence that describes him or her.   You are now 
  ready to play!
  
  Attribute bonus:  if the score is above a 15, it gives a +1 to related rolls.  If it is under 7 then it causes 
  a -1 penalty.
  Strength – determines how strong you are.   STR gives bonuses to opening doors, and melee hits and 
  damage. 
  Dexterity – determine how coordinated you are.  Gives bonuses to missile weapons
  Intelligence -  determines how book smart you are, bonus to what wizard spell levels you can use, and 
  what AC you have.  
  Wisdom – determines your common sense – gives bonuses to Saving throws and max clerical spell 
  level.
  Constitution – how healthy you are, gives you a bonus for each Hit die you earn.
  Charisma – How good looking and personable you are – modifies reaction rolls and how many 
  hirelings you can have. 
  Saving throw:  Each character will have a base saving throw.   For each level the PC gains, the saving 
  throw will be lowered by 1 till it hits 4.   Saving throws are modified also by what is being saved.    
  Poison/Death ray -2 (thus if the saving throw is 14, it only requires a 12).   
  Magic Wands – 1
  Petrify/paralysis 0
  Breath weapons +1 
  rod/staff/spell +2
  Saving throws are rolled by a d20, higher is better. 
  Classes:
  Fighter – can use any type of armor or weapon.   Has 1d8 hit points per die.    CIf STR is higher then 
  15, the fighter gains 10% XP bonus.  Fighters special skill is that they get 10% bonus XP. (In addition 
  to any STR bonus).
  XP
  Level
  Hit Dice
  Saving Throw
  H0
  0
  1
  1d8
  14
  19
  2000
  2
  2d8
  13
  18
  4000
  3
  3d8
  12
  17
  8000
  4
  4d8
  11
  16
  16000
  5
  5d8
  10
  16
  
  Cleric – Can use any type of armor, but only blunt weapons.  Has 1d6 hit points per die.  Base saving 
  throw is 15.   Uses clerical spells.   If Wisdom is higher then 15, the cleric gains 10% XP bonus.  
  XP
  Level
  Hit dice
  Saving throw
  Spells
  H0
  0
  1
  1d6
  15
  19
  2000
  2
  2d6
  14
  1x1
  19
  4000
  3
  3d6
  13
  2x1 
  18
  8000
  4
  4d6
  12
  2x1 1x2
  18
  16000
  5
  5d6
  11
  2x1 2x2 
  17
  Clerics can also turn undead.   (See combat)
  Magic User – User of arcane magic.  Get 1d4 hit dice.  Cannot wear armor, can only use daggers and 
  staffs as weapons.   If intelligence is over 15 gets a 10% XP bonus.  
  XP
  Level
  Hit dice
  Saving throw
  Spells
  H0
  0
  1
  1d4
  15
  1x1
  19
  2000
  2
  2d4
  14
  2x1
  19
  4000
  3
  3d4
  13
  2x1 1x2
  19
  8000
  4
  4d4
  12
  3x1 2x2
  18
  16000
  5
  5d4
  11
  3x1 2x2 1x3
  18
  Thief – Can wear leather armor and no sword bigger then a short sword.  Cannot wear a shield.   Use a 
  1d6 as a hit die.   If Dex is greater then 15 they get a 10% XP bonus.  
  XP
  Level
  Hit Dice
  Saving Throw
  H0
  0
  1
  1d6
  16
  19
  2000
  2
  2d6
  15
  19
  4000
  3
  3d6
  14
  19
  8000
  4
  4d6
  13
  18
  16000
  5
  5d6
  12
  18
  
  Thief skills – thieves have special skills.  Climbing Walls, Pick-pocketing (which also disarms traps), 
  hiding in shadows, open locks, and moving silently.  This is determined by rolling a d20, higher the 
  better.  
  Level
  Climbing 
  Pickpocket
  Hiding 
  Open locks
  Silent
  1
  4
  16
  18
  17
  15
  2
  3
  15
  17
  16
  14
  3
  2
  14
  16
  15
  13
  4
  1
  13
  15
  14
  12
  5
  1
  12
  14
  13
  11
  Class: Ranger
  The rangers men and woman are more at home in the wilderness then in cities or underground.   They 
  can use any weapon and leather or chain armor. A ranger cannot have any hirelings or retainers at these 
  levels.  They can track trails that are 5+level days old, (roll required if older, obscured, or not in the 
  wilderness.)  They can also hide like halflings (1-3 on d6).    Rangers can find herbs to cure and aid the 
  sick three times a day.  (found on a roll of 1-5 on a d6, modified by vegetation).  Rangers must have 
  Wisdom and Strength of 14+.  
  XP
  Level
  Hit Dice
  Saving Throw
  H0
  Special note*
  0
  1
  2d6
  14
  19
  2000
  2
  3d6
  13
  18
  4000
  3
  4d6
  12
  17
  CLW (Herb)
  8000
  4
  5d6
  11
  16
  16000
  5
  6d6
  10
  16
  * CLW (Cure light wounds)
  Dwarf – Dwarves have infra-vision and can detect secret doors more easily.   Dwarves minimum 
  requirement is a Constitution of 9.  They can also detect changes in elevation and slight turns inside 
  underground passages.  They cannot ride horses by themselves (can ride behind a rider) and must have 
  custom armor made (10% markup).   Dwarves get no XP bonuses.  Max level is 12.
  XP
  Level
  Hit Dice
  Saving Throw
  H0
  0
  1
  1d8
  15
  19
  2000
  2
  2d8
  14
  18
  4000
  3
  3d8
  13
  18
  8000
  4
  4d8
  12
  17
  16000
  5
  5d8
  11
  17
  
  Elves – while fay and magic using, they are much tougher then human magic users.   They can use any 
  weapon or armor.   They have infra-vision and are immune to Ghoul paralysis.   They also have the 
  ability to cast some spells as a Magic-user.   However Elves progress at a slower rate then most.  If an 
  elf has charisma higher then 15 they get a 10% XP bonus.  Max level is 10.
  XP
  Level
  Hit dice
  Saving throw
  Spells
  H0
  0
  1
  1d6
  15
  19
  4000
  2
  2d6
  14
  1x1
  19
  8000
  3
  3d6
  13
  2x1 
  18
  16000
  4
  4d6
  12
  2x1 1x2
  18
  32000
  5
  5d6
  11
  3x1 2x2 
  17
  Halflings – small creatures of surprising abilities, they can use any armor (but must be made for 
  halflings or human children, cost 10% extra to make) and any small weapon.  They cannot use 
  longswords, longbows, crossbows, or any two handed weapon.  If outdoors they have the ability to hide
  on a 1-3 on a d6.  In addition, they gain thief skills at 2 level below their current level (so a 4th level 
  halfling can use the 2nd level thief skills.   All missile rolls are +1.  If their constitution is above 15, they
  get a 10% bonus in XP.  Max level is 8. 
  XP
  Level
  Hit Dice
  Saving Throw
  H0
  0
  1
  1d6
  16
  19
  2000
  2
  2d6
  15
  18
  4000
  3
  3d6
  14
  18
  8000
  4
  4d6
  13
  17
  16000
  5
  5d6
  12
  17
  Equipment:
  Generally everything is sold in gold pieces, while treasure takes many forms, most merchants charge in
  gold pieces.   Coins can be converted at a money changer after a 10% cut.  Players start with 3d6x10 
  Gold.  
  
  GENERAL ITEMS
  Item
  Cost (GP)
  Backpack (300 coin capacity)
  5
  Bedroll
  2
  Case (scroll/map)
  4
  Crowbar
  5
  Flint and Steel 
  5
  Garlic
  10
  Grappling Hook
  5
  Hammer 
  2
  Holy Symbol (wood)
  1
  Holy Symbol (Silver)
  25
  Holy Water
  25
  Lantern
  10
  Lantern (Hooded) 
  30
  Lantern Oil
  1
  Mirror (small steel) 
  5
  Pole 10’
  1
  Rations regular (Day)
  1
  Rations, Iron (Day) 
  5
  Rope (Hemp) 50 foot
  1
  Rope (Silk) 50 foot
  10
  Sack (300 coin capacity) 
  1
  Sack (600 coin capacity)
  2
  Shovel
  1
  Spellbook (Blank 100 pages)
  200
  Spikes (iron)
  5
  Torches (6)
  1
  Waterskin
  1
  Wolfsbane
  10
  
  TRANSPORTATION ITEMS
  Saddle bag
  10
  Rowboat
  100
  Cart
  80
  Galley (Large)
  30,000
  Galley (Small)
  10,000
  Horse, draft
  30
  Horse, riding
  50
  Horse, warhorse
  500
  Mule
  20
  Raft
  40
  Ship (sailing)
  20,000
  Riverboat
  5000
  Wagon
  160
  Rickshaw 
  300
  Saddle
  25
  WEAPONS, MELEE
  Weapon
  Damage
  Cost
  Battle Ax*
  1d8
  7
  Hand Ax**
  1d6
  5
  Short Sword
  1d6-1
  3
  Dagger
  1d4
  3
  Long Sword
  1d6
  10
  Bastard Sword
  1d6/2d4 (if two handed)
  15
  Spear**
  1d6
  5
  Club
  1d6-1
  -
  Morning Star
  1d6
  5
  Mace
  1d6
  4
  Warhammer
  1d6
  8
  Two handed sword*
  1d8
  25
  Staff*
  1d6
  4
  Flail
  1d6
  4
  Polearm*
  1d8
  15
  
  *Two handed weapon
  ** can be used as a melee or Ranged weapon
  WEAPONS, RANGED
  Weapon
  Damage
  Range
  Cost
  Arrows (20)
  -
  -
  5
  Bolts (20) 
  -
  -
  5
  Hand Ax
  1d6
  10
  5
  Longbow
  1d6
  70
  40
  Shortbow
  1d6-1
  40
  25
  Crossbow (heavy)
  1d6+1 
  80
  25
  Crossbow (light)
  1d6-1
  60
  15
  Spear
  1d6
  20
  5
  Javlin
  1d4
  30
  1
  Sling
  1d6
  30
  2
  Silver arrow/bolt
  -
  5
  Stones (20)
  -
  1
  Pouch (stones)
  -
  1
  Quiver/Case
  -
  20
  Note: Bows shoot twice in around.  Light crossbow shoots 1 time a round.  Heavy crossbow shoots 
  every other round. 
  ARMOR
  Armor
  AC adjustment
  Cost
  Leather Armor
  -2
  15
  Chain Mail
  -4
  30
  Plate Mail
  -6
  60
  Sheild
  -1
  10
  Calculating AC:
  9 – (Adjustment do to armor) – (Intelligence adjustment) = AC
  Lower is better.
  
  Encumbrance and movement:
  Base Speed is 160/120/90/60/30 feet per turn.
  Dwarves and Halfings move down one slot. 
  Leather armor drops you one slot
  Chain Mail drops you 2 slots.
  Plate mail drops you 3 slots. 
  Speed doubles if you are in an area that does not need mapping.   Speed triples if you are running.  
  Having more then 600 coin worth of treasure will drop you a slot.  
  Maximum treasure weight is 1800, if the back and both arms are used.
  Quick rules: 
  - Fall damage is 1d6 per 10 foot of falling.
  - Most characters have a 1 in six (1 on a d6) chance of finding secret doors.   Thieves and Dwarves find
  them in a 2 in six (1-2 on a d6) chance.
  - If a starting Magic User cannot afford a 100 page black spell-book, just offer one with less pages for 
  less.
  - XP is given under the following guidelines:  1 XP for each gold piece of treasure value.  20XP for 
  every HD of monster defeated.    The Referee has the final say for any other additional bonuses or 
  penalties in XP.
  - 10 copper pieces = 1 Silver Piece, 10 Silver Piece = 1 Gold Piece.   5 Gold Piece = 1 platinum Piece
  <1 hit dice Monsters save on 20, and reduce by one by every hit dice. 
  Combat
  Combat has three stages – rolling for surprise, rolling for initiative, and then carrying out combat.  
  Surprise:  If the referee deems that surprise check is needed, roll a 1d6.  On a 1 you are surprised.   
  Referee is allowed to alter that roll if the other side is quiet or set an ambush. 
  Initiative:  all players roll a 1d10.   This is the order of combat from lowest to highest.  Anyone using a 
  two handed weapon (both melee or ranged) goes at the end of the combat round.   If tied, they are 
  simultaneous.  All henchmen go on a single roll, and all monsters do, unless the refree deems one a 
  “hero” monster who gets an independent roll.  Once combat initiative is set, it is not altered. 
  To hit and Damage.  
   To hit.  
  To hit is calculated by each Hit Zero (H0) - (armor class of target) + adjustments
  For example – if a fighter has a H0 of 15, and the target AC is 5, then the fighter will hit on a 10 or 
  better.   
  Monsters H0 is based on HD. 
  < 1 hit dice monsters have a H0 of 20.   
  1 hit dice monsters have a H0 of 19
  
  and for every HD after the H0 is reduced by one.   
  A 1 on a d20 is always a miss.  A 20 is always a hit.   Men at arms have a H0 of 20. 
  Damage: 
  Roll for damage based on the weapon.   The Referee will tell you of any adjustments needed.
  A natural 20 always does max damage. 
  Turning Undead:   
  Clerics can use a holy symbol to attempt to turn the undead that are visible and within 100 feet.   The 
  player rolls 2d6 and references this chart.  
  Level 
  of 
  Cleric
  <1 
  HD
  1 
  HD
  2 
  HD
  3 
  HD 
  4 
  HD
  5 
  HD
  6 
  HD
  7 
  HD
  8-9 
  HD
  10-15 
  HD
  15+ 
  HD
  Demons and 
  Specials
  1
  5
  7
  9
  11
  -
  -
  -
  -
  -
  -
  -
  -
  2
  T
  5
  7
  9
  11
  -
  -
  -
  -
  -
  -
  -
  3
  T
  T
  5
  7
  9
  11
  -
  -
  -
  -
  -
  -
  4
  T
  T
  T
  5
  7
  9
  11
  -
  -
  -
  -
  -
  5
  D
  T
  T
  T
  5
  7
  9
  11
  -
  -
  -
  -
  Number – roll higher to turn creatures
  T – 2d6 HD of creatures are turned
  D – 2d6 HD of creatures crumble to dust
  If a turn undead is successful, the referee will roll 2d6 to determine how many hit dice of undead are 
  turned.  At least one undead will be turned, even if it exceeds the HD rolled to turn.  Once a turn 
  attempt on a creature has been made, the cleric cannot attempt to turn that creature again in that 
  session.  
  Hirelings – Hirelings are highly recommended.   Characters with a Charisma of 15+ can have 3 
  hirelings.   Character with Charisma under 7 can have 1 hireling.  All other characters can have 2 
  hirelings.
  Most hirelings will start as level zero men at arms.   They will ask for 1/2 of a share of the treasure.   
  They are normally armed with a weapon, leather or chain armor, and sometimes a shield.   After 
  earning 500 xp, or defeating a monster or doing a great deed the referee may raise the hireling to a 1st 
  level character.   Eventually once they reach 1st level they will ask for a full share.  
  You can hire hirelings to also carry stuff and not fight, they will ask for ¼ of a share. 
  
  Spells:   Most clerics can only do 5th level spells, clerics with a WIS of 15+ can do 6th level spells once 
  they gain the needed level.   Clerics with a WIS of below 7 can only do 4th level spells.
  Most Magic users can only do 6th level spells.  Magic Users with a INT of 15+ can do 7th level spells 
  once they gain needed levels.    Magic Users with a INT of under 7 can only do 5th level spells.. 
  Gaining spells
  Clerical spells come from the gods, and thus they need just pray for them at rest and they will gain the 
  spells as per allowed by their level.
  Magic Users and Elves rest and memorize spells from spell books.
  Obtaining Spells (Magic Users and Elves)
  Magic Users and elves can copy a spell found on a scroll or spell book into their own spell books, 
  which will use up the spell in that spell book or scroll.   Spells unable to be cast can be inscribed into a 
  spell book.  Memorizing a spell from a spell book does not use up the spell.  It takes 1 blank page per 
  spell level to inscribe a spell into a spell book.   Magic users and Elves can inscribe a spell into a 
  spellbook but will need to rememorize the spell.
  Magic scrolls can be read by Magic Users and Elves
  Clerical scrolls can be read by Clerics
  Both types of scrolls can be read by thieves of level 10 or greater. 
  Spell Lists:  The referee can add any spell that he or she so desires into the game. The following is a 
  basic spell list.
  Clerical Spells
  1st level spells
  1. Cure Light Wounds* 2. Detect Evil 3. Detect Magic 4. Light*
  5. Protection from Evil 6. Purify Food and Water 7. Remove Fear* 8. Resist Cold
  2nd level spells
  1. Bless* 2. Find Traps 3. Know Alignment 4. Hold Person
  5. Resist Fire 6. Silence 15' radius 7. Snake Charm 8. Speak with Animal
   
  Magic User and Elf Spells:
  1st level spells
  1. Charm Person 2. Detect Magic 3. Floating Disc 4. Hold Portal 5. Light* 6. Magic Missile
  7. Protection from Evil 8. Read Languages 9. Read Magic 10. Shield 11. Sleep 12. Ventriloquism
  
  2nd level spells
  1. Continual Light * 2. Detect Evil 3. Detect Invisible 4. ESP 5. Invisibility 6. Knock
  7. Levitate 8. Locate Object 9. Mirror Image 10. Phantasmal Force 11. Web 12. Wizard Lock
  3rd level spells 
  1. Clairvoyance 2. Dispel Magic 3. Fire Ball 4. Fly 5. Haste 6. Hold Person
  7. Infravision 8. Invisibility 10'radius 9. Lightning Bolt 10. Protection/Evil 10' radius 11. 
  Protection/Normal Missiles 12. Water Breathing
  Spells- monsters-and treasure details– can be selected from any number of free or paid versions of the 
  classic RPG game.   
  
SOURCE: textdata/thevault/Barrows & Wights/Barrows & Wights Adventuring Guide (v 05).pdf