Old-School Essentials: First Pass Layouts Finished!

Phew! Today, I completed the first pass layout of the fifth and final book in the "classic fantasy" Old-School Essentials line. That means I have the following books in a semi-decent, laid out state:

  1. Core Rules
  2. Classic Fantasy Adventures
  3. Classic Fantasy Spells: Cleric and Magic-User
  4. Classic Fantasy Monsters
  5. Classic Fantasy Treasures
My next steps will be to go through making all the small tweaks and corrections that get everything in its final state. Then it'll be off to proofreaders for serious checking of everything. And then the really exciting stuff begins: commissioning new illustrations, putting together the all-in-one book, Kickstarter preparations!

Very exciting times.

Layout Examples!

Note: these are not final and have not been proofread! So there may be errors or things that I'll tweak further in the coming weeks. But I thought it'd be nice to give people a preview of what I've been working on.

Core Rules

Here's the first spread in the Running Adventures section of the book.

Classic Fantasy Adventures

Here's an example character class spread, the Cleric.

Classic Fantasy Monsters

And finally a spread from the Monsters section of the book. (The other main section being Encounter Tables.)

Old-School Essentials

People who have been following my work on the revised edition of B/X Essentials have probably come across my blog posts and discussions on social media (soul-)searching for a new name for the brand. (Many thanks to everyone who gave their input into that process!)

To summarize, the reason for wanting to change the name is the following:

  • The term "B/X" is only meaningful to a very small niche of dedicated old-school players who spend their days chatting about the minutiae of different vintages of D&D online.
  • I include myself in this niche, naturally, and have a great love of this scene and its inhabitants. However...
  • To anyone outside of that niche (including people who play old-school games but aren't involved in the online OSR scene!), the term "B/X" is meaningless and obscure. Only the cover art really conveys what the books are.

Finally, after many months of back and forth, considering a huge number of weird and wonderful names, the final decision that I've come to is simple:

Old-School Essentials

I feel this name has a really nice balance of continuity with the old name and wider appeal to people who are interested in old-school gaming but maybe haven't dipped their toes (and thus don't know what "B/X" means). And it has a nice ring to it, in its own right.

Now some picture (some with colours)!

The New Brand Logo

Firstly, here's the logo I've been playing with:

You can also see the use of a brand subtitle there, conveying a bit more info as to what this mysterious book in the hands of a hypothetical gamer is about.

I'm viewing this logo as semi-final. Final in the sense that I'm happy with it and haven't wanted to tweak it any further over the last few days. Semi- in the sense that it's not actually been printed on anything, so theoretically could still be tweaked.

Cover Mock-Ups

While working on the logo, I played around with how it will look on the covers of the books. Here it is in place on four of the five revised books:

Note that I've not included a mock-up of the revised Core Rules cover as Andrew Walter is working on a new piece of art for that! I'll reveal that when it's ready.

B/X Essentials: Revised Core Rules TOC Preview

I just reached a milestone in my work on the revised edition of B/X Essentials: I've finished the initial layout pass on the revised Core Rules!

Here's a preview of the table of contents, so you can see what's included and how much space it takes up.

The revised Core Rules will go on to form the basis for the mythical all-in-one hardback edition. Here's where the extra bits of content will be inserted to form the all-in-one book:

In conclusion: this is going to be awesome!

Dolmenwood: Blackeswell Village Map

As I mentioned in my "looking forward into 2019" post at the start of this month, there are two new Dolmenwood adventures in the works. I posted a preview of the cover art for one of them -- Winter's Daughter -- last week. Now it's time for a visual preview of the other -- The Fungus That Came To Blackeswell.

This adventure takes place in the village of Blackeswell, shortly after a fungal apocalypse has hit. So I knew that an exterior map of the village -- showing all of the fungal weirdness that's overrun the place -- would be essential to both carrying the creepy vibe of the adventure, and as a visual aid for the referee and players.

After seeing a previous village map of his, I commissioned the fabulous Spaghetti Quester to tackle this daunting and slimy task. I received the final version of the map this week.

Feast your eyes:
(Low res overview of the village)
And a full-resolution close-up of one of the areas:

Dolmenwood: Winter's Daughter Cover Illustration

I recently got the cover illustration for the upcoming Dolmenwood adventure -- Winter's Daughter -- in from the illustrator, the phantasmagoric Mish Scott. The cover depicts a melange of imagery from the adventure:
  • The deep, fungal infested glades of Dolmenwood.
  • The circle of ancient, rune-carved stones known as the Whything Stones. (Ritual site of the Drune.)
  • The fairy princess Snowfall-at-Dusk, seventeenth daughter of the Cold Prince. (The eponymous daughter of Winter.)
  • Random spooky / cute wildlife.
Feast your eyes!

Dolmenwood / B/X: Wilderness Exploration Rules

Image from B/X Essentials: Core Rules, by Tom Kilian

Following on from some discussion last night in the Necrotic Gnome group on MeWe, relating to encumbrance and wilderness travel, I realised that the simple hex crawl rules for Dolmenwood (see Wormskin issue 5) completely ignore encumbrance.

For some groups this is fine, but for others (i.e. those who routinely use encumbrance in their games) it renders the guidelines pretty much useless. Obviously, that's not what I want!

So I've spent some time reworking the hex crawl guidelines, now fully taking encumbrance into account. The resulting system is ... quite different (talking about miles of movement instead of hexes and phases), but I don't think I'd say it's more complex.

I've put the new system online in a google doc here. The document consists of two sections:

  1. A summary of the B/X wilderness travel rules, including movement rate calculation for vehicles and mounts.
  2. Extended rules for hex crawling, including guidelines for searching hexes, foraging, fishing, and hunting.

Let me know what you think!

Dolmenwood: Adventure Layout In Progress

A new Dolmenwood adventure looms before publication! I've been working this week on finishing up the text and have got started on the layout.

Continuing on from my recent work on B/X Essentials, my focus is firmly on ease of quick reference. The layout concept for adventure locations breaks things down as follows:

  • Each important feature of an area is broken out in its own heading.
  • Monsters and NPCs are treated likewise.
  • A short description appears after each heading. These consist of bolded keywords, with finer detail in parentheses. (Yeah, this was inspired by Hot Springs Island.)
  • Bullet points note any actions, reactions, or events related to the heading.
  • Monster or NPC combat stats are broken out in sidebars.

That probably all sounds a bit dry. Here's an example of what it looks like in practice -- the first two encounter areas in the adventure, as PCs wander through the forest and approach a burial mound.

As always, feedback is most welcome!

Dolmenwood: Werephasm (New Monster)

Looks something like this. Illustration by Abz-J-Harding.

A nasty monster that I just invented while writing up the hex description of one of the nodal stones in Dolmenwood. A servitor of the Drune.


Humanoid, lupine creatures of twisting shadow, summoned by Drune magic.

  • Behaviour: Seek to snuff out light and rend sentient beings’ souls from their flesh.

Werephasm: HD 6* (3), AC 4, Att 2 × claws (1d4 + soul-rend), 1 × bite (1d8) or 1 × howl (extinguishes light), MV 120’ (40’), ML 10, AL C, XP 500.

  • Mundane damage immunity: Can only be harmed by magical attacks or silver weapons.
  • Weakened by light: Werephasms have 6 Hit Dice, but attack as 3 HD monsters when within the radius of a light source.
  • Howl: A werephasm may let out a bone-chilling howl. Every light source within 90’ has a 4-in-6 chance of being extinguished. (This includes magical light, but excludes permanent enchantments such as continual light.)
  • Soul-rend: Each hit of the monster’s claws drains one point of CHA from the target. A target reduced to 0 CHA has its soul annihilated (i.e. can never be resurrected).

Upon the Dawning of 2019

All hail the mighty Moldvay / Cook / Marsh!

2019. I think everyone is agreed by now that we live in the future. What better time to talk about old-school roleplaying games from the 1980s then!

As is traditional, I thought I'd write a blog post around the turning of the year discussing what's in the works from Necrotic Gnome. I post quite regularly about the different projects that are on the go, but I think it's nice to write up a summary of everything, all in one place. Here goes... (Note that I'm just covering projects that are seriously in development. I have loads more stuff planned that's at the "notes / ideas" stage.)

B/X Essentials

The Complete Revised Edition

This is the big one. The all-in-one hardcover and boxed set of the revised edition of the B/X Essentials rules.

People may recall that when I was initially planning these compiled editions, I wasn't considering substantially revising the content. As is so often the way, though, looking back at finished work with the benefit of hindsight, I started finding more and more ways in which I could improve the clarity and usability of the rules. So this project has mutated into a revised edition proper. (I recently discussed the main changes in detail here.)

Of course, the rules will be completely compatible with the original B/X Essentials booklets (and with B/X), just with enhanced layout and editing.

Current status: The work on revising the text is pretty much done. The plan is to take the new, compiled editions to Kickstarter in the Spring. Around May is looking likely, currently.

Advanced Characters

This book represents the first rules expansion to B/X Essentials -- adding 15 new character classes to the game, all inspired by the AD&D material of yesteryear. (Note: "inspired by" -- these are heavily adapted B/X renditions of the classes, not simple clones or near-clones of the AD&D material.)

Current status: Intensive play testing. It's a lot of work to test 15 new character classes! And play testing is something that I'm taking seriously. The classes that have been tested so far have all benefited greatly from the feedback garnered. My feeling is that this book will be ready in about 4-6 months, which may mean that it's ready in time for the Revised Edition Kickstarter (see above). We shall see.

Druid and Illusionist Spells

The accompanying book to Advanced Characters. Includes 87 new spells for B/X, formatted in the easy-reference style of B/X Essentials: Cleric and Magic-User Spells.

Current status: Same as Advanced Characters. May be ready in time for the Revised Edition Kickstarter (see above). We shall see.


This book will be the second rules expansion for B/X Essentials, taking things in a completely different direction -- a near-future, post-apocalyptic wasteland! Inspired by works such as Mad Max and Tank Girl, this book adds 9 new character classes, firearms and scavenged tech, customized vehicles, rules for wasteland survival, and lots more.

Current status: Play testing. We're actively looking for more play testers for this book, so if you love B/X and post-apocalyptic gaming, please get in touch!


Campaign Book

The fabled Dolmenwood hardcover is coming along very nicely. The book is divided into two sections:

  1. Lore: Setting overview, background, factions, history, rumours, etc.
  2. Adventures and Hexes: Procedures for hex crawling, hex descriptions, new monsters, treasures, NPCs, etc.

These may end up as sections of a single hardcover or may even be produced as two separate books. That's still to be determined. (And may depend on how the planned Kickstarter goes.)

Current status: Writing in progress.

Lore is really nearly finished. All that remains to be written is some miscellaneous stuff like beer and cider generators, lists of edible plants, that kind of thing. The one significant chunk of content that I've not really touched yet is the lists of rumours. I'm deliberately leaving those until all of the hex descriptions are complete, as the rumours will obviously refer to things in the hexes.

Adventures and Hexes is probably at about the 66% mark now, overall. Of the 184 hexes on the campaign map, only 45 are left to write up. The hex write-ups are a huge amount of work. I'm super happy with the end results, but honestly I'm not sure I'd go into another hex crawl product with such detailed hex write-ups again! (I now fully understand why most hex crawls stick to a very brief per hex write-up!) Fortunately, it's not an effort that I've had to tackle entirely alone: we have hex descriptions written by a number of other talented writers: Luke Gearing, Yves Geens, Greg Gorgonmilk, Kyle Hettinger, Clint Krause, Jonathan Newell, Brian Richmond, Glynn Seal, Andrew Walter. What a team!

All in all, there's still a significant chunk of work to do, but things are looking in extremely good shape for the Kickstarter later this year. (Exact date still to be determined.)


I've mentioned several times over the last year that there are a few Dolmenwood adventure modules in development. This is still true!

Two are approaching the finish line:

  1. Winter's Daughter:  (Formerly code-named "Tomb of the Giant-Slayer".) We've been play testing this module pretty intensively at cons this year (some of you may have played it already!), and I feel it's now reached its final form. It's a small forest / dungeon adventure -- suitable for 1st to 3rd level characters -- that revolves around the history of the war against the Cold Prince in Dolmenwood. This module makes a great campaign starter, either simply as an introduction to the weird of Dolmenwood, or as a hook into the wider his/story of the setting.
  2. The Fungus That Came To Blackeswell: Also suitable for characters of around 1st to 3rd level, this module details the apocalyptic downfall of an isolated community in the deeps of Mulchgrove (in eastern Dolmenwood). It's dark and creepy with a touch of whimsy. Just how us Dolmenwood connoisseurs like it.

There are more adventures in a semi-gelatinous state, which may coalesce at some point, but I won't say any more about those right now.

Current status: Writing finished. Layout and illustration to commence soon. (I just received the beautiful cover art for Winter's Daughter, in fact. I'll share that soon.)

Player's Handbook

Going a bit more into the "future" department here, but worth mentioning. The Dolmenwood Campaign Book is only the first of a planned set of hardcover books for the setting. A Player's Handbook and a Monster Manual being the two main books in planning.

I've had notes on a Dolmenwood PHB for years now, but recently started looking into it in a bit more detail, in a spare moment. The basic gist is that the book will contain a bunch of new character classes for the setting (both human and demihuman classes), new equipment, new spells, etc.

Current status: Very early in development. I just released a bit of play test content -- 2 new Dolmenwood character classes -- for anyone who wants to dive in.

Fight On!

B/X Essentials: The Quest For A Name

Six weeks back, I discussed my thoughts around finding a more widely appealing name for the revised edition of B/X Essentials.

I've been wracking my brain, on and off, since then, but still haven't come up with anything that I'm 100% set on. So I thought I'd throw it out to wider input once more to get some fresh ideas.

Here are the more refined criteria of what I'm looking for in a name:
  1. Evocative. The name should evoke something about what happens or features in the game (e.g. adventure, exploration, wonder, magic, the underworld, etc.).
  2. Non-descriptive. The name should not attempt to describe what the game is (i.e. that it's an old-school RPG or whatever). The intention is that a subtitle will carry that meaning.
  3. Accessible. Anyone who understands English should be able to get the vibe of the name. It shouldn't require knowledge of RPGs or the old-school scene. (Of course, I'm not expecting complete novices to get that it's an RPG, from the name alone, but it should at least sound cool or intriguing.)
  4. Genre-spanning. The name must encompass more than just classic fantasy. There are plans for a whole range of genre supplements, ranging from mythic Japanese fantasy, through post-apocalyptic, to sword and planet.
  5. Unique. The name should not be similar to the name of an existing RPG, boardgame, or computer game. Ideally it should be easy to google and should not come up with loads of hits for other games.
  6. Short. Ideally. Something like "Lamentations of the Flame Princess" (for example) is probably a bit excessive for my purposes, especially considering that there's going to be a subtitle, a book title, and probably a B/X compatibility logo on the cover as well.
Putting all those things together, it's a difficult task!

(You see how "B/X Essentials" breaks at least 3 of the above criteria.)

Some Front-Runners
I've got a big list of ideas, but a few keep bubbling up to the top:
  • Hex & Ruin. Sounds kind of apocalyptic / Moorcockian. Just about genre neutral enough to pass.
  • Xthonic. I love the underworld vibe, and the unusual spelling makes it unique and searchable. A danger is that no one will know how to pronounce it!
  • On the Borderlands. A little on the long side, but I think it has a nice ring to it and sounds perfectly multi-genre. (The reference to B2 is a bonus ;) Perhaps not quite as searchable as the other two suggestions.
More Ideas...
A dump of a few other names in my list: Chaoslands, Xenolith, Xpanse, Weirdlands, Xerberus, The Creeping Hand of Chaos (a bit long), Blasted Worlds, Purple Worm, Into the Deeps.

Fire away if you have any ideas!

B/X Essentials: Core Rules 2nd Edition

Cover of the original B/X Essentials: Core Rules. Illustration by Andrew Walter.

I've reached a major milestone in my work building up to the revised editions of B/X Essentials for the Kickstarter next year! I've finalised the text for the revised Core Rules.

"What exactly will be different in this new edition of the book?" I hear you say. Now that it's all finalised, allow me to provide some more details.

Introductory Content
The first big change is that I've added a few pages of introductory content aimed at players who are new to B/X and to old-school gaming. I've not gone so far as to include a full "What is an RPG?" section, but I discuss the following:

  • What is B/X Essentials? Why is it structured as it is?
  • Basic terminology.
  • Rules modules and required books.
  • Compatibility with other games. (I think this is a bit of a hidden secret within the OSR: that most old-school games are trivially compatible with one another. I don't think this is at all obvious to new players.)
  • The basic concepts that are assumed by the rules. (For example: magic, gods, monsters, lost treasures, dungeons and the wilderness, civilisation and the borderlands.)
  • The game stats that make up a PC. (Previously, there was no explanation of what hit points or Armour Class are.)

Reorganised Adventuring Rules
My recent posts have described how I'm approaching reorganising the rules, using the concept of "control panels" for different modes of the game.

More Stuff is Considered Core
As I progressively wrote the original B/X Essentials books, things popped up that I noted, in retrospect, should have been included in the Core Rules. A really obvious one from the second book (Classes and Equipment) was the rules for alignment. Alignment is a core concept of the game -- not something that only affects player characters -- so it should go in the Core Rules book. There are many other examples.

As a result, the revised Core Rules is a much bigger book -- nearly twice as long, by word count -- but it really does contain everything that is core to the game. The other, revised rules modules will, conversely, be smaller -- now focusing purely on providing the modular content of the game. A good example here is that the rules for adventure generation (that originally appeared in Adventures and Treasures) are now in Core Rules; the revised Treasures book will consist purely of the magic items.

As you can see, this shifting of rules content into the Core Rules book sets things up better for the additional / alternative rules modules that are planned / in the works. For example, those rules for alignment won't need to be repeated in every book of alternative classes and equipment.

Finally, in going through the text once more, I've taken the chance to improve wordings, clarity, and accuracy. Naturally, all known errata has been fixed, as well.

Table of Contents
You're probably wondering what this all looks like! Here's the table of contents of the shiny, new, revised Core Rules:

  • Introduction
    • About B/X Essentials
    • Adventure Gaming
  • Player Characters
    • Game Statistics
    • Creating a Character
    • Ability Scores
    • Alignment
    • Languages
    • Experience and Gaining Levels
    • Wealth
  • Adventuring
    • Adventuring Basics
    • Party Organisation
    • Hired Help
    • Hazards and Challenges
    • Dungeon Adventuring
    • Wilderness Adventuring
    • Waterborne Adventuring
    • Encounters
    • Evasion and Pursuit
    • Combat
    • Other Combat Issues
    • Vehicles and Vessels
  • Magic
    • Types of Magic
    • Spells
    • Magical Research
  • Monsters and NPCs
    • Monsters
    • Normal Humans
    • NPC Adventurers
    • NPC Strongholds
    • Combat Tables
  • Adventures
    • Adventure Scenarios
    • Designing a Dungeon
    • Designing a Wilderness
    • Designing a Base Town
    • Awarding Experience
  • Treasure
    • Placing Treasure
    • Treasure Types
    • Gems and Jewellery
    • Magic Items (Note: Naturally, this section only covers the generalities of magic items.)
  • Author's Notes
  • Open Game License

B/X Essentials: Evasion and Pursuit "Control Panel"

I mentioned recently that I've been working on tweaking the structure of B/X Essentials: Core Rules for the deluxe books that we're going to crowd-fund next year. One thing I'm focusing on is restructuring the rules of the game into a series of "control panels" (© Ben Milton): two-page spreads containing all the rules required for a certain topic or mode of play.

In the previous post, I showed work-in-progress layouts for the three main adventuring "modes" of B/X: dungeoneering, wilderness adventuring, and seafaring. Today, I'd like to show a similar work-in-progress layout for the evasion and pursuit "control panel".

The Original Chase Rules
First of all, I think it's helpful to show the chase rules from the current B/X Essentials: Core Rules. These rules are also laid out as a control panel, though more or less by chance -- the rules just happened to fit exactly on two pages.

The New Evasion and Pursuit Rules
Now, let's look at the new control panel from the work-in-progress deluxe book. (The layout is still a little rough; I'm just presenting it here to show how the structure has changed -- see below.)

Things to note, comparing the original and the new spread:

  1. The new spread is structured quite differently. The original was written in a more "wall of text" fashion, which I'm now trying to avoid. The text on the new spread is broken down into bullet points, making it far easier and quicker to parse out the required information. This structure is designed specifically to aid use at the table.
  2. The new spread presents a more accurate rendition of these rules as found in the original Basic/Expert sets. In the original spread, the rules for evasion (i.e. avoiding an encounter before it occurs) and pursuit (i.e. being chased) were kind of melded together. The clearly drawn distinction between these two separate procedures helps clarify the way these rules are used in play.
  3. A little piece of errata has been fixed in the new spread: the explanation of ships closing in during a pursuit was wrong. (Of course, all known errata will be fixed in the new editions of the books. So if you spot any, be sure to let me know!)
  4. Some bits and pieces of information that were present on the original spread are not present on the new one: for example, the statement about group movement rate, and the rules about when evasion can occur. These bits have been moved to higher level locations: the rules on general movement and the rules for encounters, respectively, for those two examples.
Feedback welcome!

Dolmenwood: Travel Times by Road

Illustration by Alan Lee. (Forgive the hobbitses.)

As part of my work on the Dolmenwood Campaign Book, I've been considering road travel between the various settlements on the map. Of course, there are standard rules for overland travel, but for common routes like these it seems like it'd be useful to provide pre-calculated journey times. So I've just spent a while figuring them all out.

Travel by Road in Dolmenwood
The basics are:

  • A party on foot can travel along a road through two hexes in 8 hours.
  • A mounted party can travel along a major road through three hexes in 8 hours and along a minor road through two hexes in 8 hours.
  • Major roads on the campaign map: King's Highway, Horseye Road, Swinney Road, Fort Road.
  • All other roads on the map are minor roads.

(See Wormskin issue 5 for more details on the travel procedure.)

Travel Times

  1. Times by road only. Ferry travel times have not yet been calculated.
  2. I've added some wayside inns to the map, where appropriate.

Castle Brackenwold 1508

  • The Roost (Inn) 1308: 8 hours on foot, 5 hours mounted
  • The Refuge of St Keye 1307: 8 hours on foot, 6 hours mounted
  • The Quivering Doily (Inn) 1807: 10 hours on foot, 6 hours mounted

The Roost (Inn) 1308

  • Castle Brackenwold 1508: 8 hours on foot, 5 hours mounted
  • Woodcutters’ Encampment 1109: 8 hours on foot, 8 hours mounted

Woodcutters’ Encampment 1109

  • Shantywood Isle 1110: By ferry (times to be determined)
  • Dreg 1110: By ferry (times to be determined)
  • The Roost (Inn) 1308: 6 hours on foot, 6 hours mounted
  • Mallowheart’s Repose (Inn) 1108: 6 hours on foot, 6 hours mounted 

Shantywood Isle 1110

  • Woodcutters’ Encampment 1109: By ferry (times to be determined)
  • Dreg 1110: By ferry (times to be determined)

Dreg 1110

  • Shantywood Isle 1110: By ferry (times to be determined)
  • Woodcutters’ Encampment 1109: By ferry (times to be determined)
  • House of the Harridwn 1010: 4 hours on foot, 4 hours mounted
  • The Jaunty Horn (Inn) 0910: 8 hours on foot, 8 hours mounted

The Jaunty Horn (Inn) 0910

  • House of the Harridwn 1010: 8 hours on foot, 8 hours mounted
  • Dreg 1110: 8 hours on foot, 8 hours mounted
  • Lankshorn 0710: 6 hours on foot, 6 hours mounted

House of the Harridwn (Inn) 1010

  • Dreg 1110: 4 hours on foot, 4 hours mounted
  • The Jaunty Horn (Inn) 0910: 8 hours on foot, 8 hours mounted

Lankshorn 0710

  • The Jaunty Horn (Inn) 0910: 6 hours on foot, 6 hours mounted

Mallowheart’s Repose (Inn) 1108

  • Woodcutters’ Encampment 1109: 6 hours on foot, 6 hours mounted
  • Prigwort 1106: 8 hours on foot, 8 hours mounted

The Refuge of St Keye 1307

  • Castle Brackenwold 1508: 8 hours on foot, 6 hours mounted
  • Prigwort 1106: 8 hours on foot, 6 hours mounted
  • Orbswallow 1405: 10 hours on foot, 8 hours mounted

Prigwort 1106

  • The Refuge of St Keye 1307: 8 hours on foot, 6 hours mounted
  • Orbswallow 1405: 12 hours on foot, 11 hours mounted
  • The Breath of the Kelpie 1204: 8 hours on foot, 8 hours mounted
  • Mallowheart’s Repose (Inn)  1108: 8 hours on foot, 8 hours mounted
  • The Crimson Bath (Inn) 0805: 12 hours on foot, 8 hours mounted

The Crimson Bath (Inn) 0805

  • Prigwort 1106: 12 hours on foot, 8 hours mounted
  • Fort Vulgar 0604: 8 hours on foot, 6 hours mounted

Fort Vulgar 0604

  • The Crimson Bath (Inn) 0805: 8 hours on foot, 6 hours mounted

The Breath of the Kelpie 1204

  • Prigwort 1106: 8 hours on foot, 8 hours mounted
  • Odd 1403: 8 hours on foot, 8 hours mounted

Odd 1403

  • The Breath of the Kelpie 1204: 8 hours on foot, 8 hours mounted
  • Meagre’s Reach 1703: 12 hours on foot, 12 hours mounted
  • Blackeswell 1604: 12 hours on foot, 12 hours mounted

Meagre’s Reach 1703

  • Odd 1403: 12 hours on foot, 12 hours mounted
  • Blackeswell 1604: 12 hours on foot, 12 hours mounted

Blackeswell 1604

  • Odd 1403: 12 hours on foot, 12 hours mounted
  • Meagre’s Reach 1703: 12 hours on foot, 12 hours mounted
  • Orbswallow 1405: 9 hours on foot, 9 hours mounted

Orbswallow 1405

  • The Refuge of St Keye 1307: 10 hours on foot, 8 hours mounted
  • Prigwort 1106: 12 hours on foot, 11 hours mounted
  • Blackeswell 1604: 9 hours on foot, 9 hours mounted

The Quivering Doily (Inn) 1807

  • Castle Brackenwold 1508: 8 hours on foot, 5 hours mounted