Professional Documents
Culture Documents
Hunters
Adventure Rules for Fantastic Heroes & Monsters
Optional Backgrounds
1-2
Alchemist
Archer
Berserker
Flyer
3-4
Amazon
Bandit or Brigand
5-6
Animal Trainer
Barkeep
BACKGROUNDS
for
CHARACTERS and OTHERS
HUMAN
Buccaneer, Pirate
or Sailor
Engineer
5
Nomad or
Dervish
Gem-cutter
Orcish
Man-at-Arms
Pilgrim
6
Sage
Smith or
Armourer
Spy
Man-At-Arms
Abilities: Years of Guard Duty (surprised
only on 1 in 6; sleep standing up)
Equipment: Maille, Shield, Arming Sword,
Dagger, Crossbow, 30 Quarrels in
Case
Starting Money: 2 Dice x 10s.
Nomad (or Dervish)
Abilities: Surprise Outdoors (1-4 in 6, if
wearing only Jack), Archery whilst
Riding
Equipment: Light Horse, Lance, Horse
Bow, Leather Armour
Starting Money: 1 Die x 10s.
Orcish
Abilities: Brawling (+1 on attack throws if
not in full daylight, 1-6 damage without
weapon)
Equipment: Leather Armour, Shield, Hand
Axe
Starting Money: 1 Die x 10s.
Pilgrim
Engineer
Abilities: Eye for Construction (detect
dungeon traps as a Dwarf & secret doors as
an elf) Equipment: Lantern, Steel Mirror,
Chalk Stick, Level, Measuring Stick (6,
ruled)
Starting Money: 3 Dice x 10s
Flying Animal Pilot
Abilities:
Aerial
skirmish
Training,
Tumbling (-1 point per die falling damage)
Equipment: Potion of Flying, Jack Armour,
5 Javelins
Starting Money: 2 Dice x 10s.
Gem-Cutter
Abilities: Appraise (gems & jewelry), Cut
Gems (Increase value of a gem 10%, 4 in
6)
Equipment: Magnifying Lens, Diamond
Dust (50s. value, use 10s. worth to cut a
gem)
Starting Money: 2 dice x 10s.
On Thieves
Spy
Hide: Anybody can hide. Hiding is an allor-nothing thing. Either you're hidden or
you're in view. Thieves, however, have a
chance to hide in shadows. A thief
generally prefers to hide rather than to
hide in shadows. It's nice to have a chance
to hide in shadows when you need it,
though.
A normal Hide chance, useable by
anyone, is thrown on a 2-in-6, the same as
Surprise, and modified by Metal Armour
(-1) and Dexterity, minimum 1-in-6.
Hobbits have a similar ability, having a 2in-6 chance of hiding in shadows. They
also have a 5-in-6 chance of hiding in
woods or underbrush.
Stealth: Anybody can move quietly.
Thieves, however, have a chance to
move silently. If successful, there is
no chance for the thief to be heard. If the
thief fails to move silently, they should still
be considered to be moving quietly.
N.B.: The surprise mechanic can also be
used to cover the stealth tactic. Thieves
are simply expert at it.
Find & Remove Traps: Anybody can
search for traps. Dwarfs have a 2 in 6
chance for the mechanical sort. Everyone
else has a 1 in 6 chance. Finding traps is
modified by Wisdom, minimum 1-in-6.
Eaves-Dropping:
Anybody can hear
noise. Thieves are expert eaves-droppers.
Listening is modified by Wisdom. DemiMen Listen on a 2-in-6. Men Listen on a
1-in-6.
Climb sheer surfaces: Anybody can climb.
Generally, the Referee can simply declare
Treasure Hunters.
Another solution is to eliminate the Thief
& to bolt some subset of Thief abilities
onto the "chassis" of one or more of the
other classes: perhaps Fighters can learn
to read scrolls, or a Wizard can learn to
pick a lock & so forth.
Should you decide to use this method,
each Thief ability learnt shall cost 1500
Hedge Wizard
Hedge Wizards are the clever men and
wise women who live in cities, towns &
villages. They know a little magic and
create potions & charms. They are
helpful against the un-dead and Lycans,
and other unusual beasts which threaten
common folk from time to time.
Sometimes, Hedge Wizards are priests;
sometimes, they are simply quite clever.
Arms & Armour Proficiency: Hedge
Wizards are not skirmishers. Their magic
is rarely offensive in nature. Therefore,
they do not train in Armour or Shields.
Each one may use the dagger and one
other weapon they choose.
Prime Requisite: Hedge Wizards with
Exceptional Intelligence gain a +10%
bonus to Experience earned.
require
one
week
to
from Good.
Light Wounds.
10
440,000
11
560,000
12
680,000
13
800,000
14
*Hit point adjustments
longer accrue.
+3
7*
Save
9
9
8
8
7
7
6
6
5
5
+3
7+2
4
+3
7+4
4
+4
7+6
3
+4
7+8
3
from Constitution no
Paladin
Quickly, however, you shall come upon
people (and perhaps you are one yourself)
who wish to stretch the boundaries and try
things that are slightly different.
This is encouraged. It is good to try new
things in games.
In order to establish some of the
metaphysical truths of the world the
characters inhabit, the choices for race
and class are limited intentionally.
Presenting a limited milieu gives structure
and enables players to grasp the basics of
the world around them.
Therefore, it is suggested that no player be
allowed to play a kind of race which has
not appeared yet in the story. His or her
first PC ought to be one of the traditional
kinds. This allows the Referee to have a
good grasp upon what a particular kind of
new race or profession ought to be able to
do before allowing one into his world, in
the hands of a clever player. The same
goes for classes: It is suggested that there
are just four kinds for the first go.
For subsequent PCs, you should work
with your players to come up with a
character race or class which is fairly well
balanced
though
advantages
and
restrictions compared to those other
characters played.
10
Title
Novice
Initiate
Disciple
Immaculate
Master
Grand Master
GM of the West Wind
GM of the South Wind
GM of the East Wind
GM of the North Wind
GM of Winter
GM of Autumn
GM of Summer
GM of Spring
GM of Dragons
GM of Flowers
XP
0
3,000
6,000
12,000
25,000
50,000
100,000
200,000
350,000
550,000
700,000
850,000
1,000,000
1,150,000
1,300,000
1,450,000
BAB
+0
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
AC
8
8
8
10
10
10
12
12
14
14
16
16
18
18
20
20
MV
130'
140'
150'
160'
170'
180'
Special
Unarmed Attacks; Climb as Thief.
Holds breath twice normal.
Stealth as Thief.
Stands from prone immediately.
Body strikes as magical weapon.
Immune to Haste, Slow, ESP and Geas.
Hide as Thief.
Leap twice normal distance/height.
Throws Saves twice; takes better.
Unearthly Balance.
All DEX checks at +1
Stops Ageing; Immune to age effects.
Speaks with Animals.
Speaks with Plants.
True Seeing, always on.
Immune to all Magic.
Assassin
Despite their
Thieves, they
akin to the
members of
enemies.
superficial resemblance to
are priests of a kind more
Monk, and each counts
the other class as natural
11
12
Type
R
R
R
C
R
R
C
C
Type
C
R
C
R
C
C
C
C
C
Level
1
1
1
1
1
1
1
1
Level
4
4
4
4
4
4
4
4
4
Name
Cure Light Wounds*
Detect Magic
Detect Snares & Pits
Faerie Fire
Locate Animals
Predict Weather
Purify Food & Drink*
Speak With Animals
Name
Animal Growth
Cure Serious Wounds*
Dispel Magic
Hallucinatory Forest*
Insect Plague
Passplant
Produce Fire
Speak With Plants
Summon Animal I*
Ranger
The Ranger is a kind of forest warden who
follows the Old Religion as the Druid
does. Most Rangers are wild Hobbits, but
some Men train in their ways as well.
They give up the comfort of civilisation in
order to better protect it from the
dangers of the wild.
Requirements: All Rangers are
Neutral, but they work well with
Lawful Fighters and Paladins.
Should a Ranger become a
Chaotic, he may no longer
advance in this class.
Prime Requisite: Rangers
with Exceptional WIS gain
+10% to XP earned.
Arms
&
Armour
Proficiency: Rangers may
wear Jack Armour, carry
a Shield, and use any
weapon.
Class Abilities of the
Ranger:
Expert Skirmisher: The Ranger is a dead
shot with any muscle-powered volley
weapon, gaining a +1 To-Hit. When
fighting with two weapons, he shall throw
Type
R
R
C
C
R
R
C
C
Type
A
P
R
C
C
P
C
C
C
Type
A
C
R
R
A
A
C
A
Type
R
R
R
C
P
C
C
P
R
Level
3
3
3
3
3
3
3
3
Level
6
6
6
6
6
6
6
6
6
Name
Anti-Plant Shell
Call Lightning
Cure Disease*
Neutralise Poison*
Protection from Fire
Protection from Lightning
Pyrotechnics
Water Breathing
Name
Animate Rock*
Conjure Elemental*
Control Weather
Creeping Doom
Feeblemind
Finger of Death*
Fire Storm
Reincarnate
Metal to Wood*
13
Optional Races
The Skeleton
The Gnome
Gnomes are smaller cousins to Dwarfs by
taxonomy, and have some aptitude with
Wizard spells. They are consumed by,
and are serious about, Mirth and
Discovery.
14
Skeleton Limitations
Skeletons may be Fighters only, of up
to Level 8.
Like all undead, they are Turned by
Clerics as an undead of hit dice equal
to their current level. However, they
gain a Save versus this Turning.
The preternatural creepiness of an
obviously undead creature gives
skeletons a -2 penalty to all Reaction
Throws with the living, but a +2
dead.
is
of
importance
here.
15
6-8
9-11
12
On Morale Throws
Each henchman in the employ of a
Player-Character or other subordinate has
a Morale score which starts between 6 and
8 based on the PCs Charisma.
Whenever a condition arises where a
monster would have to make a Morale
throw, any followers of the PCs and NPC
allies should make a Morale throw on two
dice. A throw equal to or below the
Morale score is a success. Should the
NPC fail this throw, he will turn on the
PCs, depart, or whatever action may seem
appropriate to the Referee.
Morale is a heat of the moment test. It's
checked
in
specific
(stressful)
circumstances such as skirmish in a
similar fashion as a Saving Throw.
On Loyalty Checks
Table 2.2: Loyalty
Loyalty
Score
2 or less
Years of Service
Gave gift
Free Training
3-4
5-6
7
8-9
10-11
12+
Morale Adjustment
Will desert at first
opportunity
-2 to Morale
-1 to Morale
No Effect
+1 to Morale
+2 to Morale
Need never check
Morale
16
+1 per year
-1 to +2
+1 per Level
On Player Agency
17
On Populating a Dungeon
18
3 Dice
3
4
Dragon, Adult
Elemental, 8 HD
6
7
8
9
Table 2a
Berserkers
Brigands
Centipedes,
Giant
Dragon, Pup
Goblins
Hobgoblins
Kobolds
Gargoyles
Gelatinous Cube
Ghouls
Gnolls
10
NPC Party
Lizard Men
NPC Party
11
12
Orcs
Skeletons
Medusa
NPC Party
Ogres
Scorpions
Giants, Hill
Giants, Stone
Golems, Flesh
Gorgon
Hydra, 5-10
Heads
NPC Party
Salamanders
13
Spiders, Large
Thulls
Spiders, Giant
Nazgul
14
Zombies
Oxidation
Beast
Wights
Wraiths
Trolls
15
Table 2e
Dragon, Old
Efreeti
Elemental, 12
HD
Giants, Cloud
Giants, Fire
Giants, Frost
Golems, Clay
Hydra, 7-12
Heads
Golems, Iron
NPC Party
Snake, Giant
Constrictor
Vampires
Table 2f
Cyclops
Dragon, Wyrm
Elemental, 16 HD
Gorgon
Juggernaut
Golems, Iron
NPC Party
Purple Worms
Stegosaurus
Titans
Triceratops
Tyrannosaurs
Oxidation Beast
16
17
18
Where
non-player
characters
are
indicated, these will be bands of 1-6
levelled characters of a randomly
determined type (fighters, magic-users or
clerics, with thieves appearing optionally).
Each character has as many experience
levels as the dungeon level they are
encountered on, and the whole group will
be accompanied by 2-12 bodyguards, as
well as 1-6 pages, acolytes or apprentices
19
miscellaneous
magic
separately for each).
item
(throw
20
Wandering Monsters
The number of wandering monsters
encountered should be as per the No.
Encountered given for their type in
Chapter Six. Having determined their
numbers, the Referee should then throw
to determine whether there is a lair of
such monsters nearby. If so, then any
member of the wandering group slain or
captured is deducted from those found
later in the lair.
More fearsome monsters are often (but
not always) fewer, but even the lowliest
sorts can be deadly in their multitudes
(See Kobolds, Tuckers). The Referee can
exercise his discretion if an undesired
encounter is indicated, remembering
always that deeper dungeon levels are
intended to be more dangerous than
shallower dungeon levels.
Avoiding Monsters
The players have the option to flee
whenever monsters are surprised or are
more than 30 distant. Monsters will
pursue unless they are surprised or have a
proper motivation not to.
Surprise
When
wandering
monsters
are
encountered, the Referee must first
determine whether either party is
surprised. Surprise is possible only when
one or both parties are unaware of the
other. Light, noise, listening at or forcing
doors, and various divinations can negate
this opportunity, otherwise either party
will surprise the other on a throw of 5-6
on one die.
21
Mapping
of
the
Terrain Types
There are several broad terrain types we
use, and each six-mile hex has a dominant
kind. They are:
There
2 Dice
2
3
4
5
6
7
8
9
10
11
12
Open
Desert
Open
Open
Mountain
Open
Open
Open
Wood
Open
Open
Swamp
1
2
River
1
2
1
Trail
Stronghold
Desert
Open
Mountain
Mountain
Desert
Desert
Desert
Desert
Desert
Desert
Desert
Open
2
Trail
Lair
Swamp
Mountain
Swamp
Swamp
Swamp
Swamp
Wood
Swamp
Swamp
Swamp
Open
Open
1
River
River, Ford, Lair
2 Dice
2
3
4
5
6
7
8
9
10
11
12
Lair
5
Town
None
Trail
Trail
Trail, Lair
None
None
None
22
6
River & Ford
None
6
Stronghold
None
1
2
1
River
Trail
2
River
Trail
5
River
None
6
River
None
& for those of you who have access to percentile dice, a final Table 4.4 which shall substitute for Tables 4.3a-4.3d.
Feature(s)
River
River & Lair
River & Stronghold
Trail
Trail & Lair
Trail & Stronghold
Trail, Lair, Stronghold
Lair
Stronghold
Town
Stronghold & Lair
River & Ford
River, Ford & Lair
River & Town
None
Open
01-10
11
12
13-14
15-16
17
18
19-00
Mountain
01-05
06
07-08
09
10
11-13
14
15-00
Swamp
01-22
23-37
38-40
41-00
Fighters
A Fighter will challenge a likely member of
the party to a joust. If refused, he will
demand a toll of 100 600cr. to be paid
immediately. If the challenged character
loses, the Fighter will take his armour and
shield. If the challenged character wins,
the Fighter will provide two weeks room
and board and fresh heavy war horses &
supplies when the party departs. Paladins
are counted as Fighters, and one in six
Fighter castles shall be inhabited by a
Paladin.
Wizards
A Wizard will use a Geas spell to send the
party on a treasure hunt. If successful, the
Wizard will keep half the coin and gems
and take his pick of any magic items.
Otherwise, the Wizard will demand a toll
of one magic item of his choice. If the
party has not got a suitable magic item, he
will demand a toll of 200 1,200cr., twice
that of the Fighter.
Clerics
23
Occupant
Fighter, 9th Level
Fighter, 10th Level
Wizard, 11th Level
Wizard, 10th Level
Cleric, 9th Level
1
2-7 Level 7
Fighters
2-7 Level 8
Fighters
1-3 Dragons
1-6 Chimerae
3-18 Level 4
Fighters
Anti-Cleric, 9th
Level
3 Dice
3
4
5
6
7
8
9
10
11
12
13
14
15
16
3-8 Trolls
Desert
Dragon, Blue
Hawk, Dire
Men, Dervish
Camel
Cat, Lion
Beetle, Spitting
Hobgoblin
Goblin
Men, Nomad
Herd Animals
Lizard, Giant Gecko
NPC Party
Beetle, Fire
Lizard, Tuatara
17
Mummy
18
Dragon, Red
3 Dice
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Jungle
Dragon, Green
Medusa
Cat, Panther
Killer Ant, Giant
Elephant
Dire Fly
Giant, Fire
Gnoll
Neanderthal
Lizardfolk
Wereboar
Bugbear
Men, Brigand
Giant, Stone
Gray Worm
Phase Tiger
1-6 Ogres
1-6 Barlogs
1-6 Manticoras
1-6 Level 8
Fighters
1-6 Wyverns
2-12 Lycans
2-12 Level 5
Fighters
1-6 Basilisk
2-12 Gargoyles
2-12 Treefolk
2-7 Hippogriffs
2-12 Nagzul
24
Referee's
choice
from this
table
Throw
twice,
ignoring
this result
1-6 Giants
1-6 Rocs
1-6 Vampires
Mountain
Dragon, Red
Medusa
Cat, Panther
Killer Ant, Giant
Amber Hulk
Fly, Dire
Giant, Frost
Gnoll
Neanderthal
Lizardfolk
Wereboar
Bugbear
Men, Brigand
Giant, Stone
Gray Worm
Dragon, White
Town
Goblins
Werewolf
Zombie
Aristocrat
Men, Brigands
Soldiers
Giant Rat
Town Guard
Town Guard
Men, Brigands
Aristocrat
Men, Merchant
Werewolf
NPC Party
Vampire
Dragon, Gold
25
One Die
1 or 2
1-3
If there are celestial markers (sun, moon, stars), then the party will
go generally in the same direction: 1-3 shift one hex left; 4-6 shift
one hex right.
3. Monster Encounters
Monsters is used in this case to include any sentient opposition,
including Men and other stranger things. Monsters and Heroes
will observe one another at a range of 4-24 x 10 yards. Each side
is surprised on a 1 or 2 on one die.
Reaction
Immediate Attack
3-5
6-8
9-11
12
Enthusiastic friendship
26
On Calendars
Calendars in the real world are messy
affairs. Years leap ahead one year out of
27
28
Multiple Attacks
Immunities to Fire or Other
Immunities to Magic
Special Movement Modes like Flight
Spell Casting
At-Will Spell Abilities
For each of these Special Abilities, add an
asterisk (*), and award extra XP per
asterisk based upon Table 6.1.
Automata
Table 6.1: Monster Composition
HD
BAB
On Presentation
On Monster Kinds
SV
<1
+0
11
1 or more
+1
10
2 or more
+1
10
3 or more
+2
9
4 or more
+2
9
5 or more
+3
8
6 or more
+3
8
7 or more
+4
7
8 or more
+4
7
9 or more
+5
6
10 or more
+5
6
11 or more
+6
5
12 or more
+6
5
13 or more
+7
4
14 or more
+7
4
+1 per +1 per
(+1)
2
2
10
15
30
60
120
240
400
600
800
1100
1400
1700
2000
2300
2600
XP
per *
10
15
30
45
90
180
300
450
600
800
1100
1400
1700
2000
2300
+300
+300
XP
29
Golems,
Androids,
Robots,
and
Clockworks are artificial creatures
animated and directed by some intelligent
creator other than the gods.
They are immune to any attack affecting
the mind, for they have no mind. They
are immune to any poison, for they have
no nervous system. Many are immune to
mundane attacks or vulnerable only to
specific kinds of damage. Many can be
turned off or re-programmed rather
than destroyed. Some Androids even
think they are Men themselves.
Examples:
Golems are animated by Magic;
Robots and Androids are animated
by high technology beyond the ken of
Men; and
Clockworks are animated by a
combination
of
Magic
and
Mechanical Loco-Motion that only a
few have mastered.
Dragons
Dragons are a thing unto themselves, for
they are the progenitors of mortal magic
and guard their secrets closely.
Dragons are avaricious, long-lived, quite
powerful and proud. Some are very
intelligent. They are however known to
bargain with other races for pretty things,
powerful magic, or the life of one or the
other party.
They have horrid breath weapons of
various elemental forces based upon their
particular kind, which deal damage equal
to their own hit points at full health, to
anyone unlucky enough to find himself in
the path of one. They all hoard treasure,
valuing objects of wealth almost as much
as life itself.
Examples:
Bugbear
Goblin,
Orc,
Hobgoblin,
Natural Animals
Natural Animals are kinds of monsters
which we find in the real world. The
main difference is fantasy carnivores shall
always prefer the taste of Man, Elf, Dwarf
and Hobbit over their common diet in
our world.
Dire Animals
Outsiders
Angels Demons and some other Spectral
beasts
originate
from
dimensions
orthogonal to our own and to the
dimension of arcane vorpals. They may
travel to our Realm for a time, and then
depart.
Dire animals are giant versions of realworld animals. Dire animals act just as the
common kinds, but are larger.
To
determine the stats for a dire animal, use
the base animal and make the following
changes: Add 5 HD, add 5 to their
Armour Class, and double their damage
dice. Their XP shall be shown on Table
6.1. Giant size adds two asterisks to the
base animal.
Examples: Dire Wasp, Dire Octopus
Lycans
Giants
30
Explanation of Terms
#
1-6
12#6
3***
B x2
195
31
#
1
Lair
Nil
AC
9
Treasure
Nil
MV
6
ML
N/A
HD
10*
XP
2500
Sometimes grey.
Automatically gains
surprise on 1-2.
Immune to cold.
Lightning or normal weapons merely
divide it into smaller puddings. Destroys
wood and metal. 3 dice damage to flesh
per Round. Can cling to ceilings.
BUGBEAR (Medium Monstrous
Humanoid)
#
AC
MV
HD
4-24
9
9
3+1
Lair
Treasure
ML
XP
5
B
7
60
Cross bullies with heads like Jack-OLanterns and bodies like bears. 9-10 tall
and burly. Bugbears gain surprise on 3-in6.
#
3-18
Lair
2
HD
4*
XP
210
32
Colour
White
Black
Green
Blue
Red
Gold
Shape
Cone
Line
Cloud
Line
Cone
--
All dragons speak Draconic and have a 3in-6 chance of speaking Common. White
dragons are inelegant and beastly, but the
rest can learn manners.
33
1
Dragons Hoards: Dragons covet the
Thrower.
same kinds of wealth Men do. A dragon
lair shall have great amounts of gold,
EFREET (Large Outsider)
gems, & magic items in it. Dragons do not
#
AC
MV
HD
Lair
Treasure ML
generally carry their hoards with them.
1-2
11
9/24
10***** Nil
Nil
9
Dragons shall have a base Treasure Type
of H.
Efreet are cruel outsiders from the Fire
Dimension. Their fiery fists deal 2 dice
Hoard Adjustment by Kind: White
damage. They can throw a Fire Ball each
dragons shall have 80% of this amount,
Round and cast Wall of Fire at will. They
whilst Golden dragons shall have 120%.
may become immune to physical attacks
#
by assuming a gaseous form. They can
Hoard Adjustment by Age: Very Young
cast Illusions per the spell phantasmal
1
shall have 25% of this amount and 2 of
forces and use invisibility. They may
any magic items. Pups shall have 50% of
create a small whirlwind upon the ground
the amount, and 3 of any magic items.
at their feet which sweeps away any
Old shall have 150% of this amount and 7
creature of 2 HD or less to a distance of
of any magic items. Wyrms shall have
30 distant.
Treasure Type Hx2.
12
6//18
8***
Nil
Nil
--
2,600
MV
HD
Lair
Treasure
ML
XP
12
8****
Nil
Nil
--
3,200
#
3-18
10
12
20
Nil
4,400
1**
AC
MV
HD
Lair
Treasure
3-8
12
1*
ML
45
XP
AC
MV
8
1
12 30 6
HD
8***
Lair
Nil
34
Treasure
Nil
ML
--
XP
2,600
XP
15
AC
MV
HD
Lair
Treasure
ML
1-6
12
12**
AC
14/12/8
MV
3
HD
10 (9*)
Lair
10
Treasure
I, F
ML
9
associate
XP
1-6
freely with those of their own
kind.
5,400
Their central eye is located in the centre
of their spherical body, right above a
rictus-maw of nightmare.
10
Stone,
Serious
Wounds.
MV
HD
Lair
35
Treasure
ML
4**
9/12
XP
300
p. x100
s. x100
cr. x100
(9) 1-6
(9) 1-6
(8) 2-12
(7) 6 Dice
(7) 2-7
(9) 1-6
(9) 1-3
(9) 1-6
(10) 2-12
(8) 1-3
(9) 1-6
(8) Any 3
(11) 1 Weapon,
Armour or Misc.
Weapon
(10) Any 2
(11) 2-7
(10) 2-12
(7) 1-6
(9) 2-7
(11) 3-8
(9) 2-12
(9) 2-7
(11) 3-8
(10) 3-18
(8) 2-12
(9) 4-24
(6) 7 Dice
(9) 4-24
(7) 15 Dice
Gems
9
10
11-12
2-12
2-3
4
5
6
7
8
Jewelry
Table 7.3: Random Jewelry
36
1 Die
Value (s.)
1
2
3
4
5
7
1-6 x 10
2-7 x 10
1-6 x 100
2-7 x 100
2-12 x 100
3-18 x 100
2 Dice
2-3
4
5
6
7
8
9
10-12
Some magic items are always in effect, but others may require
special actions or concentration. Some magic items have limited
uses, called charges.
When items have charges, each charge can be spent for one
instance of magical effect. A character will not know how many
charges an item has, and when the charges are all spent the item
becomes useless and non-magical.
Climbing: This potion lasts for 1 turn + 5-30 rounds, during which
time the drinker gains the ability to climb like a Thief with a 5-in-6
chance of success. However, the odds of success decrease to 3-in6 if the character is carrying 100 lbs. or more.
Potions
Although potions can be found in a variety of types of containers,
most contain only one dose that imbues that potions particular
effect for one individual. Most potions bear no label and require a
small amount to be sampled in order to attempt to identify the
potion type. This is not without error, however, because potions
of the same type may differ in their aroma or taste depending on
how they were made.
6x6
Poison
Diminution
Gaseous Form
2
Animal
Control
Dragon
Control
Clairaudience
Clairvoyance
Climbing
Delusion
ESP
Extra-Healing
Fire Resistance
Fly
Giant Control
Giant Strength
Growth
Healing
Heroism
Humanoid
Control
Invisibility
Invulnerability
Levitation
Longevity
Oil of
Etherealness
Oil of
Slipperiness
Philter of
Love
Plant Control
Poison
Polymorph
Speed
Super-Heroism
Sweetwater
Treasure Hunting
Undead Control
Water
Breathing
Poison
37
Fly: This potion grants the spell-like ability equivalent to the spell
of the same name.
Oil of Etherealness: This potion is not imbibed, but this thin oil is
applied to the character and all of his belongings in order to
achieve an ethereal state for 3-8 Turns. It takes 3 Rounds for the
potion to produce effect, and can be negated earlier than the
duration by applying a mildly acidic liquid. When ethereal, a
character is invisible and can pass through any objects that are not
also ethereal.
Further, objects can be coated with the oil, and if a floor is coated
any individual even standing on the floor will have an 11-in-12
probability each round of falling, due to slipping. The effects of
the oil last 8 hours, but the oil can be cleaned off early with liquid
containing alcohol, such as whiskey, wine, or stout beer.
38
Rings
Table 7.6.1 Random Rings
3 Dice
Ring Type
3
Spell Turning
4
Delusion
5
Djinni Summoning
6
X-Ray Vision
7
Regeneration
8
Animal Command
9
Invisibility
10
Fire Resistance
11
Protection
12
Plant Command
13
Humanoid Command
14
Water Walking
15
Telekinesis
16
Spell Storing
17
Weakness
18
Wishing
send a message.
Polymorph (self): This potion grants the spell-like ability of
polymorph, as the fourth level spell.
Speed: This potion doubles combat and movement ability for 318 +2 rounds. Thus, if the imbiber can normally move at 120 feet,
for the duration of this potions affect the imbiber can move at
240 feet. The number of attacks available double as well, but this
potion does not decrease spell-casting time. This heightened
ability does not come without cost, for the strain it puts on the
imbibers body ages him or her by 1 year permanently.
All magical rings are usable by any character class. They must be
worn on a digit of the hands only (fingers or thumb). It is only
possible to wear two magical rings; if more than two are worn,
then all of the rings cease to function.
Animal Command: Once per turn, this ring allows the wearer to
control 1 giant animal or 1-6 normal-sized animals. Magical or
intelligent animals are not affected. The effect lasts so long as
concentration is maintained, and the wearer can take no other
actions. Once control ends, animals will not be well disposed to
the ring wearer, and any reaction throws suffer a penalty of 1.
39
if the wearers hp reach zero the ring does not bring the dead
back to life.
Whole body parts may also be regenerated. Small pieces, like
fingers, take 1 day to grow back. Larger pieces, such as a limb,
may take 1 week to grow back. This bodily regeneration power
does not work if the hero was not yet wearing the ring at the time
of the mayhem.
Spell Storing: A ring of spell storing can store up to 6 spells, which
can be of any type. At the time the ring is found, it will already
contain 1-6 spells, to be determined randomly by the Referee.
When a character puts the ring on, he automatically gains the
knowledge of which spells are already stored. Any character may
release the spells from the ring. Any spell caster may place new
spells in the ring by casting the spell and directing it at the ring. A
spell cast from the ring is cast as if the caster is the minimum level
required to use the spell.
Command Plant: The ring wearer can control plants within a10
square foot area up to 60 away. This control extends to plant
creatures, and even if the plant is not normally mobile, this ring
grants the ability to make the plants move. The effect lasts so long
as concentration is maintained, and the wearer can take no other
actions.
Spell Turning: When wearing this ring, 1-6 spells per day do not
affect the wearer and are instead turned back at the being that cast
the spell. The wearer may decide which spells are so redirected.
Delusion: This cursed ring convinces the wearer that the ring is of
another type. The Referee could decide randomly which kind of
ring the wearer believes this ring to be, or he may choose.
Telekinesis: This ring grants the wearer the ability to move objects
with his mind, as the spell telekinesis. However, there is no
limited duration when using the ring.
Invisibility: Once each Turn, this ring grants the wearer the ability
to become invisible as the spell invisibility.
Protection: This ring has several different power levels. Each kind
of ring offers a different Saving Throw bonus to all Saves as well
as a bonus to Armour Class. When a ring of protection is found,
throw on the table below to determine which kind.
X-Ray Vision: One Round per Turn, the wearer of this ring can
see through a stone wall and up to 30. The wearer may see 60 if
looking through wood and other low-density material. A 10
squared area (100 square feet) can be visually examined each
turn, and any secret doors, hidden recesses, or traps will be
evident. This activity takes full concentration. Lead or gold will
block x-ray vision. Most scrolls are pieces of parchment, imbued
with the magical writings of a spell or other magical effect. These
writings are potent in that they simply require the pronunciation
of their words to release their power. Some scrolls can be
deciphered and read by any class, while others have restrictions.
These will be discussed below.
Scrolls
A scroll of spells will be found with 2-7 spells written on it. About
3/4 of all spell scrolls contain Wizard spells, and the remaining
contains Cleric spells. Scrolls that contain Wizard spells can only
be read by employing the spell read magic, and the spells are only
usable by Wizards and some Thieves and Rangers.
40
These spells are cast is if from a spell caster of the minimum level
required to cast the spell. Once a spell is cast from a scroll, the
magical writing for that spell disappears.
5-30
5
6
7
8
9
10
11
12
13
14
15
16
17
Scroll Type
Cursed
Cursed
Spells (7)
Spells (6)
Spells (5)
Spells (4)
Spells (3)
Spells (2)
Spells (1)
Ward Against Elementals
Ward Against Lycans
Ward Against Undead
Ward Against Magic
Scrolls of Spells
1 Die
1-4
5-6
-----
The circle of protection will last until the reader dismisses it, or if
anyone within the circle attempts to attack a creature of the type
protected against with a melee weapon.
Ward against Elementals: A ward against elementals scroll wards
against all elementals for 2 turns, subject to the rules governing
warding scrolls.
Cursed Scrolls
A cursed scroll inflicts a horrible curse upon the reader. The
Referee has considerable flexibility in determining the effects of
the curse. A curse may only be removed with the spell remove
curse. The Referee might also allow the curse to be lifted if the
character performs a special quest.
Scrolls of Warding
These scrolls are usable by all classes. When the magical words of
warding are read aloud, the words disappear from the page and
41
Wand of Fear
Wand of Illusion
10
11
12
13
14
Rod of Healing
15
Rod of Extra-Healing
16
17-18
Rod of Resurrection
Wand of Detecting Secret Doors: This wand will point to any and
all secret doors within 20. One charge is expended per usage.
Rod of Resurrection: A Cleric (only) of any level may use this rod
one time per day to raise beings from the dead as the resurrection
spell. A Cleric using this rod does not need to rest after expending
charges from the rod. Elves may never be resurrected.
Wand of Illusion: The wielder of this wand can create the effects
of the spell phantasmal forces. Refer to this spell for the effects
and concentration requirements. While concentrating on an
illusory effect, the wielder can move at half movement, but if he is
successfully struck in combat all concentration is lost and the
illusion instantly fades away.
Wand of Magic Missiles: This wand fires one or two magic
missiles (users choice) per round as the Wizard spell of the same
name. The missiles inflict 2-7 hit points of damage each, and
always hit. Each individual missile fired expends one charge.
When all charges from the rod are used, it crumbles into dust.
Rod of Healing: This rod does not employ charges. It may heal 38 Hit Points of damage, but it can only be used one time per
creature per day. This wand may heal an unlimited number of
creatures in a day.
Type
Wand of Polymorphing
Rod of Cancellation
42
Googly
Apparatus
Bag of Holding
Folding Boat
Elven Cloak
Elven Boots
Boots of Speed
Eyes of
Charming
Eyes of
Petrification
Seven League
Boots
Eyes of
Charming
Eyes of the
Eagle
Bowl of Water
Elemental
Command
Gauntlets of
Ogre Power
Brazier of Fire
Elemental
Command
Decanter of
Endless Water
Helm of
Alignment
Change
Brooch of
Shielding
Helm of
Comprehend
Languages and
Read Magic
Flying
Contraption
Censer of Air
Elemental
Command
Helm of
Telepathy
Horn of
Blasting
Cloak of
Protection
Medallion of
Thoughts
Crystal Ball
Mirror of Life
Trapping
Necklace of
Adaptation
Holy Relic
Stone of Earth
Elemental
Command
Dust of
Appearance
Dust of DisAppearance
Efreeti's Bottle
Scarab of
Protection
Rope of
Climbing
Bracers of
Armour
Some items listed below are not available from a random throw
on Table 7.11. It is suggested the Referee should modify his own
table or place these treasures rather than throwing randomly.
In its smaller form, the boat has one pair of oars, an anchor, a
mast, and a lateen sail. In its larger form, the boat has a deck,
single rowing seats, five sets of oars, a steering oar, an anchor, a
deck cabin, and a mast with a square sail. The boat can hold four
people comfortably, while the ship carries fifteen with ease.
Up to two Men (or four Hobbits) can fit inside. The device can
function in water up to 900 feet deep. It holds enough air for a
crew of two to survive 2-7 hours (twice as long for a single
occupant). When activated, the apparatus looks something like a
metal lobster. Each Round, one hero can manipulate just one
lever.
43
conjure elemental. The user must ready the magic item and
2-12
2-9
10
11-12
Crystal Ball: A Wizard or Ranger may use this coveted magic item
to see distant places, people, or objects. Anything may be viewed
for up to 1 Turn, 3 times per day. The user of the crystal ball is
unable to communicate with those he observers, and he is unable
to affect them magically or otherwise through the crystal ball.
Crystal Ball with Clairaudience: This kind of crystal ball has all of
the properties of the ordinary one, but also grants the observer
the ability to hear any noise or conversation at the location
observed.
Cube of Force: This device is about 3/4 inch across and can be
made of ivory, bone, or any hard mineral. It enables its possessor
to put up a special wall of force 10 feet on a side around his
person. This cubic screen moves with the character and is
impervious to the attack forms mentioned on the table below.
The cube has 36 charges, which are renewed each day. The
possessor presses one face of the cube to activate a particular type
of screen or to deactivate the device.
Face
1
44
80'
3
4
5
6
3
4
6
0
60'
40'
30'
Normal
Excludes nonliving
matter
Excludes living matter
Excludes magic
Excludes everything
Deactivate
Spells that affect the integrity of the screen also drain extra
charges. These spells (given in the list below) cannot be cast into
or out of the cube:
Elven Cloak: This cloak is made by the magical and nimble hands
of the Elves, and grants the wearer a measure of invisibility. Any
observer will notice the wearer of this cloak on a throw of 1-in-6.
However, any benefit of invisibility is lost if the wearer attempts an
attack.
Elven Boots: These fine leather boots are made with the magical
craftsmanship of the elves, and grant the wearer the ability to
move completely silently with no chance of failure.
Eyes of the Eagle: These items are made of special crystal and fit
over the eyes of the wearer. These lenses allow the wearer to see
100 times further than normal. Wearing only one of the pair
causes a character to become dizzy and, in effect, stunned for 1
round. Thereafter, the wearer can use the single lens without
being stunned so long as he covers his other eye.
Eyes of Charming: These two crystal lenses fit over the users
eyes. The wearer is able to use charm person (one target per
round) merely by meeting a targets gaze. Those failing a Save are
charmed as per the spell. If the wearer has both lenses, there is a
penalty of 2 to the saving throw. If the wearer has only one lens,
the saving throw is made with a bonus of +2.
45
Magic Swords
Horn of Blasting: This horn appears to be a normal trumpet.
When the instrument is played, once per turn it deals 2d6 points
of damage to creatures within a cone 100 long and 20 wide at its
termination point. The horn causes creatures to be deafened for
2-12 Rounds, Save negates. Other objects may take damage in
other ways, at the Referees discretion.
Magic swords are the sole purview of the Fighting Man. No other
class may wield them. All magic swords glow with the light of a
candle when unsheathed, and all are intelligent in some way,
having a Vorpal trapped within them. Some may let their
intention be known through subtle tingles, whilst some may talk.
The greatest of them even communicate by ESP.
46
flame.
4 Dice
4
5
6
7
8
9
10
11
12
13
Armour
Found Magic Armour magically re-sizes to fit its wearer, from
Hobbit-sized through Man-sized. Any kind of Hero who can
wear the kind of Armour found will fit into that piece of Armour
by magic.
Item
Sword +1, charm person
Sword +1, +3 vs. Undead
Sword +1, +3 vs. Undead
Sword +1, +3 vs. Giants
Sword +1, light for 3 people
Sword +1, Frost Brand
Sword +2, charm person
Sword +3
Sword +3, Frost Brand
Sword -2, cursed
Referee's Option
Weapon
Pike +3
Pike +2
Pole Arm +2
Pole Arm +1
Axe +2 (Dane or Hand)
Mace or Morningstar +2
Mace or Morningstar +2
Axe +1 (Dane or Hand)
Spear +1
War Hammer +1
Bashing Shield +1
Arrows +1 (20)
Dagger +1
Dagger +2, +3 vs Goblinoids
Sling +1
Bolts +1 (10)
Spear +2
Arrows +2 (20)
Pilums +1 (12)
War Hammer +2
War Hammer +3, Dwarven Thrower
War Hammer +3, Dwarven Thrower: Only a Dwarf may use this
Hammer. If another Hero attempts to pick it up, he will take 5
dice hits damage from the ancient Dwarven power residing within
it, and it will only function as a normal hammer. In the hands of
a Dwarf, it can be hurled with a 60 range. When hurled, it deals
triple damage against giant types. It does double damage when
thrown against any other target. Subsequent to being thrown, it
returns to the throwers hand at the end of the Round.
47
3-18
3
4
5
6
7
8
9
10
11
12
13
Armour Type
Normal Shield +3
Jack +3
Normal Shield +2
Plate +2
Jack +2
Rowan Shield
Plate +1
Jack +1
Maille +1
Normal Shield +1
Rowan Shield +1
14
15
16
17
18
48
Maille +2
Rowan Shield +2
Maille +3
Plate +3
Armour, AC 6 (Cursed)
10
11
12
21
22
23
24
A
B
C
D
E
F
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
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O
O
O
O
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O
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O
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G
H
I
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L
O
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N
O
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Q
R
O
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O
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O
O
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O
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O
O
O
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O
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S
T
U
V
W
X
O
O
O
O
O
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O
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O
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O
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O
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O
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O
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O
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O
O
O
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O
O
O
O
O
O
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O
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O
O
O
O
O
O
O
O
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O
O
O
O
O
O
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O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
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O
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O
O
O
O
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O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
Notes:
Campaign Date(s)
Beginning Position:
NPCs Encountered:
Areas Explored:
Ending Position:
Deaths:
Other Events:
50
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that Product Identity. You agree not to indicate compatibility or coadaptability with any Trademark or Registered Trademark in
conjunction with a work containing Open Game Content except as
expressly licensed in another, independent Agreement with the owner
of such Trademark or Registered Trademark. The use of any Product
Identity in Open Game Content does not constitute a challenge to the
ownership of that Product Identity. The owner of any Product Identity
used in Open Game Content shall retain all rights, title and interest in
and to that Product Identity.
8. Identification: If you distribute Open Game Content You must
clearly indicate which portions of the work
that you are distributing are Open Game
Content.
9. Updating the License: Wizards or its
designated Agents may publish updated
versions of this License. You may use any
authorized version of this License to copy,
modify and distribute any Open Game Content
originally distributed under any version of this
License.
10 Copy of this License: You MUST include
a copy of this License with every copy of the
Open Game Content You Distribute.
11. Use of Contributor Credits: You may
not market or advertise the Open Game
Content using the name of any
Contributor unless You have written
permission from the Contributor
to do so.
12 Inability to Comply: If it
is impossible for You to
comply with any of the terms
of this License with respect to
some or all of the Open Game
Content due to statute, judicial
order,
or
governmental
regulation then You may not
Use any Open Game Material
so affected.
13 Termination: This License
will terminate automatically if
You fail to comply with all
terms herein and fail to cure
such breach within 30 days of
becoming aware of the
breach. All sublicenses shall
survive the termination of
this License.
14 Reformation: If any
provision of this License
is
held
to
be
unenforceable, such
provision shall be
reformed only to the extent
necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000,
Wizards of the Coast, Inc.
51