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Treasure

Hunters
Adventure Rules for Fantastic Heroes & Monsters

O.E. Compatible Prolix Edition


Referees Companion

Chapter One: ON CHARACTER CLASSES & RACES


On Ability Scores
The very first thing a player shall see upon
opening his Players Guide is a litany of
the physical & mental abilities which in
part define his prospective playercharacter, & a discussion of the concept of
Prime Requisite.
Following this, a
description of the several common races
and a more in-depth
treatment of the class
system of the game.

If you and the player should wish it, he


may voluntarily choose to take one
Inferior Ability in order to gain an
additional Exceptional Ability in some
other stat.
Whilst each kind of hero has a Prime
Requisite ability, even those with Inferior

Table 1.1: Ability Modifiers


Ability Score
Modifier
3-8
-1
9-12
0
13-18
+1
Thats it: Minus One to Plus One.
While this is an intentional choice made
because ability scores are not, and should
not, be the focus of the character, you may
wish to present an alternate generation
system to players which produces
modeled characters rather than
organics.
Table 1.2: Exceptional Abilities
2 dice
Result
2-9
One Exceptional Ability
10-12
Two Exceptional Abilities
The player may assign these exceptions to
any abilities he shall wish, but in the case
of two exceptional abilities, he must assign
them to two different abilities (no
stacking.)

Table 1.3: Ability Scores By Age


Age
Modifier
-1 WIS +1 CON +1 STR
Youth
No Adjustments
Adult
Mature
Old

-1 STR -1 CON +1 INT +1


WIS
-2 STR -2 DEX -1 CON
+1 INT +1 WIS +1 CHA

This should result in rather elder Wizards


and rather virile Fighters, which nicely fits
literature of sympathetic genre.

You shall note well


that the ability score
generation process is
brutal,
and
generally
produces
characters which
are very average
in their ability
scores.
In order to illustrate how little ability
scores determine the fate of the several
playing pieces in your world, examine the
following, Table 1.1:

everyone has the chance to get better at


spotting & listening as they age.

Optional Backgrounds

scores in that ability shall qualify for the


class in question. A weakling may be a
Fighter or a dolt may be a Wizard, and so
forth; they only suffer by virtue of
foregoing the added XP that the
Exceptional score provides.
Again, they are not limited by their throws
except to some degree by race. There are
no minimum requirements to meet in
order to train in any of the several
professions presented at the start.

Ability Scores by Age Category


Youth & Experience are not the same
thing, and this is reflected by how ability
scores change as the characters age in the
game world. In the case of the usual
method of ability score generation
presented in the Players Guide, consider
offering the players a chance to start their
heroes off at an age most appropriate to
their class & conception of the character.
Ageing effects on ability scores are shown
on Table 1.3.
By this table, it appears advantageous for
Fighters to start out as Youths, whilst
Wizards and to a lesser extent Clerics
shall enjoy the fruits of Experience. And,

Backgrounds are an optional part of


character generation. Each one describes
a kind of job or training that a particular
Player-character had before he took up
the torch and shield.
Should you decide to use backgrounds,
Table 1.4 below should replace Table 1.7
in the Players Guide during character
generation.
These backgrounds are suited best for
Men, but Demi-men may use these
backgrounds as well.
These backgrounds are not the only ones
possible; particularly in the case of players
of Demi-men; it is advised that the player
and Referee should collaborate to devise a
background more to their liking. But as
this is a Realm of Men, only those
backgrounds for which Men are suited are
given on the table.
Additionally, if a player wishes, he may
skip throwing against the table and pick
the background he likes best.
In any case, if one player-character has the
advantage of a background, then all the
rest ought to as well, even if these are
retro-fitted on to the characters
afterward, but do not award the associated
kit or gold.

Table 1.4: Character Backgrounds


6x6

1-2

Alchemist

Archer

Berserker

Flyer

3-4

Amazon

Bandit or Brigand

5-6

Animal Trainer

Barkeep

BACKGROUNDS
for
CHARACTERS and OTHERS

HUMAN

Each background additionally gets a +2


Reaction throw with others of the same
background.
Alchemist
Ability: Beginner's Alchemy (make a
Healing Potion in 1 week for 50s.)
Equipment: 1 Healing Potion, Mortar &
Pestle
Starting Money: 2 Dice x 10s.
Amazon
Ability: Invoke Goddess (re-throw one die
throw per day, but only if wearing bronze)
Equipment: Bronze Maille & Shield, Bronze
Sword (Arming or Backsword), Long Bow,
2 Flasks Military Oil
Starting Money: 1-6 x 10s.
Animal Trainer
Abilities: Animal Handling (+4 Reaction
throw for normal animals)
Equipment: Mule, Guard Dog (1+1 HD,
AC 9, 1-6 bite)
Starting Money: 2 Dice x 10s.
Archer
Abilities: Rapid Fire (Fire arrows twice per
round if not moving or in melee)
Equipment: Long Bow, Quiver, 15 arrows, 5
silver arrows
Starting Money: 2 Dice x 10s.
Bandit (or Brigand, if Chaotic)
Abilities: Evasion (Flee skirmish without
being hit, but only if wearing Jack Armour)
Equipment: Cloak, Jack Armour, Shield,
Short Bow, Quiver, 20 arrows, Treasure
Map (ruin)
Starting Money: 2 Dice x 10s.
Barkeep
Abilities: Ear for Listening (Knows 2-12
local rumours)

Buccaneer, Pirate
or Sailor
Engineer

5
Nomad or
Dervish

Gem-cutter

Orcish

Man-at-Arms

Pilgrim

Equipment: Fine Spirits (50s. value, +2


Reaction throw if a shot is offered, 10 shots
total)
Starting Money: 2 Dice x 10s.
Berserker
Abilities: Rage (+2 to attack & AC 7 if no
Armour, will not flee/surrender), +1 hp at
1st level)
Equipment: Bearskin Cloak, Tooth-bitten
Shield
Starting Money: 1d6 x 10s.
Buccaneer (or Pirate if Chaotic, or
Sailor)
Abilities: Swimming (Only drown on 1-in-6
per Turn in rough seas), Ship-craft, Rope
Use
Equipment: Cutlass (Arming sword),
Spyglass, Treasure Map (island), Pet
Monkey (1 hp), 50 Rope with Grappling
Hook
Starting Money: 3 Dice x 10s.

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.

Abilities: Traveling (Add 1 hex to daily


movement)
Equipment: Sturdy Staff, Holy Relic
Starting Money: 1 Die x 10s.
Sage
Abilities: Identify Magic Item (Takes 1 week
and
uses
100s.
of
material
components)
Equipment: Reference
Books, Blank Vellum Book, and Ink &
Quill
Starting Money: 3 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.

Smith (or Armourer)

Abilities: Fire-tough (-1 point per dice fire


damage), Forging (Weapons/Armour at 1/2
cost, full time)
Equipment: Maille shirt, Shield, Hammer,
Tongs, 12 Iron Spikes, Crowbar
Starting Money: 2 Dice x 10s.

Abilities: Double Talk (+1 on all reaction


throws), Disguise, Languages (Double
normal number)
Equipment: 2 Daggers (1 hidden in boot)
Starting Money: 4 Dice x 10s.

something climbable or unclimbable. In


stressful or unusual situations, the Referee
may call for an appropriate ability check.
Thieves, however, have a chance to
climb sheer surfaces.
Pick A Lock & Prestidigitation: These are
Thief-only skills as the book is written.
However: a non-Thief might be able to
learn these abilities by spending
appropriate Time, Money and XP for
instance. The skill would not be tied to
the character's level, but would require
additional training to be improved.

On Thieves

Playing without the Thief

What if a non-Thief attempts a thief skill?

It might be an anathema to players


weaned on more modern kinds of games
to consider playing without the Thief
class. However: the Thief is not a
necessity for even the most trap-leaden
dungeon!

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

XP, 100s., and 1-6 weeks training, just as


when an actual Thief reaches Level 2.
Another possible solution is to eject the
Thief from the game entirely.
It is perfectly OK for the Referee to say,
"Thieving is a way of life, not a character
class," and have it be done with.

Anyone can push a ten-foot pole ahead of


himself to check for low-lying traps.
Anyone can open a mundane lock of the
Medieval kind with the proper equipment
& time. & barring that, a doughty Fighter
can bash it to bits. Characters with proper
mountaineering equipment can scale walls
& tall peaks.
Certainly, any Adventurous Sort can and
should do "Thiefly" things. The nature of
the dungeon itself insists upon it!
The Thief, however, is expert at
dungeons. More-so than the others, the
Thief is a product of the "meta-game"
rather than a fantasy-Medieval archetype.
And being the dungeoneering expert, he
instead of the others is expected to face
certain dungeon challenges. This leaves
many characters (& their players) out of
the action at critical moments.
One solution to this problem is to limit
the Thief's core abilities; in exchange,
make him a true expert at that which he
knows. This is the Thief as presented

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

For a short time at the dawn of the


Famous Game, there was no Thief class;
only Fighting Men, Wizards, and Clerics.
And that worked well. It should work as
well today for you at your table, should
you wish it.
Should one wish to keep a remnant of the
Thief, one could re-write the class. Below
is presented a very simple variant focused
on exploration rather than larceny.
Treasure Hunter
Treasure Hunters are the Extraordinary
Individuals who leave hearth-and-home
with nary more than their cunning and wit
(and perhaps a sword and lantern) to learn
of the Greater World and claim its
Treasure as his own.
Arms & Armour Proficiency: Treasure
Hunters may use any weapon. They wear
only Jack Armour. They may carry
Shields, but must drop them before
attacking and before using many of their
class skills.

Only Men are Treasure Hunters. The


other races may use their Natural Abilities
to fill the same role.
Prime Requisite: Treasure Hunters with
Exceptional Intelligence gain a +10%
bonus to Experience earned.
The following are the special abilities of
the Treasure Hunter.
Uncanny
Dungeoneering:
Treasure
Hunters are good at feeling their way
around in the dark. Whilst not technically
Darkvisioned, they shall be able to
manoeuvre in the dark without penalty
whilst moving carefully, and are not
penalized for being blinded.
In a very dark or completely dark
environment, they will not be able to
report visual clues, but they will be able to
report with great accuracy what their other
senses tell them.
Treasure Hunters can instinctively spot
slanting passages, stonework & mechanical
traps, or unusual and new underground
construction on a throw of 5-6 on one die.
They can find a secret or concealed door
on a throw of 5-6 on one die (rather than
the normal 1-in-6) even when not actively
searching.
Treasure Hunters hide in shadows
indoors 2-in-6 times and hide anywhere
out-of-doors 5-in-6 times.
Finally, they may Listen for sounds on a
throw of 4-6 on one die rather than the
normal 6 on one die chance.
Polyglot: Learning new languages is fun &
easy for the Treasure Hunter. He shall
start the game knowing two languages
(plus one for Exceptional Intelligence,
should he have it), and learn a new one at
levels 2, 5 and 8.
At Level 4, they read any language on a 5in-6 throw.
At Level 8, Treasure Hunters may
attempt to cast magic spells from scrolls
with a 5-in-6 chance.
Lucky: Treasure Hunters have the mostfavourable Saving Throw of all characters.
Should you decide to dispense with the
Thief class, inform your players ahead-of-

time. In the case of the Halfling, you may


wish to extend his ability to progress as a
Fighter in exchange, but that is up to you.

Table 1.5: The Treasure Hunter


Level Progression
XP
Level BAB HD Save
0
1
0
1
8
1,250
2
0
2
8
2,000
3
0
2+1
7
5,000
4
+1
3
7
10,000
5
+1
4
6
20,000
6
+1
4+1
6
40,000
7
+2
5
5
80,000
8
+2
6
5
160,000
9
+2
6+1
4
320,000
10
+3
7*
4
480,000
11
+3
7+2
3
640,000
12
+3
7+4
3
780,000
13
+4
7+6
2
900,000
14
+4
7+8
2
*Hit point modifiers from Constitution no
longer accrue.
On the Cleric
Lets push open the temple doors for a
moment. The Cleric as written is a kind
of pseudo-Christian figure on the model
of the Teutonic Knights, Hospitalars,
Turcopoles, & &c. They progress through
ordeals of blood & faith to a rank of High
Priest (Level 9), where they may establish
their own diocese and attract some
number of fanatics to their fortified
Abbey.
Therefore we are not talking about the
common village priest, but rather a farflung militant religious order with a few
key characteristics:
The study of their sacred texts allows
them to elicit miraculous power from
their god which is inaccessible to the
vulgar masses.
Any Cleric who rises to sufficient
power within his hierarchy (just prior
to Level 7) must choose between Law
and Chaos. Particularly powerful and
pious warriors are the sweetest souls
for plunder.
His holy order puts additional
restrictions upon him. Specifically
noted in the Players Rules book is a
prohibition on edged weapons in
skirmish
&
volley.
Other

prohibitions may be placed on the


Cleric as the Referee decides.
The original Cleric was another "metagame" answer to a particularly nefarious
vampire that confounded the several
players of the Famous Game. Conceived
of was a monster hunter with knowledge
of the unearthly, which he put to good use
against the servants of Cain. Almost
immediately afterwards, the trappings of
the Church were retro-fitted on to the
character, bearing forth a semblance of
the Cleric as we know him today.
But there is no reason, per se, for God to
ordain certain fellows with greater divine
power than others. Without restorative
magic and the turning of the undead, the
dungeon would be a more deadly
proposition; but again, the Cleric class is
not necessary for the game. In Medieval
lore, priests who performed miracles
largely did not also don Plate Armour and
smite enemies directly- these were usually
two different kinds of Men. The latter
kind is represented in the game as a
Fighter or Paladin, but the former is
missing (probably because a true priest
type would not be as fun to play in the
dungeon!)
Removing the Cleric from the game would
leave a gap in the PC's direct access to
healing & restorative magic. It would
make the silent, perfectly fearless undead
even more fearsome. But there are hints
as to how to go about this even going back
to the equipment lists in Chapter One.
Bandages are useful. Not in skirmish, but
afterwards. Holy Relics can be used to
turn the undead away in the hands of any
believer. Garlic can ward off a vampire.
Elfs are naturally immune to ghoul
paralysis.
There is room for a "village priest" or
"hedge wizard" who is clever in the ways of
potions and herbalism to provide a source
for the abilities that the Cleric should
normally bring forth. Certainly, some of
the higher-order restorative magic could
be performed by traditional clergy under
the right circumstance (and for the proper
tithe). Would this new kind of character,
call him an Alchemist or Hedge Wizard
or Village Priest, be a fun character to
adventure with? That depends upon the
player. He might even have some of the
skills we associate with a Thief: reading
languages and casting from scrolls.

Below is presented a very simple


replacement for the traditional Cleric for a
kind of game where God watches and
waits.

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.

the appropriate shop), spending one hour


to prepare them each day, the Hedge
Wizard may make poultices, bandages &
other preparations to create a variety of
effects.
At each odd level gained including level
one, the player chooses one new type of
effect to be able to create from the
following list:

Antidote, Cure a Disease, Cure


Lycanthropy, Salve, & Purify Food and
Drink.

Dowsing: By making a WIS Save, a


Hedge Wizard can locate an object,
person, or something else by using two
crossed sticks or a crystal on the end of a
piece of string. On a successful Save, the
tool will indicate the direction to the thing
being sought, allowing the Hedge Wizard
to track it down.
At each even gained and at level one, the
player may choose a type of thing to be
able to track from the following list:

Specific Person, Specific Animal, Water,


Mineral,
Disease,
Magic,
Traps,
Habitation, Evil.
Water, Disease, Traps, Habitation and
Evil are all general, and will direct toward
the nearest source of the thing. Mineral
will detect a specific mineral named at the
time of Dowsing. Detect Person, Item or
Animal all detect the specific thing named
at the time of Dowsing.
Apothecary: By collecting plants and
Essential Oils (which requires access to
suitable wilderness or spending money in

Alternatively, a Talisman may contain any


one Level 1 Spell from the Cleric, Druid
or Wizard lists. Such a spell may be
cast out of the charm 1-6 times before
the Talisman crumbles to dust. More
common Talismans are those which Cure
Light Wounds and Turn the Undead.
These Talismans cost 750s. to make.
Both kinds
manufacture.

require

one

week

to

Antidote will create an antidote to a


poison. A specific kind must be used, and
can be created to nullify the effects of any
poison over the same time period over
which the poison has acted. Cost to
prepare: 25s. Time Needed: 1 Day

True Wizard Magic: Hedge Wizards may


perform any Wizard Cantrip from
memory, once per ten-minute Turn. To
common folk, this is what constitutes
magic.

Cure Disease will allow the Hedge Wizard

Table 1.6: The Hedge Wizard


Level Progression
XP
Level BAB HD Save
0
1
0
1
9
1,500
2
0
1+1
9
3,000
3
0
2
8
6,000
4
+1
2+1
8
12,000
5
+1
3
7
25,000
6
+1
3+1
7
50,000
7
+2
4
6
100,000
8
+2
4+1
6
200,000
9
+2
5
5
320,000
10
+3
5+1*
5
440,000
11
+3
5+2
4
*Hit point adjustments from Exceptional
Constitution no longer accrue.

to cure most diseases, including


supernatural diseases; for the rarer kinds,
special and expensive ingredients may be
required. Cost to prepare: 25s-100s. Time
Needed: 1 Day

Cure Lycanthropy will allow the Hedge


The following are the special abilities of
the Hedge Wizard.

These Talismans must always touch the


skin of the wearer, and take up item slots
just as magic items would.

Wizard to cure Lycanthropy. This cure


takes four strong men to stand guard, a
silver chalice, ample Belladonna, and
fresh Holy Water each day for 28 days.
Cost to Prepare: 700s. Time Needed: 28
Days

Salve will create a soothing balm which


can be applied to wounds, or an
invigorating tonic. In either form, it cures
1d6+1 Hits of damage and can be used by
any being once per day. Cost to prepare:
25s. Time Needed: 2 Days

Purify Food and Drink will make spoilt or


rotten food and drink edible again, though
not if it is thoroughly rotten or desiccated.
Alternatively, it can be used to preserve
food and drink for a long ocean voyage &
&c. Cost to prepare: 10s. Time Needed:
1 Day
Talismans of Crystal-Power and PureMetal: The Hedge Wizard can craft
Talismans of Great Power from pure
materials from the Earth and Sea, and his
own vast knowledge of natural philosophy.
For the cost of 500s. per plus, he can
craft simple pieces of Jewelry, Belts, & &c.
which grant a bonus to Saving Throws.

HOWEVER, unlike the Thief, there is an


historical antecedent for a holy warrior
archetype. Think very carefully before
pulling the Cleric from the game. The
very obvious knock-on effects are those
affecting classes based off the Cleric:
Paladin,
Druid,
and
Ranger.
Furthermore, the implied setting of
Treasure Hunters relies upon the
ecclesiastical hierarchy buttressing the
temporal powers of the Realm. Replacing
every Evil High Priest with an Evil High
Bureaucrat would likely make the game
less fun, especially as characters approach
Level 9 and beyond.
& On the Anti-Cleric
The treatment of the Anti-Cleric in the
Players Rules book is simplistic, allowing

for quick choice at character generation.


But there is a lot of territory to explore
with a simple reversal in outlook. Here
we will explore some of the ways the
Referee can adjust the Anti-Cleric to open
up new options for the forces of Chaos
(and possibly the canny player.)
Imagine telling your player, "Sure you can
play a Cleric, but he can't heal and he can't
turn undead." Surely the response would
be, "What kind of Cleric is that supposed
to be? That's not a Cleric!" And your
player would be correct.
The Anti-Cleric is a different class
altogether.

including potions, scrolls, rings, other


jewelry, Armour, arms & vestments,
amongst other things. They are barred
from using magic swords and items which
cannot be used by beings of Chaotic
alignment.
Anti-Clerics may manufacture potions and
scrolls starting at Level 5 and other kinds
of magic items starting at Level 9.
Weird Lore: Upon the discovery of the
ancient, forbidden or weird, the AntiCleric shall be able to identify something
useful about it from his profane studies on
a 4-in-6 throw.

If successful, throw for the demon on the


Monster Reaction Table, modified by the
casters Charisma.
Demons love gold and magic; offerings
shall make the demon more amenable to
the Anti-Cleric. 10 gold marks per Hit
Die shall grant a +1 to the Anti-Clerics
initial throw. A permanent magic item the
Demon fancies (Referees option) shall
also grant a +1.
If the throw is unsuccessful, the demon is
free to do what it wants (like
disemboweling the Anti-Cleric) for a
number of rounds equal to its Hit Dice.
Thence, it departs back to its realm.

The Petitioning of Divine Power


Anti-Cleric
The Anti-Cleric is a priest of the regular
variety when it comes to temporal and
ecclesiastical politics. However, he is a
Heresiarch- one who is opposed to the
Law of the World and opposed to the
Order or Men and Civilisation as it standsin his black heart. The Anti-Cleric as Evil
High Priest is the ultimate foil to those
Adventurous Men who seek to broaden
the reach of the Realms of Men.
Clerics worship God, while Anti-Clerics
worship the Devil, or what-ever
cosmogony you should decide upon for
your game world.

Anti-Clerics, through their devout


servitude of one or more demons, petition
for personal power. Should the AntiCleric be in good stead with his chosen
liege, he shall be able to wield these
powers for gain.
The Anti-Clerics
petitions fall into four categories & each
requires different preparations and
prayers.
Aura: Auras are long-acting petitions
which protect one being (either the
Anti-Cleric or another) or ward a
small area from some effect. The
Anti-Cleric may have one in effect at
any time and may maintain the Aura
indefinitely.
Example: Protection

Arms & Armour Proficiency: As the


tongue and sword of Cain in the Mortal
World, the Anti-Cleric shant use any
volley weapon. Up-close blood-letting is
his mandate. He favours barbed swords
and daggers. He is able to wear any
Armour and use any Shield.

from Good.

Prime Requisite: Anti-Clerics with


Exceptional Charisma gain a +10% bonus
to Experience earned.

Light Wounds.

Clerics always Turn Undead and cast all


reversible petitions in the normal way;
Anti-Clerics Beckon Undead, and cast all
reversible petitions in the reversed
manner, which we shall call antispells.
Anti-Clerics fight and Save as Clerics.
They share Hit Dice and an experience
progression table. Their spells come from
the Cleric spell list with some exceptions.
Magic Item Use and Creation: AntiClerics may use any kind of Holy Relic,

Command: Commands are petitions


useable at short notice, even whilst
seducing a woman of virtue.

Example: Beckon the Undead.


Ritual: Rituals are petitions of some
not-insignificant power which require
ten minutes to call. Example: Cause
Prayer: Prayers are petitions for
miraculous events beyond the power
of Man. They take a day to call
upon. Example: Flesh to Stone.
Demon Summoning: Anti-Clerics can
conjure and/or control a demon whose
true name they discover in their treatises
of demonology. To do so, AntiClerics throw a standard Petition Check
modified by his own level as normal & by
the Hit Dice of the summoned demon. A
7 or more succeeds and a 6 or less fails.
This is a Prayer-length action, lasting at
least one night.

Should the demon be seduced by the


Anti-Cleric, he shall serve for 2-12 x
casters level in days (the Referee shall
hold the result of this throw in secret.)
Once this time has elapsed, the demon is
free to do what it wants (like
disemboweling the Anti-Cleric) for a
number of Rounds equal to its Hit Dice.
Artifacts may allow the summoning
of demon princes.
The Anti-Cleric may banish the Demon
back to its infernal realm with but a word
at any time prior to losing its servitude.
Should he do so, he will confound the
Demon and earn its eternal enmity.
Table 1.7: The Anti-Cleric
Anti-Cleric Level Progression
XP
Level BAB HD
0
1
+0
1
1,500
2
+0
2
3,000
3
+0
2+1
6,000
4
+1
3
12,000
5
+1
4
25,000
6
+1
4+1
50,000
7
+2
5
100,000
8
+2
6
200,000
9
+2
6+1
320,000

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

Limitation: The Anti-Cleric is a servant of


a Great and Terrible Power. He must
always act in accordance with that power,
to the best of his ability. To do otherwise
will cause him to lose the ability to petition

and use unholy relics. The Anti-Cleric


must be wily as well, for he must appear to
act as his Church requires whilst pursuing
his own deviant ends.
Some specific uses of Reversed Spells
Anti-Clerics possess the ability to
Beckon the Restless Dead, calling the
newly slain upon the battlefield as
servitors, for a time. These servitors are
of equal in Hit Dice to half the AntiClerics level, in numbers equal to the
Clerics Turn Undead spell. These
Beckoned Dead shall last Ten Rounds,
and then crumble into dust or otherwise
depart the Mortal realm.
His Cause Light Wounds antispell
needs neither touch nor a To-Hit
throw- it applies automatically. The
wound of 2-7 Hits (or more for higher
versions) manifests at the end of the tenminute Turn, but the pain shall grip its
target immediately, causing some degree
of horror.
Granting Darkvision: The Light spell
will blind a creature if cast upon a
creature's eyes. This property of this
spell is inverted by the Anti-Cleric to
good effect. The Darkness antispell
spell grants a creature Darkvision of 60
when cast upon that creature's eyes.
However, Continual Darkness only
allows the same effect, rather than
providing eternal Darkvision.
Other wrinkles may come up by the
Referees and players imagination take
hold.
On the Seduction of the Cleric
With this revised Anti-Cleric class,
reversed Cleric petitions are not normally
available to anyone before Level 7. All
kinds of Clerics cast the regular sort of
magic. Clerics may attempt reversed
spells with some risk to their souls.
When first he attempts an antispell, the
Cleric may not even know he calls upon a
dark god, rather than this own (Referees
option).
When he does so, he immediately loses
the ability to Turn the restless dead, but
retains his healing powers.
A Lawful or Neutral Cleric so choosing
must make a CHA Save or immediately
see his Cosmic Alignment move one step
closer to Chaos. Make this Throw in

secret. Each time a reversed spell is


attempted, make the same Save.
That Cleric who finds himself on the side
of Chaos upon otherwise meeting the
requirements for the seventh experience
level undergoes a further ordeal &
prospect of apotheosis- a seduction by
dark forces who promise to provide to
him personal power of a different sort.
Specifically: A demon prince appears
before the Cleric and bargains with him
for his immortal Soul. The precise nature
of this visitation and subsequent contest
may vary considerably, but should always
put the Cleric at some disadvantage.
The Cleric may use Parley, trickery, spells
of the regular kind, and force of armsanything he has at his disposal- to turn
away the demon in personal and exclusive
combat.
If he does, his Alignment
becomes Neutral, and he may begin to
walk the path back toward the side of Law.
Or, he may decide to succumb to the
demons seduction and be granted the
powers of a darker sort.
At this point, the Cleric becomes an AntiCleric, An Heresiarch. He may only use
reversed forms of those spells which have
such forms: their antispells, & otherwise
follows the rules of the Anti-Cleric class.
On Clerics Achieving a New Experience
Level
The training template by which normal
player-characters achieve their new
Experience Level shall work well for the
Cleric as well. However, those looking for
some greater verisimilitude shall wish to
examine this alternate system, which shall
apply to Clerics at the Referees option.
On Religious Conversion
Instead of paying for normal training costs
in money & time, the Cleric must win
converts to his religion and tithe before he
may attain the next experience level. He
must convert one new person for each
experience level he now has each time he
shall be otherwise eligible to gain a level
(eg four people for a 4th-level cleric to
attain level 5, and then another 5 for level
6.)
Missionary Conversion

Obviously this must occur in a populated


area. No cleric will win converts working
alone in the wilderlands! For each game
day the cleric spends prostheletising, he
has the chance to win 1-3 converts. For
each potential convert, throw against the
reaction table, with normal modifiers for
Charisma and a special +1 for any helpful
and well-known act the Cleric may have
done for the people of the location where
he is preaching. A result of 9 or more for
any one of these attempts results in one
convert. A result of 12 or more results in a
potential new cleric or paladin, depending
upon the race, cosmic alignment, and
ability scores of the converted. A new
convert will follow the cleric for one
adventure if he is no higher than half the
cleric's level or a Normal Man for no pay,
but the cleric must supply appropriate
adventuring gear and ensure his relative
safety. This is a special Retainer which
does not count against the cleric's normal
limit, does not earn XP, and does not take
a share of treasure.
Individual Conversion
Sometimes in the course of play, the
Cleric character may wish to attempt to
convert a specific other character. In this
case; throw two dice: this is the number of
hours of one on one time the cleric must
spend in order to attempt conversion.
This time does not need to be continual.
At the end of this variable period, the
Referee shall throw reaction for the NPC.
An adjusted throw of 2 or less results in
enmity; an adjusted throw of 3-5 results in
a failed conversion. An adjusted throw of
9-11 results in conversion. An adjusted
throw of 12 or more results in the NPC
becoming a follower per the conditions of
the general case. An adjusted throw of 6-8
results in uncertainty; more time is
needed. Throw two more dice to
determine how many more hours of one
on one time are necessary before another
reaction
throw
may
be
made.
Modifiers:
Different race: -2
Different alignment: -2
Cleric has performed miracles in the
presence of the character: +1
Cleric has saved the life of the
character: +2
Cleric has performed miracles of Level
5 or 6: additional +1

The Cleric's Charisma modifier also


applies.
In either case, each man so converted
shall supply a testimonial of his
conversion, either oral or written, and the
cleric shall tithe 10% of his wealth to his
Church rather than paying for his level in
time and money.
Optional Classes
The four races and four classes presented
at the start of the Players Rules book are
meant to cover most of the pseudoEuropean mediaeval fantasy role-playing
archetypes which the new player may wish
to try out. Not all of them, by any means,
but a wide enough range that each player
may have a character of a kind he wishes
to play when he first sits down at the table
to try his luck and courage against the
fantastic and weird unknown.

OPTIONAL. It is up to the Referee to


decide which are appropriate for his
campaign world and which are not.

State of Grace: The Paladin applies his


Charisma modifier to his Saves.
A Paladin may Detect Evil at-will, like the
Wizard and Cleric Spell of the same
name. He does not have to Petition for it.

On the New Classes


Paladin: Only Men may be Paladins.
Monk: Anyone may be a Monk. DemiMen may only rise to the rank of Grand
Master and never higher.
Assassin: Any race may become an
Assassin. Men may rise to any level.
Demi-Men may only attain level 8.
Druid: Men and Elves may be Druids, but
Elves may only rise to Level 8.
Ranger: Hobbits and Men may become
Rangers. Hobbits are limited to level 6 in
the class.

Holy Smite: The Paladin may smite his


enemies once per day. He gains a +3 ToHit and a +3 to damage on one skirmish
attack, declared as usual during the
Declare Actions step in combat. At Level
3, he may smite twice per day; at Level 6
and 9, he gains one additional use of this
ability per diem.
Laying On Hands: A Paladin may cure 13 hits damage per experience level of any
creature who has been wounded. This
healing may be spread amongst any
number of uses. The number of dice
used per application must be chosen
before hands are laid.

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.

Cleave: At Level Two, as the Fighter.


Paladins are a kind of Lawful Fighter
ordained by God to take the field of battle
like the Fighter; to bring the Holy Word
like the Cleric; & additionally to serve as
an example of how to live a Godly life.
His is a narrow path to tread, and falling
off this path means losing his exceptional
power, perhaps forever.
Requirements: A Paladin must have
Exceptional Charisma, and may not have
Inferior Strength or Wisdom. He must
be of Lawful cosmic alignment, and always
remain so.
Prime
Requisite:
Paladins
with
Exceptional STR gain +10% to XP
earned.
Arms & Armour Proficiency: Paladins
may use any Armour and Shield and may
wield any Weapon, just as the Fighter.
Class Abilities of the Paladin:
Aura of Purity: At all times, the Paladin
radiates an aura of Law and goodness
such that Chaotic or evil beings are loathe
to touch his person, & he gains a +2AC
versus attacks by same. Additionally,
Paladins are immune to any magical fear
effects or conditions based thereupon
including the Ghouls touch.

In the following pages, classes of a


moderately
advanced
nature
are
presented.
THESE ARE PURELY

Sense Invisible: At Level Four, as the


Fighter.
At Level Eight, a Paladin may Dispel Evil
as a standard action at will. Merely by
pointing at an evil being or object, he may
will it banished.
Against devils and
demons, this banishment sends them back
to their home plane rather than destroying
them. For free-willed undead and living
creatures, they receive a Save to resist this
banishment.

Table 1.8: The Paladin


Paladin Level Progression
XP
Level BAB
HD
Save
0
1
+1
1+1
10
2,250
2
+1
2+1
10
4,500
3
+2
3+1
9
9,000
4
+2
4+1
9
18,000
5
+3
5+1
8
36,000
6
+3
6+1
8
78,000
7
+4
7+1
7
150,000
8
+4
8+1
7
300,000
9
+5
9+1
6
450,000
10
+5
10+1*
6
600,000
11
+6
10+4
5
800,000
12
+6
10+7
5
1,00,000
13
+7
10+10
4
1,200,000
14
+7
10+13
4
*Hit Point Modifiers from Constitution no
longer accrue.

On Paladins and Fighters: Men who


begin as Fighters may actually become
Paladins, for Paladins are a kind of
Fighter. Fighters who have always been
Lawful may ascend to Paladinhood. To
do so, they must be Ordained in a special
ceremony conducted by Lawful Clerics,
other Paladins, or a mix of these two.
Such a ceremony takes one day. Upon
completion of this ceremony, the Fighter
cashes in his Experience Points &
Levels earned as a Fighter, and becomes a
Paladin possessing the same number of
Experience Points. Note that in some
cases, this shall mean he is of a lower
experience level than he was before.

A Monk does not advance by level as


other classes do, but rather accepts new
titles as he progresses in his studies. He
never pays for training as other classes do
upon attaining a new level.

Paladins who Fall from Grace as judged


by the Referee are instantly and forevermore Fighters of the same level; it may be
necessary for the player-character to shed
some of his XP in order to qualify to be a
Fighter of the same Level as he was a
Paladin.

The following are class abilities of the


Monk.

Class Limitations of the Paladin:


Alignment: For all these granted powers,
the Paladin must be careful never to allow
himself to be corrupted, nor to slip into an
alignment other than Lawful. Should the
Paladin ever change alignment or act in a
significantly non-Lawful manner (by the
Referees judgment), he shall be reduced
to a Fighter forevermore and abide by the
benefits and restrictions of that class going
forward.
Wealth: A Paladin may not retain wealth
in amounts greater than that which is
needed to maintain his arms & Armour,
his Retainers and Henchmen, and a frugal
manner of living; In any event, 50% of all
treasure won must be given to the Church.
This only counts against money, gems and
jewels; other winnings are not so tithed.
Upon reaching Level 9, the Church will
pay 50% of the cost of construction of his
stronghold.
Magic: A Paladin may only own ten magic
items at a time, including his Armour and
weapons.
Associations: Paladins may only hire
Lawful henchmen and will seek out
Lawful NPCs to associate with in every
possible case.

Those Paladins who have Fallen may


never regain Paladin status, except in cases
decided so by the Referee. Exceptional
character actions and heroic atonement
shall be necessary in such a case.
Monk
A Monk is a Far-Eastern-style priest who
trains his Body & Mind in order to elevate
his Spirit. In some ways, he is the
opposite number to the Assassin.
Arms & Armour Proficiency: Monks may
use simple weapons such as the Club,
Dagger, Quarterstaff, and Horsemans
Flails made primarily of wood. They may
use Long Bows (Yumi) of simple
construction. They never wear Armour
or use other weapons.
Prime Requisite: Monks have no Prime
Requisite and never earn an experience
bonus from one.
Requirement: All Monks begin the game
as Lawfuls. They may become Neutrals,
but if they become Chaotic, they may
never again advance in the Monk class or
any other. They must have Exceptional
Wisdom at the time they begin their
careers. Monks may not dual-class or
multi-class as other characters can.

10

Favourable Hit-Dice: A Monk begins play


with an extra 1-6 Hit Points from an extra
Hit Die. He also continues to gain Hit
Dice throughout his long path to
Enlightenment. Unarmed Attacks: A
Monk may use his body as a weapon
much as a Fighter might use a sword.
Striking this way deals 1-6 Hits and is
augmented by Exceptional Strength. As a
Monk progresses, he may attack more
often than other classes based upon his
swiftness-of-body. Immaculates gain two
such attacks per Round; Grand Masters of
the West Wind gain three, and so forth.
Thief Abilities: A Monk gains a limited
repertoire of Thief Abilities as he
progresses, as indicated on the Table.
Holds Breath: An Initiate has mastered
his breathing such that he may hold his
breath twice as long as normal.
Stands from Prone: The Monk needs no
time to stand from prone and suffers none
of the usual disadvantages whilst doing so.
Spell Immunities: The Grand Master is
immune to certain spells altering his body
and mind.
Leaping: The Grand Master of the South
Wind may leap 4-14 feet horizontally and
2-7 feet vertically, modified by
Exceptional Strength, double the normal
leap.

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

Table 1.9: The Monk


HD
SV
Attacks
2
10
1
3
10
1
3+1
9
1
4
9
2
5
8
2
5+1
8
2
6
7
3
7
7
3
7+1
6
3
8
6
4
9
5
4
9+1
5
4
10
4
5
11
4
5
11+1
3
5
12
3
6

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.

Unearthly Balance: whilst running at full


speed and unencumbered, a Grand Master
of the North Wind may run on any solid
or semi-solid surface for a distance of 150
or less. This includes walls, water and
other surfaces. The Grand Master of the
North Wind may attempt to run up a
waterfall or down a sheer cliff face, for
instance, on a 5-in-6.

Class Restrictions: A Monk may never


take levels in any other class. Should the
Monk ever become Chaotic, he can never
attain the next title in his progression. He
may continue to adventure and gain XP,
but he will never earn another title nor
can he attain a level in any other class.

Requirement: All Assassins begin the game


as Chaotics. They may become Neutrals,
but if they become Lawful, they may never
again advance in the Assassin class.

Assassin

At Level One, the Assassin gains three


abilities.

Ageless: The Grand Master of Autumn


never feels the bite of winter. He stops
ageing and is immune to any ageing effect.

Hashashin, or Assassins, are Near-East-

Total Magic Immunity: The Grand Master


of Flowers is immune to all magical effects,
whether infernal or benign.

inspired holy warriors.


Rather than
petitioning God for spells as the Westernstyle Cleric will do, the Assassin uses
powers of stealth and fear to destroy the
enemies of their faith, making the world
safer for those who believe as they do.

Teaching: As a Grand Master of the


several Winds, a Monk shall attract 4-24
Lawful followers, of which 1-6 shall be
Novices, and the balance of which shall be
Normal Men. Which ones are which shall
remain a mystery to be resolved through
role-play should the Monk wish it.
Limitations: The following are limitations
of the Monk.
Poverty: All Monks have taken a Vow of
Poverty. He may not own land and he
only gains XP from treasure as it is
Squandered, not as it is collected.
He may only own four magic items, none
of which may be a Weapon, Armour or
Shield. He may use Cleric scrolls at the
start of his career, but he must always cast
them in the normal way, never in reverse.

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

Arms & Armour Proficiency: An Assassin


may wear Jack Armour but may never use
a Shield. He may use any weapon.
Prime Requisite: Assassins have no Prime
Requisite and never earn an experience
bonus from one.

11

The following are the special abilities of


the Assassin.

Assassinate: Whenever a defender is


unaware of the Assassin or is unable to
actively defend itself (bound or surprised),
the Assassin may make one special
skirmish attack. This special attack gains a
+2 to-hit. If successful, the target must
Save or die. If the target makes his save,
nothing further happens.
This is not a magical power, and is not
subject to magic resistance. It is not a hit
point attack, and therefore having a lot of
Hit Points does not help. However, it is an
attack based upon precise knowledge of
physiology. Therefore, it is useless against
incorporeal, undead, or very alien
creatures that the Assassin has not
encountered and studied before.
At Level One, the Assassin may use this
ability once per day. At Level Five and at
each subsequent level divisible by five, he
gains another use of this ability per day.
Poison Use: By collecting plants (which
requires access to suitable wilderness or
spending money in the appropriate shop);
spending one hour to prepare them each
day, the Assassin may manufacture
poisons.

Poison Use will create any type the


Assassin desires, per the Poison chart.
Disguise. Whenever the Assassin has time
to prepare (at least three Turns), he may
make a disguise that will fool others into
thinking he is someone other than himself.
The base chance is 5-in-6 modified by
Charisma, but the Assassin only has to
throw a check to pass close inspection.
This throw suffers a -1 penalty for
impersonating the opposite sex, another
race, or when the person inspecting is very
familiar
with
the
actual
person
impersonated.

Prime Requisite: Druids with Exceptional


WIS gain +10% to XP earned.
Arms & Armour Proficiency: A Druid
generally shuns large quantities of worked
metal. His weapon choices include the
sickle (A crescent-shaped dagger unsuitable
for throwing), the spear, club, quarterstaff,
a Horsemans flail primarily made of
wood, like those used to thresh crops, and
the sling. For Armour, the Druid uses
only Jack Armour fashioned from animal
and plant stuffs. A Druid will never use a
gun.

At odd levels Five through Nine, the


Assassin may learn any ability available to
the Thief.
Table 1.10: The Assassin
Assassin Level Progression
XP
Level BAB HD Save
0
1
+0
1
9
1,500
2
+0
2
9
3,000
3
+0
2+1
8
6,000
4
+1
3
8
12,000
5
+1
4
7
25,000
6
+1
4+1
7
50,000
7
+2
5
6
100,000
8
+2
6
6
200,000
9
+2
6+1
5
320,000
10
+3
7*
5
440,000
11
+3
7+2
4
560,000
12
+3
7+4
4
680,000
13
+4
7+6
3
800,000
14
+4
7+8
3
*Hit Point Modifiers from Constitution no
longer accrue.
Assassins who cast spells from scrolls shall
cast the reversed version of spells in every
case where the spell has a reversed version.
At Level 10, the Assassin shall acquire 4-24
followers, 1-6 of which will be Level One
Assassins, and the balance of which will be
Normal Men. All shall be Chaotics and
many will be evil in nature.
Druid
A Druid is a Nature priest of the Old
Religion, based loosely upon pre-Christian
Germanic paganism. Their voice is the
wind; their faithful, the trees.
Their
cathedrals are the very forests themselves.

Pass Without Trace: Upon reaching Level


Three, the Druid may not be tracked in his
home territory except by another Druid of
higher level.
Languages: All Druids speak the Old
Language which is known by Men as
Druidic. It is known only by Druids and
never taught to outsiders. It is sometimes
written, but its alphabet does not resemble
any common alphabet in use today.
At levels Four through Nine inclusive, the
Druid may learn one language of a kind of
forest creature. His choices include Pixie,
Dryad, Elven, Treefolk, Giant, the tongue
of the Manticore, or Draconic.
Spell-Craft: Like the Cleric, the Druid may
petition for powerful spells; but instead of
petitioning Gods, he petitions Nature itself.
His spell list is different than other spellcasters, and is appended below.

Requirement: whilst the Cleric and other


holy men are consumed by the struggle
between Law and Chaos or good and evil,
the Druid is always Neutral, for Nature
herself is so. A Druid who otherwise
would qualify to attain his next experience
level may not do so whilst the Referee
should judge his cosmic alignment to be
other than Neutral; this can be remedied
through role-play.
All of the following are the special abilities
of the Druid.
Nature Lore: The Druid is able to name &
identify natural plants, plant creatures and
fungi. He is able to name & identify any
natural animal of the normal or monstrous
kind. He can identify all minerals. He can
determine whether food and water are
fresh or spoilt.
Animal Empathy: The Druid may make
Parley with any natural animal, just as Men
and others may Parley with monsters or
one another.
This does not involve
language, per se, but body language &c.,
and does not convey complex ideas.
Tracking: A Druid tracks on a 5-in-6 in
forested areas or other wild place similar to
his home. Wisdom modifier applies,
however the chance may never exceed 5in-6.

12

Table 1.11: The Druid


Druid Level Progression
XP
Level BAB HD Save
0
1
+0
1
9
2,500
2
+0
2
9
5,000
3
+0
2+1
8
10,000
4
+1
3
8
20,000
5
+1
4
7
40,000
6
+1
4+1
7
80,000
7
+2
5
6
160,000
8
+2
6
6
320,000
9
+2
6+1
5
500,000
10
+3
7*
5
700,000
11
+3
8
4
900,000
12
+3
8+1
4
1,100,00
13
+4
9
3
0
*Hit Point Modifiers from Constitution no
longer accrue.
Shape Change: The greatest power of the
Druid is that of Shape Change. At Level
One, a Druid may assume the form of one
natural animal of Hobbit- to Man-size,
which has no more Hit Dice than the
Druid, one time each day for an indefinite
period of time. Upon changing forms, the
Druid heals 1-6 Hit Points damage, should
he have taken any.
All of the Druids kit is magically merged
into the animal form. He may not cast
spells nor speak (unless his assumed form
is a talking animal such as a parrot.) He
gains all the natural attacks and defences of
the animal kind he has chosen.

At Level Four, a Druid may Shape Change


to an animal and back twice per day. At
Level Seven, thrice; At Level Ten, Four
times; and at Level 13, Five times daily.

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

Further, at Level Five the Druid may


assume a giant animal form; at Level Ten,
the form of an animal as small as an insect
or as large as an elephant; at Level 13, the

Type
R
R
C
C
R
R
C
C
Type
A
P
R
C
C
P
C
C
C

Table 1.12: Druid Spells


Level
Name
2
Control Temperature
2
Create Water
2
Heat Metal
2
Hold Animal
2
Locate Plants
2
Obscurement
2
Produce Flame
2
Warp Wood
Level
Name
5
Anti-Animal Shell
5
Commune with Nature
5
Gaea's Blessing
5
Sticks to Snakes*
5
Summon Animal II*
5
Rock to Mud*
5
Transport via Plants
5
Turn Wood
5
Wall of Fire

to hit twice and take the better, but also


throw to damage twice, and take the better.

form of any natural animal.


Each
transformation To-and-Fro heals 1-6 Hits.

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*

Spell-Craft: Rangers cast spells from the


Druid spell list, but are retarded by three
levels in their ability. That is, they are
considered level 1 casters at level 4, level 2
casters at level 5, &c.

Nature Lore: The Ranger is able to name


& identify natural plants, plant creatures &
fungi. He is able to name & identify any
natural animal of the ordinary or
monstrous kind. He can
Table 1.13: The Ranger
identify minerals. He can Level
XP
BAB
HD
Save
determine whether food
1
0
+1
2
10
and water are fresh or
2
2,500
+1
2+1
10
spoilt.
3
5,000
+2
3+1
9
Animal Empathy: The
4
10,000
+2
4+1
9
Ranger may be able to
5
20,000
+3
5+1
8
make Parley with any
6
40,000
+3
6+1
8
natural animal, just as
7
80,000
+4
7+1
7
Men and others make
8
160,000
+4
8+1
7
Parley
with
one
9
320,000
+5
9+1
6
another. This does
500,000
+5
10+1*
6
not involve language 10
per se, but body 11
700,000
+6
10+4
5
language &c., and 12
900,000
+6
10+7
5
does not convey
13
1,100,000
+7
10+10
4
complex ideas.
14
1,300,000
+7
10+13
4
Tracking:
A *Hit Point Modifiers from Constitution no
Ranger tracks on a longer accrue.
5-in-6 thrown in
his native biome, such as forest or desert, Magic Item Use: Rangers may use any
and 4-in-6 outside it or underground. magic item, except for those restricted
Wisdom modifier applies, but the throw against his race.
cannot be better than 5-in-6 at any rate.

13

Associations: Rangers are wary of working


in groups of their kind. No more than two
Rangers shall be found working together at
once.
Responsibilities: Rangers adopt one cause
to fight for, usually the protection of one
remote outpost or village, or one wild area;
but sometimes the destruction of a kind of
monster or evil group.
The PlayerCharacter Ranger must choose such a
cause before Level 5.

Gnomes may be Fighters of up to level


6, Thieves up to level 6 or Wizards up
to Level 6 or a combination, total
levels not to exceed 12.
They may not use a Bow, for it is too
unwieldy for them.
Since they are very small, they are
limited to small weapons.
Tree Folk

and it is hard to find a proper mount


for them.
Treefolk start at Level 1 standing 7
feet tall, and grow one foot taller per
level.
Armour costs four to twenty times as
much.
As Treefolk are a quite deliberative
people, they never win Initiative.
Should they fight on a side with beings
other than Treefolk, treat them as
their own side which always goes last.

Optional Races

The Skeleton

Really, any sort of race is acceptable for a


Player-Character, so long as they are able
physically and mentally cope with the
rigours of such Adventures. Below are
presented three cases for potential PlayerCharacter races. THESE ARE PURELY
OPTIONAL, & are shown to give you
some sense of how to build your own races
from the Monsters section, literature, or
your imagination.

Occasionally, Lawful Men and Demi-Men


shall find their work on Earth left undone
upon their death. Should their bones be
animated by magic, they shall be in control
& not bound to their animator. Such
skeletons are consumed by Honour and
are always Lawful.
Skeleton Special Abilities

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.

Treefolk are sapient, animated trees which


roam within the forests.
They are
consumed by Philosophy. There are no
female Treefolk, the females having been
lost at some time in the past. (They are
not dead; merely lost.)

Skeletons have unnatural armour.


They are immune to Piercing attacks
and while unarmoured, have an AC of
9.
Skeletons gain a +2 to their Surprise
throws, surprising on a 4-in-6 throw.
Skeletons do not require sustenance, do
not need to breathe, and are immune to
sleep and charm magic. Skeletons are
eternal.

Treefolk Special Abilities

Gnome Special Abilities


Darkvision (seeing in the dark) at a
range of 60 feet.
Gnomes can instinctively spot slanting
passages, stonework traps, stonework
secret doors, or unusual and new
underground construction on a throw
of 5-6 on one die.
Gnomes gain a +1 to their Save versus
magic.
Dwarfs speak Dwarven, Common,
and the language of small burrowing
mammals.
Gnome Limitations

Treefolk are Large creatures. As


such, they gain a +1 To-Hit and
damage in skirmish, above and
beyond any exceptional strength.
They use the Ogre line to determine
encumbrance on Table 2.1 in the
Players book.
Treefolk may reach out to 10 distant
with their branches, to grasp or attack.
Treefolk speak Common, Elven, and
Giant. Some speak Druidic, which
they have learnt from Men.
Treefolk Limitations
Treefolk may be Fighters only, of up
to Level 8.
They do not engage in Volley fire
combat, for it is too foreign to them.
Since they are very large, they are
limited in the places they may enter,

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

Reaction Bonus with the undead or

dead.

Chapter Two: THE HIDDEN GAME


NOW that you have a copy of the Players
Guide and the Referees Companion, it
should come as no surprise to you that
someone is going to have to run the
game. That someone is you.
The Great Game is notoriously bad at
explaining how one goes about this. It was
generally assumed you would have met
one of the authors personally, and
perhaps played in their games. From that
you would know what a game was
supposed to be like.
From our advantaged perched here, the
very beginnings of the Role-Playing
Game hobby enjoyed by so many, these
embryonic games seem strange. The
advice in the Players Guide is all the
player needs to know how to enjoy the
world you dream up. But in order for you
to know what you need to invent in order
to make your game world go, you shall
need to know what is expected of you.
So. What is Treasure Hunters? We shall
assume you know what a RPG is.

Treasure Hunters is a RPG centred about


the episodic adventures of a group of
heroes in a game-world. The ongoing
sessions of these adventures are
collectively called a campaign.
On the Grand Turn
Episodic

is

of

importance

here.

Treasure Hunters does not simulate every


day or moment, but rather the peak
experiences, if you will. The rest is taken
to happen in the back-ground.
In order to gather up what is, and what is
not critical to play at the table, let us look
at the grand turn of a heros life.
1. Run through an adventure.
2. Count up XPs and treasure.
3. Bury your dead.
4. Decide what activities, if any, the heroes
will undertake in the mean-time.
Anyone taken to 0 Hits or lower
requires a weeks bed-rest.
Anyone wanting to heal any sort of
Hits damage requires the requisite
time.

Training: If leveling up, the hero


needs to spend time and money to do
so, including locating a suitable
trainer.
Scroll and Spell Book Prep: Wizards
and Clerics write scrolls. This takes 1
day per level of the spell so inscribed.
Potion Manufacture: 1-6 days per
potion.
Sage consultation or the hiring of
specialists: Time varies.
Enchant an Item: Up to 30 days.
Constructions of Various Kinds:
Varies.
Henchmen Recruitment: Varies.
Simple shenanigans: Varies.
Recovery from infection or disease: 16 weeks.
Recovery from being Raised: 1 day
per day spent dead.
Recovery from casting Raise Dead: 1
day per level of he who was Raised.
Buy spell components, new gear, &c.:
Varies, but it could take many days
depending upon the rarity of the
item.
5. Move the game calendar forward to the
next time all of the heroes are free & clear
of their duties.
6. If a month has passed, many heroes will
have upkeep costs to pay.
7. Go back to #1.
N.B. how little of that is played during
table time! Much of it is of a mundane
nature & can be presumed with
appropriate book-keeping.
The intent is to simulate sword-andsorcery or high fantasy adventure stories,
particularly the pulp variety of Howard,
Leiber, & Vance, where the reader joins
the heroes for the interesting bits, enjoys
the tale, and leaves them until their next
outing. We do not, for instance, watch
the great Paladin shopping for cheese or
washing his underwear. Unless those
events lead to something more exciting.
On Resource Management
Many of the mechanics in Treasure
Hunters are those of resource
management e.g. Hits, food, arrows,
money, torches, &c.

15

But the top-line resource is in-game time.


Heroes who manage that the best will
succeed the easiest and fastest. If a hero
(or his player) ignores henchmen, he will
have to do everything himself, and be
shabbier for it.
Players with Wizards will eventually wish
to take an apprentice who can oversee his
realm; Fighters will travel with a band of
armed men; Thieves will find their
shenanigans safer and more lucrative with
a merry band of cut-throats to run. Any
Cleric with ambition shall recruit likeminded Men to his cause.
In other words, managing time and
multiplying your effort through the work
of others (NPCs) is presumed in the rules.
As heroes gain power, they must seek out
subordinates in order to wield that power
most effectively.
None of this is written in stone. But it is
important to understand the assumption is
there in the rules. If you should decide to
change the assumption, there may be
knock-on effects which you are
unprepared to deal with. Forewarned is
forearmed.
On the 2-12 Table
The 2-12 Reaction Table is possibly the
greatest single invention in the history of
the RPG. Scarcely can it be improved
upon.
Reaction Table throws are an exception to
the general rule that all throws ought to
happen out in the open. You must have
the players trust, so earn it by being fair
with the dice.
Table 2.1 is thrown against when any
negotiation transpires between a PC and
an NPC. As Referee, you are free to use
it to adjudicate negotiations off-stage
between NPCs, but it is suggested to do
this away from the table, before or after
the game proper.
Table 2.1: Standard Reaction Table
2 Dice
Result
Very Negative / Loyalty -1 &
2
check
3-5
Negative, Check Loyalty

6-8
9-11
12

Uncertain, continue Parley


Positive
Very Positive / Loyalty +1

"Uncertain" on this table is the players'


clue to sweeten the pot. And the referee
doesn't have to throw dice again. But if
they do, then "negative" means the offer,
even boosted, is refused; "uncertain" a
second time means "MORE"; and
"positive" means acceptance.
This applies for negotiating with
henchmen to hire, other NPC humanoids,
trying to sweet-talk an ogre into not
eating you because you're so polite, or
frightening off some kobolds who mean
the village no weal. The stakes and raises
don't have to be monetary, though of
course they certainly can be.
It is up to the Referee to apply the
appropriate modifiers. Usually Charisma
should be applied. Relative perceived
power ought to grant a -1 to +1 to the
players side.

the several players as the movement


unfolds; they are quite unlike a movie,
book or play, where the actions of each
player are closely directed.

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.

Results of Very Negative and Very


Positive ought to have some knock-on
ramifications: perhaps the players have
offended the Man-at-Arms so badly that
he warns his fellows off of you. Perhaps
you frighten the ogre so well, he decides
to work for you for a time, and clear out
the other monsters in his dungeon.

On Loyalty Checks
Table 2.2: Loyalty
Loyalty
Score
2 or less

There is a third reason as well,


philosophical rather than mechanical.
The older game is largely unchoreographed in the ways modern games
are. The old style games are like an
orrery, wound-up at the start of things by
the Deistic Referee & watched by each of

It is modified by situational modifiers


presented in Table 2.3 and re-thrown (that
is, generated anew) at the end of any
adventure.
Loyalty Adjustments
Table 2.3: Loyalty Adjustments
Loyalty
Modifier
Adjustment
Different alignment
-2 each
or kind
Unpopular Lord
-1
Popular Lord
+1
No festival last season
-1
Extra festival last
+1 per festival
season
Master switched
-2
religions
Charisma Modifier
modifier

Years of Service
Gave gift
Free Training

But why use the table? The answer is


twofold. First, substituting the dice for
your judgment as Referee takes a little bit
of pressure off of you. You dont have to
keep the personality and motives of every
NPC in your head at all times. It also
ensures results which are fairer than even
an impartial Referee can consciously
choose.
Second, using the table injects a sense of
uncertainty and the spark-of-life that will
confound and delight both the Referee
and the players. You as the Referee are
also a player, and therefore deserve the
same sense of wonder and discovery the
other players shall enjoy.

Loyalty checks are similar to, but different


from Morale throws. Loyalty is much like
another
ability
score
(strength,
intelligence, &c.) It is a score generated on
two dice that is more-or-less fixed for the
period of an adventure, unless exceptional
circumstances dictate that it should be
adjusted. It's up to the player whether he
attempts to cultivate higher Loyalty
amongst his hirelings (or not!) by good
treatment, increased payment, &c. This
number is kept in secret from the players
by the Referee & is thrown on two dice.

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

Loyalty modifies Morale. A hireling's


Loyalty score can adjust Morale from the
6-8 starting range: if a hireling is very loyal
he is less likely to abandon his master
under duress. If he is disloyal, then he is
more likely to abandon his master under
duress. Of course, a Loyalty scores of 2
or less or 12 or more mean that the
hireling or henchman never needs to
check Morale because the result is a fait
accompli; but this situation still counts as a
time when a Morale check would have
been made.
There are many situations where the
Loyalty score supersedes the Morale
throw:
Are
any
of
your
hirelings/henchmen pocketing extra coin
or shirking their duties? Cook inflating the
price of journey bread, exchequer
skimming from taxes? To answer these
questions, look to the NPCs Loyalty
score. Issues of service are influenced by

Loyalty but they have nothing to do with


Morale, since there is no life-or-death or
equally traumatic struggle taking place.

characters separate from the animating


force with which the Referee shall imbue
them.

this way, it is incumbent upon you as the


Referee to reward players who self-direct
by providing legitimate choices to them.

Loyalty is not a quantity to be checked


precisely with a throw-of-the-dice, but
rather used to judge the quality of service
a particular henchman or other
subordinate provides to the PC.
It
modifies Morale as on Table 2.2 and is
itself modified by Table 2.3 but is never
thrown against by itself. It represents an
intermediate step between the PCs raw
Charisma and the actual relationship he
has with each of his several followers.

On Player Agency

This can be as simple as ensuring the


dungeons rooms connect together in a
non-linear way, or it can be as complex as
generating several possible adventures,
populating them across a large fleshed-out
continent, creating several NPCs each with
his own rumours to give, and telling the
players to get after it.

From this perspective Loyalty and Morale


are quite different. Morale is a test, whilst
Loyalty is a quantity.

This is addressed obliquely in the


Foreword of the Players Rules. Players
are entreated to create characters with
their own motivations and then to seek
out Adventure on their own, rather than
act as passive observers or content
tourists in adventures directed by the
Referee. In order to encourage players to
make these kinds of characters and play in

Morale and Loyalty are tools which help


the Referee determine the reactions of
individual NPC companions to the PlayerCharacters. They inject a degree of
autonomy & breathe life into these

Much has been written by the usual


suspects on the philosophical ideal of
player agency. This is the principle that
each choice that the several players make
ought to have a consequence that is
different from those consequences that
flow from making a different choice. In
other words, each choice presented ought
to be meaningful.

17

In the following two chapters, specific


advice is given on how to go about
constructing a dungeon and how to
generate and populate the wilderlands.
Bear in mind the concept of player
agency, and you shall find the unfolding of
Adventures to be as rewarding for you as
it is for the rest.

Chapter Three: ON CREATING A DUNGEON


Before the players can explore the Mythic
Underworld, the Referee must map at
least one such dungeon on a sheet of
graph paper. A dungeon should have
many levels and sub-levels that are
interconnected by stairs, trap doors,
chutes, slanting passages and so on. First,
draw a cross section of the entire structure
to best understand the means of egress
between the various levels.
A dungeon need not be mapped
completely indeed its boundaries may

well be limitless. It should, however,


extend as far as the players are likely to
explore in their initial delve. Therefore,
plan much of the first level and some parts
of the second & third levels. Each square
of a dungeon level plan should represent
10 in the dungeon. Dungeon maps must
remain unknown to the players.
There ought to be several dungeon
entrances, that there be a number routes
between the various levels, & that richer
areas be harder to find. Deeper dungeon

levels will be more rewarding but also


more dangerous, so players should usually
be allowed to navigate to the desired
dungeon level when such routes are
known. Having drawn a cross-section and
begun mapping of the first few levels, the
Referee shall note at least one entrance to
the dungeon (an entry into the first
dungeon level) on his Wilderness
campaign map and give the dungeon an
evocative name.

A Sample Dungeon Cross-Section:

[DUNGEON CROSS SECTION]

On Populating a Dungeon

located with treasure, consider that


treasure unguarded and coincidental.

With a dungeon level planned, or


substantially so, the Referee must Table 3.2: Wandering Monsters by Dungeon
distribute monsters, traps and treasure
Level
through-out it. The principle treasures Level 3.2a 3.2b 3.2c 3.2d 3.2e 3.2f
should be placed thoughtfully then
0
1-5
6
random determination used to fill the
1
1-4
5-6
balance of the level (or vice-versa). The
2
1-2
3-5
6
Referee should throw two dice for each
3
1
2-4
5-6
chamber or extensive passage and consult
4
1-2
3-5
6
the following table.
5
1
2-4
5-6
6
1-2
3-5
6
Table 3.1: Random Dungeon Rooms
7
1
2-4
5-6
8
1-2
3-5
6
2
Content
9
1
2-4 5-6
Dice
10
1-2 3-6
2
Treasure and Trap
11
1
2-6
3
Trap
12
1-6
4
Treasure and Monster
5
Monster
Unguarded treasures should be hidden
6-8
Empty
behind secret doors, under trapdoors or
floors, up chimneys, made to look plain
9
Monster
or invisible by illusions, or locked in safes
10
Treasure and Monster
or strong boxes. In short, the players
11-12
Unguarded Treasure
should face some challenge to gain them.
They should include 2-12 x 10s. per
Where monsters are indicated the
dungeon level (or 10-60s. for any upper
Referee shall consult the random monster
works prior to dungeon level 1) & a 1-in-3
tables (see later in this chapter) for the
chance of a like quantity of gold crowns.
appropriate dungeon level. Note that
Additionally, throw two dice. Should the
monsters are not all meant to be beatable!
number thrown be less than the dungeon
Some will be deadly foes, and players
level, 1-6 gems or jewellery and 1-3 magic
should learn to flee from these. Monsters
items should be enplaced.
guarding treasure are determined as above
and assuming that the location is the
Traps, if not found ahead of time by
indicated monsters lair (or ante to it). If a
careful scouting or Thief abilities, will
monster without treasure is found to be

18

spring on a 2-in-6 chance. Throw for each


character consecutively in marching order.
Some Trap Descriptions:
Blasts unleash a sudden burst of fire,
electricity, frost, or acid when a portal,
book, or chest is opened, or when a
threshold is crossed, and so on. These
typically deal 1-6 Hits per dungeon level,
save for half.
Chutes or Slides are greased, steeply
inclined passages, possibly from collapsing
stairs or pits, which are one-way routes to
monster lairs or deeper levels. Curses
cause permanent blindness, sleep,
weakness, contrariness, alignment change,
monstrous form, contraction of deadly
diseases, or similar.
Deadfalls cause heavy logs or stones to
drop from above or swing in sideways to
crush the victims. These can deliver 6 dice
hits of damage, or push victims into a pit
or over a precipice.
Distortions can alter the flow of time, the
appearance of distance, or the sense of
depth or direction. While this may seem
relatively benign, a ravine that appears
only 10 deep can be deadly, and a room
or a dungeon level that accelerates time
one-hundred fold can change the entire
campaign!

Geas traps magically compel the victim to


perform some quest or deed or to
undertake some undesirable action.
Possibilities include delivering all treasure
to some vault, converting one hundred
persons to a particular faith, slaying the
dragon on the next level, attacking the
nearest person, and so on.
Mantraps seal one or more victims in a
confined space by closing portals,
dropping bars or heavy weights over exits,
or sinking an entire chamber into a space
from which there is no exit. Some will
then fill with water, gas, slime or monsters.
Others have falling ceilings or walls that
draw together to crush whoever is trapped
within. These can also mimic deadfall
type traps.
Pits are typically 10-60 deep and covered
by trap doors or collapsing lids. If passed
over, a pit will open on a throw of 1-2, and
some will automatically snap shut. A pit
could be empty or contain a monster.
Hitting the bottom will cause 1-6 hits
damage per 10 fallen, and any monster

3 Dice
3
4

present will have a surprise attack. Pits


50 or more deep (which should be very
rare) also require a Save to avoid instant
death. Other pits could be filled with
water causing armoured characters to
drown, or with lava or acid.
Poison could be released as a jet, spray or
cloud, or injected via a spring loaded
needle to the unwary hand or foot.
Poisoning can cause paralysis, sleep, or
death.
Spiked Pits are as regular pits, but contain
a fearsome array of spears, blades and
jagged edges that point upward. These
deal an additional 2-12 hits damage
should anyone fall upon them. The spikes
may or may not be poisoned.
Spring loaded Mechanical taps cause
spears or blades to spring suddenly from
the floor or out of the walls or ceiling, or
darts or bolts to come shooting down a
passage or into a doorway. These are
often triggered by pressure plates or trip
wires that could be avoided. The blades or

Table 3.4: Sample Dungeon Encounter Tables


Table 2b
Table 2c
Table 2d
Carrionets
Cave Bear
Basilisks
Crocodiles
Cockatrices
Dragon, Mature
Dragon, Young

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

Hydra, 4-6 Heads


Lycans
Minotaurs
Mummies

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

missiles might also be poisoned, of


course.
Teleportation traps will send an individual
or group elsewhere instantly. Destinations
might include an identical room with
nothing to indicate that teleportation has
occurred, a dragons lair, a safe haven,
another dungeon level, a location
thousands of miles away, or even on
another planet or plane of existence.
Table 3.3: Random Trap Types
2 Dice
Trap Type
2
Geas
3
Curse
4
Chute or Slide
5
Deadfall
6
Mechanical
7
Pit or Spiked Pit
8
Man-Trap
9
Blast
10
Poison
11
Distortion
12
Teleportation

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

(Retainers) with up to half as many


experience levels as their superiors.
Fighters have a chance per experience
level of possessing a magic sword (a throw
of their Level or lower on 2 dice), and half
that chance to possess a magic shield or
magic armour (a throw on 2 dice; throw
separately for each).

19

Clerics have a chance per experience level


of possessing a magic flail or mace (a
throw of their Level or lower on 2 dice),
and a chance to possess a magic shield or
magic armour (a throw on 2 dice; throw
separately for each).
Magic-users are likely per experience level
to possess a magic wand, and are half as
likely to have a magic ring, and also a

miscellaneous
magic
separately for each).

item

(throw

You will notice on a 3-18 table like this


that the middle results (9-12) come up
much more often than the end results (3-4
and 17-18). Put the more common
monsters toward the middle of you lists
and the rare, powerful, or weird ones near
the ends. If you only have a few monsters
for a particular area, you can double them
up (that is, put the same one at 3 and 18;
put another at both 4 and 17; & so forth.)
Underworld Exploration
The Referee is advised to keep careful
track of time as the players explore the
underworld.
Searching for traps, treasure, or secret
doors should take a full Turn. The
Referee must adjudicate how long other
activities will take, including hiding,
circumventing traps, and so on.
Light is essential underground. Torches,
lanterns, and magic spells can be used to
illuminate the way, though the former may
be extinguished by sudden gusts of air.
Torches and lanterns will light a 20 & 30ft
radius and burn for 6 or 24 Turns,
respectively, while magic spells of
illumination are of various durations.
Dungeon denizens are assumed to see
well in the dark, however, and carrying
light will foil any possibility of surprising
them except when coming through a door.
On Mapping the Dungeon
Maps must be made on normal graph
paper. One square on the page equals 10
in the dungeon. Some dungeon features
should line up with the lines upon the
paper, but not all of them.
On Telling the Shape of Things
Verbal communication to the several
players must take the place of their
characters several senses, and the supernatural senses of some of the characters.
Therefore especially when it comes to
describing the shape of rooms & lengths
of corridors, be very clear.
It is advised that for the first few dungeon
levels you design, a few rules apply:
Only use right angles

Rooms should be of standard square


or rectangle shapes
Passages should be 10 wide, and
other measurements should be in
increments of 10.
Doors out of rooms ought to be in
the middle of the wall when possible,
and only one door to a side (more
doors can come off of the hallways.)
If one character carries a compass,
offer up the cardinal direction of
travel.
As you and your players become more
familiar with mapping, throw in
differences; hallways may branch off at 45
degree angles, and rooms may be
triangles, semi-circles, and odder shapes.
On Telling the Size of Things
Even with very simple maps, describing
such things as a 40 hallway that ends in a
left turn may be confusing. Does the
mapper count the turn square in the 40,
or is it part of the next measurement, for
instance? Here are three methods to
avoid inadvertent vertigo underground.
"Hand on wall" method: Ask the mapping
player which side of the corridor or room
to start with: left hand or right? Presume
that his character watches that side and
transmit measurements accordingly.
"Repeated feature" method: You may say
that there are wall sconces every 20, or
that there are murals on the floor which
repeat every 10; then simply tell the
mapper how many his man counts.
"Light source" method: A candle has a
light radius of 10. A torch, 20. A
lantern, 30. A bulls-eye lanterns light
reaches about 80 away in one narrow
beam. The spells Light & Continual Light
act as the lantern does. By using these
illumination distances as a measuring
stick, the mapper can tell about how far
away something is.
Of course there are as many methods of
mapping as there are groups of players.
But make sure to establish description
conventions, both for distances and for
features such as stairs, chutes, secret and
usual doors, and statues.
Listening: A dungeon should be troubled
by distant creaks, echoes and moans, and
any player may wish to listen for these or

20

at a door before trying it, as a


precautionary measure. In such cases the
Referee should throw a six-sided die with
a result of 6 (or a 5-6 for Demi-men)
indicating that the character identifies any
audible sound. Bickering orcs will be
rackety, for example, whilst the undead
are absolutely silent.
Dungeon denizens, however, open doors
without bother & can pass-through easily
unless a door has been held or spiked
shut by the characters. Despite the
difficulty in opening them, doors will
automatically close. Even if a door is
spiked open by the characters, it will later
be found to have closed if a throw of a sixsided die is a 1-2.
Secret Doors and passages can be
discovered by any player actively searching
on a throw of 5-6 on a six-sided die (but
see also elves and dwarfs). Locating a
secret door will reveal the mechanism for
opening it, but not activate it. It must be
intentionally operated by the character.
Traps are sprung on a throw of 1-2 on sixsided die as a character passes over or
nearby.
Many of these are deadly. Traps can be
located before they are sprung, however,
in much the same manner as can secret
doors (see especially dwarfs). Once found,
a trap can usually be circumvented or
avoided.
Underworld Encounters
Each dungeon level has the possibility of
keyed encounters as well as wandering
monsters.
The former are monster lairs, hideouts,
treasuries, meeting places, and so on
devised by the Referee during the
dungeon level design. In addition to these
the Referee should check for wandering
monsters at the end of each turn of
exploration. This is done by throwing a
six-sided die, with a 6 indicating the
appearance of dungeon denizens.
The kind of monster should be
determined
randomly.
This
is
accomplished firstly by throwing to
ascertain which dungeon encounter table
to use (see page 8), and second throwing
secondly on the dungeon encounter table
so indicated (see page 9).

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.

With or without surprise, the direction


and manner of a monsters approach
should be adjudicated by the Referee in
accordance with its type, the surroundings,
and the disposition of the players.
Unintelligent monsters will simply attack,
while those with any cunning will judge the
situation accordingly. Some monsters are
predisposed to attack certain types by
alignment or profession. The Referee can
otherwise determine monster behaviour
according to Table 2.1, adjusting any
throw for bribes offered, perceived
threats, differences of race or alignment,
and so on.

Further, surprised individuals shall drop


what they are holding on a further throw
of 6 on one die.
Monster Behaviour

Burning oil is also an effective deterrent,


as is Holy Water against the restless dead
and some other kinds.
Maintaining Freshness
As the players explore a dungeon level, its
monster stocks and treasures will begin to
be diminished, and so too will its mystery.
While egress to the greater challenges of
lower levels is desirable, the Referee
should never allow any dungeon level to
become too well known.

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.

deterred by sufficient discarded treasure


on a throw of 2-6.

Flight and pursuit happens in Skirmish


Rounds at double pace, with no mapping
possible. The gap will open or close
according to the movement rates of the
two parties, and pursuit will continue for
so long as the monsters do not fall more
than a full move behind (e.g., 90ft behind
for monsters with a movement rate of 9).
The players may wish to discard treasure
or equipment in order to lighten their
encumbrance and increase their lead.
Should the players turn a corner, take a
stair, or pass through a door the pursuers
will continue only if a throw of a six-sided
die is 5-6. Moreover, discarded foodstuffs
will distract unintelligent pursuers on a
throw of 2-6 and intelligent monsters are

21

If ever even a single chamber is left


unguarded for any length of time there is
the possibility of new denizens arriving to
replace losses. These might be from
adjacent areas, lower levels, or newly
excavated passages. Moreover, monsters
that previously eluded the players might
fortify areas by blocking or collapsing
passages, barring doors, setting new traps
and so on. Intelligent enemies might even
set alarms or leave warnings in case of the
players return.
The Referee should not shy from
extending the limits of a dungeon so that
fresh areas always await exploration.
Should the players nonetheless become
bored, the Referee can introduce
wholesale change due to cave-in,
subsidence, flooding, supernatural winter,
reality distortion, slime plague, and so on.
These are but a few of the options the
Referee can employ to keep a dungeon
fresh and challenging.

Chapter Four: THE PERILOUS WILDERLANDS


On Generative
Wilderlands

Mapping

of

the

Terrain Types
There are several broad terrain types we
use, and each six-mile hex has a dominant
kind. They are:

The several players shall wish to explore


the Wilderlands, battle the Men &
Monsters therein, and find eventually a
suitable land to start their own domain.
You as Referee are responsible for
creating that land.

Open (Plains, tundra or scrubland)


Woodlands
Mountains
Desert
Swamp

Wilderlands are mapped upon a hex grid,


as covered in Chapter Two. Whilst some
Referees shall have a perfect idea of what
the land shall look like and the lands
enpeoplement, some will not. Here we
shall explore one way to create naturallooking wilderlands for the several players
to explore, without a grand scheme in
mind before-hand. In fact, this method
shall work even on-the-fly, for when
players shall confound your plans and
travel away from the dungeons you may
have prepared already.

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

The Easy Terrain Generation Table


If you wish to generate terrain that has
relatively Earth-like proportions of the
several terrain types, use the following
table. For short adventures or one-shot
engagements, Table 4.1 shall suit your
needs.

1
2

River

Trail & Stronghold

1
2

1
Trail
Stronghold

Desert
Open
Mountain
Mountain
Desert
Desert
Desert
Desert
Desert
Desert
Desert
Open

Table 4.3b: Terrain Features in Woodlands


2
3
River & Lair

River & Stronghold

Stronghold & Lair

2
Trail
Lair

Swamp
Mountain
Swamp
Swamp
Swamp
Swamp
Wood
Swamp
Swamp
Swamp
Open
Open

kinds of interesting things in each kind of terrain. Deserts have


no interesting features naturally, but the Referee should use his
discretion in the placement of such points of interests.

Table 4.3a: Terrain Features on Open Land


2
3
4
River
River
River & Lair
River, Town
None
None

Table 4.1: Random Terrain


Terrain Type
Desert
Desert
Open
Open
Wood
Mountain
Wood
Open
Open
Open
Swamp

Over time, however, you shall find that


one hex abuts another in odd ways:
Swamps next to Mountains, for instance.
To alleviate this incongruity in a longerterm campaign, use Table 4.2. Throw
once for each hex adjacent to the one the
players are in to generate a more realistic
terrain.

Table 4.2: Determining Terrain of Adjacent Hexes


Here
Wood
Mountain
Open
Open
Mountain
Open
Wood
Desert
Wood
Mountain
Wood
Mountain
Open
Open
Wood
Mountain
Wood
Mountain
Wood
Wood
Wood
Mountain
Swamp
Mountain

In order to determine what terrain features occur in a particular


hex of a terrain type, throw one die. On a throw of 1-2, there is a
chance of a large feature of interest in a hex. Throw a second die
to see which feature is present. There are chances for different

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

Table 4.3c: Terrain Features in Mountains


3
4
5
Trail
Trail, Lair
Trail, Lair, Stronghold
None
None
None

22

6
River & Ford
None

6
Stronghold
None

1
2

1
River
Trail

Table 4.3d: Terrain Features in Swamps


3
4
River
River
Trail
Trail & Stronghold

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

On Natural Rivers & Mountains


Even using these tables, you may not come
up with a realm which looks entirely
realistic. Some of this will be because your
rivers and your mountains will look
artificial.
Mountains tend to clump into strands,
where two underlying tectonic plates smash
up against one another.
Place your
mountains down in lines first, then
generate terrain around them.
Rivers start in lakes or mountains. They
end in lakes, swamp, or the sea.
On Using Real Terrain
Another option is to take a map of a place
in the real world, overlay a hex map, and
then mark in the proper terrain keys. Real
terrain is realistic. Its tautological.
On Strongholds in the Wilderness
If the Player-Characters come across a
stronghold in the wilderness, especially
before they reach about Level 9, it will be
found to belong to a powerful an
mysterious person who may wish them
good or ill. One-third of castles shall be
ruled by a person of each Cosmic
Alignment.

Table 4.4: Percentile Distribution Features


Wood
01-04
05
06
07-11
12
13
14-15
16
17
18
19-00

Table 4.5: Stronghold Occupants


One Die
Occupant
1
Fighter / Paladin, 9th Level
2
Fighter / Paladin, 10th Level
3
Wizard, 11th Level
4
Wizard, 10th Level
5
Cleric, 9th Level
6
Anti-Cleric, 9th Level
The castles guards are determined by
throwing one die with their type being
additionally determined by the castles
chief occupant. Griffins, Hippogriffs and
Rocs guarding a castle will have as their
riders Level 4 Fighters who each carry a
Potion of Flying.
Should the party travel past a stronghold,
there is a certain chance that its inhabitants
will come out and investigate. The closer
the party comes to the castle, the higher
the chance of meeting up with some of its
guards.
Should the party hail the castle, the
occupant will come out unless he thinks
the danger too great.

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

Table 4.6: Occupant Reaction Chance


Route
One Die
Same Hex
1-3
One Hex Distant
1-2
Two Hexes Distant
1

23

Clerics will demand the tithe of 10% of all


coin and gems to be paid to God from all
passers-by.
If the party cannot pay
anything (or in the case of the Anti-Cleric,
he does not think it enough), he will cast
Quest upon them and make the same
demand as the Wizard.
Anti-Clerics

sometimes decide to slay Lawful treasure


hunters afterwards in any case.
On Wandering Monsters & Lairs
The Terrain Type has another key feature:
Monsters may be broken down into kinds
which like certain kinds of terrain. This will
add verisimilitude to the World, and give

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

players some hint as to what kinds and


what levels of danger they may face. As we
have done when we constructed wandering
monsters for the dungeon, construct a
wandering monster table for each kind of
terrain type. Additionally, construct a
wandering monster table for City and
Town Adventures, so that when you
decide the several players have become a
Table 4.7: Elite Guard Type by Occupant
2
3
3-8 Level 6
1-6 Griffins
Fighters

little too complacent within city walls, you


can throw them for a right loop. To begin
with, cities and town ought to be
considered safe for the characters. Only
after they have cut their teeth in the
dungeon & wilderness shall city
adventuring be added to the mix.

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

3-18 White Apes

2-12 Nagzul

Table 4.8: Sample Wandering Monster Tables


Forest / Wooded
Open
Swamp
Dragon, Green
Dragon, Green
Dragon, Black
Roc, Small
Barrow Shark
Nagzul
Troll
Giant, Hill
Treefolk
Dryad
Killer Ant, Giant
Nixie
Cockatrice
Dire Fly
Carrionet
Bugbear
Stirge
Plesiosaur
Gnome
Hobbit
Zombies
Elf
Men, Brigand
Men, Pirates
Wight
Palfrey
Dire Toad
Hobgoblin
Men, Merchant
Pterydactyl
Men, Brigands
Men, Nomad
Wight
Treefolk
Ogre
Dire Crocodile
Wolf, Dire
Orc
Dire Beaver
Ghoul
Scorpion, Giant
Elemental, Water
Spider, Giant Black
Werewolf
Dire Otter
Widow
Unicorn
Hippogriff
Dragon, Black
Table 4.9: Sample Wandering Monster Tables
Rivers / Lakes
Sea
Farmland
Dragon, Black
Dragon, Green
Dragon, Gold
Bee, Giant Killer
Crocodile, Giant
Ogre
Cat, Panther
Dragon Turtle
Elf
Crab, Giant
Hydra, Aquatic
Gargoyle
Crocodile
Shark (any)
Giant, Hill
Dire Boar
Dire Fly
Rat, Giant
NPC Party
Harpy
Halfling
Elf
Men, Merchant
Dwarf
Fish, Giant Piranha
Men, Pirate
Men, Brigand
Dire Fly
NPC Party
Men, Merchant
Hydra, Aquatic
Hawk, Giant
NPC Party
Leech, Giant
Mermen
Skeleton
Ogre
Sea Snake
Orc
Merfolk
Octopus, Giant
Goblin
Toad, Giant
Dragon, Sea
Vampire
Dragon, Green
Sea Serpent
Weretiger

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

The Half-Encounter Table


In environments with two general kinds of
encounters (for instance, Mountains and
Forest), use the bottom of the 3-18 range,
e.g. 3-10 for one kind, like the Mountains,
and the top half, e.g. 11-18 for the other
kind, like the Forest.
This can also function as a way to arrange
encounters within a town or dungeon where
there is more than one kind of dominant
encounter.
Choose creatures from two different random
tables. Decide which creatures are more
likely to be encountered. Then assign each
creature to a slot of the correct rarity.

4.10: Half-Tables with Four Encounters


3-18
Rarity
3-18
Rarity
Very
3-4
Very Rare
17-18
Rare
5-6
Rare
15-16
Rare
UnUn7-8
13-14
common
common
9-10
Common
11-12 Common
It is suggested that these half-tables have the
same number of types of encounters in them
(e.g. four or eight) for each side; however, if
there is only a small chance of one
encounter table coming into play, feel free to
add eight different encounters to the four of
the more-common.

4.11: Half-Tables with Eight Encounters


3-18
Rarity
3-18
Rarity
3
Very Rare
18
Very Rare
4
Very Rare
17
Very Rare
5
Rare
16
Rare
6
Rare
15
Rare
UnUn7
14
common
common
UnUn8
13
common
common
9
Common
12
Common
10
Common
11
Common
The overall number of encounters which
come from one table or the other will be
equal; but any particular encounter from the
table with eight entries will occur half as
often as the corresponding encounter from
the one with four.
On the Empty Encounter
The empty encounter is a space in the
encounter chart where no encounter is
indicated. You may use this technique for
very sparse and hostile environments, or for
quite civilised ones away from the hustle-&bustle of the Town. To do so, simply leave
the 10 and 11 spaces on your 3-18 table
blank.
Not Every Encounter is a Fight!
Even when encountering monsters in the
wilderlands, it is not necessary for the
Referee to funnel the players into starting a

25

fight. Monsters have motivations of their


own. Most wish to live, to be comfortable,
and to have enough to eat and drink. More
intelligent monsters will respond in kind to
the PCs if it suits them; less-intelligent ones
may not wish to fight, or may be dissuaded
by positive stimuli.
An Example Encounter
The several characters are on the road
between Sfantu Mare and Cluj-Napoca.
They come upon the hill giantess Sawutra,
sitting in a giant chair by the roadside,
tending to a half-dozen miniature cows in a
paddock. He has picked up one of the
cows, and is drinking directly from her
udders.
As the characters approach, the Giant calls
to them in the common tongue: HALT,
PUNY TRAVELERS! THIS BE A TOLL
ROAD. YOU EACH SHALL GIVE ME
ONE GOLD CROWN, ONE COW, OR
ONE HORSE, AND THEN YE SHALL
BE ALLOWED TO PASS.
If the players should decide to challenge the
giantess, she will stand, pick up a large
boulder, and say, IF YE REFUSE, WE
SHALL INSTEAD PLAY A GAME OF
CATCH.

Wilderness Travel: Referees Daily Steps


1. Look up the days weather & report it to the table. Ask the
players to mark off one day of supplies and to plan their activity.

Monsters will throw their reaction; players decide their reaction.


Intelligent monsters can be parleyed with. Remember to add the
Reaction Adjustment of the parleying PC.

2. Check Wandering Encounters. Throw one die indicating the


type of encounter, and one die indicating the chance for a
morning, afternoon, and overnight encounter. Some terrain types
demand more than one throw.

4. If the party is not following a river or road, throw secretly for


chance of getting lost.
Table 4.14: Getting Lost
Terrain Type
Chance of Losing One's Way
Plains
1 (on one die)
Forest
1-2
River
1
Swamp
1-3
Mountains
1-2
Desert
1-3
City
nil

4.12: Encounter Frequency by Terrain Type


Terrain Type

One Die

Plains, Town, Settled

Hills, Sea, Air, Desert, Forest, River

1 or 2

Mountains, Swamp, Jungle

1-3

In order to determine which Encounters show up, use the chart


you have devised for the current terrain type, or a hybrid
encounter chart.

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.

If there are no celestial markers (e.g. overcast sky or other strange


condition), throw one die, and proceed clockwise around the hex,
starting with the direction of travel, the number of faces thrown.
They party will then proceed perpendicular to that hex face.

Table 4.13: Monster Reaction Table


2 Dice

4. Check NPC Morale if necessary. If a Morale check for battle


would have been necessary the previous day, throw NPC Morale.
Other situations may arise that force a Morale check.

Reaction

Immediate Attack

3-5

Hostile, possible attack

6-8

Uncertain, continue parley

9-11

No attack; leaves or considers offers

12

Enthusiastic friendship

26

Chapter Five: TIME & SEASON


If there is anything to take-away from this
chapter, let it be this: It is crucial to mark
time, season, and weather in your
campaign, even more-so than to mark
down Base Attack Bonus or Spells known
or what-have-you. For this is the truth:
Our days are marked by the changing
years and seasons, the changeable
weather, and the special events an annum
shall regularly provide. It is no different
for they who inhabit the world you devise!

Players will forgive much in terms of


discontinuity and even outright retroactive
continuity adjustments, provided that they
can look into the world and the Realm
and
find
some
touchstone
of
verisimilitude.
Should the time of year be always the
same, or the weather always just-right, no
continuity will be maintained; the game
will continue to feel like a game; the
characters & the game experience will
ultimately be poorer for it.
No player will ever come to you in years
hence and say, I really enjoyed the way
you described the light breeze on that
particular day, because in hearing about
this or other weather phenomena, or
observing the Metropolitan Paleologos
Festival
of
Apostle
Paul
in
Constantinople, or the Feast of the 70
Martyrs of Sofia on a certain day each
year, the character himself will feel more
real.
This process aids in the willing suspension
of dis-belief quite necessary to an
enjoyable immersive experience: a quality
called verisimilitude. A Platonically-ideal
Treasure Hunters campaign has enough
verisimilitude by virtue of having things in
common with the real world, that your
players will grow attached to their
characters as people, and the world as a
real one, like those in most-beloved books
and motion pictures.
Weather, holidays, and the passing of
seasons also provides to you and the

players real choice, as in whether to risk


embarking for the capital city before the
snow becomes impassable, or to stay
encamped within a small fort for the
winter.

four, the days of the week fall on different


dates, & even important holidays seem to
move about pell-mell. A calendar in the
game world needs none of these features
to lend its verisimilitude.

Weather can be treacherous. A heavy fog


may allow all manner of nasty things to
sneak up upon the several characters, or
provide them the opportunity to smuggle
a great hoard of treasure through bandit
country.

It is suggested that a year is made from


twelve months, and each month is 28 days
long.
This means each month has
precisely 4 weeks in it, and the days of the
weeks and the several festivals fall upon
the same date each year. This will save a
lot of work in the long run, and players
will be able to follow along easily as well.

Holidays provide reason for people to


congregate; provides reason for nobles
and riff-raff to rub shoulders; provide
opportunities for unusual Squanders;
provides more role for your Cleric or
devout laymen characters to shine; and in
domain play, are a requirement to keep
the populace sated and tax revenue
flowing in.
In a more practical in-game sense, it is
more trouble to move about in Winter
than during the other months; better to
work on Hijinks, Intrigue, Romance, and
those mundane and magical projects
which require the characters to pay close
attention to their passing. For everything,
there is a season.
Practical Determinations
To these ends, it is highly encouraged that
you as Referee establish first a Calendar
for your game world, decide upon a
general Climate, and subsequently
generate Weather for a week or more
ahead of time in preparation for table
time. These details shall leverage your
work into an immeasurable verisimilitude
and make your Realm memorable for a
long time.

Further, presume that the lunar cycle


(should your realm have the same kind of
Moon as we have) is exactly one month
long. That way, you shall know the lunar
cycle based solely on the day of the
month.
12 months of 28 days each make 336
days; a little shorter than our year, but not
by enough to be unplayable. Should you
decide it, you may add a thirteenth month,
so that the year comes out to a more
Earth-like 364 days. But over the course
of many adventures, 12 and 28 quite
adequately a year do make.
The more arcane your cosmogony and
farther your departure from this schema,
the more complicated things will become.
Resist the urge to make your calendars
several time periods too different from the
method presented, lest your players lose
track and stop following along.

On Naming Days and Months

On Calendars
Calendars in the real world are messy
affairs. Years leap ahead one year out of

27

Certainly, keeping the names of the


months and days you use in your everyday life is adequate. This is for the same
reason: simplicity. You may however
decide to change it up a bit and use the
names of days and months from another
language or even make them up
wholesale.

On Festivals and Holy Days


It is strongly suggested that there be at
least four festival days, or holy days, per
year- one per season. These can be as
simple as a harvest celebration or as
complicated as a massive dwarven
wedding, where every dwarf of the age of
majority is married off to another
throughout all the kingdom on the same
day. Certainly, consider the births and
deaths of saints, Kings, and Archbishops
as possible holy days. Commemorations
of war or martyrdom often enter the
calendar as holy days for festivals as well.
Chaotic realms may have days where
heretics are burned at the stake, or the
peasantry shows their devotion to their
Lord or god by beating themselves bloody
over the head in grand parades. A day to
settle all grudges, or to give presents to
children, or to celebrate the birth of a new
generation of foals and calves all may
generate holy days or festivals. Take a
look at an ecclesiastical or local town
calendar to see just how many
observances there may be in just one year!
& On Weather
Weather is equally critical to maintaining
verisimilitude. It is also a common
obstacle which has affected Man-kind for
all of history and pre-history. To dispense
with weather would be akin to dispensing
with night and day, with terrain, or with
enpeoplement.
Table 5.1: Temperature
1 Die
Result
0 or less
Dangerously cold
1
Cold
2-3
Cool
4-5
Warm
6 or more
Dangerously hot
Modifiers for Table 5.1:
Subtract 1 to 3 in winter; add 1 to 3 in
summer.
Therefore presented is a method to
quickly throw for weather from day-to-day,
dependent upon the season and to be
adjusted by biome. Weather has two
parts in the main: temperature and
precipitation.

Weather Effects on Overland Travel


Table 5.2: Precipitation
1 Die
Result
1 or less
Clear Skies
2-3
Cloudy
4
Drizzle, flurry or haze
5
Rain, snow or fog
6-8
Heavy Precipitation
Hurricane, Tornado, Wild
9
Blizzard
Modifiers for Table 5.2:
-1 to -2 in dry seasons, +1 to +3 in wet
seasons.
During extreme weather conditions, such
as heat waves, blizzards, and hurricanes, it
will become impossible to travel.
Merchants and pilgrims will shelter in
place. Armies do not as a rule move
during days of extreme weather, except in
dire emergencies. Failure to heed Mother
Nature at these times shall result in dire
consequences.
A throw of 5 or more on Table 5.2
automatically reduces overland speed by
one-third. A throw of 9 or more reduces
overland speed by one-half instead.
A throw on Table 5.1 of less than 1 or
more than 5, and Table 5.2 throw results
of 9 or more necessitate a throw on Table
5.3: Extreme Weather Travel Effects.
Table 5.3: Extreme Weather Travel
Effects
1 Die
Result
0 or less
Death from Exposure
1
Fall
2
Rare Monster
3
Mounts Perish
4
Cave
5
Hut
6 or more
Civilisation

to see if they can continue from this point


on.
Fall: A fall or other mis-hap kills 10% of
your party and mounts, determined at
random. PCs and Retainers so killed are
permitted a throw on Table 2.11 in the
Players Rules book.
Rare Monster: An especially fierce version
of the most dreadful monster in that
region attacks, in great numbers.
Survivors may continue on.
Mounts Perish:
Without shelter or
supplies, the party are forced to slaughter
all of their mounts for food.

Cave: The party must shelter in a cave


until the weather event passes. In the case
of a blizzard, they are trapped within until
the thaw. In this case, each PC must
throw a CON Save or lose 1-3 Hits
permanently from extended starvation.
Hut: The party must shelter in a remote
dwelling. Pay 25cr. per head and 10cr.
per mount per week to the owner of the
domicile, but no further ill effects.

For each third day travelling during an


extreme weather event (hurricane,
blizzard) or day travelling through deep
snow or warm desert, throw once on
Table 5.3 to determine whether continued
travel is possible.
Results:
Death from Exposure: Your party is not
able to find shelter in time; everyone but
the Player-Characters die. Allow each PC
their own additional CON Save each day

28

Civilisation: The party need make no


more throws on Table 5.3, for they find
Fortuna is on their side for the duration of
the travel.

Chapter Six: ODD MEN & MONSTERS


Monsters are best to be avoided. Barring
that, tricked. Barring that, negotiated
with. Barring that, run from. Barring
that, slain at the point of a sword or
business end of a magic wand. Nobody
ever got rich by engaging monsters in
deadly skirmish; they got rich by taking
the monsters gold and running home to
spend it.
That now out-of-the-way, your players
shall desire to be challenged by a vast
array of mythical beasts, as well as Men
and others who wish to do them harm. It
will come to blows. Knowing what a
monster can do and what it cant is the
purview of the Referee, as is animating
them in conflict with the PlayerCharacters.
Here is a secret: Monsters game statistics
do not follow the rules for creating PlayerCharacters & NPCs. Its not a fair fight,
and its not meant to be! You, as Referee,
should not shade monsters toward the
relative ability of the characters or players.
Nor should you be focused upon flipping
through the rule book in order to make
sure each monster is correct but rather
be focused on making sure each monster
is fun or scary (or both) to fight.
Similarities Between PCs and Monsters

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

Additionally, observing, tricking, avoiding


or killing monsters awards XP to the
victors based upon the monsters Hit Dice
and special abilities.

On Monster Kinds

Monsters to not have class abilities like a


PC has. Instead, some monsters have
Special Abilities. These include but are
not limited to the following:
Armour Class over 12
Charge Attack or Other Special
Attack

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

Both PCs and Monsters have a number of


Hit Dice. PCs Hit Dice are determined
by class. Monsters are determined by the
kind of monster they are. Each have Hit
Points, based upon their Hit Dice. When
they run out, both become dead. Each
has a Saving Throw. Monsters Saves are
based upon their level. Table 6.1 shows
how these numbers relate.

Monsters Special Abilities

Most monsters without great intelligence


carry no treasure; however, the following
kinds of monsters may (throw of 5 or
more on 2 dice) carry a little: Androids,
Dragons, Humanoids, Goblinoids, Fey,
and a few of the other kinds as noted in
their descriptions.

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

Monsters shall be presented with blocks


of statistics which most impact game play.
For some monsters, there will be an
additional paragraph of explanation, and
some shall have pictures. All is done to
efficiently give you what you need to play
the monster at the table.

Some monster fit into families of similar


monsters. Care has been taken to fit as
many monsters into their correct families
as possible, to the Referee a better grasp
on what they can and cannot do during
the game. The following are the common
monster types, and an explanation of what
each member of a kind holds in common.

On Wandering Monsters & Treasure

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.

Chromatic dragons are Chaotic and quite


devious. Gold dragons are Lawful but no
less devious. They shall sometimes work
alongside the commoner races to achieve
common goals, in secret or out in the
open.
Examples: Gold Dragon, Black Dragon,
Blue Dragon, Green Dragon, Red
Dragon, White Dragon.
Fey
The Fey are magical beings only partly
tethered to our world.
They are
immortal. If they die from some outside
cause, their souls are unreachable by the
magic of Men. Most are smaller than a
Man.

To-Hit and -1 to Morale in daylight, as


they are creatures of the Underworld.
They are Chaotic, dire enemy to Men, for
they are myriad, war-like, and ubiquitous.

Examples: Werewolf, Were-boar, Wererat


Magical Beasts

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.

Magical beasts are looking-glass reflections


of real world fauna created by mad
wizards and angry gods. They often look
strange and have strange powers. Some
seem less like monsters and more like
traps or tricks. Some seem quite like
natural monsters.
Examples: Grey Ooze, Carrionet, Amber
Hulk, Basilisk, Gorgon

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.

Elves are a special kind of Fey who are


not immune to normal weapons, for they
live lives much nearer to the Realms of
Men.

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

Examples: Nixie, Sprite, Elf, Kobold

Lycans

Giants

Lycans are creatures which have two


forms: one is that of a Man, and another is
a form of an animal. They are usually
Chaotic and seek to harm Men and their
allies.

True Fey are immune to normal weapons


and to fear. They need not sleep, only to
rest for four hours overnight. They speak
Elven.

Giant-type monsters are usually of


enormous size & strength. The greatest of
these are partially divine or infernal, while
the smaller kinds still command power
greater than any Normal Man. They
speak Giant, live with their own kind, have
passions similar to those of Men, and can
be of any alignment. Some say Men are
the littlest giants of all
Examples: Ogre, Troll, Storm Giant,
Titan
Humanoids and Monstrous Humanoids
Humanoids and Monstrous Humanoids
include most creatures which resemble
Men in many ways. Aside from Men and
Hobbits, all have Darkvision out to 60.
They have a language and usually have
some mastery of technology. None are
larger than 4 +1 HD.
Examples: Dwarfs, Hobbits, Men
Goblinoids are a sub-class of Humanoids.
Globlinoids speak Goblin and suffer a -1

Lycans transmit lycanthropy through their


claw and bite. Creatures harmed by a
Lycan must throw a Save or contract a
form of lycanthropy, whereby they cannot
control their transformations.
Such
Lycans as these transform and lose control
3-8 nights per month, around the full
moon.
Cures can be manufactured by priests and
hedge wizards, but these must be started
before the next full moon, or else be for
naught.
Lycans cannot be harmed except by
silvered weapons, magical weapons, spells,
some secret herbs, or attacks from
characters of a level higher than their Hit
Dice. If they are killed, they will rise
again, alive, at the next full moon, unless
certain precautions known to wise men
are taken.

30

Outsiders always share the dominant


Cosmic Alignment of their home
dimension. They are usually immune to
non-magical attacks. When slain within
our dimension, they do not die but rather
are banished back to their own dimension
for a time. Angels and other Lawful
Outsiders speak Celestial. Demons and
other Chaotic Outsiders speak Infernal.
Examples: Angels, Demons
Elementals are a sub-class of Outsiders
which come from the Elemental Planes of
the four elements. They are immune to
attacks from weapons of less than +2
enhancement or from characters of 4 Hit
Dice or less.
Example: Air Elemental, Fire Elemental
Undead
The Restless Dead come in many
varieties. Some are mindless, and some
are quite intelligent. In fact, powerful
users of magic will sometimes cause their
own apotheosis rather than to pass into
the afterlife.
Undead are immune to poison, critical
hits, never check Morale, and are
perfectly silent when they wish to be.
They have Darkvision out to 60.
However, they may be Turned or
destroyed by Clerics and Beckoned by

Anti-Clerics, or Turned by any believer


with a Holy Relic.

damage. It prefers to burrow in loose


earth and surprise prey.

Zombies can be poisoned by salt.


Vampires fear mirrors, holy items held by
believers, and garlic. Any of these items
will hold a Vampire from attacking the
wielder directly as long as they are strongly
presented.

Explanation of Terms

When any undead hits, it drains XP equal


to the XP gained by defeating it.

NAME (Size and Type): The Name


listing simply names the monster. The
parenthetical information is its size (Men
are Medium sized creatures) and the
category into which it falls, if any.
# indicates the number of monsters
appearing. In a Lair, 2-10 times as many
shall be found.

Examples: Skeleton, Zombie, Wight,


Mummy, Vampire

#
1-6

MV is the creatures movement by


category. The first number indicates
On Monster Stat Blocks
normal ground movement. The number
after the first slash is flying movement.
Monster Stat Blocks present relevant
The number after the second slash is
game information in a quickly-accessible
swimming movement. The number after
format. An example:
the # sign is burrowing movement through
the earth. The number after the ^ sign
indicates the distance the creature can
ANKHEG (Medium Magical Beast)
AC MV HD Lair
Treasure
ML teleport.
XP
9

12#6

3***

B x2

The Ankheg is an antlike predator which


either bites or spits acid 30 for 3 dice

195

All movement rates are given in tens of


feet per Turn (or tens of yards per Turn
out-of-doors).

HD shows the number of Hit Dice and


special abilities the monster possesses.
One way to increase the danger of a
monster is to give it a greater number of
Hit Dice. Most monsters have variable
Hit Points, but some have a standard
number. Those with a standard number
shall indicate this fact in the explanatory
text. The asterisks present on this line
indicate how many special abilities the
creature has.
Lair indicates the chance the creature is in
its lair, thrown on two dice.
Treasure indicates what treasure will be
found in the monsters lair. If found
wandering, assume the monster has no
treasure except where indicated or if of a
kind noted above. The letter designations
refer to columns on the Treasure Hoard
Chart in Chapter Seven. Individuals of
these kinds carry 1-6 shillings per Hit Die.
ML is the creatures Morale score, as
thrown on two dice. Higher Morale
scores make for more implacable foes.
XP indicates the creatures experience
point value if defeated.

Monster Listings in Alphabetical Order


AMBER HULK (Large Magical Beast)
#
AC
MV
HD
1-3
11
6#1
8*
Lair
Treasure
ML
XP
7
E
7
1,400

BASILISK (Small Magical Beast)


#
AC
MV
HD
1-6
9
6
6+1*
Lair
Treasure
ML
XP
6
F
8
700

Amber Hulks is a powerful subterranean


predators. Hulks stand at 8 feet tall and
possess large mandibles and huge claws
capable of burrowing through solid stone.
They have four eyes & see in the dark.
Anyone who looks directly into the beast's
eyes may suffer from a debilitating sense
of confusion as per the spell.

Unintelligent reptile; something like an


iguana with feathers about its wattle.
Touch and gaze turns to stone, Save
negates.
Gaze attack extends to
orthogonal dimensions.

ANKHEG (Medium Magical Beast)


#
AC
MV
HD
1-6
9
12#6 3***
Lair
Treasure
ML
XP
5
B x2
9
195
The Ankheg is an antlike predator which
either bites or spits acid 30 for 3 dice
damage. It prefers to burrow in loose
earth and surprise prey.

BARROW SHARK (Large Magical


Beast)
#
AC
MV
HD
1-2
14
14#4
6
Lair
Treasure
ML
XP
3
Nil
8
400
Feared and hated by most living creatures,
Barrow Sharks are extremely dangerous
land predators, burrowing unseen beneath
the soil before erupting up at an
unexpected moment to seize their prey.
They favour horse flesh over other meals.

31

BLACK PUDDING (Large Magical


Beast)

#
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.

CARRIONET (Medium Magical


Beast)
#
AC
MV
HD
1-6
6-10
12
3+1***
Lair
Treasure
ML
XP
7
B
6
195

CLOCKWORK GNOME (Small


Automaton)
#
AC
MV
HD
2-7
9
9/1
1 + 1******
Lair Treasure ML
XP
Nil
--90

Carrionets are large centipedal scavengers


which cling to ceilings & walls. Attacks
eight times, paralysing victims on a hit for
1-6. Rounds, Save negates. Its head is AC
10 and its body is AC 6.

Automaton miners. 40 hp. They make


one attack per round for 2 dice hp
electrical, range 30'. All clockworks are
immune to non-magical weapons &
immune to magic other than cold or fire,
which slows them to half speed. Lightning
heals them.

#
3-18
Lair
2

CENTAUR (Large Fey)


AC
MV
8
18
Treasure
ML
A
7

HD
4*
XP
210

The wandering Man-Horse hybrid from


Greek myth. Centaurs may attack twice
per round with sword and hoof, or Bow &
Arrows, dmg. 2-7. Centaurs love songs &
poetry best of all & often play instruments.
CHIMAERA (Large Magical Beast)
#
AC
MV
HD
1-3
9
12/18
9***
Lair
Treasure
ML
XP
7
F
7
3,500
Chimaerae are large beasts with three
heads: one of a serpent, one of a goat and
one of a great cat. Its body is of a reptile
and its wings are of a bat. It makes three
attacks per Round. The serpent breathes
fire for three dice damage at a range of
60. The other two heads may swipe with
the tail or bite, also for three dice damage.
It is minimally intelligent but speaks no
known language.
CLOCKWORK AVIAN (Small
Automaton)
#
AC
MV
HD
4-24
11
6/24 2 + 1****
Lair Treasure
ML
XP
Nil
--150
Mirrored metal birds which serve as
unerring spies, clockwork avians keep the
skies clear of mundane predators. A
favourite of Wizards. Each has 25 hp.
They attack twice per round for 1-6 hp.
All clockworks are immune to nonmagical weapons & immune to magic
other than cold or fire, which slows them
to half speed and halves their attacks per
round. Lightning heals them.

As long as one lives, he will slowly reassemble his fellows. Programmed to


speak Dwarf, Kobold & Undercommon.
CLOCKWORK MANTICORA (Large
Automaton)
#
AC
MV
HD
1-3
13
9/18
6 + 1****
Lair
Treasure
ML
XP
Nil
--1,600
A metal version of the magical beast of the
same name. It makes 6 volley attacks per
Round with its tail spikes, dealing 2-7 hits
at a range of 60/120/180. All clockworks
are immune to non-magical weapons &
immune to magic other than cold or fire,
which slows them to half speed and halves
their attacks per round. Lightning heals
them.
CLOCKWORK SWARM (Tiny
Automaton)
#
AC
MV
HD
1
14
/24
1 + 1****
Lair Treasure
ML
XP
Nil
--75
Minute automata which behave like biting
flies.
They can swarm up to two
characters at once, dealing 2-7 Hits and
ignore Armour but not force-fields, &c.
Swarm have 18 Hits. All clockworks are
immune to non-magical weapons &
immune to magic other than cold or fire,
which slows them to half speed and halves
their attacks per round. Lightning heals
them.
CLOCKWORK YOTIAN (Medium
Automaton)
#
AC
MV
HD
5 dice x10
14
12
2*****
Lair
Treasure ML
XP
Nil
--180

32

Yotians are perfect wind-up soldiers,


resembling Toylands mechanical men.
Yotians each have 40 Hits. Many were
controlled with a special box by their
creator, though some have gone haywire
and act alone now. Their control box
may be located near them. They can walk
through wooden walls without slowing.
Yotians make two attacks per round for 27 hp, with their sabres or Match-Locks.
All clockworks are immune to nonmagical weapons & immune to magic
other than cold or fire, which slows them
to half speed and halves their attacks per
round. Lightning heals them.
COCKATRICE (Small Magical Beast)
#
AC
MV
HD
2-7
6
9-18
5*
Lair
Treasure
ML
XP
9
420
6
D
Unintelligent semi-feathered reptilian bird;
something like a bald chicken. Touch and
gaze turns to stone, Save negates. Gaze
attack extends to orthogonal dimensions.
Immune to non-magical weapons.
Infravision, teleport, darkness, gate. 75%
magic resistance. Cause fear, detect magic,
read magic, detect invisible, pyrotechnics,
dispel magic, suggestion, telekinesis,
symbol of fear/discord/sleep/stunning.
Infravision, teleport, darkness, gate. Magic
resistance
50%.
Detect
invisible,
telekinesis.
Infravision, teleport, darkness, gate. Magic
resistance 60%. Detect invisible, cause
fear, levitate, pyrotechnics, polymorph
self, telekinesis.
DEMON, SUCCUBUS (Medium
Outsider)
#
AC
MV
HD
1
9
12-18
6******
Lair
Treasure
ML
XP
2,200
2
I x2
7
Succubi are Demons who lure men to
their doom with promises of romance.
Their powers are extensive.
Immunity to non-magical weapons.
Darkvision, 60.
Use the following abilities at-will:
Darkness, Charm Person, ESP,
Clairvoyance.

May change their shape and


appearance to be most pleasing to a
particular man.
Gain a special Save against any magic
spell: if she throws a 6 or less, the
spell is completely negated. Still gets
her normal Save.
In a dire situation, she may summon
two of her evil sisters to aid her, but
she is loathe to do so.
Her kiss drains one Experience Level
permanently; this is how she feeds.
She can also disappear from our Realm
into an orthogonal, Ethereal dimension,
where she can watch our Realm, but
cannot attack or communicate.
The male of the species is an Incubus and
behaves in the same manner.
Additionally, other Demons ought to
be made by the Referee following the
examples here, as demons are
wrought of Chaos, and one is likely to
be quite different in size and powers
from the next.
DJINN (Large Magical Beast)
#
AC
MV
HD
1-2
10
9-24
7+1***
Lair
Treasure
ML
XP
1,950
Nil
Nil
7
Hit for 2 Dice -1 damage. May create
fluids, soft objects, temporary hard
objects. Illusions. Invisibility. Gaseous
form. Generates a whirlwind attack which
sweeps away foes <2 HD.
DOLPHIN (Large Natural Animal)
#
AC
MV
HD
3-18
9
//21
2+2
Lair
Treasure
ML
XP
60
-Nil
7
Intelligent aquatic mammals. Sometimes
aid sailors. Very curious. 2-7 damage
with prod attack, doubled if charge with
spear harness. Telepathy. Detect magic.
Saves versus magic as F6.
DOPPELGANGER (Neutral
Monstrous Humanoid
#
AC
MV
HD
2-12
10
9
4*
Lair
Treasure
ML
XP
210
5
E
6
Grey, featureless people with inscrutable
goals. May impersonate any Man or

humanoid perfectly. Immune to sleep,


charm. Save versus magic as F10.
DRAGONS
Dragons have bodies about the size of
destriders and a wingspan of twice their
body length. Adults weigh about 3,000
lbs. Very Young dragons are half this size
and Wyrms can be as much as double.
They come in six varieties determined by
colour and in six age categories. Their
Hit Dice vary by age category and variety.
Table 6.2: Dragon Types
Hit
Chance
Colour
Dice
Sleeping
White
6
7
Black
7
6
Green
8
6
Blue
9
5
Red
10
4
Gold
11
3
Chromatic dragons are Chaotic and
usually evil. Golden dragons are Lawful
and usually helpful, if not necessarily
good.

Breath Weapons: Each dragon has a


breath weapon which it may use three
times per day. To determine whether a
skirmishing dragon shall breathe, throw
two dice. On a 7 or greater, it shall. On a
6 or lower, it shall bite or claw.
Breath weapons do not require a To-Hit
throw, but rather affect all targets in their
area of effect. Victims may throw a Save
to take half damage, but will always take
some damage, barring magical immunity
to the particular breath weapon.
Dragons are immune to breath weapons
of their own kind.

Colour

White
Black
Green
Blue
Red
Gold

Table 6.4: Dragon Breath


Breath
Range
Weapon
Cold
8" x 3"
Acid
6"
Gas
5"
Lightning
10"
Fire
9" x 3"
Fire or Gas
--

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.

Tooth & Claw: An enraged dragon


(Referees option) deals double damage
with tooth & claw: 2-12 per hit. Normally,
its teeth and claws deal 1-6 hits. Even the
mightiest dragons only attack or breathe
once per Round.

They live & hunt in families.


No.
Appearing for any kind is 1-6. In the case
of two dragons, they shall be a mated pair.
In the case of three or more, they shall be
two adults and offspring of an age category
two lower than their parents.

Magic Spells: One in six dragons also casts


magical Wizard spells as a caster of the
same experience level as their hit dice.
The Referee is in charge of picking spells
for the dragon, even if it is under the
control of the players.

For a random dragon encounter, throw


one die to determine the kind, one die to
determine the number, and one die to
determine the parents age category (for
three or more), minimum Youth.

White dragons will be found only in cold


regions. Black dragons will be found only
in marshes & swamps. Green dragons will
lair only in woodlands, but will hunt
nearby areas as well. Blue dragons live in
deserts and arid land. Red dragons
inhabit mountains and hills. Golden
dragons lair anywhere. Additionally, they
may polymorph to the form of a Man,
Dwarf, Elf or Halfling and back at will.

Dragons, unlike other beasts, have one hit


point per hit die per age category; that is, a
Pup will have 2 HP per HD and a Wyrm
will have 6 HP per HD.
Table 6.3: Dragon Age Categories
1 Die
Age
HD
1
Very Young
-2
2
Pup
-1
3
Youth
Normal
4
Adult
Normal
5
Old
+1
6
Wyrm
+2

33

Dragon Morale: Dragons have a Morale


score equal to their Hit Dice, maximum
Morale of 9.
Subduing Dragons: Should a dragon be
attacked to subdue, check Morale for it
each Round until it fails. When it does
so, it will beg to be taken as a slave instead
of being killed. It shall behave itself at

least until it sees an opportunity to escape


and turn on its captors.
Chaotic
characters may bargain with a subdued
dragon and take it on as a henchman.
Selling Live Dragons:
Dragons are
lucrative on the open market. The price
for dragons is 1,000cr. per Hit Die in
perfect selling conditions, or 500cr. per
Hit Die in any case.

Abilities as in the Players Rules book.


Each 3-8 Dwarves is led by a Level 4
Fighter with 4+1 HD, XP 210. Dwarven
delves have 60 times as many individuals,
and are led by a Level 8 Fighter with 9+1
HD, XP 1400. Most Dwarfs are Lawful
in nature and can be mildly helpful.

In addition to normal elemental abilities,


Earth elementals mighty fists strike for
three dice damage against foes on the
ground and two dice damage against flying
or swimming foes. They cannot cross
bodies of water. Versions exist with 12
and 17 HD, which are worth 7,100 XP
and 13,100 XP, respectively.

Dwarven Delves contain an additional


Treasure Type G, with one of the magic
ELEMENTAL, WATER (Large Outsider)
# AC
MV
HD
Lair
Treasure
ML
XP
items being a +3 Warhammer, Dwarven

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

In addition to normal elemental abilities,


Water elementals can go anywhere water
can go, such as through tiny cracks. They
XP
deal 2 dice damage against targets in the
6,900
water. Fire attacks deal them double
damage. Versions exist with 12 and 18
HD, which are worth 7,100 and 16,000
XP respectively.
ELEMENTAL, FIRE (Medium Outsider)
AC

MV

HD

Lair

Treasure

ML

XP

12

8****

Nil

Nil

--

3,200

In addition to normal elemental abilities,


the fiery fists of a fire elemental deal 2
dice dmg. and force a Save against being
set alight. They cannot cross bodies of
water. Versions exist with 12 and 18 HD,
ELASMOSAURUS (Colossal Natural Animal) which are worth 8,800 and 18,600 XP,
#
AC MV
HD
Lair
Treasure
ML
XPrespectively.

DRUID (Medium Humanoid)


#
AC
MV
HD
1-6
10
12
5** 1-6
Lair
Treasure
ML
XP
600
4
A
7

#
3-18

10

12

20

Nil

4,400

ELF (Medium Fey Humanoid)


AC
MV
HD
Lair
Treasure
ML
The Elasmosaurus is an aquatic dinosaur#
which grew up to 50 long. Normally
4-24
8
12
1+1
5
E
7
peaceful.
Larger
versions
exist
of
up
to
30
Druids may shape shift to a reptile, bear,
HD and 80 long which yield 7,400 XP.
Elves are long-lived masters of stealth and
or bird once per day and cast spells from
guerrilla tactics, favouring the woodlands
the Druid list. This Druid is Level 7.
ELEMENTAL, AIR (Medium-Large Outsider) and the use of bows. They may Hide and
Stealth as a Thief, have Darkvision to 60,
# AC MV
HD
Lair
Treasure
ML
XP
DRYAD (Medium Fey)
and may split-fire-move with their long
1
12
/36
8****
Nil
Nil
-3,200
AC
MV
HD
Lair
Treasure
ML XP
bows.
10

1**

Dryads are shy tree spirits. Killing their


oak kills them as well, and they are never
far from it. In addition to fey abilities,
they may cast charm person three times
per day. Any person failing his Save will
stay and defend the dryad and her oak to
the death for one year and one day.
Great groves have ten times as many
Dryads.
DWARF (Medium Humanoid)
#

AC

MV

HD

Lair

Treasure

3-8

12

1*

ML

45

All elementals are immune to attacks from


weapons of less than +2 enhancement or
from characters of 4 Hit Dice or less.
They do not check Morale.
Air elementals particularly are naturally
invisible. Their physical attacks deal 2-7
dmg, and they can create a whirlwind at
their base, pushing creatures with fewer
than 2 HD back 30. Versions exist with
12 and 16 HD, which are worth 8,800 XP
and 14,800 XP, respectively.

ELEMENTAL, EARTH (Large Outsider)

XP
AC
MV
8
1
12 30 6

HD
8***

Lair
Nil

34

Treasure
Nil

ML
--

For each 4-24 elves encountered, there


shall be one leader type with 1-3 levels of
Fighter and 1-6 levels of Wizard and
associated Hit Dice rather than their
normal 1+1. Elven Fastnesses are home
to 4-24 x10 adults with one noncombatant for every adult, and are led by
an Elf with maximum levels is both
Fighter and Wizard (4/8) and appropriate
Hit Dice. Leaders speak Common.
Fastnesses have Treasure Type F, Ix4 in
addition to the normal type E per 4 dice
Elves.

XP
2,600

FIRE LIZARD (Large Magical Beast)

XP
15

AC

MV

HD

Lair

Treasure

ML

1-6

12

12**

A fearsome one-tonne beast covered in


red & black scales and spikes. It is
moderately-intelligent. Can create a fiery
sheath around itself at will. Can breathe
fire in a cone up to 6 distant for three
dice damage, Save for half. Like dragons,
they do not need a To-Hit throw. On
each round throw two dice, and the lizard
breathes on 7+. Its claws and bite deal
one die crushing damage but also force a
Save or set the target alight. Immune to
heat and fire. Speaks no language, but
may understand some Draconic.

FLOATING EYE (Medium Magical Beast)


#
1

AC
14/12/8

MV
3

HD
10 (9*)

Lair
10

Treasure
I, F

ML
9

The Floating Eye is a magical beast of


exceptional intellect and cruelty, with a
vast array of magic powers at its disposal.
It lives to acquire power and trophies of its
conquest over Adventurous Men and their
companions.
Floating Eyes may
understand and speak with any creature
which has a language. They are haughty
and highly xenophobic, even refusing to#

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

Each Round, the Eye shall turn to face the


appropriate target, and shoot 3 magic rays
at various targets in an intelligent and
ruthless assault against any treasure
hunting party. The eight small eyes have
the following rays: Charm Person, Charm

Stone,
Serious

Wounds.

Any party able to defeat a Floating Eye


shall find nearby great treasure and riches
(and likely stone statues made from
foolish sods who had previously
challenged it.)
GARGOYLE (Small Magical Beast)
AC

MV

HD

Lair

35

Treasure

ML

4**

Animated flying statuary. Obey their


animators.
Immune to non-magical
weapons.

This central eye casts an Anti-Magic area


ahead of it in a quarter arc but otherwise
like an anti-magic shell spell.
Eight
tentacles shoot up from the dome of the
eye, each ending in a smaller eye, which
may shoot a magic ray each Round.

Monster, Telekinesis, Flesh to


XP
Fear, Slow, Disintegrate, Cause
15,700

9/12

XP

300

Chapter Seven: TREASURE & TRADE GOODS


Adventure, fame, and treasure are some of the primary
motivations of Treasure Hunters. Money is not only used to
purchase new weapons, equipment, and even strongholds, but
each pound coin gives the character 1 experience point. As
characters advance in levels, they will venture into ever more
dangerous dungeon levels. Magic items can become essential to
character survival, as they grant bonuses and special abilities that
can give the party a survival edge.

On any of these tables the Referee may decide to choose specific


quantities of treasure or specific magic items, depending on the
situation. Not all treasure must be coins, gems, jewelry, or magic.
A creative way to disperse treasure is to place valuable art,
tapestries, sculptures, and the like that have a treasure value.
On Using Table 7.1
When a creature is defeated and his treasure taken, the Monster
chapter will tell that he has treasure corresponding to one or more
letters. For each letter, examine the entire row on Table 7.1 to
see what kinds it might have. Entries show the range of each kind
of treasure the monster might have. In some entries, there is a
parenthetical number followed by the range. For these entries,
first throw 2 dice. If the number shown on the dice is equal to or
greater than the parenthetical number, then that kind of treasure
is found, and the amount of the treasure is then thrown.

Treasure will be found in monster lairs that exist in dungeons or


in the wilderness. Sometimes treasure will be found unguarded, in
which case it may be hidden in a secret location. Each monster
has a Treasure Type, which indicates what kinds and quantities of
treasure a monster might have. These values should be
considered guidelines. Although monsters will tend to have types
that correspond to their general strength, the Referee should use
discretion in distributing wealth and magic.

Table 7.1: Treasure Hoard Classes


Type

p. x100

s. x100

cr. x100

Gems & Jewelry

Maps & Magic

(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

1 Potion & (9) Any 2

(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

(6) 1-6 x10

Gems

9
10
11-12

When gems are found, the Referee will


throw to determine their value in
shillings. All gems may be assigned the
same value, they may be given
individual values, or they may be
divided up into groups and given
different values.

2-12
2-3
4
5
6
7
8

(9) 3-18 + (9) 38


(7) 15 Dice +
(9) 10 Dice
-

(9) Any 3 & 1 scroll or


map
1 potion, 1 scroll, (8)
any other non-weapon
(8) Any 4 & 1 scroll
(9) Any 4, 1 potion &
1 scroll
(9) Any 1
500
750
1000

Jewelry
Table 7.3: Random Jewelry

Table 7.2: Random Gems


Value (s.)
10
25
50
75
100
250

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

Jewelry can vary in value in a similar manner to gems. Throw on


Table 7.3 to determine the value of each individual piece of
jewelry.

As a standard rule, a potion takes effect in the same round as


consumption, and last for 1-6 +6 Turns. This general principle is
superseded where the specific potion description indicates
otherwise.

Finding and Using Magic Items


Most magic items are not labeled, so characters will not know the
exact properties of magic items except through trial and error. A
hero who can create a magic item may identify one of the same
type, but it takes one day of research or trial-and-error. Potions
may be identified by sipping them, or by consulting an alchemist.
In order to use a magic item, a character must follow any
procedures indicated in the items description.

2 Dice
2-3
4
5
6
7
8
9
10-12

The creation of potions requires knowing a very similar spell or a


sample of the potion to be created which must be obtained at
some point in order to learn the formula for the particular potion.
Animal Control: Anyone taking this potion gains the ability to
relate to, understand, and manipulate the emotions of a particular
type of animal. The type of animal is determined by the Referee
and the number of animals affected depends on the size of the
animal. The following general sizes and quantities apply: wolf size
or smaller, 3-18; up to Man size, 2-12; animals up to 1,000 lbs., 16. Note that unless the drinker of this potion has some other
means of directly communicating with the animals influenced by
the potion, only general emotions or inclinations may be
manipulated. All humanoids are unaffected by this potion, and
any intelligent creature may make a Save to resist its effects.

Table 7.4: Random Magic Items


Magic Type
Rings
Wands
Scrolls
Potions
Misc. Magic
Swords
Misc. Weapons
Armour

Clairaudience: This potion grants the drinker the ability to hear


up to 600 by means of the ears of a nearby animal. An animal
must be in relative proximity. However, a lead barrier hinders this
effect.

Some magic items are always in effect, but others may require
special actions or concentration. Some magic items have limited
uses, called charges.

Clairvoyance: This potion grants the drinker the ability to see up


to 600 by means of the eyes of a nearby animal. An animal must
be in relative proximity. However, a lead barrier hinders this
effect.

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

Delusion: This potion is aptly named, for it convinces the drinker


that the potion is of another type. If more than one person tastes
this potion, there is a 10-in-12 chance they all will believe the
potion to be of the same type. For example, a phony Potion of
Clairaudience might convince the drinker there are sounds in the
distance that do not truly exist.

Table 7.5: Random Potions


3
4

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

Diminution: When drunk, the imbiber and everything carried will


shrink to 6 inches tall. The character is so small that if he remains
motionless there is only a 1-in-6 chance of being spotted by
creatures nearby.

Growth: The imbiber of this potion doubles in size. Strength also


increases, so that all damage dealt is doubled.
Healing: The imbiber of this potion regains damage equal to 3-8
hit points. This potion also cures paralysis. This potion can only
be quaffed in total for affect.

Dragon Control: Drinking this potion grants the imbiber power


equivalent to charm monster upon a dragon of a type determined
by the Referee. Each potion affects only one type of dragon. The
imbiber is able to control a dragon within 60 feet and for the
duration of 3-18 Rounds. The Referee will tell you which kind of
Dragon(s) you can control.

Heroism: Upon imbibing this potion, the Hero gains +1 to hit


and damage, and +1-6 Hits until such time as the effect expires.
Humanoid Control: Once quaffed, this potion grants the spelllike ability of charm person to the drinker for 5-30 rounds. Many
kinds of humanoids, demi-humans, and humans can be affected
by this potion (see the table below), and 32 hit dice/levels of these
beings are affected. Only whole hit dice are considered when
calculating how many individuals are affected, and any bonuses
are dropped (3 + 1, 4 + 2 are treated as 3, 4). The Referee will
inform you which specific kind of common humanoid(s) can be
affected by a particular potion. The charm effect wears off at the
end of the potions duration.

ESP: This potion grants a spell-like ability the equivalent of the


spell ESP for the duration of 6-36 Turns.
Extra-Healing: Imbibing the full dose of this potion replenishes
damage up to 3-18 +5 Hit Points. Unlike most other potions, this
potion can be imbibed in three separate, equal portions for the
benefit of 1-6 hit points of healing per one-third of the potion.
Fire Resistance: The imbiber of this potion is impervious to all
forms of ordinary flame, whether as small as a torch or as large as
a raging bonfire, for 1 Turn. Further, this potion reduces damage
from other kinds of fire by 2 per die of damage. These kinds of
fire include fire ball, wall of fire, and the intense heat of molten
rock. If exposure to these flames requires a saving throw, it is
made at +2 to the dice throw. Half of the potion can be quaffed
for resistance lasting 5 rounds, and other bonuses provided are
halved (-1 to damage and +1 to Saving Throws).

Invisibility: When this potion is quaffed, the drinker is bestowed


with the spell-like ability of invisibility. Attacking removes the
invisibility, such that a new dose must be consumed.
Invulnerability: An invulnerability potion gives the drinker +2 to
all Saving Throws and grants a +2 AC bonus.
Levitation: When this potion is quaffed, the drinker is bestowed
with the spell-like ability of levitation.

Fly: This potion grants the spell-like ability equivalent to the spell
of the same name.

Longevity: This potion makes the drinker 2-12 years younger.


This restored youth is possible not only for natural aging, but also
for aging from magic or creature effects. There is some small
danger however, since each time a Potion of Longevity is
consumed there is a cumulative 1% probability that all previous
age reversals from potions of this type will be negated, raising the
characters age to the age he or she would be without the effects of
the potions. It is not possible to drink this potion in increments.

Gaseous Form: The person who quaffs this potion, in addition to


all items on his or her person, takes on a translucent, gaseous
consistency and floats at 30 feet per round. This speed can be
different depending on natural wind speed in the environment or
due to the effects of wind-altering spells. While in gaseous form,
the person affected can flow below doors and other small spaces
that are not sealed airtight. Although magical lightning and fire do
the gaseous form full damage, while in gaseous form the imbiber
is otherwise impervious to other attacks. This potion must be fully
imbibed to have effect.

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.

Giant Control: When imbibed, the drinker is able to control up


to two giants in the same manner as the spell charm monster for
5-30 Turns. A saving throw is allowed, and if only one giant is
targeted it receives 4 to this throw. If two giants are targeted, they
receive +1 to this throw. Each potion of giant control affects only
one type of giant. The Referee will inform you what kind of giant
you can control.

Oil of Slipperiness: This oil is applied to the character in the


same way as oil of etherealness. Any character so coated cannot
be restrained or grabbed, and neither wrapped in the grip of
constrictor snakes or any other grasping attacks, including binding
ropes, chains, or cuffs, magical or otherwise.

Giant Strength: The imbiber of this potion temporarily becomes


as strong as a frost giant. This bonus in strength is accompanied
by the giant ability to throw rocks at opponents, to a distance of
200 for 3-18 hit points of damage. Further, the character does
double damage with weapon attacks. The strength bonuses of this
potion may not be combined with any other magical effects that
influence strength.

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

Philter of Love: The imbiber of this potion becomes charmed by


the next person or creature he or she lays eyes upon. However,
the drinker will actually become charmed and besotted by the
person or creature if it is of the preferred sex and of similar racial
stock. The charm aspect of this potion lasts for 3-8 Turns, but
only dispel magic or remove curse will make the drinker cease to
be enthralled by a member of a preferred sex.

Undead Control: Normally, undead are immune to charm.


However, when quaffed this potion grants the drinker the ability
to charm 3-18 HD of undead (intelligent or otherwise) as the
charm person spell. The effects of this potion last 4-24 rounds.
Water Breathing: The imbiber of this potion is granted the ability
to breathe when submerged in any liquid that contains dissolved
oxygen (rivers, lakes, oceans, etc.). The duration is Turns per
dose. There is a 4-in-6 probability that a potion will contain 4
doses, and a 2-in-6 probability it will contain 2 doses.

Plant Control: The lucky imbiber of a Potion of Plant Control


is able to control plants or plant-like creatures (including fungi
and molds) within an area of 20 feet squared, to a distance of 90
feet. This ability lasts for 3-18 rounds. Plants and plant-like
creatures can obey commands to the best of their capacity. For
instance, vines can be controlled to wrap around targets, and
intelligent plants can be given orders. However, intelligent plant
beings receive a Saving Throw. Similar to other charm-like
abilities, one cannot directly control an intelligent plant creature to
inflict harm upon itself.

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

Poison: This potion is usually an odorless poison of variable


color. The poison can require ingestion, skin contact, or
application to open wounds. A failed Saving Throw results in
death.
Occasionally a Poison potion may instead be a placebo, just to

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.

Super-Heroism: This potion lasts for just the duration of one


combat. The imbiber gains +3 to hit and damage, and +3-18
temporary hit points. Additionally, he gains a temporary +3 to all
Saving Throws.

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.

Sweet Water: This sweet-tasting liquid can be used to cleanse


water (including turning saltwater into fresh water) or otherwise
transform poisons, acid, etc. into drinkable liquid. Further, sweet
water will destroy other potions. For most liquids, this potion will
affect up to 100,000 cu. ft. However, only 1,000 cubic feet of acid
can be neutralized. The effects of sweet water are permanent,
and once treated, liquid will resist spoilage or contamination for 424 Turns. After this time it can be contaminated once again.

Command Humanoids: This ring grants the wearer the ability to


charm as the charm person spell. Humans totaling 6 HD can be
charmed and 0-level humans are treated as half of a HD for this
calculation. A saving throw may be attempted with a penalty of 2.
The ring wearer may dismiss the effect at any time, or dispel
magic turns this ring off for one day.

Treasure Finding: For4-24 rounds, the imbiber of this potion can


sense any treasure within 240 feet containing valuable metals or
gems. In order to be detected, the total value of the treasure must
meet or exceed any combination of 50 pounds sterling or gold or
100 gems. Any valuable metal meeting this value in quantity is
detectable, and any gems, including those in jewelry, are
detectable. Although the direction of the treasure can be sensed,
the precise distance cannot. No barrier will impede detection with
the exception of some magical wards or lead.

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.

Djinni Summoning: This powerful ring can be used once a day to


summon a djinni that will do the ring wearers bidding for as long
as 3 hours.

Water Walking: Any character wearing this ring can walk on


water as if it were solid, dry land. This boon does not affect allies,
as the Cleric aura does.

Fire Resistance: The ring wearer is impervious to all forms of


ordinary flame, whether as small as a torch or as large as a raging
bonfire. Further, this ring reduces damage from other kinds of
fire by 1 per die of damage (minimum of 1 hp damage per
damage die). These kinds of fire include fireball, wall of fire, fire
breath, and the intense heat of molten rock. If exposure to these
flames requires a Saving Throw, it is made at +2 to the die throw.

Weakness: This is a cursed ring, and once put on it can be


removed only with a remove curse spell. Over the course of 6
rounds, the wearers STR drops to Inferior and all attacks and
damage are thrown with a penalty of 3 (minimum of one hp of
damage is dealt).
Wishes: A variable number of wishes (1-3) are granted to the
wearer of this ring. Once the wishes are used the ring becomes
non-magical.

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.

If a radius is given, the power of the ring, as it applies to saving


throws only, extends to all creatures within the radius.
Table 7.6.2: Random Rings of Protection
2 Dice
Bonus to AC and Save
2-8
+1
9
+2
10
+2, 5 radius
11
+3
12
+3, 5 radius

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.

Regeneration: This ring grants the wearer the ability to regenerate


1 Hit Point per Round (60 Hit Points per Hour). However, the
ring is powerless to regenerate damage caused by acid or fire, and

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.

Scrolls with Cleric spells can be read without special deciphering,


but are usable only by Clerics, Assassins, Thieves and Paladins. A
spell may be cast even if it is not normally usable by a spell caster
of the readers level.

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

When determining the contents of a scroll of spells, throw first to


determine the type of spells by class, then throw to determine the
spell level of each spell.

Table 7.7.1: Random Scrolls


5-30
Scroll Type
18
Cursed
19
Treasure Map (1-6 x 1000s.)
20
Map (5-30 x 1000s.)
21
Map (6-36 x 1000s.)
22
Map (5-30 x 1000s., 5-30 gems)
23
Map (1-6 gems, 3-18 jewelry)
24
Map (1 magic item)
25
Map (2 magic items)
26
Map (3 magic items; no weapons)
27
Map (3 magic items +1 potion)
28
Map (3 magic items +1 potion +1 scroll)
29
Map (5 dice x 1000s., 1 magic item)
30
Map (5 dice x 1000s., 2 magic items)

Scrolls of Spells

1 Die
1-4
5-6
-----

the reader is surrounded by a 10 radius area of protection against


the type of creature indicated by the scroll. This area of
protection is centered on the reader, and moves wherever he
moves. This protective barrier stops the creature type from
entering, but not from attacking with missile weapons or spells.

Table 7.7.2: Random Scroll Spells


Type
2 Dice
Spell Level
Wizard
2-4
1
Cleric
5-6
2
-7-8
3
-9-10
4
-11
5
-12
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.

Table 7.7.3: Random Cursed Scroll Effects


1 Die
Effect
1
Caster loses a random magic item
2
One ability score suffers -4 penalty
Caster takes 3-8 fire damage; face covered
3
in soot
4
Caster's hair turns a strange color
Caster polymorphed into a small
5
woodland creature
6
Caster is rendered blind

Ward against Lycans: For 6 turns, a ward against lycanthropes


scroll wards against all lycanthrope forms. The protective barrier
can repel a certain number of lycanthropes, based on their
number of HD. If the lycanthropes have hit dice of 3 or fewer, 212 of their number will be repelled. If they have 4 or 5 HD, 2-7 of
their number will be repelled. If they have 6 HD or above, then
1-3 are repelled.
Ward against Magic: A barrier is created against all spells and
spell-like effects from devices or monsters. This barrier remains
for 1-6 Turns.

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.

Ward against Undead: For 6 Turns, a ward against undead scroll


wards against all forms of undead. The protective barrier can
repel a certain number of undead, based on their number of HD.
If they have hit dice of 3 or fewer, 4-24 of their number will be
repelled. If they have 4 or 5 HD, 2-12 of their number will be
repelled. If these undead have 6 HD or above, then 1-6 are
repelled.

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

Treasure Maps: Treasure maps vary considerably in the value of


treasure they lead to. In all cases, the Referee will construct the
map and the treasure it leads to ahead of time.

Wand of Fear

Wand of Illusion

Rod of Metal Detection

The map is likely to lead to a treasure within the dungeon the


characters find the map, or the map may lead to another,
sometimes remote, location. Difficulty in attaining the treasure
should reflect its value. There may be traps, riddles, or other
challenges. The map itself may be enchanted so that it requires
read magic to decipher.

Rod of Secret Door Detection

10

Wand of Fire Balls

11

Wand of Lightning Bolts

12

Wand of Detect Magic

13

Wand of Magic Missiles

14

Rod of Healing

15

Rod of Extra-Healing

16

Wand of Hold Person

Wands and Rods


Wands may usually only be used by Wizards. Rods are useable
by most classes, though some are only available to those with
Cleric magic.

17-18

Rod of Resurrection

Wand of Detecting Magic: This wand makes any magic item


within 20 become surrounded by a blue glowing aura. This effect
requires one charge.

Wands generally use a charge when their effect is triggered, and


each item has a limited number of charges. When found, a wand
will have an unknown number of charges left decided by the
Referee in secret. A new wand has 50 charges in it. Some rods
also use charges, and start with 50 charges as well.

Rod of Detecting Metals: After expending one charge, the wand


will point in the direction of any concentration of metal that
weighs 100 pounds or more if it is within 20. The wand wielder is
intuitively aware of the kind of metal detected.

Physically, wands are small and thin, being about 6 to 14 inches


long. Rods are thicker and longer, like a scepter or baton.
Rod of Cancellation: This item is highly feared by those who
value their magic items, for with but one touch of this wand, a
magic item permanently loses all of its power and becomes an
ordinary item. When attempting to strike an item on an
opponent, treat the attack as if it needs to hit an AC of 5 + Dex
bonus of the defender. The Referee, depending on the
circumstances, may adjust this value. This wand is usable only
once and may not be recharged.

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.

Wand of Fear: A cone 60 long and 30 wide at the terminal end


is discharged from this wand. Any being within the cone will
become fearful and flee for 30 rounds with a movement rate
equal to three times their normal rate per round. One charge is
expended per usage.

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.

Wand of Hold Person: A cone 60 long and 30 wide at the


terminal end is discharged from this wand. Any humanoids within
the cone will become paralyzed as the spell for 6 Turns unless
they succeed in a Save. One charge is expended per usage.

Rod of Extra-Healing: This wand works the same way as a Wand


of Healing, but each charge heals 3-18 +3 Hits.
Table 7.8.1: Wands & Rods
3 Dice
3-4
5

Type

Wand of Polymorphing: A wand of polymorphing can produce


the effects of the spells polymorph. The recipient is granted a
Save & success negates the effect. A willing target can forgo a
saving throw. One charge is expended per usage.

Wand of Polymorphing
Rod of Cancellation

Miscellaneous Magic Items


Table 7.11: Weird Magic Items
6x6

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

Crystal Ball with


Clairaudience

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.

Bag of Holding: This appears to be a common small sack. The


bag of holding opens into a tiny orthogonal realm. Its inside is
larger than its outside dimensions. It is large enough to fit an
object that is 10x5x3. Regardless of what is put into the bag, it
weighs a maximum of 60 pounds but holds up to 1,000 pounds.
It counts as two items for the purposes of Encumbrance no
matter what is inside.

Amulet of Proof Against Scrying: This amulet grants the wearer


immunity to detection from a crystal ball and the effects of ESP.
The Googly Apparatus: This item of clear Gnome workman-ship
appears to be a large, sealed iron barrel, but it has a secret catch
that opens a hatch in one end. Anyone who crawls inside finds ten
levers.

Boat, Folding: Another Gnomish invention, the folding boat


looks like a small wooden box about 12 inches long, 6 inches
wide and 6 inches deep. It can be used to store items like any
other box. If a command word is given, however, the box unfolds
itself to form a boat 10 feet long, 4 feet wide, and 2 feet in depth.
A second command word causes it to unfold to a ship 24 feet
long, 8 feet wide and 6 feet deep. Any objects formerly stored in
the box now rest inside the boat or ship.

The device has the following characteristics: HD: N/A; hp 200;


MV 30 forward, 60 backward; AC 11; #AT: 1, Dmg. 2-12 (2
pinchers.) When attacking with the pinchers, the attack value is
the same as the operator, and if a hit is scored, there is a chance
that both pinchers strike, for a total of 4-24 hit points of damage
(throw of 1-2). This attack ignores the opponents Armour
contribution to AC, but DEX modifiers do apply.

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.

A third word of command causes the boat or ship to fold itself


into a box once again. The necessary command words may be
present, either visible or invisible, etched into the box.
Alternatively, the command words may need to be sought through
an NPC or a quest.

Table 7.12: The Googly Apparatus


Lever #
Function
1
Extend/Retract Legs & Tail
2
Cover/Uncover Forward Porthole
3
Cover/Uncover Side Portholes
4
Extend/Retract Pincers & Feelers
5
Snap Pincers
6
Move Forward/Backward
7
Turn Left/Right
8
Open/Close "Eyes" with continual light
9
Rise or Sink in water
10
Open/Close Hatch

Boots of Levitation: On command, these leather boots allow the


wearer to levitate as if he had cast the spell levitate on himself.
The duration is indefinite.
Boots of Speed: These boots allow the wearer to move 240 per
Round for up to 12 hours. The wearer is exhausted after this
activity, and is required to rest for 24 hours.
Seven-League Boots: While these boots are worn, the wearer
need not rest if engaged in ordinary movement. Further, he may
spring up to 10 high and to a distance of 30.
Bowl of Water Elemental Command: This bowl may be used to
summon and control one water elemental per day as the spell

43

conjure elemental. The user must ready the magic item and

summoned, the conjurer is required to continue concentration in


order to give commands.

conduct rituals that take 1 Turn prior to the summoning. The


summoning itself takes but 1 Round. Once an elemental is
summoned, the conjurer is required to continue concentration in
order to give commands.

Chime of Opening: A chime of opening is a hollow Mithral or


rowan-wood tube about 1 foot long. When struck, it sends forth
magical vibrations that cause locks, lids, doors, valves, and portals
to open. The device functions against normal bars, shackles,
chains, bolts, and so on. A chime of opening also automatically
dispels a hold portal spell. The chime must be pointed at the item
or gate to be loosed or opened (which must be visible and known
to the user). The chime is then struck, a clear tone rings forth,
and in 1 round the target lock is unlocked, the shackle is loosed,
the secret door is opened, or the lid of the chest is lifted. Each
sounding only opens one form of locking, so if a chest is chained,
padlocked, locked, and arcane locked, it takes four uses of a
chime of opening to get it open. A silence spell negates the power
of the device. Each use requires a charge, and a chime contains
2-7 x10 charges before it cracks and becomes useless.

Bracers of Armour: These items appear to be wrist or arm


guards. They grant the wearer an AC as though he were wearing
Armour.
Both bracers must be worn for the magic to be effective, and no
other Armour may be worn with the bracers (magical or nonmagical). Dexterity modifiers do apply.
The protection offered by the bracers can be combined with
other magical effects that alter AC, such as a ring of protection or
cloak of protection. throw on the table below to determine which
kind of bracers are found.

Cloak of Protection: This magical cloak appears to be an ordinary


brown cloth or leather cloak. The cloak functions much like a
ring of protection, offering a bonus to the wearers AC and all
saving throws. These bonuses are cumulative if the cloak is worn
with a ring of protection.

Table 7.13: Random Bracers of Armour


2-12
Natural Armour Class
2
6
3-4
7
5-6
8
7-8
9
9-10
10
11
11
12
12

2-12
2-9
10
11-12

Some of these (5%) shall be cursed, actually lowering the wearers


AC to 5, regardless of DEX modifiers or magical means of
lowering AC. It will not be realized that the bracers are cursed
until the wearer enters combat. These bracers may only be
removed with the spell remove curse.

Table 7.14: Cloak of Protection


AC and Save Bonus
+1
+2
+3

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.

Brazier of Fire Elemental Command: This brazier may be used to


summon and control one fire elemental per day as the spell
conjure elemental. The user must ready the magic item and
conduct rituals that take 1 Turn prior to the summoning. The
summoning itself takes but 1 Round. Once an elemental is
summoned, the conjurer is required to continue concentration in
order to give commands.

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.

Brooch of Shielding: This appears to be a piece of silver or gold


jewelry used to fasten a cloak or cape. In addition to this
mundane task, it can absorb magic missiles of the sort generated
by spell, device, or spell-like ability. A brooch can absorb up to
101 Hit Points of damage from magic missiles before it melts and
becomes useless.
Flying Contraption: Many kinds of magical flying devices have
been created by spell users of many races. Examples are brooms
or air bicycles. They can fly with one rider up to 240 per Turn.
Two riders may be carried, but the maximum speed is reduced to
180 per Turn.

Each effect costs a certain number of charges to maintain for


every turn (or portion of a minute) it is in operation. Also, when
an effect is active, the possessors speed is limited to the
maximum value given on the table.

Censer of Air Elemental Command: This censer may be used to


summon and control one air elemental per day as the spell
conjure elemental. The user must ready the magic item and
conduct rituals that take 1 turn prior to the summoning. The
summoning itself takes but 1 round. Once an elemental is

Face
1

44

7.15: Cube of Force


Charges/
Max.
Cumulative Effect
Round
Speed
1
100'
Excludes gases

80'

3
4
5
6

3
4
6
0

60'
40'
30'
Normal

Excludes nonliving
matter
Excludes living matter
Excludes magic
Excludes everything
Deactivate

Efreeti Bottle: This item is typically fashioned of brass or bronze,


with a lead stopper bearing special seals. The bottle can be
opened once per day. When opened, the Efreeti imprisoned
within issues from the bottle instantly, and loyally serves the
character for up to 101 days (or until the efreets death), doing as
the owner of the bottle commands. After the 101 days of service,
the efreet leaves to its home in the City of Brass, and the Efreeti
bottle becomes an ordinary, nonmagical bottle.

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.

Horn of Blasting 6; Lightning Bolt 4; Wall of Fire 2; Lava, other


hot fires 2; Passwall 3; Fire Ball 3
Cube of Frost Resistance: This cube is activated or deactivated by
pressing one side. When activated, it creates a cube-shaped area
10 feet on a side centered on the possessor (or on the cube itself,
if the item is later placed on a surface). The temperature within
this area is always at least 65F. The field absorbs all cold-based
attacks. However, if the field is subjected to more than 50 points
of cold damage in 1 Turn (from one or multiple attacks), it
collapses into its portable form and cannot be reactivated for 1
hour. If the field absorbs more than 100 points of cold damage in
a Turn, the cube is destroyed.

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.

Decanter of Endless Water: If the stopper is removed from this


ordinary-looking flask and a command word spoken, an amount
of fresh or salt water pours out. Separate command words
determine the type, as well as the volume and velocity.

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.

Stream pours out 1 gallon per round.


Fountain produces a 5 long stream at 5 gallons per round.
Geyser produces a 20 long, 1 wide stream at 30 gallons per
round.

Eyes of Petrification: These items are made of special crystal and


fit over the eyes of the wearer. When a being places the eyes on,
he instantly Turns to stone as the spell, with no saving throw.

The geyser effect causes considerable backpressure, requiring the


holder to be on stable ground and braced to avoid being knocked
down. The force of the geyser kills small creatures. The
command word must be spoken to stop it.

Note that no magical eyes may be combined for multiple effects.


Flying Carpet: A flying carpet is enchanted to fly by command,
with passengers. If 1 passenger is carried, the carpet may move up
to 100 per round. If two or three passengers are carried, this is
reduced to 80 or 60 per round, respectively. No more than three
Man-sized passengers may be carried.

Dust of Appearance: This powder appears to be a very fine, very


light metallic dust. A single handful of this substance flung into the
air coats all objects within a 10 radius, making them visible even if
they are invisible. If the dust is blown through a tube it covers an
area in the shape of a cone 20 long and 15 wide at its terminal
end. The dust likewise negates the effects of mirror image, cloak
of displacement, and elven cloaks. The dusts effect lasts for 3-18
Turns. Dust of appearance is typically stored in small silk packets
or hollow bone tubes, and 7 dice of these tubes or packets will be
found at a time.

Gauntlets of Ogre Power: These gauntlets are made of tough


leather, with iron studs running across the back of the hands and
fingers. They grant the wearer Exceptional strength, incl. all of the
benefits to hit and damage that this strength confers. The wearer
may punch with these gloves, inflicting 2-7 hits of damage. These
gauntlets further allow the wearer to transport an extra 6 items.
Both gauntlets must be worn for the magic to be effective.

Dust of Dis-appearance: This dust looks just like dust of


appearance and is typically stored in the same manner. A creature
or object touched by it becomes invisible. Normal vision cannot
see dusted creatures or objects, nor can they be detected by
magical means, including detect invisible. Dust of appearance,
however, does reveal people and objects made invisible by dust of
disappearance. The invisibility bestowed by the dust lasts for 3-18
Turns, and the invisibility is not dispelled if the enchanted
character makes attacks.

Girdle of Giant Strength: A girdle of giant strength confers the


great strength of a giant to the wearer. The wearer attacks as an 8
HD monster or as his own class and level, which-ever is better. All
skirmish damage inflicted is doubled & the wearer may lift an
extra 6 items.
Helm of Alignment Changing: This ornate helmet instantly
changes the alignment of the being that places it on. The change is

45

random. The helmet cannot be removed except by the spell


remove curse. The wearer will not desire for the helmet to be
removed, but once it has been taken off he reverts back to his
original alignment.

Scarab of Protection: This device appears to be a silver medallion


in the shape of a beetle. The scarabs possessor gains immunity to
death by magical means and any curse, regardless of the source.
Upon absorbing 2-12 such attacks, the scarab Turns to powder
and is destroyed.

Helm of Comprehend Languages and Read Magic: Appearing as


a normal helmet, a helm of comprehend languages and read
magic grants its wearer the ability to understand the spoken words
of any creature, and to read text in any language or any magical
writing.

Stone of Earth Elemental Command: This small stone may be


used to summon and control one earth elemental per day as the
spell conjure elemental. The user must ready the magic item and
conduct rituals that take 1 Turn prior to the summoning. The
summoning itself takes but 1 Round. Once an elemental is
summoned, the conjurer is required to continue concentration in
order to give commands.

Helm of Telepathy: The wearer can read the thoughts of a being


within 90 at-will. Furthermore, he can send a telepathic message
to anyone whose surface thoughts he is reading (allowing two-way
communication). Use of this helm requires full concentration of
the wearer, who may not move or take any action.

Rope of Climbing: A 50-foot-long rope of climbing is no thicker


than a wand, but it is strong enough to support 1,000 pounds.
Upon command, the rope snakes forward, upward, downward, or
in any other direction at 10 feet per round, attaching itself securely
wherever its owner desires. It can unfasten itself and return in the
same manner. A creature must hold one end of the rope when its
magic is invoked.

Holy Relic: Made from the bone of a saint or a piece of an item


owned by a prophet, a Holy Relic in the hands of a believer of
any class shall Turn the Undead as a Cleric of level 3 without
needing a petition check. After each use, throw two dice. On a
throw of 2 or 12, the relic is exhausted & crumbles to dust.

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.

Medallion of Thoughts: This appears to be a normal pendant


disk hung from a neck chain. It allows the wearer to read the
thoughts of others. The wearer can read the thoughts of any being
within 30 after concentrating for 1 Round. A saving throw
allowed to negate the effect. The wearer may move at full speed,
but is unable to cast spells or attack while concentrating. There is
a 1-in-6 chance that, unknown to the user of the medallion that
his thoughts are heard by all beings within 30 instead of the usual
effect.

Other powers beyond having a + to their attacks and damage


sometimes apply to swords and other weapons. They also may
have more than one bonus listed, where the first bonus applies to
all attacks and damage, and the second applies only to an
exclusive group of creatures. Some of these are detailed below,
and others listed in the treasure tables are self-explanatory. Other
weapons have powers that the wielder is able to command. These
weapons are detailed below.

Necklace of Adaptation: This necklace is a heavy chain with a


platinum medallion. The magic of the necklace wraps the wearer
in a shell of fresh air, making him immune to all harmful vapours
and gases. The bubble can enable the wearer to survive in an
environment without air for 1 week.

Sword +3, Flame Tongue: This sword is +4 against all undead.


When the wielder utters a command, the sword becomes
engulfed in flame. The flames provide the same amount of light
as a torch, and can be used to ignite anything flammable.
Sword +1, Luck Blade: This sword grants its possessor a +1 bonus
on all saving throws. In addition, a luck blade will contain 1-6
wishes. When the last wish is used, the sword remains a sword +1
and still grants the +1 Save bonus.

Mirror of Life Trapping: This device is a large mirror of some


unusual description.
It is a portal into twenty small otherdimensional realms. Any creature looking at his own reflection in
the mirror must make a Save or be trapped within the mirror in
one of the realms. When a creature is so trapped, it is taken
bodily into the mirror. A victims equipment (including clothing
and anything being carried) follows the creature. When all cells
are full, the mirror does not trap any more beings. At this time,
any creature not within the mirror may call upon any of the
trapped creatures in order to converse with them, or allow one to
come out into our Realm again. They do not age within this
mirror. If the mirror is ever broken, all trapped creatures are
released immediately.

Sword +1 or +2, charm person: In addition to functioning as a


sword +1 or +2, this sword grants the wielder the ability to charm
person, as the spell, 3 times in a week.
Sword +3, Frost Brand: This sword is a +6 sword against monsters
that live in a hot environment or use a fire-based attack. The
sword sheds light as a torch when the temperature drops below
0F. At such times it cannot be concealed when drawn, nor can its
light be shut off. Its wielder is protected from fire in the same
manner as wearing a ring of fire resistance. A frost brand

46

extinguishes all non-magical fires in a 10 area when touched to a

flame.

Table 7.16: Magic Swords


Item
4 Dice
Sword -1, cursed
14
Sword +3, Flame Tongue
15
Sword +2, Luck Blade
16
Sword +2
17
Sword +1, Flame Tongue
18
Sword +1, +3 vs. Magical Beasts
19
Sword +1, +3 vs. Dragons
20
Sword +1, +2 vs. Spell-Casters
21
Sword +1, +2 vs. Lycans
22
Sword +1
23
24

4 Dice
4
5
6
7
8
9
10
11
12
13

Other Magic Weapons

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.

Table 7.17: Miscellaneous Magic Weapons


4-24
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24

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

Magic Armours are not encumbering! They count as 0 items


toward your Encumbrance and do not limit speed. Magic Shields
are however encumbering in the same measure as their mundane
counterparts.
In the case of Cursed Armour, it will appear to be of some other
kind until it is tested in mortal conflict, at which time its true
nature shall become evident. It may not be removed by any
means short of a remove curse spell; this may be inconvenient
both in and out-side of combat.

Rowan Shields +1, +2 and Shields +1, +2 and +3


Rowan Shields may be Splintered to avoid any one magic spell or
spell-like ability, as well as to avoid Hit Point damage as normal.
Shields with magical AC bonuses may be Splintered more than
once per day. For each magical plus, the Shield may be
Splintered one extra time per day. After each Splintering, the
shield loses one magical plus until the next day. A magical shield
without any plusses can be Splintered and destroyed just like a
non-magical shield.

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.

Both magical Armour and permanent magic weapons may house


some intelligence, a vestige of the dweomer or other vorpal
interred within during enchantment. Some shall be able to
communicate their wishes to their owners, through sensation,
telepathy, or even Common speech. The particulars are left to
the Referee and player to figure out during play.

Magical weapons and Armour follow the same class restrictions as


all normal weapons and Armour. These magic items will have a
positive value, or if cursed they will have a negative value. When
an item has a plus, such as a dagger +1, this means that throws to
hit and damage throws receive a +1 bonus. Armour with a plus
will increase the AC by the amount specified. For example, Jack
Armour +1 would increase AC to 9 rather than 8. Bashing
shields have plusses that affect both attack and defence.

Table 7.18: Magic Armour

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)

Appendix A: USEFUL REFERENCE SHEETS


The following chart should be used to keep track of time by Exploration Turn. Each circle represents ten minutes
time, or one Turn. The entire array taken together represents one entire day and night. The Referee is encouraged to
trot out this chart whenever the Heroes are exploring a ruin or dungeon, or when the duration of spells is important.
In addition, having the chart visible to the players while an important deadline is approaching, and crossing out the
circles as time ticks away, can give an added sense of urgency to what-ever actions the Treasure Hunters are taking.
The hours are not marked precisely because it is up to the Referee when his Turn clock should start and stop.

10

11

12

Start Time _____________________


13 14 15 16 17 18
19 20

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
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
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
O
O
O

O
O
O
O
O
O

O
O
O
O
O
O

O
O
O
O
O
O

G
H
I
J
K
L

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
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
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
O
O
O

O
O
O
O
O
O

O
O
O
O
O
O

O
O
O
O
O
O

M
N
O
P
Q
R

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
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
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
O
O
O

O
O
O
O
O
O

O
O
O
O
O
O

O
O
O
O
O
O

S
T
U
V
W
X

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
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
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
O
O
O

O
O
O
O
O
O

O
O
O
O
O
O

O
O
O
O
O
O

Time Tracking by Turns

Notes:

Treasure Hunters Adventure Session Record


Session Date
49

Campaign Date(s)

Marching Order Roles


Scout
Vanguard
Second Rank
Center
Second Rear
Rearguard
D = Designated door opener; T = Torch; L= Lantern; P = Pole Arm or Pike ; M = Mapper

Treasure Recovered & Monsters Defeated:

Beginning Position:

NPCs Encountered:

Areas Explored:
Ending Position:

Deaths:

Other Events:

50

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51

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