TM

Game Design by ALEXANDER MACRIS with TAVIS ALLISON and GREG TITO

RULES FOR ROLEPLAYING IN A WORLD OF SWORDS, SORCERY, AND STRONGHOLDS

FIRST EDITION

Adventurer Conqueror King System © 2011–2012 Autarch. The Auran Empire™ and all proper names, dialogue, plots, storylines,
locations, and characters relating thereto are copyright 2011 by Alexander Macris and used by Autarch™ under license. This material
is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or
artwork contained herein is prohibited without the written permission of the copyright owners. Autarch™, Adventure Conqueror
King™, Adventurer Conqueror King System™, and ACKS™ are trademarks of Autarch™. Auran Empire™ is a trademark of Alexander
Macris and used by Autarch™ under license. Adventurer Conqueror King System is distributed to the hobby, toy, and comic trade
in the United States by Game Salute LLC. This product is a work of fiction. Any similarity to actual people, organizations, places, or
events is purely coincidental. Printed in the USA.

ISBN 978-0-9849832-0-9
AUT1003.20120131.431

www.autarch.co

CREDITS
Lead Designer: Alexander Macris Graphic Design: Carrie Keymel
Greg Lincoln
Additional Design: Tavis Allison
Greg Tito Intern: Chris Newman

Development: Alexander Macris Kickstarter Support: Chris Hagerty
Tavis Allison Timothy Hutchings
Greg Tito
Event Support: Tavis Allison
Editing: Tshilaba Verite Ryan Browning
Jonathan Steinhauer Ezra Claverie
Paul Vermeren Chris Hagerty
Paul Hughes
Art: Ryan Browning Jason Hurst
Chris Hagerty Timothy Hutchings
Johnathan Bingham Alexander Macris
Greg Tito
Webmaster: Tim Turner

Playtesting: The Bloody Band (Janelle Bonanno, Justin Clouse, Greg Tito, Kelly Helder, Nick Haines, Carrie Keymel, Erik Jacobson, John
Moulton, Josh Vanderwall);

and the characters of the Grey Company (John Fighter, Ookla the Mok, Chrystos, Lotur the Scurrying Cur, Jarri the
Stonebeard, Edward Nathan “EN” Lightenment, Tobias the Awkward, Xeno, Caswin of Aeschlepius, Obscura the Illusionist,
Emurak, Fostra, Arnold Littleworth (d/b/a Zolobachai of the Nine Visions), Ivan the Terrible, Martain of Thracia, Maldoor,
Darwin of Drumthwacket, Snoedis Sturmdottr, Thisilyn, Copernicus Quinn, Lucky the Marksman, Theos, Sans Sobriquet,
Smash, Dugdale, Into, the Mystic, Garrett the Scout, Orb (and his spider), Barbarossa, Oscar the Swamp-Seer, Drella the
Elf, Oxnard the Bear, Onk the Dwarf, Morrisey, Grodhai the Orc, Bartholomew Honeytongue, Boddin the Enchanter, Lydio
the Spider-Dwarf, Father Wonder, Bloodgrave, Gond the Hipolyte Captian, Thales the Faun, Myrtle the Priest, Merselon
the Magnificent, Thorsten Skullsplitter, Garrett Nailo, 23, Colin, Tommy, Elston, Chance, Brother Gao, Wolfrey, Balint
the Sapper, Mallo Beer-bane, Tiburon, Argus the Rat Knight, Garrock the Alchemist, Morena, David Carradine, Narcissus,
Nicholas, Bluto, Doghead the Magic User, Janape, Axum Maldoran, Sir Hendrik the Halfling, Fletcher, Dr. Meridian Kaine,
Tusk, Billy the Rat, Mariano, Renaldo, Florin the Dwarf, Oban, Wallace the Caged, Mungar, Fark the Dwarf, Rebmik the
Cleric, B’Va, Obamabiden the Druid, Dirk, and Goo.)

The Adventurer Conqueror King System

Table of Contents Foreword 5 6: Adventures 91
Dungeon Adventures . . . . . . . 92
The Combat Round 257
Wilderness Adventures. . . . . . . 93
Character Worksheets 260 Sea Adventures. . . . . . . . . . 95
Indexes 266 Encounters . . . . . . . . . . . 96
Surprise . . . . . . . . . . . . 97
1: Introduction 9 Reactions. . . . . . . . . . . . 99
About the Game . . . . . . . . . 10 Evasion and Pursuit . . . . . . . . 99
How To Use This Book . . . . . . . 10 Initiative. . . . . . . . . . . 100
The Basics of the Game . . . . . . 10 Movement . . . . . . . . . . . 101
Dice. . . . . . . . . . . . . . 12 How To Attack. . . . . . . . . 102
Common Abbreviations . . . . . . 14 Damage . . . . . . . . . . . 104
Saving Throws . . . . . . . . . 105
2: Characters 15 Mortal Wounds. . . . . . . . . 106
Creating a Character. . . . . . . . 16 Tampering with Mortality. . . . . 107
Character Abilities . . . . . . . . 16 Special Maneuvers . . . . . . . . 109
Hit Points. . . . . . . . . . . . 18 Morale Rolls. . . . . . . . . . 110
Character Classes. . . . . . . . . 18 Mounted Combat. . . . . . . . 110
Core Classes. . . . . . . . . . . 18 Sea Combat . . . . . . . . . . 112
Campaign Classes. . . . . . . . . 25 Experience from Adventures. . . . 113
Demi-Human Classes . . . . . . . 30
Alignment. . . . . . . . . . . 37 7: Campaigns 116
Adventuring Parties . . . . . . . . 37 Magic Research . . . . . . . . . 117
Ritual Spells. . . . . . . . . . 119
3: Equipment 38 Constructs . . . . . . . . . . . 120
The Basics of Equipment . . . . . . 39 Crossbreeds . . . . . . . . . . 121
Coins and Money. . . . . . . . . 39 Necromancy. . . . . . . . . . 123
Purchasing Equipment. . . . . . . 39 Divine Power . . . . . . . . . . 123
Equipment Descriptions. . . . . . 42 Strongholds and Domains. . . . . 125
Encumbrance . . . . . . . . . . 48 Sanctums and Dungeons . . . . . 141
Hirelings, Henchmen, . . . . . . . 49 Mercantile Ventures. . . . . . . 142
Mercenaries, and Specialists Merchandise Tables . . . . . . . 145
Experience from Campaigns. . . . 146
4: Proficiencies 55
The Basics of Proficiencies . . . . . 56 8: Monsters 148
Starting Proficiencies . . . . . . . 56 Monster Characteristics . . . . . . 149
Gaining Proficiencies . . . . . . . 56 Monster Types . . . . . . . . . 151
Proficiency Descriptions. . . . . . 56 Abbreviations . . . . . . . . . 153
Proficiencies of Normal. . . . . . . 64 Monster Listings . . . . . . . . 153
Humans and Demi-Humans
9: Treasure 204
5: Spells 65 Random Treasure Generation . . . 205
Spells and Spellcasters. . . . . . . 66 Planned Treasure Generation. . . . 205
Casting Spells . . . . . . . . . . 66 Scavenging Treasure. . . . . . . 209
Spell Repertoire . . . . . . . . . 66 Magic Items. . . . . . . . . . 210
Reversible Spells. . . . . . . . . 69 Buying & Selling Magic Items. . . 227
Spell Signatures . . . . . . . . . 69
Spell Index . . . . . . . . . . . 71 10: Secrets 228
Constructing the Campaign Setting. 229
Constructing the Region. . . . . 235
Constructing the Starting City . . . 236
Constructing the Dungeons . . . . 238
Wandering Monsters. . . . . . . 242
Additional Rules For Judges. . . . 248
Playing With Advanced Characters . 253
Recommended Reading For Judges . 254

3

SPECIAL THANK YOU
To Amy Macris, the first bladedancer, who fights real battles every day. Thank you for your support and inspiration.

TO THE VISIONARIES
The creators of the Adventurer Conqueror King System are grateful to the many designers and visionaries who inspired us, including
(but not limited to) Peter Adkison, Jason Alexander, Aaron Allston, Dave Arneson, Jim Bambra, Mario and Guido Barbati, Bob
Bledsaw, David Cook, Monte Cook, Greg Costikyan, Ryan Dancey, Jeff Easley, Larry Elmore, Ed Greenwood, Chris Gonnerman,
Ernie Gygax, Gary Gygax, Luke Gygax, Scott Haring, Bruce Heard, J. Eric Holmes, Leonard Lakofka, Dyson Logos, Tim Kask,
Don Kaye, Rob Kuntz, Paul Jaquays, James Maliszewksi, Steve Marsh, Stuart Marshall, Mike Mearls, Frank Mentzer, Tom Moldvay,
Michael Mornard, Roger Moore, Erol Otus, Bill Owen, Steve Perrin, Clark Peterson, Daniel Proctor, James Edward Raggi III, Ken
Rolston, Lawrence Schick, Warren Spector, Kirk Stone, Dennis Sustare, David Sutherland, Jonathan Tweet, Allen Varney, Jim Ward,
Bill Webb, Jean Wells, Skip Williams, and Steve Winter.

THANK YOU
The initial production of Adventurer Conquerer King was made possible in large part by the support of the following backers:

PATRON DEITY
Cain Gillespie
S. Gregory Boyd

GOD-EMPEROR LEGEND VISIONARY KING OF KINGS
Jason Azze Rob Allison Stephen Andrews Brian Blakley
Newton Grant Adam Easterday Benjamin J Armintor Chris Brandon
Morgan Hazel Nick Haines Peter Banks Zeb Doyle
Steve Hyatt Jed McClure Johnathan Bingham Herman Duyker
Johnstone Metzger Artus Nemati Justin Clouse Brett Easterbrook
Kyle Pinches Eric Gall Damon English
jim pinto Chris Kutalik Allan Grohe
Clinton R Nixon Anastasia Macris Zachary Hoefler
Jason Smith Chris McNeil Tom Hudson
Jonathan Steinhauer Mark Nagel Greg Lincoln
Daniel Trujillo Grandy Peace William Macris
Tshilaba Kedar Ananta Adrian M Ryan John Moulton
Kenna Verite Paul Vermeren Christian Nord
David Wellington Sean Wills Michael R Bolam
Bret Woods Ken Rokos
Martin Young James A Rose VI
Warren Schultz
Keith Spears
erik stiene
Jason Verbitsky
Bo Williams

” said Valanna. Your campaign another while sitting around the table. his face split in a grin. The Theocrat is too powerful. I stifled the urge to slap the vessel from his greedy hand. and now our ancient capitals lay brat offered didn’t seem so bad.” The thin castellan from Türos Aurë rubbed the day’s strongholds to fight his rivals thousands of miles away… growth of hair on his chin. and without behind me. designate our union. Inthorn had become a reluctant ally once we removed that black Zaharan helm from his head. “We are too Foreword 5 . We’ll also use it to highlight the flavor and assumptions baked into this book as inspirations some of the rules and procedures that make ACKS unique. not realizing that the only way to be free is to of Aura and now seeks the throne for himself?” simply declare that you are.” “We discussed this already. The discussion narrated here narrative is written from the perspective of Farlaghn. I nodded in response to Balbus’ wise words. Inthorn. him there. They stole the lands of Southern Argollë from “What about accepting Drakomir as Tarkaun? The deal his my brethren years ago. “Aye. The captain of the mercenary him to lift the hem of the red dragonskin cloak I wore to Blackthorn Company was now Castellan of Türos Tellë.” said Bishop Drusus. but also plate armor creak as he stood. Those I rose. How can we strike a Now petty men sit here. but he “We’ve killed more beastmen than all of your garrisons lacked a mind for politics. reached an arm up from beneath his robes to gesture at the “Aye. ended 18 months later. increasing their knowledge of the had already been in progress for 30 sessions when Greg joined. resonating like a bell. Humans “Save the fact that his name is Drakomir. “The Theocrat in Aura has declared Marcus Odysios a sidelong glance. Perhaps the He is a mad man. mad. The campaign becoming more powerful.” “What’s in it for us?” he asked. and would be overrun again if it wasn’t for my help. swirling the wine in his cup.” said Inthorn. afraid to challenge the will of false bargain with the man who murdered the blessed Tarkaun Tarkauns.” My voice rang These people needed to accept that speaking with the young across the large wooden table.” of Serpents. Band caused enough death in the borderlands already?” Castellan Niall demanded. recognize the power of Aura in any matter. Niall didn’t wear one himself. Hasn’t the Bloody as I draped my heavy red cloak behind me and sat down. Welcome to the Adventurer Conqueror King System. the castellan of Türos Drav. and I He was loyal to us but only because Marcus had installed took his squawking as the jealousy of a lesser man. “The Elven fastness of Aldalon does not of the Drakomir family with the chthonic gods of Zahar. I stifled a smile the blood of our men being spilt. my movements noiseless despite my golden assembled were aware of the long rumored association reticulated armor. Alexander Macris’s Auran Empire campaign. combined!” Quintus barked.” A redundant notion… All humans are Exarch had already bought his loyalty.” intoned Patriarch failed to protect their own from the beasts hatched by Balbus. or ACKS (pronounced “axe”). He looked nervous. demanding both religious and temporal authority over the realm. A chuckle escaped Viktir’s wrinkled lips in the shadows “Nevertheless. that I hear the whispers of the divine. This narrative is to provide an example The names of places. The players created by co-developer Greg Tito when he joined lead designer began with simple ambitions for their characters: getting rich. giving map on the stone table. people. Those who survived achieved these goals he played Farlaghn for another 70 sessions. the implied setting of ACKS. but rather an illustration may create its own version of this classical setting – aided by of how the events that take place in the imagined world created future gazetteers from Autarch. until the campaign to such an extent that they became powerful forces in the world. “But I Drakomir was no better than bargaining with Iskara. “You forget Zahar.” the old thief muttered. world around them. He reached out and I allowed It was Inthorn’s turn to speak.The Adventurer Conqueror King System Foreword “Aye. His face was grim beneath his miter. whose allegiance was a matter of high statecraft. a character took place about 80 sessions into the campaign. himself Tarkaun of the Empire. The for creating your own world. if you choose – or simply use a story in one of the players’ minds. He “Nay. “Aye. I glanced back at Viktir. in ruins beneath what men call the borderlands.” tithes to the Church. Humans. “Elves. and factions are taken from the of play – not the kind that transcribes what players say to one Auran Empire. Lady vote to form a new nation together with my comrades. perhaps he is the one to end it. The gathered lords quickly erupted into bickering amongst themselves. and that we send troops from our own “Nay.” Quintus replied. He demands that I could hear the leather straps of Marcus’ black enameled we not only pay him taxes as due the Empire.

and Lawful characters sentient humanoids – humans. the great Bellësar found by the Zaharans. The Character Creation rules in Chapter 2 describe alignment not as a gauge of “Choose. behavior. We become the Bloodlands. the divine agents of Law and Chaos. as is his god in the tomb of Valerian. Marcus.” he said quietly. they are as noisome as chickens. I looked at Quintus. Make your decision and choose your fate. but this was no arcane spell. Some of these. elves and dwarves. Patriarch Balbus is Lawful. with an uncharacteristic flair for the dramatic. or perhaps were too stunned to speak. the Marcus commanded the room like a bard seducing his Adventurer Conqueror King System simulates a world in which audience. gnolls. The Where was the Theocrat when Sebek’s demons assaulted sentient sword once carried by the mighty Valerian himself Ammantavus? Where was Drakomir when Cyfaraun now voted for us to secede from the realm he founded a burned? Where was the Exarch of Southern Argollë when thousand years ago. and the inspiration let the moment be felt before sheathing Bellësar. then we The flames silenced them. We have forged a new nation in spirit already. who draw power from Fool humans. The The sword in Marcus’s hand suddenly wreathed itself in borderlands are secure from the scourges of the Sorcerer. such as intelligent swords. discussion is ended. or ogres Characters in ACKS represent members of the classic races of were created by those who serve Chaos. but as a measure of with which side in the endless war your character has allied. The fire was Bellësar making its will be known. The assembled castellans and become free from the quarrels of aged men in faraway cities. House Drakomir of the Auran Empire is Chaotic. The world have no moral obstacle to slaughtering them whenever possible. few!” “My lands are taxed as it is!” “I’ve seen enough war!” Alignment is most important for clerics. the forces of Law and Chaos war for supremacy.” Marcus’s words. leaders from all the keeps in the borderlands considered We can rule our own fates. as are the chthonic gods worshipped “Enough!” Marcus drew his sword. the Theocrat. 6 Foreword . Michael Moorcock’s Universal Champions multiverse. As with the original fantasy roleplaying game. quenching it found in Poul Anderson’s Three Hearts and Three Lions and the flames. the Bloody Band cleansed the beastmen from our lands? If you have the courage to speak but one word. King Sebek after a long war – a war that we fought alone. flame. founder of Aura. contains much stranger intelligences than are normally available as player characters. Beastmen such as orcs. “The time for Ammonar and his temporal leader. I was impressed with the usually reticent lord.

only two lords refused to join the Bloodlands. stealing a few horses. but the chance to create a new spell is increased and he overheard your summons. Adventures.” I said clicking my track down rumors of hidden treasures. my friend. “I asked him to join us.” provided in Chapter 7. bald head. characters traditionally In the end. even if it raised eyebrows for its A sword as powerful as Bellësar is quite rare in ACKS.” their capabilities and create solutions to specific problems facing the party. she needs to get her sword didn’t want to mention that his ambitious wife might have red. make powerful magic items. I knew the importance of the priest’s work. Rules for using and The pair had mastered a symbiotic fighting style that controlling intelligent swords are found in Chapter 9. honestly.The Adventurer Conqueror King System can greatly increase a character’s power. but missed his companionship on any expedition.” “Aye. “And Arielle. my father would say. Campaigns. “Besides. came the thought from Viktir.” Quintus said. I must stay way to gain abilities. Hooves and eventually became a valued party member in her own thundered beneath the gates as they made their way back right. Treasure. “Farlaghn. such as the Bloody Band. and its unorthodoxy. and presented in two might be at risk of swearing for the Theocrat or the Chapter 6. “I was inscribing Growth of Plants into my book not guaranteed. Successful spell research is she said.” As described in Chapter 1. scratching his faraway cities. I turned and saw the grey- haired man approach the stables wearing an iron helmet. The rules for quickly determining the success of such endeavors can be found in Chapter 7. and soon in that section. excursion. Campaigns. proved deadly to our foes. and that ACKS assumes that characters will wish to become more Drakomir was marching his army towards the capital. I’ll take Morne. In accordance with the rules They both left the council chamber in a huff. The mighty centaur accord between weapon and wielder can be as difficult as forging Morne sparred in the courtyard with Peristo on his back. Arielle began as one of Farlaghn’s henchmen had their horses saddled to depart Ammantavus. Arielle and Quintus approached. Some items. Maybe keeping the thieves in their cups was worth the shame they bring every time they are prosecuted for What would he say about an elf fighting amongst men. while others are the here to continue my research into the ritual that may save province of one class only.” “I’d like to change my vote to aye. Such works can be found in ruined libraries or purchased from dusty markets in “I could use a break. Other physical and spiritual consequences of surviving drunkards in the old man’s employ – warned us that these death and near-death are unique to ACKS. We make few assumptions about what goals players will set for their Patriarch Balbus and I walked to the parapet and watched characters. suppressed beastmen. or tongue. Characters. Rules for researching new spells and rituals are Arielle glanced at her Elven boots. Acquiring unique and “Beastmen still haunt the roads. by accumulating rare books and histories. steal precious cargo.” alike. an agreement between political factions. reaching an I left his side to round up my comrades. their capability to achieve these goals. I thought you’d be in your study losing your eyesight poring over dusty Spell research is an important way for spellcasters to expand tomes. although her actions were still dictated by Greg. Morne to their domains to continue their damnable plotting.” “Aye. Before this “Oh really? How much will you give me for it?” council. powerful in order to better achieve their goals. like a helm of telepathy. ways are changing.” Balbus said with a gentle smile. The master of a thieves’ guild can send his followers out to “You overuse the powers of that thing.” Balbus had spent every spare moment in the last another important way for a spellcaster to adapt and grow. Foreword 7 . but was reincarnated as a Viktir’s informants – a nice word for the cutpurses and centaur. in Southern Argollë and learned that the Exarch was building a fleet to assault the City of Aura to depose the Theocrat.” The young elven spellsword I recruited was learning. is one popular sure that our recent guests return home safely. will be fought over by all members of a party.” She looked apologetic. Viktir and tower’s construction in Siadanos. destroying whatever beastmen that still perform banditry upon the roads will further secure my “If I must depart without you.” I was sure that Quintus Peristo. “Aye. However. Viktir’s followers were sent abroad to the major cities I shook my head. “Red as blood. praying to Ammonar to well as creating other magic items following the rules in Chapter bestow a miracle unto his servant while the Bloody Band 7. “A helm of telepathy is a prized item amongst my determine the movements or intentions of friends and enemies people. Campaigns. as few months in the sunchamber. Inscribing spells onto parchment is us all. A human fighter riding a centaur? The old wielder granted great respect.” I replied. as presented in Chapter 9. but provide many tools which can be used to grow the dust trail in the distance. form adventuring parties which give themselves colorful names. something to do with his decision to join the party for this but not fast enough. was originally a human henchman.” he said. Exarch. “Quintus.

and sliced too. then further contracted into a small puff of fur. You do know that I can cast fireball door to get behind the ogres tossing boulders. Descriptions of each proficiency can be found in Chapter 4. even those who and my friends began to mount the domesticated pegasi. “Then would you mind doing the honors divine. converting it from borderlands to civilized. and unable I realized I hadn’t seen him on the battlefield or in the to ride mounts. As we flew closer. reconsider their position in the Bloodlands. Spells. This cask of brandy isn’t going to drink Achieving the ability to use powerful spells such as fireball and itself. Quintus also eventually built a dungeon below his lords. The human lords thanked No human or elf could deny that the Bloody Band traveled us and Quintus used his noble birth to persuade them to with style. Viktir thought at me. He had mounted over his pegasus’ back with a jingle of metal. Gaining and spending gold is the spells like continual light and charm person are limited in common element in all of these pursuits. but the most powerful are usually limited by the character’s chosen class. proficiencies can be chosen by anyone. Not as big as Quintus can. I their hamstrings. She stood amongst her flock in the courtyard Within minutes.Building towers and other strongholds becomes important with it. the system has also been designed to support for many classes near the peak of their power and is covered the default assumptions that most of us bring to a fantasy world. We rode out the gates and the massive wings of the pegasi His building efforts eventually improved the conditions of the lifted us into the air effortlessly. improving reaction rolls The broad. I could see that their guard was sanctum to attract monsters to harvest for the components being overrun by dire ogres that had ambushed them needed to enchant magic items and conduct spell research. as characters cannot normally advance past level 14. beasts she was so proud of devising and sent them to harry She was a magnificent creature. Quintus was building his mage’s sanctum in a city ruined by the war with Sebek. Proficiencies. It was just as Balbus had predicted. We landed the pegasi and I quickly Glad he’s coming. Peristo mounted him just fireball the bastards from the sky? Viktir’s thoughts and the pair charged. I drew a dimension entered my mind. the ogres all lay dead. spread out before us. Why risk our necks when he can dispelled the polymorph on Morne. “You always forget to loot. and called the centaur over. so he needed to keep the roads clear of threats. That and the smell. muscled shoulders of his human half shrunk to impress or intimidate others. to Ammantavus. The strong beat of the families to settle there and increasing the taxes and income from flying horses quickly caught up with the departing human the domain. never go out. We were remounting our pegasi “Would you quit it?” I said aloud. so that a focuses on offering an internally consistent and thoroughly reasonably extrapolated world is not necessarily filled with the integrated economic framework for the game world and the mind-controlled slaves of wizards and cities lit by lamps that characters’ interactions with it. from under the eaves of the Viaspen Forest. The battle played out like many I’d fought in the years since I left the Elven homeland.” I laughed along with the rest.” he said as he strung the sacks “Are we ready?” I asked. At this point in the campaign. the area. fully extended. Some open new vistas. polymorph dramatically transforms the ways that characters can shape the world around them and the ways they interact 8 Foreword . tried to flee back into the woods. to think that my mystic aura had something to do with However. He truly did hear the whispers of the “Of course. However. Campaigns. when he appeared. Spell details are presented in Chapter 5. “What?” Viktir smiled innocently. Quintus nodded. came the reply. I thought. ensuing negotiations. players scope of exploration. allowing more Bloodlands. “Let’s get back and Morne. which is why ACKS power as compared to the original RPG. now a hamster. laden with several leather sacks and kicking a small cask ahead of him.” I said. for example. Being able to afford mounts markedly expands the characters’ Beyond the class you choose when creating a character. spears bristling. The borderlands. winged mounts such as pegasi further can specialize even further by picking proficiencies. on Morne?” The mage nodded. the transition from dungeon-raider to domain ruler their reversal but who can say? Humans are so fickle. As an elven I watched Quintus perform the incantations needed to spellsword. with the ogres attacking the humans while Quintus scorched the muscled wings that extended four times her height when air with countless magic missiles tinged with orange flame. was secured in his robes. caused people to regard him with awe. I like ACKS. Arielle conjured the pair of elemental audibly sighed and pulled the pegasus out of her stall. occurs organically through play rather than being pre-ordained. Farlaghn selected the Mystic Aura proficiency which polymorph Morne into something that could be carried. into the horse shoulders. The only downside of having a centaur It wasn’t until I saw Viktir emerge from the tree line that in the party is that they are extremely heavy. nay. in Chapter 7. Both were soon The concept of the “end game” is somewhat meaningful in riding back to Ammantavus with a change of heart. shining white.

Chapter 1: Introduction .

participants are called players. armor. personalities. He also narrates the action of the game. where nubile maidens Chapter 3. The players act in the role of their characters in you may be a scavenger and vagabond feasting off its corpse. sorcery. and terrible monsters Conqueror King System. those who prefer a pre-generated world for their gaming. fortune. It’s the intent on forging a new kingdom from the ashes of the old. and strongholds. Characters. provides prices and statistics for the various weapons. holding monster is the non-player character (NPC). Judge’s responsibility to prepare ahead of time to give the players opportunities for adventure. played by players are referred to as player characters (PCs) or Confronted by the imminent collapse of the once-great empire. arranged alphabetically. Characters that. when heroes. The Judge is the Conqueror King System. contains a roster of over 100 creatures. and to judge the results of their Whatever setting your adventures inhabit. Monsters. the wages of your similarities with the characters played by the players. we also provide the default setting of the Auran Empire. building strongholds. and all the associated game Read this section carefully! These terms will be used through mechanics necessary for swords-and-sorcery adventure. Treasure. including conducting magical research. Secrets. toil of slaves. Chapter 6. become kings! Chapter 8. and power referee of the game. Chapter 2. some malefic and others benevolent. and power. Chapter 5. Chapter 1. including rare and wondrous The Adventurer Conqueror King System (ACKS) is a set of rules magic items. and plays the and followers. A special type of become a mighty overlord. PCs. wealth. Campaigns. Equipment. and defines the most important terms used in the rulebook. easy to follow steps when decaying cities teem with chaos to create a player character. The Adventurer Conqueror King System provides a complete toolkit for enjoying a wide variety of heroic fantasy settings. If you are skilled and lucky. and otherwise talented they are. sometimes. Adventures. along with lists of equipment. encounters and THE BASICS OF THE GAME combat. and corruption. Chapter 4. and other monsters are collectively called creatures. adventurers. NPCs. the opulent land drowning in a torrent of violence from all sides. Chapter 9. you may rise to roles of all the various monsters in the world. provides rules for exploration. a the world designed and presented by a special game participant hero fighting to save what you can. smart. Spells. wizards. and other equipment available in the are sacrificed to chthonic cults and game. provides guidelines for the Judge on land drawn from the epics and legends of the past. Based on their ability 10 About the Game . which adventures may find. and combat in the dangerous and violent world that the player characters will adventure within. and they take on the role of a Ancient wars and wild magic have left behind terrible monsters character (or. organized into the following parts. contains descriptions and explanations ABOUT THE GAME of the different types of treasure. explains the concept of role-playing tear at the fragile borderlands of men. Characters have ability scores. and motivations. can no longer easily be held in check. with the Adventurer choices during adventures fairly and wisely. designing dungeons. These are encounters. in this declining age. details the various proficiencies that nobles live in decadent pleasure on the characters may acquire. more than one character). of glory. for role-playing in a world of swords. Proficiencies. and establishing domains and realms. It is an age when empires totter on the HOW TO USE THIS BOOK This rulebook contains the complete rules of the Adventurer brink of war. and judging the game. but the adventures will be merely death… Judge determines their actions. along with a detailed description of each and rogues risk everything in pursuit spell’s effect in the game. provides numbered. NPCs share many the destiny of thousands in your hands. For the rules of the Adventurer Conqueror King System. a wizard-king. you can seek fame. monsters and treasure. or theocrat. or a would-be conqueror referred to as the Game Judge (or Judge for short). along with information on the game mechanics of all proficiencies. days when adventurers can become Chapter 7. Introduction. and accumulating land decisions. It covers character creation. an ancient and When a group of people sit down to play using ACKS. covers the long-range pursuits of characters conquerors… and conquerors can as they adventure. lists the various spells that different characters may learn and cast. which determine how strong. constructing campaign settings. and the final arbitrator of rules and rules by conquering foes. spells and magic. If not. gathering treasure. where you take on the role of an adventurer in an imaginary Chapter 10.

The Adventurer Conqueror King System Introduction About the Game 11 .

but it does not indicate on how much treasure is found and returned to civilization by failure or “losing” in the sense that someone loses at. If the dungeon has multiple levels. die is rolled. Dungeons may be large or small. but these same dice might be used to generate and survive. they are in the level closest to the surface of the earth. After many adventures. the one common measure of success that everyone more exciting adventures. and some are 2nd level. with one of the most important actions resolved in a precise order known as initiative. and player resolve all attack and saving choices is called an adventure. Normal people. over which he exerts sovereign control. it is numbered 0 to 9. In some level is a special occasion. A pair secrets. a glorious death may be the greatest success! success as your alter ego. location. One can measure “success” under the Adventurer points through fighting monsters and gaining wealth. such as fighter or mage. and so on. are generally 0th level characters. otherwise it has failed. in which the PCs and monsters are interacting. they will Conqueror King System in many ways. your adventurers will based partly on how powerful defeated monsters are. These points are earned System. and modifiers Many published adventures will use the term adventure and are then added or subtracted. high-level characters will begin to construct strongholds. In the course of adventure. but they are usually of d10s are also used together to generate numbers from 1 to underground locations that are determined and described by 100. is used to generate numbers from 1 to are stocked with many monsters. it is the game play itself that direct measure of how challenging an opponent the monster matters. roll is a success. and which dictates character may establish or conquer multiple domains and what sorts of training and capabilities characters can develop. characters begin at 1st level in a particular class. such as acquiring reach higher levels (2nd level. ultimately establish a realm. should strive for is to have fun. and this allows them to endure more damage situations. or class levels. the to as a campaign.scores. Each time a character gains a level. treasures. The deeper the dungeon level. WINNING AND LOSING THE GAME Experience points (XP) are used to measure the progress of No one “loses” when playing the Adventurer Conqueror King characters through their class levels. which are a may die. lacking the call to adventure. some spells are 1st level spells. Being ruler of a vast realm is the Characters have levels of experience. The two dice should the Judge. such as castles or towers. Characters gain more hp as they different kinds of dice to determine the results of actions and advance in levels. For enough to be immersed in the fantasy world you create with instance. Winning is in being able to suspend disbelief long is. because it incrementally marks your cases. and the player must declare which die is the pre-made dungeons might also be used. this is referred exceeds an assigned value. or riches may be lost. or d10. the greater the dangers that await the characters. Gaining a treasure. Likewise. but it may also be used in reference when making a throw. When characters travel into the top-most level of a dungeon. a which might be thought of as a profession. Most adventures the characters undertake will initially take place in monster-filled dungeons. So while a character Monsters also have levels. they are only a relative measure of the power of a given spell or monster. dice in the game: it is used to A series of encounters connected by time. spell levels measure how powerful a spell is. levels of experience. Dungeons are divided tens digit and which die is the ones digit before rolling them! into dungeon levels. Everyone can win at this game. Strongholds enable a character to attract followers and establish domains 12 Winning and Losing the Game . then the third. When many adventures are strung If the total result equals or together. published be different colors. 3rd level. your party. called monster levels. An adventure is often used to throws. module interchangeably. Player campaigns. Characters most often take damage from monsters numbers of varying ranges. or castles and followers. With careful play. or d20. often with the same characters in play. the to a full scenario that may take several play sessions to finish. is movement are measured in detail during encounters. he becomes more powerful and capable of taking on the dangers of However. Monster and spell levels do not directly correspond to class levels. As characters accumulate experience card game. one thing that changes is their The Adventurer Conqueror King System primarily uses six number of hit points (hp). As explained later. but mostly frequently die. say. A dungeon level could be thought of as a Rolling two d10s this way is called a percentile roll. These different dice and the terms while engaged in an encounter. but a roll of 0 is counted as 10. floor of a building. and treacherous 10. or d100. because everyone can have fun playing it. DICE As characters go up in level. While the Judge may design these areas. An encounter is a situation employed to use and describe them are detailed below. a the player characters. this is a fact of the game. and so on. and so on). characters each will select a class. the next level down is the second level. underground complexes that The 10 sided die. which ultimate goal of many characters in Adventurer Conqueror King measure how well-developed and powerful they are. describe one play session. where a roll of 00 is counted as 100. Time and The 20 sided die.

you follow these steps: as “flipped. If it equals or exceeds 6. a “0” indicates a result of 10 event. the player will make required. All of these various sub-systems rely on generating a value. Introduction roll. When a character tries to avoid a catastrophic d10 Ten sided die. required to succeed at different throws is usually based on the character’s class and level. and 4–6 = 2. the outcome is unfavorable to the character. or 3d4 (roll three d4 dice and add them together). Rolling and Throwing the Dice 13 . When make a roll of the dice to see which of the possible outcomes he makes an attack throw. occurs whenever a character or monster is taking an action d4 Four sided die that will either succeed or fail. Other rolls are Notation Meaning compared to a table. add any relevant occurs. an initiative roll to determine when he gets to act. 3–4 = 2. such as 2d8+2 (roll two during combat. it is of the target hit. A result of 1–3 = 1. designated before rolling. with results ranging from If a particular throw is subject to a modifier that will always friendly to hostile. then add two to the total). 8. Other rolls are relative to each other. called d6. d6s may be made with either numbers or pips. and d12. you follow these steps: One. A throw of 1–2 = 1. with results ranging from last to first. THROWING THE DICE d3 A result of 1 to 3 is obtained by rolling 1d6. For instance. his player makes an d8 Eight sided die attack throw. he will hit. When monsters begin to lose a battle. For ease of play. while thieves have easier During the course of play. d100 Percentile dice (a number between 1 and 100 is generated by rolling two different ten-sided dice. »» Compare the total to a target value for the action. When a character hits an opponent. fighters have easier ROLLING THE DICE attack throws than other characters. An initiative roll of 6 has no absolute meaning d8 dice and add them together. Bonuses reduce the target value Likewise. a 2-point reduction in the target value instead of modifying the die roll. »» Add any relevant modifiers to the number generated by the die. EXAMPLE: Viktir has an Open Locks proficiency throw of 16+. while penalties increase the target value required. is a special case. he will roll 1d20. apply. and 5–6 = 3. Open Locks proficiency throw as 14+. surrender. If the result is lower than the target resolved. a character’s initiative roll is compared against the together). Thus. both sides are caught off guard and a reaction roll to see how the monster reacts to the character. A initiative rolls of other characters to determine who goes first modifier may be noted as a “plus” value. there are a range of possible outcomes. The players or Judge will EXAMPLE: Marcus has an attack throw value of 6+. is the tens digit. d2 A result of 1 to 2 is obtained by rolling 1d6. or d4. it makes no difference which sort you choose. and are »» Apply the total as required by the given situation. a damage roll is applied directly against the hit points When multiple dice are to be rolled and added together. The »» Throw the appropriate die for the action chosen. when a character meets a monster during an modifiers to the die. Throwing the die and aiming for 14+ is mathematically identical to throwing the die with a +2 bonus and aiming for 16+. the Judge will make a surprise roll to see if either or value. For example. d8. when a character is in combat. For instance. his player makes a d20 Twenty sided die proficiency throw. »» Add any relevant modifiers to the number generated by the die. other is the ones digit. applying the +2 bonus as or stay and fight. other than being faster than an initiative roll of 5. Viktir can record his they will make a morale roll to determine if they flee. and 12 sides. Two 0s represent 100. It is not so much rolled To make a roll of the dice. the outcome is systems and sub-systems that determine how situations are favorable to the character. The Adventurer Conqueror King System has a variety of different If the total equals or exceeds the target value. The value randomized outcome by using dice. Most throws are resolved with 1d20. The other dice normally used have 6. When a character d12 Twelve sided die attempts to open a lock or bash down a door. For noted in the text like this: 2d6 (roll two d6 dice and add them example.” and the number which is upright is the result of the »» Roll the appropriate die for the given situation. Sometimes a roll will be applied for an absolute result. To make a throw of the dice. and compare the total to his attack throw encounter. he has a Lockpicking proficiency that gives him a +2 points his target loses. ROLLING AND THROWING THE DICE usually expressed as #+ (such as 12+). A result One very common type of die roll is called a throw. the player will make a damage roll to determine how many hit However. his player makes a saving throw. many situations will arise in which proficiency throws to sneak around. when a character d6 Six sided die attempts to strike an opponent in combat.The Adventurer Conqueror King System The 4 sided die. it is often easier to record this modifier as an adjustment to the target value for the throw. bonus to Open Locks.

and rare outcomes at 2-3 and 11-12. Abbreviation Meaning In general. These situations are usually resolved by throwing or Other rolling a six-sided die (1d6). Monsters will cp Copper pieces generally react cautiously to adventurers. a INT Intelligence modifier such as +2 or -3 has a significant but not overpowering WIS Wisdom impact on the outcome. HD Hit Dice (or Hit Die) AC Armor Class Where a wide range of outcomes is possible. with the usual target value for STR Strength the throw being in the range of 10 to 20. A roll of 2d6 will generate a bell curve with common results centered on 6-8. Most throws use 1d20. situations where the outcome is strongly influenced by both skill and fortune are resolved by using a twenty-sided Abilities die (1d20). DEX Dexterity Sometimes. When throwing 1d20. initiative rolls and hp Hit points many damage rolls use d6s. below is books. NPC Non-player character Reaction rolls and morale rolls both use 2d6. some general explanation that will help frame the rules to come.WHAT KIND OF DIE SHOULD YOU USE? COMMON ABBREVIATIONS The kind of die used for the various rolls depends on the Below are some of the most common abbreviations that will be riskiness and randomness of the situation character is facing. shp Structural hit points a modifier such as +2 or -3 makes a very big difference. With a range of numbers of just 1-6. and generally stay sp Silver pieces and fight with moderate resolve. Surprise rolls. fight to the death or flee in terror. a roll of two six-sided dice (2d6) PC Player character is used. with less scope for random CHA Charisma chance. gp Gold pieces pp Platinum pieces TT Treasure Type 14 Common Abbreviations . found in this book or Adventurer Conqueror King supplemental The rules will detail which die is used in each situation. but some are much XP Experience points more probable than others. the outcome of a situation will be heavily influenced CON Constitution by factors of skill or innate ability. but may occasionally be very ep Electrum pieces friendly or very hostile.

Chapter 2: Characters .

follow the nine steps below: sheet. and create a description prime requisites. Generate your character’s starting wealth by rolling You’ve taken the first step on your adventure. If the primary and back- your class. Likewise. Note on your character sheet that your character and developing his background. below. at the start of play. and gives the Judge some additional NPCs to below 1. and Roll 3d6 for each ability in the order listed below. modified by your Strength bonus or penalty. If abilities are not quite and maybe even a brief note about the character’s high enough for the class you would like to play. (At your Judge’s discretion. Write down the special abilities of information on the setting of your character’s world your class. which affect the rate at which the character will earn experience points. weapon damages based on the type of weapons you Write down the ability score bonus or penalty for choose. has zero (0) experience points (or XP). Write your purchases on your character To create a character. character will have a score 3 -3 7. as described in the Spells chapter. each player generates five class. and progress from there! chapter. restrictions for your class before making your or reproduce it by hand on a piece of paper. and bonus or penalty to AC. and note how much money remains afterward. record your write the results after the names of the abilities. The remaining two characters are given to the Judge to use as 5. from the Character Classes section. and saving throws are listed with each class. adding your Constitution bonus or ups are all killed. each score. Start with a fresh character sheet. his personality. Note rule. with the maximum hit points for 1st level. If all else purchases. the player generates five additional characters. 1. Gaining experience points is explained in the characters and selects one primary and two back-up characters. hit points. This ensures that character sheet. roll for your 16–17 +2 starting spells. and some classes require minimum of what your character looks like. Your Judge will have adjust your scores. or thrown daggers are modified by Dexterity. If you have chosen associated with each score. As an optional described fully in the Adventures chapter. Roll hit points (hp) using the appropriate die for NPCs to populate the campaign setting. Choose your character’s starting proficiencies from ranging from 3 to 18 in each 4–5 -2 the Proficiencies chapter. 6–8 -1 your ability scores. because you become 1st level for your character from the lists in the Equipment when you create your first character. the penalty will not lower any Hit Die roll find one he likes. Record your character’s attack throws and saving CHARACTER ABILITIES throws on your character sheet. Give your character a name.) 6. Apply any modifiers to of the following abilities. note your Armor Class (AC) on the character sheet based on the type of armor 2. scores for some abilities. but you are still 3d6x10 gold pieces (gp) and purchase equipment a 0th level human. background. your Ability Score Bonus/Penalty modifiers. and note the result as your hit points on your again picking three and giving the Judge two. Attack throws Character Abilities must be determined by rolling randomly. 13–15 +1 as shown on the table to play a mage or elven spellsword. you choose. just scribble down notes on scratch paper! character is wearing. as shown in the table for your As an optional rule. 16 Creating a Character . Don’t Ability Score forget to adjust your attack throws to reflect these When complete. as shown on the Ability Score table. Adventures and Campaigns chapters. as described for each class. If your character has a Constitution the player always has a variety of characters to choose from to penalty. Some class may have other minimum ability requirements which must be met in addition. You can copy the Make sure you understand the weapon and armor one provided in this book. penalty. while missile weapons such as bows order you desire. the Judge may allow you to roll 6 scores and then assign that attacks with melee weapons are modified by them to your abilities in any your Strength. attack throws. All classes have 9. or A bonus or penalty is 9–12 0 saving throws from proficiencies. download and print one. Calculate your character’s encumbrance based on 3. Then choose an appropriate see Classes and Ability Scores for some options to Alignment for your character. you may begin populate the world.CREATING A CHARACTER 8. Roll 3d6 in order for your character’s ability scores. you may also want to note the number needed to advance GENERATING MULTIPLE CHARACTERS (OPTIONAL) to second level. Each class has one 18 +3 or more prime requisite ability scores. that can be helpful in naming your new character 4. Don’t despair. Don’t forget to add your Dexterity as described below under Character Abilities. Since you now know what armor your fails. Choose a class which suits your character’s abilities how much weight he is carrying.

religious. Strength is a prime requisite for balance as well as his aptitude with tools. Intelligence is a prime requisite for elven nightblades. successful attack below one point. reduce any Hit Die roll to less than 1 point. and Initiative die rolls. done more than once. used for ceremonial. Apply the play with (see the Proficiencies chapter for details) and the Charisma bonus or penalty to the character’s reaction rolls.g. magicians and necromancers). and and magical purposes within the empire) and Zaharan (a no ability may be lowered if it is also a prime requisite for the predecessor to the various beastmen dialects. calculate the Score Experience Adjustment The languages available to characters include the demi-human character’s experience 9–12 0 languages (Elven.The Adventurer Conqueror King System Strength: As the name implies. in order to choose a particular class. and cannot read more than a word or two. details those given above. Armor combat. elven nightblades. two important archaic languages are Classical Auran an ability to raise a prime requisite ability 1 point. In most campaign worlds. and certain other languages based on the prime requisite(s) in order to choose a particular class. Character Abilities 17 . Charisma is a prime requisite for bards. even if there are a few points to spare above the minimum the fallen Kingdom of Zahar and now remembered by black required score. and elven the character may employ. Apply the Constitution bonus or penalty to each details). The ability bonus for Intelligence is those with high Charisma are well-liked. the average morale of any such henchmen will be 0. Wisdom: A combination of intuition. classes have additional minimum ability score requirements. and Once abilities have been determined. clerics. the character’s Charisma bonus or penalty. Some race. In the Auran Empire points in other abilities. The Ability Prime Requisite table. explorers. discretion. Goblin). +2.. A character’s Dexterity bonus or penalty to all attack throws and damage rolls in melee (hand-to-hand) is applied to his attack throws with missile weapons. elven Charisma: This is the ability to influence or even lead people. and thieves. unless the target is otherwise Constitution: Constitution is a combination of general health Characters invulnerable to the attack (see the Adventures chapter for and vitality. and fighters. 2 ability points may be sacrificed from setting. player may also choose to leave one or more bonus language Ability Prime Requisite If a class has two prime “slots” open. each player must choose a members of these races normally begin play knowing their class. the majority of humans speak a common language. but no ability can be lowered below 9. the number of additional languages that may the effect a score in a prime requisite has on experience points be learned is equal to the Intelligence bonus (+1. he may raise the (the language of dragons). modified by All characters begin the game knowing their native language. or at least highly added to the number of proficiencies the character begins respected. and mages. The specific languages available class’s prime requisite ability or abilities if desired by sacrificing will depend on the campaign setting. and dwarven craftpriests. This may be (the predecessor to Common. This would include. Orc. racial language. player characters may also begin play knowing ancient or archaic tongues. Note that a penalty here cannot Intelligence: This is the ability to learn and apply knowledge. At the Judge’s whichever prime requisite 16–18 +10% has the lower ability score. as described below. Each class has one or more prime requisite ability scores. requisites. Dexterity is a prime assassins. or exotic languages such as Draconic Once a player has selected his character class. to be filled during play. the languages they can speak. A character with an Intelligence penalty will only know his native A character must have the minimum required ability. Apply the ability bonus or penalty for Strength explorers. Note that a penalty here will not reduce damage from a Class value. Wisdom is a prime requisite for bladedancers. bards. a save versus Blast against a fireball or a save versus Death from a finger of death. elven spellswords. willpower and common sense. Characters with an Intelligence bonus character will receive a bonus to experience points earned may begin the game knowing one or more languages other than during play. once used by class. Characters indicated. dwarven vaultguards. The earned by characters. requisite for assassins. with at least average Intelligence (9-12) will be literate in any If a character’s prime requisite ability is high enough. often called “Common. Common (or the local human language if it A character must have an ability score of at least 9 in a class’s isn’t called Common). Dwarven. if one is language. number of languages the character is able to learn to read and Charisma also determines the maximum number of henchmen write. and Halfling) and the adjustment based on 13–15 +5% various beastmen dialects (e. e. below. details). Mages. or +3). spellswords. and modifies their morale.” The demi-human CLASSES AND ABILITY SCORES races (elves and dwarves) have their own languages. bladedancers.g. The spellswords increase the number of spells of each level in their number of henchmen a character may hire is equal to 4 plus the repertoire by their Intelligence bonus (see the Spells chapter for Charisma bonus or penalty (and therefore ranges from 1 to 7). Gnomish. elven nightblades. but not a save versus Petrification against a medusa’s gaze. Hit Die rolled by the character. The Wisdom bonus or penalty applies to saving throws caused by spells or magic items. this ability measures the Dexterity: This ability measures the character’s quickness and character’s raw physical power.

Four additional human classes. 1st level and by an additional +1 at 3rd. cunning. Rather. you can skip step 8 (picking a two-handed weapon. with different classes available for dwarves. As a faster alternative. demi-humans are rare. luck. they represent a holistic combination of fighting skill. One die is rolled at first level.) CHARACTER CLASSES In the Adventurer Conqueror King System. 6th. an 8 for fighters or a 6 for clerics. gladiators battling for glory in the arena. mage. unless otherwise noted. or any other being. all of which contribute to helping the character roll with blows and survive attacks that would have killed a lesser combatant. Each character class rolls a different kind of die to determine hit points. They advance in attack throws and the template. and further dice are rolled and cumulatively added to the total hp for each level of experience. with weapons. combatants. A variety of additional templates. 18 Hit Points . is for the Judge to allow all hp rolls for first level characters to be considered the maximum result (e. Hit Dice: 1d8 Maximum Level: 14 Compared to humans. Their ambition.HIT POINTS CORE CLASSES Hit points are a measure of a character’s ability to survive in combat. In the Auran demi-humans. If armor. as noted in the Character Classes section. fighters may have learned their arts as warriors in the rules are the dwarven vaultguard. elven Imperial Legions. One optional rule. is reduced to 0 or fewer hit points. bladedancer. fighters hit an unarmored foe (AC 0) purchasing equipment) of character generation and simply use with an attack throw of 10+. so most characters in the game will belong to one of the human classes. At first level. Selecting equipment and proficiencies can be time-consuming. proficiencies and spells) and 9 (rolling for starting wealth and as desired. Humans are the most widespread of all races. equipment. fighters are exceptionally skilled a pre-generated template for each class. cleric. based on their toughness in battle. spellsword. saving throws by two points every three levels of experience (the and rules for creating customized classes are available in the best progression of any class). and generally more specialized. proficiencies. and spells ready for play. When a character. especially for new players. elves. he is incapacitated and possibly dead. stamina. When a fighter reaches 5th level (Exemplar). there are two types of classes: human classes and demi-human classes. we offer As their name suggests. race. wielding you want to use these templates. or wielding a weapon in each hand. The demi-human classes described in these Empire. to allow first level characters to be hardier. Hit points are not a direct representation of the character’s capacity to receive physical injury. and 12th level. are provided to Prime Requisite: STR show how the core classes can be customized for specific Requirements: None archetypes within a campaign setting. and other They are specialists at dealing physical blows. bard. The core human classes described in these rules are the fighter. and courage have led them to settle most of the known world. Demi-human classes are defined by their Fighters are exclusively trained in the arts of combat and war. This bonus stacks with any modifiers from the fighter’s Charisma or proficiencies. the FIGHTER assassin. or sell-swords in the games of the noble houses. and elven nightblade. Fighters also increase their base Adventurer Conqueror King System Player’s Companion. Any henchmen and mercenaries hired by the fighter gain a +1 bonus to their morale score whenever he personally leads them. and thief. damage roll from successful missile and melee attacks by +1 at available separately from Autarch. his battlefield prowess inspires others to follow him. raiders off the Jutland coast. new classes. dwarven craftpriest. Fighters are trained in the use of all weapons and armor.g. and explorer. and the favor of the gods. They may fight wielding a weapon and shield. 9th.

2–3 14+ 13+ 15+ 15+ 16+ 9+ For these reasons. the fighter may ultimately control several castles or even entire realms. In the Auran Empire.000 Myrmidon 6 6d8 +3 Sometimes called wizards. mages are quite vulnerable to physical danger. A mage’s repertoire can include a number of 13 7+ 6+ 8+ 8+ 9+ 2+ spells up to the number and level of spells listed for his level. When he does so. assuming enough gold is at hand. with quarterstaffs. Additional rules for castles are detailed in the Campaign chapter. mages hit an unarmored foe (AC 0) with an attack throw of 10+. They may only fight Level Paralysis Death Breath Wands Spells Thr. While early in their career mages 130. is able to cast 2 1st level spells and 1 2nd level spell per day. daggers. 11th lvl 11 9d8+4* +4 a sinister sorcerer of Kemesh or the Sunset Kingdoms. mages can learn and cast many powerful arcane spells. fight with two weapons. A mage’s spell selection is limited to the spells 11–12 8+ 7+ 9+ 9+ 10+ 3+ in his repertoire. they must be paid standard rates for mercenaries.000 Epic Hero 8 8d8 +3 have only limited power. a fighter can.e. 4 13+ 12+ 14+ 14+ 15+ 8+ and in an adventuring group they should be protected.000 Warlord 9 9d8 +4 great number of powerful spells. build a castle and become a great leader of men. 13th lvl 13 9d8+8* +5 podge traditions. backpack.The Adventurer Conqueror King System At 9th level (Warlord). or magicians.000 Overlord 14 9d8+10* +5 *Hit point modifiers from constitution are ignored Because of their devotion to arcane study. 12 lvl th 12 9d8+6* +5 village witch or hedge wizard with strange charms and hodge- 730.. 2 weeks’ iron rations Fighter Level Progression Damage Experience Title Level Hit Dice Bonus 0 Man-at-Arms 1 1d8 +1 MAGE 2.000 Warrior 2 2d8 +1 Prime Requisite: INT 4.000 Warlord. 10th lvl 10 9d8+2* +4 may be a wizard steeped in the lore of the Tower of Knowledge. up to 1d4+1x10 0th level mercenaries and 1d6 fighters of 1st-3rd level will come to apply for jobs and training. The template is ready for adventure. metal shield re-painted many times. half as fast as fighters). 490. military tunic. & Poison & Blast & Staffs & Atk.000 Warlord. 14 6+ 5+ 7+ 7+ 8+ 1+ increased by his Intelligence bonus. Template: Mercenary Proficiencies: Combat Reflexes. and darts. Manual of Arms Starting Equipment: Well-oiled sword. if your fighter’s INT is 13 or greater. If he has 16 INT (+2 modifier) he can have up to 4 1st level and 3 2nd level spells in his repertoire.000 Swordmaster 3 3d8 +2 Requirements: None 8.000 Champion 7 7d8 +3 arcane secrets and cast spells. or wear any kind of armor. mages study 65.000 Warlord. case with 20 quarrels.000 Warlord. experienced mages are able to cast a 250. you may pick one or more additional general proficiencies before play if you’d like (see Starting Proficiencies in Chapter 4). a mage 370. clubs. sorcerers. slightly battered chainmail armor.000 Hero 4 4d8 +2 Hit Dice: 1d4 16. The number and levels of spells 8–9 10+ 9+ 11+ 11+ 12+ 5+ the mage can use in a single day are listed on the Mage Spell 10 9+ 8+ 10+ 10+ 11+ 4+ Progression table. mages receive limited combat training. Through force of arms. At first level. More information on Core Classes 19 . boots.000 Exemplar 5 5d8 +2 Maximum Level: 14 32. or a 610. However. a 3rd level mage. They advance in attack Fighter Attack and Saving Throws throws and saving throws only two points every six levels of Petrif. experience (i. For instance. 5–6 12+ 11+ 13+ 13+ 14+ 7+ 7 11+ 10+ 12+ 12+ 13+ 6+ In exchange for these weaknesses. 850. If hired. crossbow. Mercenary Template: This pre-generated template represents a wary sellsword. strong leader and provide protection. They are unable to 1 15+ 14+ 16+ 16+ 17+ 10+ use shields. Quintus. taking a leadership rank in his society. but must Characters be a capable.

000 Wizard. monsters will start to arrive Mage Attack and Saving Throws to dwell within. 11th lvl 11 9d4+2* 4 3 3 3 2 1 760. he is able to create more (see Starting Proficiencies in Chapter 4 and Spell Repertoire in powerful magic items such as weapons. - 310. and brew potions. However. . Additional rules for mages’ sanctum are detailed in the Petrif. but need not be paid wages. may also build a sanctum. - 40. and 9th level). represents a curious magical scholar from an organized guild of mages. 1–3 13+ 13+ 15+ 11+ 12+ 10+ At 11th level. a mage may learn and cast ritual arcane spells of 4–6 12+ 12+ 14+ 10+ 11+ 9+ great power (7th. If the mage builds a dungeon beneath or near his tower. He will then attract 1d6 apprentices of 1st-3rd level plus Template: Magical Scholar 2d6 normal men seeking to become mages. 12th lvl 12 9d4+3* 4 4 3 3 3 2 910. Mage Level Progression Mage Spell Progression Experience Title Level Hit Dice 1 2 3 4 5 6 0 Arcanist 1 1d4 1 . craft magical constructs. often a great tower. . Collegiate Wizardry scores will be above average. - 5. which are eternal and unchanging. Level Paralysis Death Breath Wands Spells Thr.000 Magician 4 4d4 2 2 . Their intelligence Proficiencies: Loremastery. . Campaign chapter. That the light of the stars is hidden by the false light of the winged sun is the first of its blasphemies.060.000 Wizard. but many will become discouraged from the rigorous mental training and quit after 1d6 months. and 7–9 11+ 11+ 13+ 9+ 10+ 8+ create magical cross-breeds. 8th. . 2 weeks’ iron rations. apprentices must be provided food sleep. shoes. The template is ready for adventure. Starting Equipment: Rune-etched quarterstaff. . - 2.000 Wizard 9 9d4 3 3 3 2 1 - 460. . when he reaches 9th level. - 80. When general proficiencies and starting spells before play if you’d like a mage reaches 9th level (Wizard). blue mage’s cassock. backpack. This is truth: That all is governed by the movements of the stars.000 Wizard. and staffs. 10th lvl 10 9d4+1* 3 3 3 3 2 - 610. - 10. . you may pick one or more additional research spells. & Poison & Blast & Staffs & Atk. rings.500 Seer 2 2d4 2 . scribe magical scrolls. the mage may create 10–12 10+ 10+ 12+ 8+ 9+ 7+ necromantic servants and become undead.000 Theurgist 3 3d4 2 1 . . spell book with While in the mage’s service. These rules are in 13–14 9+ 9+ 11+ 7+ 8+ 6+ the Campaign chapter. . 13th lvl 13 9d4+4* 4 4 4 3 3 2 1. if your When a mage reaches 5th level (Thaumaturge). .000 Thaumaturge 5 5d4 2 2 1 . he may begin to mage’s INT is 13 or greater. . 85gp and lodging.000 Mage 8 8d4 3 3 2 2 . - 20.000 Archmage 14 9d4+5* 4 4 4 4 3 3 *Hit point modifiers from constitution are ignored casting spells and individual spell descriptions can be found in Magical Scholar Template: This pre-generated template the Spells chapter.000 Enchanter 6 6d4 2 2 2 . A mage Chapter 5).000 Sorcerer 7 7d4 3 2 2 1 . followed shortly by adventurers seeking to fight them. . If chaotic. 4th Testimony of Meshenna 20 Core Classes . - 160.000 Wizard.

God of Law and Light. a 1st level cleric. he would only have turned one. The undead are controlled for 1 turn per level by two points every four levels of experience (a progression mid. They advance in attack throws and saving throws than turn them. he may not ‘dual wield’). of the cleric. If a cleric ever falls from favor. he rolls 2d6 Prime Requisite: WIS and comes up with a 3. Sun against evil. He will turn skeletons on a roll of 10 or higher on 1d20. There is no limit to how often a cleric may attempt to turn undead each day. EXAMPLE: Balbus the Blessed. clerics may manifest their deity’s these clerics from using any weapons that shed blood. If the undead would have been destroyed. campaign. leaving one behind for Balbus to vanquish. bearing the light of the Winged attacks turned undead in melee combat. If they cannot flee. Core Classes 21 . they cower in terror. Strict holy doctrine prevents Starting at 2nd level (Acolyte). the undead will flee (as if turned). To determine how many HD he turns. the value corresponding to his level and the entry for skeletons is “10+”. a “D”. Since skeletons have 1 HD each. A number indicates that the player must roll that number or higher on 1d20 in order to turn the undead. the way between fighters and mages). (See the bladedancer campaign class for an example of a cleric In order to use spells and turn undead. but is not trained to the Cleric Spell Progression table. of all available spells. When Balbus’s player looks at the Turning Undead table. a cultist sworn to the chthonic powers of the but he can use spells or missile weapons against them. A “T” means that Characters the cleric automatically turns the undead. clerics are undead are controlled for 1 day per level of the cleric instead. The potency of this ability is determined by level. three of Requirements: None them flee. He rolls a result of 12. quarterstaffs. If the cleric a priest-militant of Ammonar. Humans who become clerics have pledged their lives to serve a particular deity or religion. trained to wear any armor and fight with a variety of weapons. See the Spells chapter for a list fight with weapons in each hand (i. The cleric power in the form of divine spells. If this roll is successful. their gods or goddesses. albeit not as good as fighters. the turning effect is broken. In the Auran Empire. This cleric may use any available to the character are determined by level according to shields or fight with two-handed weapons. there will be a dash. if the controlled undead are turned determined by the strictures of their religious order. undead.e. No matter what the dice roll result. or anything in between. clerics must uphold the variant with a different feel). and slings. A dash means that the cleric has not attained high enough level to turn the undead type. of their faith. characters may attack them in any fashion. As holy warriors. at least one undead monster will always be turned or destroyed. without breaking the turning effect. Clerics are skilled combatants. the default cleric is assumed to be a worshipper of Ammonar.The Adventurer Conqueror King System All clerics have the ability to turn undead. Hit Dice: 1d6 Maximum Level: 14 If Balbus had been attempting to turn zombies. clerics hit an unarmored foe (AC 0) with an attack Certain chaotic sects teach their clerics to control undead rather throw of 10+. the control is dispelled immediately. On the Turning Undead table. The power and number of divine spells maces. but if an attempt to turn undead fails during an encounter. A “D” in the chart requires the same roll to determine how many HD of undead are destroyed. as appropriate. obeying the cleric as if The particular weapons that clerics are trained to fight with are they were friends. or a number corresponding to the type of undead monster and the level of the cleric. the cleric may not attempt to turn undead again for the remainder of that encounter. To this end. the player rolls 2d6 and the result equals the number of total Hit Dice of undead monsters turned. doctrines of their faith and god. attempts to turn 4 foul undead skeletons. and other Nether Darkness. they Turned undead flee the area for 10 rounds by the best and fastest conduct their lives in a way that furthers the desires and will of means available to them. Controlled undead behave as if charmed. prayer and worship. and a “D” means that the undead will be destroyed automatically. If the duration of the control If your Judge has not specified particular religious orders in his ends without incident. clubs. At first level. calling upon the name and power of their deity to turn away. or other undead that have 2 HD each. which are granted through of Ammonar may use only blunt weapons such as warhammers. Destroyed undead are immediately turned to ash. or there is a “T” in the chart. trained to fight to further the ends of three only completely accounts for one 2 HD monster. or destroyed by a cleric during the duration of the control. on a successful use of turning. a “T”. since a roll Clerics are holy crusaders. and even destroy. a cleric may be taking no actions and suffering a -2 penalty to AC. However. meaning some skeletons CLERIC will be turned.

Additional rules for fortified churches are detailed in the penalties are entirely up to the Judge. Once a fortified church 1–2 13+ 10+ 16+ 13+ 15+ 10+ is established. holy symbol (winged sun of Campaign chapter.000 Patriarch. Ammonar). a cleric may establish or Cleric Attack and Saving Throws build a fortified church.000 Prelate 7 7d6 2 2 2 1 1 100. 12 lvl th 12 9d6+3* 5 5 4 4 3 600. . if your cleric’s INT is 13 or greater.000 Patriarch. At 9th level (Patriarch).000 Patriarch. but need not be paid wages. and brew potions.due to violating the beliefs of his god or breaking the rules of determines which proportions of followers are archers.500 Acolyte 2 2d6 1 . 10th lvl 10 9d6+1* 4 4 3 3 2 400. play if you’d like (see Starting Proficiencies in Chapter 4). These activities are explained in the iron rations. . infantry. More information on Priest Template: This pre-generated template represents a casting spells and individual spell descriptions can be found in devout priest from an organized religious order. he may buy or build his fortified church at half the Level Paralysis Death Breath Wands Spells Thr. . . . . - 1. . While in the cleric’s service.000 Patriarch. . - 3.000 Vicar 5 5d6 2 2 . .000 Patriarch 9 9d6 3 3 3 2 2 300. or unholy beings such as demons and devils 22 Core Classes . . backpack. banded plate armor. he may begin to research you may pick one or more additional general proficiencies before spells. and craft magical Proficiencies: Divine Blessing.000 Curate 4 4d6 2 1 . .000 Priest 3 3d6 2 . 19+ 16+ 13+ 10+ 7+ 4+ T T D D D Vampire . So long as the cleric is currently in favor Petrif.000 Theocrat 14 9d6+5* 6 5 5 5 4 *Hit point modifiers from constitution are ignored Cleric Turning Undead Undead Type Cleric Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14+ Skeleton 10+ 7+ 4+ T T D D D D D D D D D Zombie 13+ 10+ 7+ 4+ T T D D D D D D D D Ghoul 16+ 13+ 10+ 7+ 4+ T T D D D D D D D Wight 19+ 16+ 13+ 10+ 7+ 4+ T T D D D D D D Wraith . - 24. & Poison & Blast & Staffs & Atk. the Starting Equipment: Mace. However. . he is able to create more powerful magic items such as weapons.000 Bishop 8 8d6 3 3 2 2 1 200. normal price due to divine intervention. . 19+ 16+ 13+ 10+ 7+ 4+ T T D *This category includes very powerful undead. . holy book (The Laws of the Light) Upon attaining 9th level (Patriarch). 11th lvl 11 9d6+2* 4 4 4 3 3 500. 5–6 11+ 8+ 14+ 11+ 13+ 8+ plus another 1d6 clerics of 1st-3rd level of the same religion to 7–8 10+ 7+ 13+ 10+ 12+ 7+ serve the order. At 11th level. and staffs. with his god. the cleric’s reputation will spread and he will 3–4 12+ 9+ 15+ 12+ 14+ 9+ attract 5d6x10 0th level soldiers armed with various weapons. . ready for adventure. his followers must be provided food and 9–10 9+ 6+ 12+ 9+ 11+ 6+ lodging. but might include penalties Campaign chapter. a cleric may learn and cast ritual Template: Priest divine spells of great power (6th and 7th level). The Judge 11–12 8+ 5+ 11+ 8+ 10+ 5+ 13–14 7+ 4+ 10+ 7+ 9+ 4+ Cleric Level Progression Cleric Spell Progression Experience Title Level Hit Dice 1 2 3 4 5 0 Catechist 1 1d6 . 13th lvl 13 9d6+4* 5 5 5 4 3 700. . his clergy. rings.000 Rector 6 6d6 2 2 1 1 - 50. 2 weeks become undead himself. 19+ 16+ 13+ 10+ 7+ 4+ T T D D Infernal* . The template is the Spells chapter. They are completely loyal (morale +4). . shoes. 19+ 16+ 13+ 10+ 7+ 4+ T T D D D D D Mummy . - 12. Theology constructs such as golems and animated statues. the god may impose penalties upon the cleric. cleric will become able to create necromantic servants and even priest’s cassock. 19+ 16+ 13+ 10+ 7+ 4+ T T D D D D Spectre . . If chaotic. . to attack or a reduction in spells available. - 6. scribe scrolls. wooden shield. These etc. When a cleric reaches 5th level (Vicar).

thieves can be a bit shady and they mechanical locks. where he can seek shelter and information between or penalties to the roll. if successful. (Usually the Judge will make rolls for these abilities.The Adventurer Conqueror King System In the Auran Empire. At the Judge’s discretion. from the slums of the ports of Kushtu to the highest halls of the Senate in Aura. They advance in attack throws and saving throws by two points every four levels of experience. the Prime Requisite: DEX result is compared to the target value listed on the Thief Skills Requirements: None table below for the appropriate skill. which improve as the thief gains levels according to the progression on the Thief Skills table. When a thief attempts to make use of one of his skills. They may use any missile weapons and any one-handed melee weapons. due to the complexity of a lock). A thief also has the ability to backstab. At first level. Because of their need of stealth and free movement. and if he fails. and a roll of 1 is always a failure. because a thief is not always aware when he has failed. A thief will once. at 5th-8th levels does triple the normal damage. and may wield a weapon in each hand if desired. adventures. The Judge may apply bonuses town. although not as skilled as fighters.) After applying THIEF any relevant modifiers (e. However. and probing. A thief at 1st through 4th levels does double the normal damage. Thieves are trained combatants. A result that is greater Hit Dice: 1d4 than or equal to the value listed for the proficiency throw that Maximum Level: 14 corresponds to the thief ’s level is a success. a thief may have to forfeit Finding and Removing Traps: Through careful inspection a portion of his earnings to the guild in exchange for protection. He must catch an opponent unaware of his presence. and they cannot use shields. at 9th-12th levels does quadruple the normal damage. Core Classes 23 . Thieves have the following range of skills. He may only try to pick a particular lock sometimes are not as trustworthy as other classes. thieves hit an unarmored foe (AC 0) with an attack throw of 10+. a thief may pick adventures. A roll of 20 is always a success. either by surprise or by moving silently and/or hiding in shadows to sneak up on his opponent.g. and at 13th level or higher does quintuple the normal damage. thieves Characters cannot wear armor heavier than leather. depending on the complexity of the lock. Thieves have a range of unique skills associated with their profession that make them very handy companions in Opening Locks: With the aid of thieves’ tools. When backstabbing. the character or Judge will make a proficiency throw of 1d20. deal additional damage for every four levels he has attained. the thief will receive an attack bonus of +4 and. he may not try the same lock again until he usually belong to a Thieves’ Guild from the character’s local reaches a higher experience level. thieves are everywhere. a thief may find hidden traps and then attempt to Thief Skills Find and Hide in Level Open Locks Remove Traps Pick Pockets* Move Silently Climb Walls Shadows Hear Noise 1 18+ 18+ 17+ 17+ 6+ 19+ 14+ 2 17+ 17+ 16+ 16+ 5+ 18+ 13+ 3 16+ 16+ 15+ 15+ 5+ 17+ 12+ 4 15+ 15+ 14+ 14+ 4+ 16+ 11+ 5 14+ 14+ 13+ 13+ 4+ 15+ 10+ 6 12+ 13+ 12+ 12+ 4+ 14+ 9+ 7 10+ 11+ 10+ 10+ 3+ 12+ 8+ 8 8+ 9+ 8+ 8+ 3+ 10+ 7+ 9 6+ 7+ 6+ 6+ 3+ 8+ 6+ 10 4+ 5+ 4+ 4+ 3+ 6+ 5+ 11 3+ 3+ 2+ 2+ 2+ 4+ 4+ 12 2+ 2+ -1+ 2+ 2+ 3+ 3+ 13 1+ 2+ -3+ 1+ 1+ 2+ 2+ 14 1+ 1+ -5+ 1+ 1+ 1+ 1+ * -1 penalty on the proficiency throw per each level the thief is lower than the victim.

depending on the complexity of means the spell does not function as expected. 0 Footpad 1 1d4 x2 Hearing Noises: Thieves can attempt to listen for noises in a 1. higher experience level. the thief always thinks he is successful in tunic and leggings.500 Robber 3 3d4 x2 be quiet and in a quiet environment. and 2d6 thief apprentices of 1st level will come to work 480. you may pick one adventuring thieves for it is a quick source of income – though or more additional general proficiencies before play if you’d like not without peril. Note that these are separate skills. the thief may not try to read that particular 80. Proficiencies: Trap Finding.000 Scoundrel 6 6d4 x3 magical writings) with a proficiency throw of 5+ on 1d20. sturdy successful. thick of a thief. crossbow. If the thief fails. he may not try again until he reaches a horrible effect at the Judge’s discretion. they take a -5 penalty to the proficiency throw.000 Master Thief.000 Master Thief. he must make a new proficiency throw Experience Title Level Hit Dice Backstab to hide. 50' react to his presence. 11th level 11 9d4+4* x4 hideout.000 Master Thief. including walls or steep cliffs. lantern.000 Rogue 5 5d4 x3 (including ciphers. Thief Attack and Saving Throws Climbing Walls: Thieves are adept at scaling sheer surfaces. a thief can read and cast magic from arcane scrolls find or remove a trap once in any given area. If the 40. Mapping Moving Silently: Thieves may move with total silence.disable or discharge the trap harmlessly. However.000 Prince of Thieves 14 9d4+10* x5 start a Thieves’ Guild. thieves’ tools. treasure maps. 12th level 12 9d4+6* x4 with the character.000 Master Thief 9 9d4 x4 280. A throw that is less than half the target value (see Starting Proficiencies in Chapter 4).250 Hood 2 2d4 x2 cave or hallway and at a door or other locations. this skill. and dead languages. The template is ready for adventure. wineskin. Petrif. They require a proficiency throw Level Paralysis Death Breath Wands Spells Thr. backpack. The Judge may apply with a proficiency throw of 3+ on 1d20. A thief may only try to At 10th level. and will not know otherwise until others react to his presence. Thieves climb at ¼ their standard combat movement 7–8 10+ 10+ 13+ 11+ 12+ 7+ rate. a thief gains the ability to read languages 10. & Poison & Blast & Staffs & Atk. tanned brown cloak. taking 1d6 points of damage 5–6 11+ 11+ 14+ 12+ 13+ 8+ per 10 feet. 2 flasks of military oil. 2 throwing daggers. and can create a the trap. plus the distance 3–4 12+ 12+ 15+ 13+ 14+ 9+ covered by any previous throws. However. The thief must 2. for each 100' they intend to climb. Picking Pockets: This skill is the bread and butter of non. if your thief ’s INT is 13 or greater. but not 20. they must be paid standard rates 580. and will not know otherwise unless and until others 2 large treasure sacks. A thief will remain hidden so long as he stays Thief Level Progression motionless. a failed throw bonuses or penalties to the roll. A thief will always think he is successful 13–14 7+ 7+ 10+ 8+ 9+ 4+ in this skill. When Starting Equipment: 10' pole. If they run.000 Burglar 4 4d4 x2 Upon attaining 4th level. If hired. they take a -10 penalty.000 Thief 8 8d4 x3 piece of writing until he reaches a higher level of experience. tinderbox. 20sp greater than ½ speed. hammer and 12 iron standard combat movement rate without penalty. short sword. However. Additional rules for hideouts are detailed in the Campaign chapter. he can establish a 380. a bold tomb raider. they fall a 1–2 13+ 13+ 16+ 14+ 15+ 10+ distance equal to half the attempted distance. *Hit point modifiers from constitution are ignored 24 Core Classes . If the roll fails. If he moves. If they move spikes. 10th level 10 9d4+2* x4 When a thief attains 9th level (Master Thief). high boots.000 Master Thief. 5. 9–10 9+ 9+ 12+ 10+ 11+ 6+ Hiding in Shadows: A thief may attempt to skulk unseen in 11–12 8+ 8+ 11+ 9+ 10+ 5+ the cover of darkness. case with 20 quarrels. 180. 13 level th 13 9d4+8* x5 for ruffians. Thieves may move silently at ½ their rope. means that the intended target notices the thieving attempt. A successful character might use these followers to 680. for a Tomb Raider Template: This pre-generated template represents thief must find a trap before he can remove it. 2 week’s iron rations. even keen eared guards will not hear the movements leather armor.000 Pilferer 7 7d4 x3 roll does not succeed. The Judge will then make a reaction roll with a -3 penalty to Template: Tomb Raider determine the intended victim’s reaction.

assassins hit an unarmored ASSASSIN foe (AC 0) with an attack throw of 10+. 6th. a religious brotherhood with two-handed weapons or with a weapon in each hand.000 Master Assassin. At first level. though lacking somewhat in toughness (hit points). 9th. 13th level 13 9d6+8* +5 x5 830.000 Master Assassin. Within the Auran Empire. and 12th level. 11th level 11 9d6+4* +4 x4 590. Although Assassins may be back-alley brawlers. or members assassins generally prefer fast.000 Master Assassin. but others are simply murderers-for-hire or they are not trained in the use of shields.000 Blackguard 7 7d6 +3 x3 110.400 Torturer 3 3d6 +2 x2 6.000 Master Assassin. rogues with a taste for violence. Assassins may use any weapon without limitation. They may fight are members of the Order of Assassins.000 Destroyer 5 5d6 +2 x3 28.700 Enforcer 2 2d6 +1 x2 3. Assassin Level Progression Experience Title Level Hit Dice Damage Bonus Backstab 0 Thug 1 1d6 +1 x2 1.The Adventurer Conqueror King System Characters CAMPAIGN CLASSES Assassins are expert combatants. violent thugs.800 Slayer 4 4d6 +2 x2 14. 10th level 10 9d6+2* +4 x4 470. concealable.000 Executioner 6 6d6 +3 x3 55. Assassins are humans who train to kill by ambush and treachery. Assassins increase their base damage roll Hit Dice: 1d6 from successful missile and melee attacks by +1 at 1st level and Maximum Level: 14 by an additional +1 at 3rd. 12th level 12 9d6+6* +5 x4 710.000 Master Assassin 9 9d6 +4 x4 350. by two points every three Requirements: None levels of experience. of an organized guild.000 Assassin 8 8d6 +3 x3 230. but of trained killers. some assassins killing can occur under many circumstances.000 Grandfather of Assassins 14 9d6+10* +5 x5 *Hit point modifiers from constitution are ignored Campaign Classes 25 . or quiet weapons. They advance in attack Prime Requisite: STR and DEX throws and saving throws as fighters.

to a minimum of 3+. or a haughty Kemeshi aristocrat. By reciting heroic lays and epic poems. 2 weeks’ iron rations. bards However. profession of bards. At first level. The bard chooses the type of performance Intimidation that his character knows. a bard must make a proficiency throw of 18+ on 1d20 to succeed in these tasks. the character must make a a twisting trail through proficiency throw of 18+ on 1d20 or the attempt backfires in some desultory way (Judge’s discretion). damage rolls. in a skilled manner. When wearing leather armor or lighter garb. Inspiring courage requires a few moments of oration before a battle (one round). Aedon Lann. recite poetry. such a bard might be an adventuring minstrel with a keep an eye on the character. A bard may take the Perform Starting Equipment: Serrated sword. weapons. They may attempt to use wands. They one or more additional general proficiencies before play if you’d may fight with any missile weapons and any one-handed melee like (see Starting Proficiencies in Chapter 4). duelist’s cloak. When an assassin builds a hideout. Jutland kingdoms. At 1st level. black proficiency to learn other types of performances (see Chapter leather armor. but most favor stealth BARD over steel. high boots. throws against magical fear. In the Auran be an infiltrator working for the assassin’s local rivals. backpack. he will gain 2d6 1st their deeds. Bravo Template: This pre-generated template represents a Bards advance in attack throws and saving throws as a thief. higher level of experience.) A bard cannot inspire courage 7–8 12+ 11+ 13+ 13+ 14+ 7+ on characters who are already engaged in combat. These thugs will others. Template: Bravo All bards can sing. an Prime Requisite: DEX and CHA assassin may move silently. practitioner of the true way Upon attaining 4th level (Annalist). including ciphers. (Even the most inspiring epic gets old if 5–6 13+ 12+ 14+ 14+ 15+ 8+ you hear it twice in the same day. languages. left-hand dagger. by swaggering killer-for-hire. They cannot wear armor heavier than leather. come to learn under a master. The proficiency throw the densest forest. the bard gains the ability to read languages.Assassins may wear any type of armor. Additional rules for hideouts are sword in his hand and a song at his lips. Most bards are content to recite the deeds of they must be paid standard rates for ruffians. and grants the bard’s allies within Assassin (Fighter) Attack and Saving Throws a 50' radius a +1 bonus to attack throws. The required reduces by 2 per level. At 1st level. belt pouch with bone dice made from last foe. 9–10 11+ 10+ 12+ 12+ 13+ 6+ Because of their study of ancient annals and legends. The proficiency throw required reduces by 1 per level. A proficiency throw of 5+ on 1d20 is required. remember ancient history. identify historic artifacts. This knowledge allows them to decipher 13–14 9+ 8+ 10+ 10+ 11+ 4+ occult runes. Hit Dice: 1d6 these abilities are not available. and dead never walks in a straight line. The template is ready for adventure. A bard can inspire courage in any given character once 3–4 14+ 13+ 15+ 15+ 16+ 9+ per day per class level. you may pick hit an unarmored foe (AC 0) with an attack throw of 10+. and backstab as Requirements: None a thief of the same level. If hired. the bard may yet he always arrives first at not try to read that particular piece of writing until he reaches a his destination. If the roll does not succeed. treasure maps. 4. Proficiencies). armiger’s tunic. Maximum Level: 14 Upon reaching 9th level (Assassin). though at least one will and become inspiring heroes in their own right. rolls (for monsters or NPCs allied with the bard). two points every four levels of experience. but some bold few participate in the dangers themselves serve the character with some loyalty. and may wield a weapon in each hand if desired. an assassin may construct a Successful adventurers live forever in the sagas and songs about hideout. If wearing armor heavier than leather. & Poison & Blast & Staffs & Atk. or play a group of instruments Proficiencies: Fighting Style (Two-Weapon Fighting). and saving Level Paralysis Death Breath Wands Spells Thr. sent to Empire. morale Petrif. and similar tasks. Remembering and recounting these sagas is the level assassin apprentices. and other magic items The true way of war is like only useable by mages. but not magical writings. the Book of Nine Arrows 26 Campaign Classes . staffs. The bonus lasts for 10 minutes (1 1–2 15+ 14+ 16+ 16+ 17+ 10+ turn). if your assassin’s INT is 13 or greater. and cannot use shields. hide in shadows. bards 11–12 10+ 9+ 11+ 11+ 12+ 5+ possess loremastery. bards can inspire 36gp courage. This same knowledge allows bards to dabble in the arcane. a warrior-skald of the detailed in the Campaign chapter.

if your bard’s INT 13 3+ 6+ is 13 or greater. short sword. Additional rules for halls are detailed in the 5 10+ 14+ Campaign chapter. 6 8+ 13+ At 10th level. However.000 Bard 9 9d6 290. 2 weeks’ iron rations Campaign Classes 27 . backpack.000 Skald 7 7d6 90. and 9 3+ 10+ can create a horrible effect at the Judge’s discretion.000 Bard. 1–2 13+ 13+ 16+ 14+ 15+ 10+ 3–4 12+ 12+ 15+ 13+ 14+ 9+ 5–6 11+ 11+ 14+ 12+ 13+ 8+ Characters 7–8 10+ 10+ 13+ 11+ 12+ 7+ 9–10 9+ 9+ 12+ 10+ 11+ 6+ 11–12 8+ 8+ 11+ 9+ 10+ 5+ 13–14 7+ 7+ 10+ 8+ 9+ 4+ Bard Level Progression Experience Title Level Hit Dice 0 Reciter 1 1d6 1. & Poison & Blast & Staffs & Atk.600 Annalist 4 4d6 11. Level Paralysis Death Breath Wands Spells Thr.The Adventurer Conqueror King System Bard (Thief) Attack and Saving Throws Petrif.200 Chronicler 5 5d6 22.000 Master Bard 14 9d6+10* mercenaries hired by the bard gain a +1 bonus to their morale *Hit point modifiers from constitution are ignored score if the bard is there to witness and record their deeds. you may pick one or more additional general 14 3+ 5+ proficiencies before play if you’d like (see Starting Proficiencies in Chapter 4).000 Bard. 11th level 11 9d6+4* 490. traveler’s tunic and sturdy boots. 13th level 13 9d6+8* battle inspire his hirelings to strive for glory. well-maintained leather armor. up to 1d4+1x10 0th level 2 16+ 17+ mercenaries and 1d6 bards of 1st-3rd level will come to apply 3 14+ 16+ for jobs and training. musical instrument. 12th level 12 9d6+6* When a bard reaches 5th level (Chronicler). 10 3+ 9+ Wandering Minstrel Template: This pre-generated template 11 3+ 8+ represents a wandering minstrel with magic in his song.000 Bard. they must be paid standard rates 4 12+ 15+ for mercenaries. the bard can read and cast magic from arcane 7 6+ 12+ scrolls with a proficiency throw of 3+ on 1d20.000 Bard. This bonus stacks with any modifiers from the bard’s Charisma or Bard Skills proficiencies. quiver with 20 bolts.400 Versifier 2 2d6 2. a 8 4+ 11+ failed throw means the spell does not function as expected.000 Rhapsodist 8 8d6 190. Level Arcane Dabbling Loremastery Upon reaching 9th level (Bard).800 Archivist 3 3d6 5. 10 level th 10 9d6+2* 390. Any henchmen and 690. However. Diplomacy Starting Equipment: Crossbow.400 Panegyrist 6 6d6 45. his chronicles of 590. When he does so. Template: Wandering Minstrel Proficiencies: Magical Music. The 12 3+ 7+ template is ready for adventure. If hired. dagger. a bard can build a hall and 1 18+ 18+ become a ruler.

scribe scrolls. . and crossbows.BLADEDANCER Prime Requisite: WIS and DEX Requirements: None Hit Dice: 1d6 Maximum Level: 14 Bladedancers are human women who have dedicated themselves to the service of a goddess of war. Bladedancers golems and animated statues. and suffer penalties if they violate them. for details. Starting at 2nd power (6th and 7th level). or dishonorably firing missiles from a distance. they gain a +1 bonus to initiative and a +1 bonus to Armor Class if able to move freely. the cost of building the temple will begin to research spells. When a bladedancer reaches 9th level (Blade-Mistress). magic items such as weapons.000 Blade-Dancer 7 7d6 +2 2 2 2 1 1 100. . A bladedancer may only use piercing and slashing melee weapons. 11th level 11 9d6+2* +2 4 4 4 3 3 500. by two points every four levels of experience.000 Blade-Mistress. . she may choose to construct a temple as a stronghold. These activities are explained in the Campaign spell list is slightly different than a cleric’s. and warhammers. This eliminates weapons such as clubs. . 12th level 12 9d6+3* +2 5 5 4 4 3 600. - 24. - 12. By religious doctrine.000 Blade-Mistress 9 9d6 +2 3 3 3 2 2 300. Goddess of Love and War. and craft magical constructs such as level. and brew potions. At first level. If chaotic. but may not resort to shields. and polearms. A bladedancer may wield a weapon in each hand. bladedancers are forbidden from debasing themselves with the fighting implements of the peasantry. A fully trained bladedancer is highly coveted as a bodyguard and escort by the great noble houses. . slings. spears.000 Mistress of All Blades 14 9d6+5* +3 6 5 5 5 4 *Hit point modifiers from constitution are ignored 28 Campaign Classes . a bladedancer may cast divine spells. Bladedancers are only trained to fight in leather or lighter armor.000 Blade-Adept 6 6d6 +1 2 2 1 1 - 50. as well as bows. - 3000 Blade-Singer 3 3d6 +1 2 . such as daggers. bladedancers hit an unarmored foe (AC 0) with an attack throw of 10+. Bladedancers are skilled combatants. 10th level 10 9d6+1* +2 4 4 3 3 2 400. and staffs. . - 1.000 Blade-Mistress. where they are trained in fighting and casting spells. They belong to military clerical orders. - 6.000 Blade-Sister 5 5d6 +1 2 2 . Like clerics.000 Blade-Mistress. most bladedancers are trained to the art from a young age at the Temples of Ianna. . However. 13th level 13 9d6+4* +3 5 5 5 4 3 700. the AC bonus increases to +2. At be half the normal amount due to miraculous assistance from Bladedancer Level Progression Bladedancer Spell Progression Experience Title Level Hit Dice AC Bonus 1 2 3 4 5 0 Blade-Initiate 1 1d6 +1 . At 11th level.000 Blade-Mistress. However. Within the Auran Empire. see the Spells chapter chapter. swords. or fight with a two-handed weapon. rings. They advance like clerics in attack throws and saving throws. bladedancers must uphold the doctrines of their faith and god. 9th level (Blade-Mistress). she is able to create more powerful and at level 13 the AC bonus increases to +3. a bladedancer’s undead herself. maces. If she has not When a bladedancer reaches 5th level (Blade-Sister).000 Blade-Weaver 4 4d6 +1 2 1 .500 Blade-Daughter 2 2d6 +1 1 . . a bladedancer may learn and cast ritual divine spells of great A bladedancer may turn undead like a cleric. At level 7. she may lost the favor of her deity. the bladedancer will follow the same spell progression as clerics and use the same become able to create necromantic servants and even become rules for learning and casting spells.000 Blade-Priestess 8 8d6 +2 3 3 2 2 1 200. .

will come to defend the Blade-Mistress. Few adventuring parties would dare the wilderness Characters Additional rules for temples are detailed in the Campaign without an experienced explorer to guide them. they get a +4 bonus on Campaign Classes 29 . and 12th level. Performance (Dance) missile weapons. EXPLORER fanatically loyal bladedancers called the “faithful. archery. Any time the explorer’s party is in 13–14 7+ 4+ 10+ 7+ 9+ 4+ country familiar to the explorer. explorers hit an unarmored foe (AC 0) with an attack throw of 10+. holy Explorers are trained to fight with any missile weapons and any symbol (9-pointed star of Ianna). and may wear chain mail or lighter armor. Outdoors. an explorer might be an Imperial scout from the Temple Bladedancer Template: This pre-generated template Legion. explorers are 13 or greater. backpack. her followers must Explorers are scouts and trackers. having the ability to seemingly disappear into 3–4 12+ 9+ 15+ 12+ 14+ 9+ woods and underbrush with a proficiency throw of 3+ on 1d20. In addition. and a +1 bonus to surprise rolls. represents a temple-trained bladedancer of Ianna. is ready for adventure.” who need Prime Requisite: STR and DEX never check morale. They may fight wielding a weapon and shield. At first level. 2 weeks’ iron rations one-handed melee weapons. plus another 1d6 bladedancers of 1st-3rd level to serve Maximum Level: 14 the order. The template or a settler pushing past the borders of the Empire. Requirements: None There will be 5d6x10 0th level soldiers armed with various Hit Dice: 1d6 weapons. 6th. they increase their Starting Equipment: Pair of gracefully curved swords. every three levels of experience. an explorer who is motionless and quiet in cover 7–8 10+ 7+ 13+ 10+ 12+ 7+ can escape detection with a proficiency throw of 14+ on 1d20. gaining +1 bonus to initiative Level Paralysis Death Breath Wands Spells Thr. but need not be paid wages. base damage roll from successful missile and melee attacks by polished leather armor. 5–6 11+ 8+ 14+ 11+ 13+ 8+ In dungeons. Petrif. However. 9–10 9+ 6+ 12+ 9+ 11+ 6+ Parties guided by explorers gain significant advantages on 11–12 8+ 5+ 11+ 8+ 10+ 5+ wilderness adventures. you may pick one or more additional general cunning warriors when they need to be. Auran Empire. and wielding a weapon in each hand. +1 at 1st level. Template: Temple Bladedancer they gain an accuracy bonus of +1 to all attack throws with Proficiencies: Swashbuckler. wielding a Bladedancer (Cleric) Attack and Saving Throws weapon two-handed. a barbarian hunter from the northern forests of Jutland. golden silk cloak. adept at both woodcraft and be provided food and lodging. bladedancer’s head dress (20gp value).The Adventurer Conqueror King System the bladedancer’s honored deity. While in the bladedancer’s service. Explorers have animal reflexes. & Poison & Blast & Staffs & Atk. they proficiencies before play if you’d like (see Starting Proficiencies advance in attack throws and saving throws by two points in Chapter 4). Like fighters. Due to their careful aim. explorers are 1–2 13+ 10+ 16+ 13+ 15+ 10+ difficult to spot. if your bladedancer’s INT is While they prefer to evade foes where possible. Once the temple is completed. 9th. and by an additional +1 at 3rd. Within the chapter.

Additional rules for border forts are detailed in the Campaign DWARVEN VAULTGUARD Prime Requisite: STR chapter.000 Lord Warden 14 9d6+10* +5 they must be paid standard rates for mercenaries. They advance in attack throws and saving 10 9+ 8+ 10+ 10+ 11+ 4+ throws as fighters. the darkness below. Dwarves have a reputation for having surly attitudes. These people will look to the Warden as their DEMI-HUMAN CLASSES leader. The dwarven vaultguard class represents such a dwarf. 11–12 8+ 7+ 9+ 9+ 10+ 3+ They increase their base damage roll from successful missile 13 7+ 6+ 8+ 8+ 9+ 2+ and melee attacks by +1 at 1st level.000 Forester 3 3d6 +2 of Chapter 6 for more details on getting lost and evading 8. but they can use any other weapon or armor. for their strongholds lie to the south.000 Warden. the explorer’s party receives a +5 bonus to proficiency throws to evade wilderness encounters. However. and live in deep underground vaults. lantern. 10th level 10 9d6+2* +4 490. 12 Mountains on the edge of the Waste. The character *Hit point modifiers from constitution are ignored becomes the warden of any nearby settlers. 11th level 11 9d6+4* +4 When an explorer reaches 9th level (Warden). and 12th level. wielding a weapon two- handed. and by an additional +1 at 14 6+ 5+ 7+ 7+ 8+ 1+ 3rd. and will attract more settlers over time. 12 level th 12 9d6+6* +5 build a border fort in the borderlands or wilderness. 5–6 12+ 11+ 13+ 13+ 14+ 7+ Dwarven vaultguards are highly trained combatants. 16.000 Warden 9 9d6 +4 modifiers from the explorer’s Charisma or proficiencies. in the great Meniri flasks of common oil. trolls. from time to time a young vaultguard will be dispatched to Level Paralysis Death Breath Wands Spells Thr. and even worse denizens of short sword.000 Guide 5 5d6 +2 When an explorer reaches 5th level (Guide). They are trained to fight wielding a weapon and shield. backpack. When he does so. quiver with 20 arrows. The template is ready for Maximum Level: 13 adventure. if your explorer’s INT is 13 or greater. often leading them to found new vaults and become great 4 13+ 12+ 14+ 14+ 15+ 8+ lords. and are Template: Pathfinder particularly gruff with elves. 65. 370. 850. dwarven vaultguards hit an unarmored foe (AC 0) with an 8–9 10+ 9+ 11+ 11+ 12+ 5+ attack throw of 10+. dwarves are rarely battered fur cloak. responsible for the growth and safety of their settlement. In any terrain except Explorer Level Progression clear and grassland terrain.000 Warden. This bonus stacks with any 250. blanket. constant raids from the orcs.000 Pathfinder 7 7d6 +3 Hirelings on a wilderness adventure led by the explorer gain 130. chainmail armor. surprisingly.000 Ranger 8 8d6 +3 a +1 bonus to their morale score. dagger. They value precious metals and Proficiencies: Precise Shot. Tracking stones. 30 Demi-Human Classes . wind. spear. Damage Experience Title Level Hit Dice Bonus A party guided by an explorer can evade wilderness encounters 0 Scout 1 1d6 +1 even when surprised on a proficiency throw of 19+.000 Explorer 4 4d6 +2 encounters. he may decide to 610. his experience 32. foreign realms on a warrior’s pilgrimage. boots. Requirements: CON 9 Pathfinder Template: This pre-generated template represents Hit Dice: 1d8 a keen-eyed archer and tracker. Perhaps not play if you’d like (see Starting Proficiencies in Chapter 4). See 2. by two points every three levels of experience.000 Warden.proficiency throws to avoid getting lost. and wielding a weapon in each hand. 50' rope. short. dwarven vaultguards cannot use human-sized two-handed weapons (such as two-handed swords or pole arms) or longbows. small hammer and 20sp Dwarves trained to defend their race’s underground vault from the endless hordes that threaten it are called vaultguards. 2 seen. you Dwarves are stout. 9th. bearded demi-humans who average a may pick one or more additional general proficiencies before height of approximately 4' and weigh about 150lb. iron spikes. The few vaultguards 1 15+ 14+ 16+ 16+ 17+ 10+ who return from such pilgrimages bring gold and glory to their 2–3 14+ 13+ 15+ 15+ 16+ 9+ clans. In the Auran Empire. live and die in the vault. Explorer (Fighter) Attack and Saving Throws Though most vaultguards are born. hair and eye colors in earth tones. At first 7 11+ 10+ 12+ 12+ 13+ 6+ level. 13th level 13 9d6+8* +5 of 1st–3rd level will come to apply for jobs and training. Due to their short height. 6th. Petrif.000 Tracker 6 6d6 +3 and hardiness reassures those who follow him into the wild. tinderbox. & Poison & Blast & Staffs & Atk. they have skin.000 Warden. where they endure Starting Equipment: Sturdy longbow. 2 weeks’ iron rations. up to 1d4+1 x10 0th level mercenaries and 1d6 explorers 730.000 Outrider 2 2d6 +1 the Wilderness Adventures and Evasion Pursuit sections 4. If hired. wineskin.

Dwarf characters will 70. Because of their experience underground.000 Guardian 6 6d8 +3 Attack and Saving Throws table below. backpack. A total of 3d6x10 1st level NPCs of the same race will move in to help maintain and defend the vault at no cost to the character. so dwarves 790. you may pick one or more additional general proficiencies before play if you’d like (see Starting Proficiencies in Chapter 4).000 Vaultlord. Characters Template: Goblin Slayer Proficiencies: Goblin-Slaying.000 Vaultguard 8 8d8 +3 frequent interaction underground with these monsters. Dwarven Vaultguard Level Progression false walls. 13th lvl 13 9d8+11* +5 of the character’s clan will be the first to live under his roof. Caving Starting Equipment: Dwarven battle axe. dwarves 270.400 Shieldbearer 3 3d8 +2 Breath are reduced by 3. 1 11+ 10+ 13+ 12+ 13+ 10+ 2–3 10+ 9+ 12+ 11+ 12+ 9+ 4 9+ 8+ 11+ 10+ 11+ 8+ 5–6 8+ 7+ 10+ 9+ 10+ 7+ 7 7+ 6+ 9+ 8+ 9+ 6+ 8–9 6+ 5+ 8+ 7+ 8+ 5+ 10 5+ 4+ 7+ 6+ 7+ 4+ 11–12 4+ 3+ 6+ 5+ 6+ 3+ Dwarves gain a +1 bonus to surprise rolls when underground 13 3+ 2+ 5+ 4+ 5+ 2+ due to sensitivity to the rock and stone around them. because of their 140.000 Champion 7 7d8 +3 speak the Common and Dwarvish tongue and. brace of 3 hand axes. 11th lvl 11 9d8+6* +4 can attract dwarves from far and wide by constructing his own 660. but may hire members of other races for other tasks. Additional rules for dwarven vaults are detailed in the Campaign chapter.000 Vaultlord. kobolds. Dwarves must be actively Damage searching for these abilities to function.800 Defender 4 4d8 +2 saving throws are reduced by 4. 3 flasks of common oil. rust-free banded plate armor. These adjustments are already 17. dwarves are particularly hardy 2. tinder box Vaultguard (Fighter) Attack and Saving Throws Petrif.200 Warden 2 2d8 +1 people. 400.000 Vaultlord 9 9d8 +4 can also speak Goblin.The Adventurer Conqueror King System Goblin Slayer Template: This pre-generated template represents a dwarven vaultguard specializing in fighting goblins. The template is ready for adventure. 2 flasks of military oil. Experience Title Level Hit Dice Bonus 0 Sentry 1 1d8 +1 In addition to these abilities. 2 weeks’ iron rations.000 Vaultlord. Gnome. & Poison & Blast & Staffs & Atk. Level Paralysis Death Breath Wands Spells Thr. However. Demi-Human Classes 31 . A dwarven vaultguard is expected to employ only soldiers of dwarven descent. or sloped passages with a proficiency throw of 14+ on 1d20.000 Vaultlord. 12th lvl 12 9d8+9* +5 underground vault. large steel shield with painted vault insignia. dwarves may detect traps. and Kobold. The target values for all their saving throws versus Blast/ 4. but *Hit point modifiers from constitution are ignored dwarves from other clans will also come and live nearby to be ruled by the character. Dwarves usually live in clans. he 530. and other denizens of the darkness below. while the target values for all their other 8.500 Sentinel 5 5d8 +2 factored into the saving throws on the Dwarven Vaultguard 35. hidden construction. if your dwarven vaultguard’s INT is 13 or greater. lantern. 10th lvl 10 9d8+3* +4 When a dwarven vaultguard reaches 9th level (Vaultlord).

rare and Dwarvish tongue and. Dwarven craftpriests advance in attack throws and saving throws as clerics. . - 42. Their attention to detail gives craftpriests a +3 bonus and Kobold. while the target values for all their other saving throws are weapon-smithing. by 3. With access to craftsman’s tools. A dwarven craftpriest may turn undead like a cleric. such as armor-making.500 Dwarven Craft-Rector 6 6d6 2 2 1 1 - 85. At first level. While most craftpriests attend to the shrines and monuments of their clan.DWARVEN CRAFTPRIEST Prime Requisite: WIS Requirements: CON 9 Hit Dice: 1d6 Maximum Level: 10 Nothing is so revered among the dwarven people as craftsmanship.300 Dwarven Craftpriest 3 3d6 2 . also speak Goblin. hand axe. . . because of their frequent interaction materials. Gnome. flail. . by two points every four levels of experience. A dwarf ’s work is his life. When examining works Throws table below. and famous artisans with a proficiency throw of 8+ underground with these monsters. or sloped passages with a automatically identify religious symbols. Dwarven characters speak the Common of his craft. and select due to sensitivity to the rock and stone around them. - 5. - 21. The veneration of these relics falls to the care of a caste of dwarves known as craftpriests. and holy proficiency throw of 14+ on 1d20. etc. See the Spells chapter for of their experience underground. each dwarven craftpriest is a journeyman in a values for all their saving throws versus Blast/Breath are reduced particular type of craft.650 Dwarven Craft-Acolyte 2 2d6 1 . on proficiency rolls for other proficiencies they learn as well.000 Dwarven Craft-Lord 9 9d6 3 3 3 2 2 430.600 Dwarven Craft-Curate 4 4d6 2 1 .000 Dwarven Craft-Prelate 7 7d6 2 2 2 1 1 170. . leatherworking.200 Dwarven Craft-Vicar 5 5d6 2 2 . and recognizes those of other faiths searching for these abilities to function. abilities. - 10. They are trained to fight wielding a weapon and shield or wielding a weapon two- handed. on 1d20. Dwarves gain a +1 bonus to surprise rolls when underground use the same rules for learning and casting spells. and saving throws on the Dwarven Craftpriest Attack and Saving supervise 3 apprentices in his craft.000 Dwarven Craft-Lord. details. including the battle axe. . Starting at 2nd level (Craft-Acolyte). trappings. . dwarves are particularly hardy people. morning star. - 2. dwarves may detect traps. The target In addition. Craftpriests follow the same spell progression as clerics. Because of their religious training. hidden construction. Craftpriest Level Progression Craftpriest Spell Progression Experience Title Level Hit Dice 1 2 3 4 5 0 Dwarven Craft-Catechist 1 1d6 .000 Dwarven Craft-Bishop 8 8d6 3 3 2 2 1 300. and warhammer. the reduced by 4. and the spirits of great dwarven artisans are believed to live on forever in their masterpieces. Dwarven craftpriests may wear any armor and may use any of the traditional weapons of their people. This class represents such a craftpriest. Dwarves must be actively days of the dwarven faith. Because their spells from the same spell list. . These adjustments are already factored into the character can produce 20gp worth of items per month. a craftpriest can false walls. mace. the craftpriest can identify masterwork items. but may not dual wield weapons. In addition to these with a proficiency throw of 8+ on 1d20. . dwarven craftpriests hit an unarmored foe (AC 0) with an attack throw of 10+. a craftpriest may cast divine spells. great axe. young craftpriests are sometimes sent forth to recover monuments to the glorious past from the ancient ruins and wastelands of the world. 10th lvl 10 9d6+2* 4 4 3 3 2 *Hit point modifiers from constitution are ignored 32 Demi-Human Classes .

deadly style of fighting. Hit Dice: 1d6 Level Paralysis Death Breath Wands Spells Thr. and craft magical constructs such as golems. rings. Additional rules for dwarven vaults are detailed in the Campaign chapter. and wielding a weapon in each hand. Demi-Human Classes 33 . The template is ready for adventure. he is able to create more powerful magic items such as weapons. The elven spellsword class represents one such remarkable elf. he also can construct a vault that will attract dwarves from far and wide. engraved banded Equipment: plate armor. A Craft-Lord is expected to employ only soldiers of dwarven descent. Elven spellswords can wield any weapon and wear any armor. They advance in attack throws and saving throws as fighters. However. Within the Auran Empire. you may pick one or more additional general proficiencies before play if you’d like (see Starting Proficiencies in Chapter 4). and 9th level. a craftpriest may begin to research spells. and brew potions. Though elves are a peaceful people 9–10 5+ 2+ 9+ 5+ 7+ 6+ that enjoy poetry and art. steel holy symbol (craft insignia). but may hire members of other races for other tasks. but dwarves from Characters other clans will also come and live nearby to be ruled by the character. wielding a two-handed weapon. steel shield with craft insignia. trained in the arts of both fighters and mages. & Poison & Blast & Staffs & Atk. by two points every three levels of experience. Humans envy their long lifespans 7–8 6+ 3+ 10+ 6+ 8+ 7+ and seeming agelessness. and staffs. if your dwarven craftpriest’s INT is 13 or greater. At 9th level. they are also very talented fighters and skilled mages. backpack. delicate features. fey beings with pointed ears. 2 weeks’ iron rations. 6th. Template: Reclaimer Proficiencies: Magical Engineering. They increase their base damage roll from successful missile and melee attacks by +1 at 1st level. Elven spellswords learn an elegant. They are trained to fight wielding a weapon and shield. They typically weigh about 130lb and 5–6 7+ 4+ 11+ 7+ 9+ 8+ stand between 5 ½' and 6' tall. Reclaimer Template: This pre-generated template represents a craftpriest focused on reclaiming lost artifacts from evil forces. Maximum Level: 10 1–2 9+ 6+ 13+ 9+ 11+ 10+ Elves are lithe. craftsman’s tools ELVEN SPELLSWORD Prime Requisite: STR and INT Dwarven Craftpriest (Cleric) Attack and Saving Throws Requirements: None Petrif. Dwarves of the character’s clan will be the first to live under his roof. At 9th level (Craft-Lord). and by an additional +1 at 3rd. 3–4 8+ 5+ 12+ 8+ 10+ 9+ and graceful movement. Knowledge (History) Starting Warhammer with carved head. elven spellswords hit an unarmored foe (AC 0) with an attack throw of 10+. scribe scrolls.The Adventurer Conqueror King System Starting at 5th level (Craft-Vicar). A total of 3d6x10 1st level NPCs of the same race will move in to help maintain and defend the vault at no cost to the character. most elves dwell in the isolated forests of Northern Argollë. At first level. those that traffic in the kingdoms of man are both bold and remarkable.

Level Paralysis Death Breath Wands Spells Thr. - 130. The template is for learning and casting spells. or 14+ on casual Starting Equipment: Gracefully curved sword and dagger. and backpack. may begin to research spells. embroidered cloak. These activities are explained in the Campaign 4 12+ 12+ 14+ 14+ 14+ 8+ chapter. Elves have keen eyes that Proficiencies: Battle Mage. scribe scrolls. completely unaffected by the paralysis ghouls can inflict. inspection. Rather than 10 8+ 8+ 10+ 10+ 10+ 4+ impose upon nature. - 4. . 34 Demi-Human Classes . Elves gain a +1 bonus to surprise rolls when in the wilderness Template: Fighter-Mage due to their attunement to nature. Hobgoblin. Because of their connection to nature. . . elven spellswords th Petrif. However. using the same spell list and the same rules a traditional fighter-mage of elven heritage.000 Wizard-Lord.000 Sorcerer-Champion 7 7d6 3 2 2 1 - 260. Elven spellswords follow the ready for adventure. this keep must blend seamlessly with it. elven spellswords can also cast spells while wearing proficiencies and starting Spells before play if you’d like (see armor. and Orc languages. he 1 14+ 14+ 16+ 16+ 16+ 10+ is able to create more powerful magic items such as weapons. - 32. and brew potions. elven spellswords cast Fighter-Mage Template: This pre-generated template represents spells like a mage. . quiver with 20 arrows. Elven. Chapter 5). elven composite bow. boots. 2–3 13+ 13+ 15+ 15+ 15+ 9+ rings. & Poison & Blast & Staffs & Atk.000 Wizard-Lord 9 9d6 3 3 3 2 1 600.000 Magician-Hero 4 4d6 2 2 . When an elven spellsword reaches 9th level (Wizard-Lord). - 64. A total of 3d6x10 1st level elven NPCs will move in to help with it and defend the fastness at no cost to the character.000 Warrior-Seer 2 2d6 2 .000 Thaumaturge-Exemplar 5 5d6 2 2 1 . Elven Spellsword (Fighter) Attack and Saving Throws Starting at 5 level (Thaumaturge-Exemplar). . 5–6 11+ 11+ 13+ 13+ 13+ 7+ 7 10+ 10+ 12+ 12+ 12+ 6+ At 9th level (Wizard-Lord). such as a forest or glen. if your elven spellsword’s INT same spell progression as mages up to 10th level.000 Theurgist-Swordmaster 3 3d6 2 1 . . Military Strategy allow them to detect hidden and secret doors with a proficiency throw of 8+ on 1d20 when actively searching. Elves can speak the Common. and staffs.000 Epic Hero-Mage 8 8d6 3 3 2 2 - 430. They can use any magic item available to fighters or Starting Proficiencies in Chapter 4 and Spell Repertoire in mages. Gnoll. Spellsword Level Progression Spellsword Spell Progression Experience Title Level Hit Dice 1 2 3 4 5 0 Arcanist-Guardian 1 1d6 1 . Additional rules for elven fastnesses are detailed in the Campaign chapter. Unlike (human) is 13 or greater. spell book the target values for all their saving throws versus Petrification/ with magic missile Paralysis and Spells are reduced by 1. elves are chainmail armor.000 Myrmidon-Enchanter 6 6d6 2 2 2 . 2 weeks’ iron rations. - 16. - 8. 10th level 10 9d6+2* 3 3 3 3 2 *Hit point modifiers from constitution are ignored In addition to their fighting prowess. elven spellswords can also establish a 8–9 9+ 9+ 11+ 11+ 11+ 5+ fastness in a natural setting. you may pick one or more additional general mages.

The Adventurer Conqueror King System Characters Demi-Human Classes 35 .

550 Theurgist-Torturer 3 3d6 18+ 2 . Hit Dice: 1d6 and Petrification are reduced by 1. elven nightblades can also cast spells while wearing armor. and any one-handed melee weapons. The template is ready for adventure. These nightblades will serve the character with some who venture outside of the forests of Northern Argollë find their loyalty. - 11.000 Sorcerer-Blackguard 7 7d6 14+ 2 2 - 180. if your elven nightblade’s INT Elven nightblades may move silently. Level Paralysis Death Breath Wands Spells Thr.ELVEN NIGHTBLADE inspection. grappling attack throw and bonus damage based on his level). killer with a penchant for poisons and potions. as if levels of experience. Elves are a subtle race. 2 weeks’ iron rations. The proficiency throw Template: Silent Slayer required for the tumble is reduced by 1 per level of experience the Proficiencies: Skulking. In addition. Paralysis. crowbar. and Orc languages.000 Mage-Assassin 8 8d6 13+ 2 2 - 330. elven nightblades hit an unarmored foe (AC 0) Campaign chapter. if any. leather armor.775 Seer-Enforcer 2 2d6 19+ 1 . and cannot use shields. casting spells. character. . or 14+ on casual Nightblade Level Progression Nightblade Spell Progression Experience Title Level Hit Dice Acrobatics 1 2 3 0 Arcanist-Avenger 1 1d6 20+ . dagger. construct a hideout.200 Thaumaturge-Destroyer 5 5d6 16+ 2 1 - 45.000 Nightblade. elven nightblades may begin to throws and saving throws as thieves. - 5. and warlords the elven nightblade’s local rivals. and rarely seen. the nightblade is now behind Starting Equipment: Crossbow. case with 20 quarrels. hide in shadows. they must be paid standard rates for practice their work in the courts of elven nobility. proficiencies and starting spells before play if you’d like (see they may perform feats of acrobatics. flask of military oil. elven nightblades may and subtlety so reveal itself as in the practice of death-dealing. Because of their connection to nature. They cannot wear armor heavier than Silent Slayer: This pre-generated template represents a silent leather. 10th level 10 9d6+2* 11+ 2 2 1 630. the elven nightblade is an will gain 2d6 1st level nightblades as apprentices. If successful. deadly. When a nightblade builds a hideout. climb is 13 or greater. Unlike (human) mages. Alchemy character possesses. They may fight with any missile weapons they were 5th level mages. Maximum Level: 11 Elven.100 Magician-Slayer 4 4d6 17+ 2 . The opponent loses the benefit of his shield. Elven Nightblade (Thief) Attack and Saving Throws Elven nightblades cast spells as mages of one-half their level. he Cunning. by two points every four research spells.000 Nightblade 9 9d6 12+ 2 2 1 480. such as tilting floors and pit traps. Nightblades hook. aristocrats. 50' rope. - 2. 11th level 11 9d6+4* 10+ 2 2 2 *Hit point modifiers from constitution are ignored 36 Demi-Human Classes . Elves can speak Common. and brew potions. you may pick one or more additional general walls. also gain a +2 bonus to saving throws where agility would help tinder box avoid the situation. 3–4 11+ 12+ 15+ 13+ 13+ 9+ 5–6 10+ 11+ 14+ 12+ 12+ 8+ Elves gain a +1 bonus to surprise rolls when in the wilderness 7–8 9+ 10+ 13+ 11+ 11+ 7+ due to their attunement to nature. Elven nightblades advance in attack When they reach 10th level. Gnoll.000 Nightblade. and backstab as a thief of the same level. come to learn assassin and sorcerer whose art is murder. sent to keep an eye on the all value their arcane and deadly ways. - 22. with an attack throw of 10+. a round. elves are Prime Requisite: DEX and INT completely unaffected by the paralysis ghouls can inflict. and the Requirements: None target values for all their saving throws versus Spells. In lieu of moving during Starting Proficiencies in Chapter 4). dark hooded cloak. sword. However. They can use any magical 1–2 12+ 13+ 16+ 14+ 14+ 10+ items available to mages or thieves. Most nightblades under a master. Those few ruffians. using the same spell list and the same rules for learning and Petrif. Hobgoblin. and may wield a weapon in each hand if desired. the nightblade may attempt a proficiency throw of 20+ to tumble behind an opponent in melee. though at least one will be an infiltrator working for skills in high demand. scribe magical scrolls. & Poison & Blast & Staffs & Atk. Elves have keen eyes that 9–10 8+ 9+ 12+ 10+ 10+ 6+ allow them to detect hidden and secret doors with a proficiency 11 7+ 8+ 11+ 9+ 9+ 5+ throw of 8+ on 1d20 when actively searching. and the nightblade can backstab his opponent (gaining +4 to his backpack. his opponent. and never does their gift for finesse When they reach 9th level (Nightblade).000 Enchanter-Executioner 6 6d6 15+ 2 1 - 90. If hired. for adventurers. Additional rules for hideouts are detailed in the At first level.

a Neutral farmer tends his crops and pays his taxes. Despite its vices and villainies. fame. To the extent they have any order at all. after all. Evil is all-too-human in every civilization. and fighters are good for muscle. It is concerned only with the weighty issue of where his allegiance lies in the grand struggles of existence. and so on. chests allow them to each play more than one character. and vanity. comely consorts. Neutrality: Neutral beings generally enjoy the benefits of law and civilization. Chaotic characters are often madmen or cultists of forgotten. choosing no side. and grants of in these cases characters belonging to the same player cannot land are. magnificent weapons. most would think something was When there are only a small number of players. Clerics have spells for healing and the three choices are Lawful. necessarily altruists. but it is not something they directly fight for. hiring henchmen and mercenaries are discussed in Chapter 3. societies of Chaotic characters are ruled by force and fear. Law: Lawful beings believe that civilization is worth fighting for. such wars among civilizations as aiding the cause of Chaos. Note that a character’s choice of Alignment doesn’t determine whether or not he takes care of his children. However. They tend to focus on their own ends.The Adventurer Conqueror King System ALIGNMENT ADVENTURING PARTIES In the Adventurer Conqueror King System. The party may hire NPCs. wanton destruction. fortune. Chaos: Chaotic beings actively seek to destroy civil society. necrophilia. and Chaotic. undermining peace and order? This choice is called Alignment. lust. or steals from the merchant’s guild. unless the Judge rules it acceptable. Alignment 37 . Neutral. and are often characterized by all manner of corruption and vice. of gold. but Chaotic is something both less and more than human. but chaotic civilizations embrace their corruption. civilization must be defended Occasionally. for instance. to defend civilization and its allies against those who seek to are generally composed of a diverse array of classes. your character will The worlds of Adventurer Conqueror King are dangerous enter a world of ceaseless violent struggle. although it is important to remember that most Neutrals still want the protection of Law even though they are not willing to die for it. Neutral humans sleep peaceably in their beds at night only because Lawful heroes stand ready to do violence on their behalf. human sacrifice. Indeed. Even decadent Lawful civilizations at least pay homage to civilizing virtue. and divination. pleasure. whether to the Patriarch or the Lich-King. To have an alignment of Lawful or Chaotic is to have chosen a side in this perpetual struggle. where civilization and hostile. for extra hands. are Neutral. he will be called to choose a side: Will he pledge could lie in wait. chthonic gods. riches or magical items. cannibalism. such as greed. and so as henchmen or mercenaries. characters team up to is ever-assailed by forces intent on its destruction.) Human vices. But Chaotic societies are characterized by their monstrous vices: Genocide. A thief can check for traps. Nevertheless. Lawful beings tend to see the challenges of an adventure. such as trading or giving away on behalf of Law. A Neutral mercenary might be found fighting on behalf of Law or Chaos. Lawful characters are not pacifists. The rules for they seek peace among Lawful civilizations where possible. the rightful rewards for great deeds of valor offer each other special treatment. For the sake of survival. nor are they Equipment. are widespread and common even in Lawful societies. or power. (To paraphrase George Orwell. In this undertake adventures because any number or type of monsters perilous realm. known as adventuring parties. whether those are family. there are not enough party members to take on against those who would destroy it. the Judge may wrong with a hero who turned down fame and fortune. cheats on his wife. so that destroy it? Will he sell his sword to any who can offer fame or different characters are able to contribute their specific talents Characters fortune? Or will he become an agent of entropy and destruction for any given situation. while mages are capable of powerful offensive and defensive magic. Such groups. Many people.

Chapter 3: Equipment .

Silver Piece (sp) = 10 1 1/5 1/10 1/50 may not use any of their class powers. characters of any class may purchase. A gold piece is worth 2 electrum pieces (ep) indeed. Exchange Value However. characters who equip themselves with weapons and Coins CP SP EP GP PP armor unusable by their class will fight as 0th level characters while so equipped. so money takes how much money remains afterward. and use any weapons or armor desired. which are each worth 5gp. and other special tools to scale obstacles. They also will receive no bonus on their Copper Piece (cp) = 1 1/10 1/50 1/100 1/500 attack throws or armor class from ability scores or equipment.000gp Marquis or counts. purchased using the character’s starting wealth of 3d6x10gp. dons plate armor. silver. Electrum Piece (ep) = 50 5 1 1/2 1/10 EXAMPLE: Quintus. This is piece is enough for a peasant to subsist at a wretched quality of not normally a concern when characters are just beginning their life. there are also platinum pieces (pp). the Standard of EQUIPMENT AVAILABILITY Living table. But if experienced adventurers decide they want to use a dozen gold pieces per month. and does not gain XP. shows how far a gold piece will go towards Adventurers may sometimes wish to purchase equipment in cost of living at different standards of comfort. Should the players wish to purchase items not provided in Each character should purchase equipment suitable for their the equipment lists. 13th–14th level adventurers The Basics of Equipment 39 . Each silver piece is worth 10 copper pieces adventuring at all! (cp). and do not gain XP. 10th–12th level adventurers Lavishly Opulent 80.000gp Dukes or princes. adventurers will typically live on a few career. Paper currency is non- All purchases should be recorded on the character sheet. cannot cast spells. Clerics will require holy symbols to drive back undead and mages will need spellbooks to record their dweomers. armor. Equipment COINS AND MONEY Equipment is purchased using money. and mundane gear available for purchase humble fair to a city-state’s outdoor bazaar to the ports of a are listed on the Weapons and Equipment tables. The amount of equipment available for purchase is determined by the price of the equipment relative to the size of the market PURCHASING EQUIPMENT the adventurers are in.000gp might keep a village of each) and purchase a dozen heavy warhorses (750gp each) with peasants alive for decade. Standard of Living Monthly Cost Common Professions Wretched 1gp Serfs and peasants Meager 3gp–12gp Unskilled manual laborers Adequate 12gp–40gp Skilled laborers or journeyman crafters. crowbars. Regardless of class limitations. A market can be anything from a village’s The arms.The Adventurer Conqueror King System THE BASICS OF EQUIPMENT between adventures. These lists major metropolis. find traps. and gold coins.000gp Barons or wealthy patricians. A single gold greater volume than the town they are in can handle. Markets are rated by market class from I to will also be handy when characters need to restock supplies VI. WHAT’S A GOLD PIECE WORTH? To put the value of currency in perspective. below. while thieves need rope. 8th–9th level adventurers Luxuriant 12. enough to eat and sleep at an inn. In addition to copper. 2nd level adventurers Prosperous 100gp–450gp Master professionals or landed patrician (200 acres). fighters should purchase arms and armor guidelines for determining new items’ characteristics. a mage.000–12. The equipment and other items listed on All characters are assumed to begin with sturdy clothes suitable the Weapons and Equipment table are described in detail in the for adventuring. and to fight monsters and survive blows. carry. loses any attack throw Platinum Piece (pp) = 500 50 10 5 1 or AC bonuses from his ability scores or equipment.000–80. For example. he fights as a 0th level character. 5th–7th level adventurers Sumptuous 2.000gp+ Kings or emperors. but merely cover a prince’s monthly plate barding (600gp each). they may find such goods are simply budget. which rate their size and importance. and open locks. lock picks. the Judge may use the items available as class. Any other equipment desired should be Equipment Descriptions section. Wealth is assumed to be highly concentrated in ACKS unavailable in the quantities they desire! campaign worlds. dragon’s hoard to equip all their followers with fur cloaks (15gp A dragon’s treasure hoard of 50. Early in their career. 3rd–4th level adventurers Affluent 450gp–2. the quest for wealth is one of the primary motives for or 10 silver pieces (sp). electrum. prices. While so Gold Piece (gp) = 100 10 2 1 1/5 equipped. 1st level adventurers Comfortable 40gp–100gp Master craftsmen or yeomen farmer (85 acres). the most important of which begin play with enough wealth to get everything they want – is the gold piece (gp). Most adventurers do not the form of coins of precious metal. noting existent in the world of Adventurer Conqueror King.

Iron (one week) 1–6gp his men. The disadvantage of commissioning Woundwart (1lb) 10gp equipment is that it is not immediately available. 1lb) 6sp Chest (ironbound. 20 arrows. Provincial capitals and medium-sized cities EXAMPLE: Marcus decides he’d like to commission a shipwright of 8. 6 torches.00gp row. Small cities and to build a war galley. holds 2 stone) 3sp being available. so only Pole. steel) 5gp equipment priced 1gp or less. which can be built by large groups.001gp or more 10% 5% 2% NA NA NA Holy Symbol 25gp Holy Water (1 pint) 25gp EXAMPLE: Marcus is in Arganos. A Class III market has 260 units of any Mirror (hand-sized. national rate of 1 day per 500gp value.250 inhabitants or less is Class VI. Henchmen. as discussed commissioned in Arganos this month.000gp 2 1 25% 10% 5% 1% Hammer (small) 2gp 10.000gp). The Judge rolls a 17 on in the Hirelings.750 to 25. and other large cities of 25. etc) count as Birthwort (1lb) 10gp one item for purposes of the Equipment Availability by Market Candle (tallow. as discussed in the war galley to be finished (60. this is chance of one unit being present at all in any Adventuring Equipment given month. 5 battle axes. and the Judge rolls a 42. Any village of 1.001–10. 1lb) 2sp Class table. and 5 of each other item priced at 2-10gp.000 or more inhabitants to find and train.001- V. Barrel (20 gallon) 3sp not the total number of items at that price level. A Class III market Pouch/Purse (holds 1/2 stone) 5sp has only 15 units of any equipment priced 10gp or less. Standard (one week) 3sp–3gp market has 2 units of equipment priced at 11-100gp and 1 unit at 101-1. Since he needs the weapons to equip Rations. Mercenaries.000 inhabitants are Class were one price category less expensive. Item Cost Backpack (holds 4 stone) 2gp Note that the values given are the number of each specific item. and for trade and commerce.) 8gp market). He wants to buy a war galley (60.250 to 3. A Class III Rations. and Specialists 1d100.000gp. 20 swords Lantern 10gp (10gp each). Major ports. putting it in the 1. Small galley.The vast mercantile hubs of empires. There is only a 2% chance of a war galley Sack (small. Animals take 1 day per 1gp value capitals. constitute Class I. Wooden (10' long) 1sp 15 swords are available. holds 6 stone) 8sp type of ship in Arganos this month. are constructed at a of 100. medium Iron Spikes (12) 1gp warhorse (250gp).000 inhabitants make up Class III. Since Marcus is commissioning the war large towns of 3. Marcus cannot find that Sack (large. treat the equipment Water/Wine Skin 6sp as if it were one price category less expensive to calculate Wolfsbane (1lb) 10gp the volume available. For instance.750 inhabitants make up Class IV. Thieves’ Tools 25gp they may commission it to be created. It will take 120 days for the section below. 1 pint) 2gp 2gp–10gp 100 30 15 5 1 1 Garlic (1lb) 5gp 11–100gp 15 5 2 1 25% 10% Goldenrod (1lb) 10gp 101–1. Market 10. so he finds the 100 bundles of 6 Musical instrument 25–100gp torches and 200 flasks of oil without problem. Mercantile Ventures section in the Campaigns chapter. constitute Class II. the Judge checks for availability as if the war galley towns and large villages of 1. 100 bundles of 6 torches (1sp each) and 200 Lock 20gp flasks of oil (3sp each). Belladonna (1lb) 10gp a Class IV market will have 5 swords.000 (Class III Ink (1 oz.000 or more.000gp 7 2 1 25% 10% 5% Grappling Hook 25gp 1. so a shipwright is available.700 585 260 65 30 10 Flask of Oil (military. a city of 20. so he is able to buy the 2 suits of plate armor and Rope (50' length) 1gp medium warhorse. The advantage of Tinder Box (flint & steel) 8sp commissioning equipment is that more equipment can be Torches (6) 1sp commissioned than is available as inventory. 2 suits of plate armor (60gp each). Multiple small items sold as Blanket (wool.000 to 8. Candle (wax. holds 20 stone) 22gp Equipment Availability by Market Class Comfrey (1lb) 10gp Class Class Class Class Class Class Crowbar 1gp Price I II III IV V VI Flask of Oil (common. Some values will indicate a percentage chance. Spell Book (blank) 20gp Stakes (4) and Mallet 3gp COMMISSIONING EQUIPMENT Tent 20gp If equipment the adventurers desire to purchase is not available. thick) 2gp a bundle (such as 12 spikes. with urban populations vehicles. There is a 25% chance that a war galley could be classes are also important for hiring henchmen. Other equipment takes 1 day per 5gp value.000gp / 500gp per day). 1 pint) 3sp 1gp or less 1. Buildings and 40 Weapons & Equipment . he settles on 15 swords and 5 battle-axes. The Equipment Availability by Market Class table shows how many units of any piece of equipment are available in each type WEAPONS & EQUIPMENT of market each month.

1 yard) 6sp War Hammer 5gp 1d6/1d8 Wool (fine.200lb) 200gp 4d6 Linen (fine. the first is for one-handed Item Cost Damage* and the second is for two-handed use. high) 3gp Crossbow 30gp 1d6 Cassock (cleric/mage) 7gp Case with 20 Bolts 2gp Cloak (fur-lined. low) 6sp Arbalest 50gp 1d8 Boots (leather. 1 yard) 6gp Spears and Pole Arms Lance (mounted) 1gp 1d10 Livestock Javelin 1gp 1d6 Item Cost Pole Arm (two-handed) 7gp 1d10 Chicken (3lb) 1sp Spear 3gp 1d6/1d8 Cow (550lb) 10gp *Where two damage values are listed.The Adventurer Conqueror King System Armor Weapons Item Cost AC Item Cost Damage* Clothing Only . 0 Swords and Daggers Hide and Fur Armor 10gp 1 Dagger 3gp 1d4 Leather Armor 20gp 2 Silver Dagger 30gp 1d4 Ring Mail or Scale Armor 30gp 3 Short Sword 7gp 1d6 Chain Mail Armor 40gp 4 Sword 10gp 1d6/1d8 Banded Plate or Lamellar Armor 50gp 5 Two-Handed Sword 15gp 1d10 Plate Armor 60gp 6 Other Weapons Shield 10gp +1 Bola 5gp 1d2 Leather Barding 40gp 1 Equipment Darts (5) 2gp 1d4 Scale Barding 75gp 2 Net 1gp - Chain Barding 150gp 3 Sling with 30 Sling Bullets 2gp 1d4 Lamellar Barding 300gp 4 Sap 1gp 1d4 Plate Barding 600gp 5 Staff (two-handed) 1gp 1d6 Whip 5gp 1d2 Weapons *Where two damage values are listed. the first is for one-handed Dog (hunting) 10gp and the second is for two-handed use. hooded) 1gp Longbow 7gp 1d6 Dress (crafter/freeholder) 4gp Shortbow 3gp 1d6 Dress (armiger) 20gp Quiver with 20 Arrows 1gp Gown (lady-in-waiting/noble) 100gp 1 Silver-Tipped Arrow 5gp Gown (duchess) 1000gp Catapults and Ballista Gloves 4sp Ballista (1. Axes Battle Axe 7gp 1d6/1d8 Clothing Great Axe (two-handed) 10gp 1d10 Item Cost Hand Axe 4gp 1d6 Belt/Sash (leather) 4sp Bows and Crossbows Boots (leather. Hammers.800lb) 100gp 3d6 Robe (cleric/mage) 6gp Catapult Shot (25lb) 5gp Silk (1 yard) 15gp Catapult Shot. and Maces Tunic and Pants (serf) 2gp Club 1gp 1d4 Tunic and Pants (crafter/freeholder) 4gp Flail 5gp 1d6/1d8 Tunic and Pants (armiger) 20gp Mace 5gp 1d6/1d8 Tunic and Pants (noble) 100gp Morning Star (two-handed) 10gp 1d10 Wool (cheap. Dog (war) 75gp Goat (125lb) 3gp Hawk (trained) 20gp Pig (125lb) 3gp Sheep (80lb) 2gp Weapons & Equipment 41 . 1 yard) 7gp Light Catapult (1. Pitch (25lb) 25gp Sandals/Shoes (leather) 4sp Flails.800lb) 80gp 3d6 Hat (armiger) 10sp Ballista Shot 4gp Linen (cheap. 1 yard) 1gp Heavy Catapult (1. winter) 15gp Composite Bow 40gp 1d6 Cloak (long.

Historical examples include the Frankish Cart (large) 50gp francisca. 42 Equipment Descriptions . requiring two hands to use. one night) 5sp–1gp Barding: Barding is horse armor made from a variety of Wagon 200gp materials (see the descriptions of each type of Armor for details). Land Transport Historical examples included the Greek double-bitted labrys. Mule 20gp Backpack: A backpack has two straps and can be worn on the Ox (2. poor to feast) 1cp–10gp Sailing Ship (small) 10. one night) 2sp–5sp Stabling (warhorse. 1 pint) 5sp EQUIPMENT DESCRIPTIONS Arbalest: An arbalest is a heavy crossbow. and superior Medium Warhorse 250gp to chain mail. Medium Riding Horse 40gp It is comparable in protection to lamellar armor.000gp Saffron (1lb) 15gp Troop Transport (small) 15.000lb) 40gp back. American tomahawk. 1lb) 1sp Troop Transport (large) 30. Viking long bearded axe. Historical Saddle and Tack (war) 25gp examples include the Greek oxybeles. 1 pint) 2cp Wine (good. one person. 12lb) 1sp Galley (large) 30. Heavy Draft Horse 40gp Heavy Warhorse 700gp Banded Plate Armor: Banded plate armor is made of over- Medium Draft Horse 30gp lapping horizontal strips of laminated metal sewn over leather. Celtic war axe. and African mambele and Donkey 8gp kasuyu. 1 pint) 2cp Boat (river) 4000gp Bread (white. one night. Historical examples include the Scythian sagaris. 4lb) 1sp Boat (sailing) 2000gp Bread (wheat. Banded plate is commonly worn as a cuirass Light Riding Horse 75gp with shoulder protection. with a 12" to 24" haft.000gp Cheese (1lb) 5cp Galley (small) 10. and Saddlebags (leather) 5gp medieval springald. pulled with the Lodging mechanical assistance of a rack and pinion or windlass. designed for battle and useable with one or two Inn (one person. with a 48" or longer haft.000gp Dried Fruit (1lb) 1sp Longship 15. Inn (one person. one night. 8lb) 1sp Canoe 40gp Bread (coarse. 1 pint) 1sp Wine (rare. The chief historical examples are Sumerian overlapping plate armor and Roman lorica segmenta. powered either by composite bow or Saddle and Tack (riding) 10gp torsion spring mechanisms. Stabling (draft/riding horse. Historical examples include Byzantine and Persian cataphract’s Horses barding and medieval destrier’s barding. and Hut (wooden) 50gp Persian tabarzin. Roman ballista. Great: This is a double-bitted axe or long-shafted single- bitted axe. superb) 2gp hands. pepper. mutton. Battle: This is a single. one night. It holds up to 4 stone (40lb). with reinforced leather protecting Light Warhorse 150gp the arms and legs. keeping the hands free. Townhouse (stone) 1.000gp Wine (cheap. Cart (small) 25gp balanced for throwing. and the English longaxe. Camel 100gp Caparison (warhorse) 20gp Axe. or pork. Saddle and Tack (draft) 5gp Ballista: A siege weapon.200gp Sheep (80lb) 2gp Axe. which hurls large bolts.000gp Eggs (1 dozen) 5cp Sailing Ship (large) 20. medieval battle axe. chicken. average) 5sp to 48" haft. Item Cost Historical examples include the late medieval arbalest and the Cottage (wood) 300gp Three Kingdoms era Chinese heavy crossbow.or double-bitted axe with a 24" Inn.000gp Meat (beef. slum) 1sp Axe. 3 pints) 1cp Barge/raft 1gp/sq ft Ale/Beer (good. Hand: This is a single-bitted axe.000gp Meal (1 person. Foodstuffs Maritime Transport Item Cost Item Cost Ale/Beer (cheap. Viking Hut (wattle) 25gp bearded and skeg axe.000gp Cinnamon (clover. sugar) (1lb) 3gp Galley (war) 60. Great axes Item Cost impose a -1 penalty on initiative rolls.

or swamps if a road boat requires at least 1 sailor as crew. it can transport up to 160 stone at 20' to 40'. River: This boat is 20' to 30' long. They can be carried overland by two people. Light catapults inflict 3d6 by entangling their legs. A character who eats a pound of belladonna 1 hour. or up to 120 stone at 30' per turn. Large: A large cart is an open. Carts may only are primarily employed for fishing on lakes or coasts. A riverboat can carry 400 stone (4. ring mail. Comfrey: Comfrey. mountains. or poles are used to deserts. Canoes have a 15' lycanthropy.000lb) If the cart is pulled by only one heavy horse. 5' beam. stone at 60' per turn. linked together in a pattern to form a mesh. Composite: A composite bow is a recurved bow made metal scale or plate-reinforced armors. Henchmen. Riverboats are rowed. Long: A long bow is made from a single piece of wood. or other projectiles. or swamps if a road is available. with a length of If pulled by 2 heavy horses. or other waterproofed covering. ends of interconnected cords. Sailing boats 60' per turn. it can transport up to 40 throw to neutralize poison. Equipment Descriptions 43 . can use a poultice of comfrey to treat a wounded character usually around 4' tall. to 80 stone at 60' per turn. and Roman lorica hamata. The cost of the boat increases by mules or medium horses can be substituted for 1 heavy horse. This restores 1d3hp of damage.The Adventurer Conqueror King System Belladonna: Belladonna. fur. and Specialists for shipment. Sailing: This small boat has a single mast. Norman mail. two-wheeled vehicle meant (see the Hirelings. he will still be afflicted with are primarily used on rivers and in swamps. more expensive composite bows. High boots come to the Chain Mail Armor: Chain mail is made of small metal rings knee or thigh and are popular for riding. Chain mail is commonly of laminated wood. but are cheap and fast to character cannot be treated with comfrey more than once per make. It may be pulled by one or two mules. Chain mail is superior in protection to leather-based armors but inferior to Bow. or up to 240 stone at 30' per turn. Historical examples include of mobility and power than longbows or shortbows. later in this chapter). also known as deadly nightshade. or of 10' to 15'. Equal in range and power to sword. A character can use a bola to make a damage in a 5' radius. Carts may only move through when in the water. Historical examples include the Neolithic short bow and day. while heavy catapults inflict 4d6 damage knock down or wrestling maneuver (as described in special in a 10' radius. however. If pulled Boat. A sailing move through deserts. also known as bruisewort and knitbone. 30' square wooden building with a thatched roof and earthen floor. and the Welsh and English longbow. If the never surprise creatures with keen olfactory senses. Birthwort can be applied as a poultice to a poisoned wound Cart. Catapult: A catapult is a siege weapon. it can transport up plus crew. and has a “draft. Used in this for personal transport. troops. and further doses of belladonna will be of no use. 2 section. Historical Viking byrnies. and a draft of 2' to 3'. mountains. Short: A short bow is made from a single piece of wood. horn. and Japanese yumi. A either longbows or composite bows. or hardened consuming and expensive to craft but offer a better combination leather protecting the arms and legs. An adventurer with Healing proficiency Bow. Adventurers often favor military cloaks. a beam of 10' to 15'. If manner. generally worn Bow. forests. and sinew. Small: A small cart is an open. to 600 stone (6. Chinese laminated bamboo bow. Historical examples include the ancient Indian longbow. Boots: Low boots come to mid-calf. worn outdoors like an overcoat. examples include the Scythian horn bow. Historical examples include the Roman onager maneuvers in Chapter 6) with a thrown attack. or leather garment of knee to ankle composite bow. has a “beam” (width) by two mules. Composite bows are time worn as a shirt and coif. pinned on one shoulder for ease of movement and access to a as tall as the person who uses it. Cottage: A cottage is a 20' high.000lb) plus crew. A river boat requires at least 1 rower as crew Cart. push it along.” or surface depth. canvas. with lighter chain. suitable for a wealthy peasant family. It may be pulled by one or two heavy horses. Mercenaries. powered by either Bola: These are throwing weapons made of weights on the torsion or fixed counter-weight mechanisms. length.000gp if it has a roof. Greek and Roman composite bow. cost of 5 stone of encumbrance. longbows require substantial strength (STR 9 or more) and cannot be used by mounted Club: A club is any simple bludgeon used to batter opponents. it provides a +2 bonus on the Healing proficiency the cart is pulled by only one mule. Comanche self bow. length. of between 2-3' up to 120 stone at 30' per turn. it can transport up to 80 stone at 60' per turn. Even if the poison is then neutralized or bark. Mongolian Cloak: A cloak is a cloth. but tallow candles produce a within one hour of being infected with lycanthropy may make foul smelling smoke. also known as snakeroot. which hurls rocks. ½' draft. is a healing (plus crew). designed to capture animals burning pitch. character fails the saving throw. forests. Cloaks usually include a hood. powerful healing herb. two-wheeled vehicle meant Equipment by an adventurer with the Healing proficiency. he dies from the Canoe: A canoe consists of a frame of light wood wrapped with poison after one turn. Wax candles burn cleanly. is a the Nubian longbow. and can carry up to 60 stone (600lb) Birthwort: Birthwort. Adventurers carrying tallow candles will a saving throw versus Poison to shake off the affliction. Boat. A sailing boat can carry up is available. and medieval mangonel and couillard. is a Candles: A candle dimly illuminates a 5' radius and burns for poisonous flower. 1. Canoes the character is raised from the dead. at a herb used as a remedy for snake bites and other poisons. hides. Shortbows lack the range and power of immediately after a battle. or up to 60 stone at 30' per turn.

a beam 20' to 30'. a length of game statistics. While dangerous. Dog: Hunting dogs are fast. they are capable of great loyalty to their Galley. and 180 rowers. These mighty ships have two masts. Macedonian kestros. and draft is 2' to 3'. Dagger: A dagger has a small 6" to 12" blade. but they may also be metal spikes or stars. Historical examples are include the medieval ball-and-chain. a full deck over the rowers. ranging in length from 6" to Galley. Some daggers have blades coated with naval ram increase the cost of the ship by 1/3. one at the bow scent prey. All move 120' per turn. darts are fletched wooden shafts. length is 60' to 100'. captain.Crossbow: A crossbow is a bow mounted cross-wise on a stock Flail: This is a bludgeoning weapon derived from the agricultural with a trigger. Scottish dirk. or doubled edged for stabbing. 15' to 20' beam. Crowbar: A crowbar is 2' to 3' long and made of solid iron. Most Mediterranean trireme. Historical examples include up to 2 light catapults. Crossbows flail with a striking head connected to the haft by a flexible chain.000 stone (40. giving them the equivalent of Tracking proficiency. A War dogs are heavy. and one at the stern. and multiple banks of oars.000 stone (20. stone and move 60' per turn.000lb) cargo in addition to its crew. medieval poniard. Besides the crew. Historical but smaller and lighter. one at the bow and one at the stern. fierce mastiffs trained to kill on command. and a naval ram (increase cost by 1/3). Most hunting dogs can may be equipped with up to 2 light catapults. 2' long. 10 sailors. Galley. are light enough to pull by hand or with a quick drawing lever Flails are useable with one or two hands. Large galleys may be equipped with be used in melee or for throwing. and light wooden towers rising over the bow and stern. 30 sailors. Large: This is a large fully decked ship with a single mast. A heavy catapult silver for use against enchanted creatures. Daggers may sailors. Japanese tanto. A donkey can carry its maximum load of 16 war galleys come with a naval ram. A small galley is generally crewed with a and Japanese shuriken. are 120' to 150' length. and 60 rowers. lean hounds trained to track and the ship can carry 2. A historical example is the Dart: A dart is any small projectile designed to be thrown. and Chinese meteor hammer. and draft of 4' to 6'. and medieval crossbow and cavalry cranequin. Large galleys object can be used for forcing doors and other objects open. Their crew Donkey: A donkey can carry its normal load of 8 stone and consists of a captain. Catapults must be bought separately. 120' to 150'. while a and Renaissance stiletto. 50 marines. and 300 rowers. 20 marines. War: War galleys are built to serve as the flagship of a masters when properly trained. These 44 Equipment Descriptions . It fires squat projectiles called bolts. full decks. can substitute for 2 light catapults. Small: The small galley is similar to the larger model. and 3' draft. the Asian kris. beam is 10' to 15'. and can carry up to 4. 20 edged for cutting. Small galleys bring down prey by working in packs.000lb) cargo. See the Monsters chapter for fleet. 75 marines. Chinese handheld nunchaku. Roman arcuballista. examples include the Roman plumbata. This one large square sail. either single- A large gavlley is generally crewed by a captain. crossbow. historical example is the Mediterranean bireme or penteconter. and a naval ram. Historical examples and are much easier to use than bows. Japanese rentsuru and the Greek gastraphetes.

gout. the head from the elements. Only a small percentage leather armors such as ring mail. Holy water cannot retain its holy power and have an effective light radius of 30'. historical example is the medieval destrier (warhorse). or cotton. 30 stone and move at 180' per turn. weight. or 24 turns.500lb) in addition to crew. cuirass. 4' to 5' beam. opening locks. fez. unskilled laborers. Leather armor usually consists of spaulders 40 stone and move 120' per turn. The lifeboat itself is capable of holding Horse. where there are typically 2 to 3 trained for riding or war. the holy symbol of and Byzantine kontos. Goldenrod: Goldenrod is a healing herb used to treat diseases Iron Spikes: These sturdy pitons can be used to wedge doors such as rheumatism. harlots. They are a common meeting place for adventurers. or removing traps cannot be performed travelers and traders. Persian worn as a necklace. or protection. Despite their length. 12' to 16' in length. of damage for 2 rounds. Lamellar is generally worn as a cuirass over light chain construction or as a mallet with iron or wooden spikes. and Roman lorica squamata. Lance: Lances are long spears. locks. Hut: A hut is a 10' square building with an earthen floor and A war galley can be fitted with up to 3 light catapults. wearing gloves does frequented by gamblers. each. Lances do double Ammonar is the winged sun. Grappling Hook: These large hooks are made of sturdy iron Lamellar Armor: Lamellar armor is made of small bronze.000 stone (60. Used in this manner. but impose a -1 penalty on Holy Water: Holy water is water that has been blessed by a initiative rolls. turban. If used or leather. Heavy and thighs). merchants and nobles.The Adventurer Conqueror King System platforms are 10' to 20' square. and can thatched roof. Historical examples include the Greek javelin. and can be used for anchoring a rope. and Horse. with Healing proficiency can use a goldenrod tincture to treat Javelin: Javelins are short spears. on a vessel. whorehouses. from required to throw a grappling hook onto a target. and flophouses. and Zulu assegai. hostels. Gloves: Gloves are garments covering the hands. These for mounted warriors. proficiency throws to Open Locks. A Macedonian linothorax armor. The hook may be thrown iron. these impose penalties on a thief ’s examples include the medieval hackney (draft or riding horse). and other working poor carry 6. lodging. In the Auran Empire. A heavy horse can carry (shoulder armor). There are 1 or 2 lifeboats on small ships or galleys. inflicting 1d8 points light. or steel plates laced together in parallel rows with silk. might be available Medium horses are trained for draft. Light: A light horse can carry its normal load of 20 stone 1' to 2' draft. also include leather lames worn over chain. and traveler’s lodges designed for pockets.000lb) in addition to its crew. Light horses are lifeboat on large ships galleys. medieval palfrey and jennet (riding horse). A heavy generally live in such homely dwellings. They are equipped with rations to feed 10 human- and move at 240' per turn. Garlic: Garlic causes a vampire to cringe for 1d4 rounds if Inn: An inn is an establishment that offers food. Thief abilities such as picking include coaching inns. Historical examples include Mongolian lamellar. the small hammer deals 1d4 points of damage. It is similar to scale armor. A successful attack throw is leather thongs. Superb inns are the preserve of wealthy Equipment while wearing gloves. However. and Sarmatian medium horse. and ruffians. drink. cleric of 7th level or higher. and stabling. It is used in some church rituals. or attached manually by a climber. Leather Armor: Leather armor is made of hardened leather or Horse. placed in when blessed. Lanterns can be closed if it is stored in any other container than the special vials it is to hide the light or protect it from wind. they are used one- symbols will be different for each religion. and Mongolian and Turkoman horse. Serfs. medieval courser (warhorse). medieval brigandine and splinted Hat: A hat is a cap. 3' to 6' long. designed Holy Symbol: A cleric is required to own a holy symbol. comfort. designed for sick characters. They burn one oil flask for each four hours. and comparable in protection to banded Hammer (small): The small hammer can be used for armor. and Lantern: Lanterns are used in dungeon adventures to provide is a formidable weapon against the undead. pilum and verutum. The mast folds down for storage of the load of 40 stone and move at 120' per turn. and consumption. medieval rouncey Lifeboats weigh 50 stone (500lb) and will take up this much (warhorse). which it evolved. Ink can be purchased in is the Mediterranean quinquereme. Lamellar would to fight. An adventurer open or spike them shut or to provide belaying points for ropes. A historical example Ink: This is a small pot of black ink. riding. Japanese o-yori armor. made my highly skilled locksmiths. Lifeboat: Lifeboats typically have a 20' length. but they are often handed. Equipment Descriptions 45 . More complex its maximum load of 60 stone and move at up to 90' per turn. Heavy: A heavy horse can carry its normal load of laminated linen. It is lighter but less protective then more reinforced horses are normally trained for draft. Medium: A medium horse can carry its normal load of a weight of 150 stone (1. but it costs twice as much. Historical (Judge’s discretion). and tassets (flaps covering the groin its maximum load of 80 stone and move 60' per turn. A medium horse can carry Lock: This is a common iron lock with a key. or other headgear for protecting armor. Historical examples include the lifeboats. it provides a +2 bonus on throwing. Average inns not protect against curses or slime. other colors. presented with confidence. and sometimes sewn to the backing. A historical example is of the otherwise placid heavy horses can be trained for war. Roman the Healing proficiency throw to cure disease. and medieval lance. damage when used to charge. worn for Slum inns are gambling dens. catapult can substitute for 2 light catapults. fashion. Historical examples include the Greek xyston. early medieval angon. rising 15' to 20' above the deck. or war. A light horse can carry its maximum sized beings for 1 week.

46 Equipment Descriptions . Historical woodwind It will last two months in the wilderness and a week in the foul instruments include the aulos. and a spiked metal head. or two-handed weapon. guisarme. is low. instruments include the castanet. Each 10' square section instruments. spetum. The cost for this food will vary depending on quality. A character using a net gets a +2 bonus on The cheapest standard rations include fresh bread. as morning stars. but impose a and maces too large to be used one-handed can also be treated -1 penalty on initiative rolls. and shawm. and Japanese tatami-do. of which 60 may row when the wind can carry its maximum load of 90 stone and move 30' per turn. An ox is a captain and 75 sailors. Ox: An ox is a castrated bull. Historical brass instruments include on long voyages when securing other food may be uncertain. pickled. Better standard rations will include bacon or other meat. useable with one or two hands.000 lb) for each 10' square. Historical examples to 3' wood or metal shaft and a heavy stone or metal head. horseman’s mace. Historical percussion can be built in 1 to 3 days for each 10' x 10' raft portion. and have raised edges per turn. partisan. Pole arms can morning star. test the strength of ledges or floors. include classical panoply (if worn with arm and leg armor). so protection is inferior. covering may cover exposed joints. The cheapest iron rations consist of hard. weighted cast net designed to entangle and last for a week in the wilderness. Characters thick. or preserved fruit and vegetables. maneuvers in Chapter 6). and woodwind than crude platforms of up to 20' x 30'. used for cart driving. Plate armor provides superior protection over banded plate and lamellar. and cannot be easily doused with foundation garment. and zither. Roman retiarius. Unlike chain mail. including stringed instruments. 10' to 15' beam. and Slavic bulawa. Historical examples include the mirror to see his target suffers a -2 penalty to attack throws. chimes. It can carry its normal load of 20 stone and move 120' per turn. Barges can be 30' x 40' in size. the medieval bill. Rations. German chain-morning star. carnyx. dealing 1d8 physically interlocked with each other. proficiency throw to Open Locks. Pole Arm: Pole arms are two-handed slashing and piercing Mirror: A mirror can be used to check around corners and weapons with a metal head and a long wooden shaft. Better rations include salted or pickled with it. making them ideal raiding vessels. Common Ring Mail Armor: Ring mail armor is leather or padded armor oil is usually olive oil. and can carry 500 stone to bards and performers. Makeshift rafts are nothing more percussion instruments. and voulge. contain half a stone (5lb). A historical example is the Viking over the chest and vital areas. or poured square-sailed mast. Oil: Common oil is burned in a lantern to give light. A masterpiece instrument costs 100gp and adds +2 to meat and dried. fauchard. The cost for iron rations will vary A common instrument costs 25gp. The chief historical example is the net of the dungeons. Adventurers often carry 10' poles to prod and poke areas bound with manacles can escape if they have the Contortionist that might be trapped. Morning Star: This is any type of large mace-liked weapon with pike. Historical examples include the medieval plate and mail armor. (5. horn. Military oil that has a large number of small rings sewn directly over the is a weapon made of naphtha. Any flails double damage when used in or against a charge. 50gp and adds +1 to Performance proficiency throws made dried salted biscuits.000 stone (20. and 2' to on the floor and ignited to delay pursuit. conditions of a dungeon. and Japanese tetsubo. it spoils overnight in dank entrap opponents. Pole. and attack throws to wrestle opponents (as explained under special lard. In addition to crew. and Macedonian sarissa. the rings are not water. English holy water be used to attack from the second rank in melee. Performance proficiency throws made with it. the Chinese gun dao. cheese. cornu.Longship: The longship is a graceful. second weapon. A makeshift raft cithara. Wooden: This pole is a shaft of wood 10' long and 2" Manacles: These are used to bind hands or feet. and salpinx. medieval flanged mace. The standard crew carry its normal load of 45 stone and move 60' per turn. the buccina. Pole arms defend against monstrous gaze attacks. castor oil. cannot use a shield. to keep out water. and Thracian rhomphaia. having Mace: A mace is a bludgeoning weapon consisting of a 2' larger plates sewn onto a stronger backing. Longship sailors are generally also marines (fighters). and steering Musical Instrument: A wide variety of instruments are available oars. Historical examples include the medieval the Japanese bisento. and inflict sprinkler. Historical examples of stringed instruments are the will only hold a weight of 250 stone (2. or proficiency (as described in Chapter 4). harp. lute. brass instruments. Standard: This food is fresh but untreated. longships are capable of holding a weight Plate Armor: Plate armor is made from large metal plates worn of 2. flute. Raft: A raft is a floating platform usually used for river cargo. small wooden huts for shelter. or animal extract. A superior instrument costs depending on quality. They can be carried on a shoulder Mule: A mule is the infertile offspring of a horse and a donkey. Persian Eastern European plated mail. and fresh fruit and vegetables. Morning stars impose a -1 penalty on initiative Pouch/purse: These are 6" x 1' bags of cloth or leather that can rolls. nagamaki. Military oil may be thrown at monsters. psaltery. strap or on a belt. ranseur. An ox can or rivers. lyre. pan pipe. Iron: This food is dried and preserved to be carried tambourine. beans. halberd. Russian pernach. Rations. Chain mail or other protective drakkar. Middle Eastern mirror armor. and tympani. drum. It will Net: This is a round. a 60' to 80' length. A mule can carry its maximum load of 40 stone and move 60' Professionally built rafts are called barges. 3' draft. eggs. and naginata.000lb). Longships can operate equally well on oceans. glaive. sistrum. light ship with a single points of damage for 2 rounds to the creature struck.500lb). or by making a measure the depth of pools. Dacian falx. coasts. Egyptian bronze-headed mace. Flemish goedendag. gong. A character using a range in length from 6' to 21'.

Scale armor usually consists of a corselet or hauberk proficiency throws to open locks and remove traps. medieval round ship. the Viking knarr. or leather bag that can common soldier. Turkish yatagan. It is lighter than lamellar Tinderbox: This is a tinderbox used to start fires. fine wires. 20' to 30' beam. Japanese bo stick. tiny saws. Historical examples include Scythian other fire with them takes at least that long. the Renaissance zweihänder. increased by 1 point. Saddle Bag: This is a long pocketed leather sack that can contain Stakes and Mallet: These 18" sharpened wood shafts are carried 3 stone (30lb). contain 2 stone (20lb). 25' to 30' includes straight and curved slashing and thrusting blades of beam. with a 100' to 150' length. or horn scales attached to a backing material of cloth assortment of skeleton keys. similar fibers. Japanese no-dachi.or two-handed. or attacked from behind. Slings doublets. clearly illuminating a 30' Shield: A character with a shield equipped has his Armor Class radius. Large: This is a 2' x 4' burlap. Thieves’ Tools: Thieves’ tools include long metal picks and Scale Armor: Scale armor consists of many small leather. Historical examples include the Roman cladivata and the slashing and thrusting blades. In addition to the and Indian talwar. Equipment Descriptions 47 . carry saddle bags. or leather bag that can double damage when used in or against a charge. Two-Handed: The two-handed sword includes straight examples include the Roman corbita.000lb) of cargo. It is often tied to a belt or spearhead. A character hardwood 4' to 6' long. It has at least one full deck and the 30" to 40" in length useable with one or two hands. the sword as 3 square-sailed masts.000lb) of cargo in addition and dao. used to hurl small stones or lead bullets. Small: This ship is much like the larger version. made of braided flax. which uses metal scales or lames over leather. it deals 1d4 points of damage. generally less than 30" in length. Characters armed with Equipment spears can attack from the second rank in melee and inflict Sack. Arab scimitar.The Adventurer Conqueror King System Ring mail is closely related to scale armor. were used by all armies of the ancient world. Used as a weapon.000 stone (300. draft. Small: This is a 1' x 2' burlap. leather sack. Spell Book (Blank): A spell book has 100 pages of parchment. miniature hammers. 40" or more in length. and Chinese jian sailors. and stirrups. which sews leather Shoes: Simple leather shoes or sandals are suitable for walking or horn scales onto the foundation garment. Spears can be used one. Torch: Torches are 1' to 2' long pieces of wood tipped with pitch. quarterstaff. and Renaissance eyelet or wool cord. Viking sword. Roman gladius.000 stone (100. Up to 2 light catapults can be mounted on a large sailing Sword.) Historical examples include the English every time he is dealt damage or be knocked off the horse. contain 6 stone (60lb). Maneuvers in Chapter 6). Historical examples Sap: A sap consists of a heavyweight material wrapped inside a include the medieval longsword. and early medieval scale armor. seaworthy ship has as many Sword: The classic weapon of knights and kings. Historical examples include Frankish Sling: A sling is a projectile weapon. it cannot be used for riding. crew. and an bouilli. or include the Hebrew shepherd’s sling and Greek peltast’s sling. the Egyptian khopesh. spears are the main weapon of the Sack. 6' to 8' in length. Historical examples include Sailing Ship. A torch burns for six turns (1 hour). Greek xiphos. A shield does not protect a character that is surprised. designed for thrusting. and the and curved slashing and thrusting blades. Historical Sword. Japanese katana. and used two-handed. Sailing Ship. These books are used by arcane spellcasters Draft saddle and tack is used to harness to a cart or wagon or to record the spells in their repertoire. the medieval and dropped when combat begins. meant to be used with one hand. Historical examples Rope. can bear 45 stone. and lighting any comparable to ring mail. Historical bow and stern are raised “castles” that give archers a superior examples include the Roman spatha. medieval cog. If a torch is used in combat. and the Japanese yari. medieval field of fire. scale armor. cuir probes. Large: This large. and Chinese zhanmadao. cloth. by adventures to destroy vampires. however. Egyptian scale armor. Persian shamshir. a 60' to 80' length. Asian ring armor on leather. it can carry 10. hemp ring mail. It is normally carried over the shoulder Historical examples include the Hoplite doru. Saddle & Tack: This includes a leather and wooden saddle with and each spell takes up one page per spell level (one page each metal fastenings. Short: The short sword includes straight and curved ship. a leather and metal bridle and bit. and 10' to 12' draft. Riding saddle and tack is designed for the rider’s comfort. and 5' to 8' wakizashi. made of animal hair. cloth. Military saddle Staff: A staff is a common weapon made from a stick of and tack is designed for stability during combat. to crew. and provides long distances. and torch with flint and steel takes a full round. 50’: This strong rope. Japanese but has one mast. with metal heads three human-sized beings. it provides a +2 bonus to attack Scottish claymore. Crew consists of a captain and 12 sailors. retreating. Lighting a armor. Thieves’ tools are required to make or leather. requiring two hands to use effectively. winged spear. and Chinese gun. comparable protection. hemp. The crew for a large sailing ship is a captain and 20 knightly sword and falchion. worn with leather or padded cloth. the weight of approximately Spear: Wooden shafts. (A one-handed in combat without a military saddle must save versus Paralysis staff is a club. throws made to incapacitate opponents (as described in Special Two-handed swords impose a -1 penalty on initiative rolls. for 1st level spells). It can carry 30.

Small: This is a small sailing ship reinforced Item Encumbrance in Stone for war and modified to carry additional troops. made of hide or preserved crossbows. 6 torches. a tinderbox (1 item). Encumbrance is important because 12 items. 20 arrows. he is wearing plate armor weighed down with equipment they cannot carry as much (AC6). it provides a +2 bonus to attack throws weighing more than 14lb will weigh more than 1 stone. They up to 160 stone at 60' per turn. plus his Strength with Healing proficiency can use a woundwart tincture to treat adjustment. and 10' poles). it must flee as if turned. a crossbow (1 heavy item). which counts as 6 stone. staffs. also known as heal-all or lamb’s ears. Heavy Item 1 stone per heavy item (8–14lb) Two mules or medium horses can be substituted for one heavy Treasure 1 stone per 1. and generally portability. 2 daggers (1 item each). and useable items (such as 1 silver arrow) can be ignored for encumbrance with one or two hands. Time and Movement section in the Adventures chapter.000 coins or gems horse. and various large melee weapons).) count as one item for this purpose. Used in this manner. he Character Movement and Encumbrance Encumbrance Exploration Movement Combat Movement Running Movement Up to 5 stone 120' per turn 40' per round 120' per round Up to 7 stone 90' per turn 30' per round 90' per round Up to 10 stone 60' per turn 20' per round 60' per round Up to max capacity 30' per turn 10' per round 30' per round 48 Encumbrance . If the carry. An adventurer maximum any character can carry is 20 stone. it provides a +2 bonus on proficiency throws to cure light wounds and cure serious EXAMPLE: Marcus is carrying a two-handed sword (1 heavy wounds. bulk. a mace (1 item). Waterskin/Wineskin: This container. For additional information on movement. and a case with 20 bolts (1 item). below.000 coins are considered 1 stone. so his exploration movement is 60' per turn. magic item. scroll. but it is left purposefully abstract to might live in such a dwelling. can move at a similar speed and conditions as a cart. or other object counts as an item. represent an amalgam of weight. it can transport up to 320 stone at 60' per turn. such as a backpack. Troop Transport. this weight can be converted at off werewolves and other lycanthropes if a character strikes 1:1000 from stone to coins to determine how many coins it can the monster in hand-to-hand combat with the sprig. and any item that Whip: This is a long. throw versus Poison or die after one turn. injured characters. Items cattle. Armor & Shield 1 stone per point of Armor Class* Wagon: This is a four-wheeled. 3 stakes and mallet (1 item). any item that is animal bladder. Generally. The is a herbal medicine with curative properties. as shown on the Character Movement and Encumbrance table. or 320 stone at 30' per turn. see the Woundwart: Woundwart. 1. When a carrying device. each weapon. simply consult the table below. It is designed for crushing armor. merchants. lycanthrope fails a saving throw versus Poison. A wagon When counting items. Very small single like a hammer. open vehicle for transporting Items 1 stone per 6 items heavy loads. single-tailed whip of the sort used to herd requires two hands to carry (such as chairs or chests). made to disarm or knock down opponents (as described in Special Maneuvers in Chapter 6).Townhouse: A townhouse is a 30' square two-story building A stone is a historical unit of measure that varied from 8 to with a wooden floor and stairs and thatched roof. master craftsmen. a pound of Encumbrance measures how much equipment and treasure garlic (1 item). any item that weighs around 8-14lb. Wealthy 14lb depending on what was being measured. wagon is pulled by four heavy horses. His total encumbrance is 10 treasure. two or four heavy horses draw a wagon. Multiple small Warhammer: A warhammer is a bludgeoning weapon with a items sold as a bundle (such as 12 spikes. If the reduce their encumbrance by 1 stone per point of magical bonus. A character who eats wolfsbane must make a saving A character’s speed will be affected based on his encumbrance. they should for war and modified to carry additional troops. He is carrying characters are carrying. as tall as the carrying character (including spears. nor move as fast. stone. item). Used as a weapon. Large: This is a large sailing ship reinforced After characters purchase their equipment. ACKS assumes a yeomen. It can carry 25 Worn clothing 0 stone marines in addition to its normal complement of 12 sailors. Troop Transport. medieval warhammer. and other professionals stone weighs around 10lb. His two-handed sword and characters can only carry so much. 1 week’s iron rations (1 item). will hold 2 pints (1 quart) of fluid. wand. Finally. Encumbrance is measured in stone. vial. Later. 2' to 3' wooden or metal shaft and a broad metal head shaped etc. a small ENCUMBRANCE mirror (1 item). potion. lists the Wolfsbane: Wolfsbane (dried aconite flowers) may drive weight it can carry in stone. a pound of wolfsbane (1 item). Heavy items include two-handed weapons (including bows. It can carry 50 calculate their encumbrance. For purposes of encumbrance. it can transport *Magical armor and shields are lighter than mundane items. which counts as 2 stone. and if they are heavily crossbow count as 2 stones. If the wagon is pulled by two heavy horses. encumbering a character. or up to 640 stone at 30' per turn. The chief historical example is the late purposes. 2 flasks of oil (1 item each). To determine the number of stone marines in addition to its normal complement of 20 sailors.

known as hirelings. MERCENARIES. His search for the heavy infantry goes Animal/Vehicle Movement and Encumbrance better. and specialists HIRELINGS. in small villages or remote outposts. not an adventuring party. penalty of -1 due to unkind words said by the NPC to his fellows. Vehicle Movement Load Load and the remaining 6 in his third week. toward that adventurer in the given town or region will be at a mercenary or specialist is available in each type of market. lodging and expenses (based on level. and otherwise serve 12+ Accept with élan in wilderness settings. Mercenaries are 9–11 Accept hired soldiers. they may be not higher-than-average pay. The Hireling Availability by Market Refuse and slander means that all further reaction rolls made Class table shows how many of each type of henchman. patrol. 18 stone. and associates. unfortunately. Henchmen. Horse. and Marcus can’t find one available.000 silver pieces. the PCs must Elephant 120' / 60' 120 240 carouse in pubs. the Judge rolls a 98. 5 more in his second week. modified by the prospective employer’s While adventurers often wish to hire as many hirelings as they Charisma bonus or penalty The Judge may apply any other can afford. and will guard. 2 Horses 60' / 30' 120 240 III 1d8+5gp Judge plays the roles of the Wagon. characters may purchase beasts of burdens and ground vehicles. 2 Mules 60' / 30' 80 160 I 1d6+15gp Hirelings are recruited II 1d10+10gp Cart. In order to carry more equipment and treasure. Small. the Judge will make a reaction roll of individuals are usually hired for a specific task. One quarter (rounded down. hirelings (rounded up) become available within the first week Hirelings. The remainder of the hirelings become available in the third week. Large. or ruin. These activities cost money. 4 Horses 60' / 30' 320 640 V 1d6gp hire. Large. hand out fliers. 3–5 Refuse they are the only sort of hireling who will generally accompany 6–8 Try Again an adventurer into a dungeon. and the figure to the right of the slash monthly fee for food. Light 240' / 120' 20 40 or professional guilds. Heavy 120' / 60' 40 80 and seek out adventuring companies. Henchmen are typically hired for a movement rate per turn when not encumbered (carrying its share of treasure (at least 15% of the employer’s income) and normal load limit or less). a city of 20. determined by the market class within which the adventurers are recruiting hirelings. Small. and reduces his exploration movement to 30' per turn. Medium 180' / 90' 30 60 that the adventurers are in the market for hirelings. a -1 available at all. post notices of help wanted. adjustments he or she feels are appropriate (a bonus of +1 for Indeed. As with equipment. adventurers may also spend their money to hire various NPCs. Henchmen are typically 2– Refuse and slander very loyal and are willing to take reasonable risks. monthly fee. or equipment. In addition to buying equipment. Refuse simply means the NPC declines the offer. The PCs will have to VI 1d3gp explain what the job entails The figure to the left of the slash is the animal or vehicle’s and the rates of pay. or level. Some values will indicate a percentage chance. see is its movement rate per turn when encumbered (carrying more below). they must Mule 120' / 60' 20 40 pay the fee listed on the table Ox 60' / 30' 45 90 below. as the Judge’s roll of 3d8 yields 22. this is chance If the adventurer tries again in a different town. Specialists are hired individuals who have a particular trade or who have special knowledge. the penalty does of that type of hireling being present at all. Otherwise. in particular. mercenaries. The Cart. lair. Horse.000 (Class III vehicle has a normal and maximum load it can carry in stone. as market). Class Per Hireling Type Cart. being present. One half of the not apply. He wants to hire a sage to decipher a strange book. Mercenaries. Henchmen. Each animal or EXAMPLE: Marcus is in Arganos. which varies depending on the type of specialist or mercenary (see below). will have equipment appropriate to their profession. minimum 1) become available during the second week. HENCHMEN. 1 Mule 60' / 30' 35 70 hireling. 2d6 on the Reaction to Hiring Offer table to decide the potential hireling’s reactions. This fee is per type of Market Cost Per Week Cart. This increases his encumbrance to the adventurers enter the market. hirelings are not available in unlimited numbers. in order to find hirelings. mercenary brotherhoods. the amount available will be penalty if the adventurer offers poor terms or a very risky job). Mercenaries and specialists are typically hired for a flat than a normal load but not more than a maximum load). There is a 65% chance of 1 sage table. class.The Adventurer Conqueror King System picks up 8. Marcus finds 11 of Animal/ Exploration Normal Maximum these in his first week of searching. companions. 1 Horse 60' / 30' 80 160 through negotiation. Equipment Camel 150' / 75' 30 60 PCs may sometimes find potential hirelings while on Donkey 120' / 60' 8 16 adventures. There are three types of hirelings. Henchmen are NPC Adjusted Die Roll Result sidekicks. and shown on the Animal/Vehicle Movement and Encumbrance a company of heavy infantry. but only as part of a larger force. signing bonuses. 2 Horses 60' / 30' 160 320 IV 1d6+3gp NPCs the PCs attempt to Wagon. and Specialists 49 . These After the offers are made. Each week Horse. Adventurers may provide additional equipment to their AND SPECIALISTS hirelings. to assist Reaction to Hiring Offer them.

as noted on the Henchmen Monthly Fee table. the adventurer must “sweeten” Henchmen should be rolled up with ability scores. and the hireling’s morale rolls level than their employer. and so on. There is no way for the 50 Hirelings. a magic item. and Specialists . Accept means that the NPC has agreed to become the character’s hireling for the stated terms. and equipment. If the are typically hired for a share of treasure (at least 15% of the adventurer makes no better offer. A henchmen’s monthly fee is based on his level. Hireling Availability by Market Class Class I Class II Class III Class IV Class V Class VI Mercenaries Light Infantry 4d100 5d20 5d10 3d4 1d6 1d2 Slingers 8d20 4d10 2d10 1d6 1d2 1 (70%) Heavy Infantry 2d100 5d10 3d8 1d8 1d3 1 (85%) Crossbowmen 2d100 5d10 3d8 1d8 1d3 1 (85%) Bowmen 8d20 4d10 2d10 1d6 1d2 1 (70%) Longbowmen 4d20 2d10 1d10 1d3 1 1 (33%) Light Cavalry 4d20 2d10 1d10 1d3 1 1 (33%) Mounted Crossbowmen* 3d20 4d4 2d4 1d2 1 (75%) 1 (25%) Horse Archers 3d20 4d4 2d4 1d3 1 (70%) 1 (23%) Medium Cavalry 3d20 4d4 2d4 1d2 1 (70%) 1 (23%) Heavy Cavalry 4d10 1d10 1d6 1d2 (50%) 1 (50%) 1 (15%) Cataphract Cavalry 3d10 1d8 1d4 1d2 (33%) 1 (40%) 1 (10%) Wolf Riders* 3d10 1d8 1d4 1d2 (33%) 1 (40%) 1 (10%) Specialists Alchemist 1d10 1d3 1 1 (33%) 1 (15%) 1 (5%) Animal Trainer – Common 5d10 2d6 1d6 1d2 1 (65%) 1 (20%) Animal Trainer – Exotic 1d10 1d3 1 1 (33%) 1 (15%) 1 (5%) Armorer 3d10 2d4 1d4 1 1 (40%) 1 (15%) Engineer 1d10 1d3 1 1 (33%) 1 (15%) 1 (5%) Healer 5d10 2d6 1d6 1d2 1 (65%) 1 (20%) Healer – Physicker 3d10 2d4 1d4 1 1 (40%) 1 (15%) Healer – Chirugeon 1d10 1d3 1 1 (33%) 1 (15%) 1 (5%) Mariner – Captain 4d6 1d6 1d3 1 (80%) 1 (33%) 1 (10%) Mariner – Navigator 5d10 1d12 1d6 1d2 1 (60%) 1 (45%) Mariner – Sailor/Rower 4d100 5d20 5d10 3d4 1d6 1d2 Ruffian – Carouser 4d100 5d20 5d10 3d4 1d6 1d2 Ruffian – Footpad 5d20 4d6 2d6 1d3 1d2 1 (40%) Ruffian–Reciter 5d20 4d6 2d6 1d3 1d2 1 (40%) Ruffian–Spy 2d10 1d6 1d3 1 (65%) 1 (25%) 1 (10%) Ruffian–Thug 5d20 4d6 2d6 1d3 1d2 1 (40%) Sage 1d6 1d2 1 (65%) 1 (15%) 1 (5%) None Spellcaster ––– Varies by Spell Level ––– Henchmen Normal Men 4d100 5d20 4d8 3d4 1d6 1d2 Level 1 5d10 2d6 1d4 1d2 1 (65%) 1 (20%) Level 2 3d10 2d4 1d3 1 1 (40%) 1 (15%) Level 3 1d10 1d3 1 (85%) 1 (33%) 1 (15%) 1 (5%) Level 4 1d6 1d2 1 (45%) 1 (15%) 1 (5%) None *Mounted crossbowmen are only found in Dwarven settlements. classes. below. Mercenaries. normal men as henchmen. hit the deal in order to get an additional roll. or other appealing suggestion. treat Try again as a Refusal employer’s income) and a monthly fee for food. HENCHMEN and needs more convincing. Wolf Riders are only found in Chaotic-aligned settlements. second level characters can only hire first level characters. Henchmen. Accept with élan means the offer When they are hired. expenses. A first level character can only hire receive a bonus of +1. such as by offering points. lodging and result. the potential hireling is reluctant. just like player characters. If a Try again result is rolled. Henchmen more pay. potential henchmen should be of lower is accepted with very good spirit.

000 mercenaries’ wages only. of personal loyalty. It can be increased if the PC by the character’s Charisma bonus or penalty. Note that henchmen of greater than 4th level are not future morale rolls will be at +2.000 Judge should determine what constitutes a military campaign 1 25 9 7. If the mercenaries Hostility means that the henchman will leave the service of the are enjoying riches and excitement. Horse Archers +1 Grudging Loyalty means the henchman is reluctant to Heavy Cavalry. the Judge should make a morale roll for each henchman at the Experience: Henchmen gain experience when they participate end of each adventure whenever the henchman has leveled up. If Fanatics. Medium Cavalry. Mercenaries Equipment Morale rolls are made each time the henchman suffers a calamity.The Adventurer Conqueror King System henchmen to directly know the level of the PC employer. The Judge may apply adjustments to this roll.250 and what constitutes an adventure depending on the overall 2 50 10 12. adjusted be adjusted at the Judge’s discretion. character to lose one of his existing henchmen. and could be recruited to work for the character again Heavy Infantry. 3 100 11 35. probably no more than +/-2. Berserkers +4 the character does not make any improvements to the terms of service. Longbowmen.000 troop armor and weapons. however. plus the employer’s Charisma bonus or penalty.000 The Mercenary Troop Type table below list the typical wages 4 200 12 60. the henchman responds to the recent events. or being nearly killed (Judge’s discretion). Bowmen. but mercenary 3–5 Resignation morale is based on their training and equipment rather than the 6–8 Grudging Loyalty personal magnetism of their employers. Loyalty table. If the mercenaries are being killed frequently or subjected to other abuses. in an adventure. and other miscellaneous expenses are not included. In addition. but Loyalty means that the NPC will continue in the character’s if a henchman ever concludes he is more powerful than his service with enthusiasm. 2– Hostility Mercenaries have morale like henchmen. All (see below). as they are under the command of a to determine if the henchman strikes off on his own or remains player character. This rating can A player character may hire at most 4 henchmen. which is generally 0 time he gains a level while in the adventurer’s service. but sees no better options. these factors are considered by the Judge. a curse. Crossbowmen 0 in the future. and specialists do not count toward a character’s maximum A calamity includes suffering an energy drain. it might be higher. only one-half of a share of XP is allocated to with the adventurer. The Judge will roll 2d6 on the Henchman each henchman. Henchmen. and permanently increased by 1 each Morale: All henchmen have a morale score. morale will be low. if the henchman is particularly well or poorly paid. Conscripts/Militia -2 the character’s employment. Light Cavalry. adding the henchman’s morale. Cataphract Cavalry +2 continue in the character’s service. it is cause for an immediate Henchman Loyalty roll has become a dedicated and sworn servant of the character. The cost of armorers to make and repair 6 800 14 350. and will consider him a rival and enemy in the future. caravans 7 1.000 circumstances. A result of Resignation means the henchman will leave Peasants. Hirelings. to decide how for more information. though they can sometimes be A henchman’s morale score is permanently decreased by 1 each found on adventures. The costs listed are the 5 400 13 145. or reduced if the to hire more than this number of henchmen will cause the PC has been cruel or contrary to his word. but he bears no ill will to his former Barbarians. Light Infantry. Any attempts has been particularly good to the henchman. Mercenaries may have 9–11 Loyalty additional bonuses or penalties to morale based on working 12+ Fanatic Loyalty conditions. a magical number of henchmen. but mercenaries on campaign will expect a Adjusted Die Roll (2d6) Result share of military plunder in addition to wages. generally for hire on the market. Slingers -1 master. Mercenaries will not accompany Class Monthly Class Monthly their employers on highly dangerous adventures such as Level Wage (gp) Level Wage (gp) dungeon exploration unless they become henchmen. The henchman can never be attracted to the character’s employ Mercenary Type Base Morale again.000 of mercenary types based on type. Mercenaries.600 to provide supplies while in the field. Mercenaries in garrison need only Henchman Loyalty be paid their wages. Fanatic Loyalty means the henchman employer. stablehands to groom horses. All of character. time he suffers a calamity. The 0 12 8 3. See Earning Experience from Adventures. and Specialists 51 . since they do not require the same level disease. MERCENARIES Mercenaries are generally hired to garrison a stronghold or wage Henchmen Monthly Fee war in military campaigns. the henchman’s next loyalty roll will be at a -1 penalty.

an animal has become other concoctions. shield. In some cases. Armorers may be assisted by up to two journeymen (20gp/month) and four apprentices (10gp/ month). 45 . In addition to being hired for producing weapons and armor. . . - Horse Archers (composite bow. shield. armorers must be hired at the frequency of 1 per 50 troops in order to maintain and fix armor and weapons. 60 . short sword. medium warhorse) 45 . - Light Infantry (spear. leather armor. a fact that adventurers may find inconvenient as well as expensive. - Heavy Cavalry (lance. It will take a minimum of 1 month to tame a wild animal. Engineer (250gp/month): Engineers plan and oversee large construction projects. Once an animal is fully trained and put into service the animal trainer won’t be needed to handle it any longer. leather armor) 6 . . 8 Bowmen (short bow. such as building strongholds. an armorer with two journeymen and four apprentices produces 160gp per month and can maintain 200 troops. chain barded medium warhorse) 75 Wolf Riders (spear. Magic Research in Chapter 7. and the Judge may create more animal such as warhorses. chainmail) 12 24 . if a project is 60. The number of engineers required is based on the value of the project. Henchmen. or to train monsters such as hippogriffs. A single animal trainer can train and manage no more than 6 animals at a time. Player characters with appropriate proficiencies may more expensive to hire. . Likewise it takes Alchemist (250gp/month): Alchemists are valuable specialists a minimum of one month to teach an already tame animal because they dedicate their expertise to creating potions and one behavior. or shields. leather armor) 6 . The lowest cost above is for Below are several possible specialists and typical monthly pay a standard animal trainer. short sword. sword. If training is interrupted. sword. shield. For example. short sword. chainmail) 30 . 30 6 9 Longbowmen (long bow. but at twice the base time and cost. are chapter. sword. 2 - Heavy Infantry (spear. The Judge decides how long an animal act as specialists if desired. A minimum of 1 engineer is needed. . plate. 60 . If an animal is being tamed and the time is interrupted. Human engineers usually handle large aboveground structures. This list is not exhaustive. lamellar. light warhorse) 30 . and if it is 200. . After the first month. - Mounted Crossbowmen (crossbow. 90 . scimitar. . See already spent on that particular behavior is lost. 6 Crossbowmen (arbalest. mule) . plate armor. ride hippogriffs or employ carnivorous apes as guards will need animal training may take years. short sword. an armorer can make 40gp worth of weapons. leather armor) 15 . shield. those able to train more than one kinds of specialists as needed using the rules in the Proficiencies sort of animal. able to train one type of “normal” rates. must be trained. dire wolf) . chainmail. based on the nature of the training. 52 Hirelings. An armorer with one journeyman and two apprentices produces 100gp per month and can maintain 125 troops. while dwarves are usually hired for underground construction. with an additional engineer per 100.000gp it will require 1 engineer. shield. leather armor. .000gp value of the project. light warhorse) 45 . Gp Wage per Month Mercenary Troop Type Man Dwarf Elf Goblin Orc Peasants (spear) 3 . 10 2 4 Slingers (sling. They may work as assistants to mages to help accustomed to a trainer and can be taught additional behaviors them create potions. - Medium Cavalry (lance. and Specialists . Mercenaries. leather armor. They may also research new potions as if at half the time per behavior. sword. all time they were 5th level mages. short sword. sword. banded plate armor) 12 20 24 . sword. the Animal Trainer (25gp to 250gp/month): Characters wishing to animal will rebel and cannot ever be tamed. shield. . short sword. . armor. - Light Cavalry (lance. chain barded medium warhorse) 60 . . shield.000gp it will require 2 engineers. - Cataphract Cavalry (composite bow. Armorer (75gp/month): Each month. shield. 15 - SPECIALISTS the assistance of an animal trainer.

The Adventurer Conqueror King System Equipment Hirelings. Mercenaries. Henchmen. and Specialists 53 .

They can be used as enforcers or muscle. A normal obscure and the probability of achieving a wrong answer. Thugs are 1st level assassins. and a chirugeon can treat up to Spellcaster (Various): Spellcasters are arcane and divine casters five patients per day. daggers. or The Judge rolls on the Spell Availability by Market table to sent on various hijinks. or cure serious wounds with obscure questions. . - Arcane–1st level 5gp 2d4x100 2d10x10 2d4x10 3d10 2d6 1d4 Arcane–2nd level 20gp 2d6x10 6d6 2d6 2d4 1d4 1d2 Arcane–3rd level 75gp 4d6 2d6 2d3 1d4 1d2 - Arcane–4th level 325gp 2d4 2d3 1d4 1d2 1d2-1 - Arcane–5th level 1. If the information is particularly sanitary conditions and bed rest. so only one cure disease spell is available each day. Spies are 4th to the town of Samos (a Class IV market) to seek restore life level thieves. may have to pay the monthly rate in addition to any other physickers can non-magically neutralize poison. it will cost the characters extra. reciters. is skilled like a sailor. retained to cast a spell for an adventuring party. spy 125gp/month. remove curse. or short swords. they will Clerics will never cast spells for adventurers of opposite usually be armed with clubs. cleric who can raise Quintus. they may not realize it! treat up to four patients per day. Ruffians are hired on and limb for Quintus and cure disease for the rest of the party. yielding 0. navigator are clerics asked to cast cure disease. so the Judge rolls 1d2-1. The Spell Availability by Market table shows how normal humans who can handle a ship. thug 25gp/month): EXAMPLE: Quintus has been slain. . and may charge double if the adventurers do not belong to their faith. The adventurers travel are 1st level bards. spying. - Arcane–6th level 4. carousing. be consulted for information. (See the Hideouts and Hijinks section in Chapter 7 for he rolls a 1. supplies the sage needs to research their question. If the healer can treat up to three patients per day. but mages may be sought out from time to normal humans who man oars of vessels. Unfortunately. The navigator many divine and arcane spellcasters capable of casting a given understands how to read charts and navigate based on spell level can be found in any given market. physicker 2gp/day/patient. and could stab the cured of lycanthropy. and Specialists . Ruffians may or may not be reliable. Reciters lycanthropy in a battle with wererats. Each spellcaster instruments and the position of the stars.) Ruffians will not go on adventures unless Restore life and limb is a 5th level spell.250gp 1d4 1d4 1d2 . Just because for any large ship. alignment. and are not armored. Mercenaries. Ruffians He scores another 1. The a ship will venture beyond sight of a coast. they are occasionally wrong when it comes to particularly neutralize poison. Ruffian (carousers. Despite the special knowledge sages day per patient. Highly skilled chirugeons can non-magically have. captain 100gp/month): Rowers are unskilled and limb. A captain is required cost per casting is listed for each spell level as well. and so on. Most often these Mariner (rowers. Creven. 25gp/month. all the adventurer – he must still be recruited through negotiation. Spell Availability by Market Spell Type and Level Cost Class I Class II Class III Class IV Class V Class VI Divine–1st level 10gp 2d3x100 4d4x10 5d10 4d6 2d6 1d6 Divine–2nd level 40gp 8d10 4d6 2d6 2d3 1d3 1d2 Divine–3rd level 150gp 2d6 2d3 2d3 1d2 1d2-1 - Divine–4th level 325gp 2d6 2d3 2d3 1d2 1d2-1 - Divine–5th level 500gp 1d6 1d4 1d4 1d2-1 . or to press on immediately to try to find a hiring character in the back (maybe literally!). cure disease. while his companions Ruffians are specialists in petty crime. In general. Carousers are 0th level (Balbus. Sages may and diagnose illnesses. stealing.500gp 1d3 1d3 1d2-1 . In addition. a physicker can characters receive a wrong answer. determine the availability of these spells. He is required any time will be able to cast a spell of the given level once per day. A patient under treatment of difficult to obtain. caught. such as assassinating. such characters are normal men. 6gp/month. a monthly basis. Sailors are skilled time as well. -1. and has more intimate a spellcaster can be found does not mean he will cast a spell for knowledge of the particular coasts he frequents. restore life 25gp/month. but may gain XP from hijinks. Footpads are 1st level thieves. - 54 Hirelings. Ruffians hired for hijinks will Cure disease is a 3rd level spell. use the Henchmen Monthly Fee table for high level whether to stay in town the three days necessary to get everyone ruffians. more information. sailors 6gp/month. cure disease. recruited as henchmen. Characters any healer regains an extra 1d3 hit points per day. The Judge will decide what questions are a proficiency throw of 14+ once per day per patient. Sage (500gp/month): Sages are rare. so the Judge rolls 1d2 to expect their employer to bail them out of trouble should they be determine how many spell castings are available. and Marcus) have been infected with brawlers and hoodlums that populate inns and taverns. 3gp/month. Being treated by a healer requires clean. footpads. such as a sage specialist in dragons. The Judge or cure light wounds with a proficiency throw of 18+ once per will decide these costs. 25gp/month. they usually specialize in chirugeon 4gp/day/patient): Healers are trained to treat wounds a subject area. Henchmen. or treasure-hunting. No restore life and limb who advance in level from successful hijinks will earn higher spells are available in town at all! The adventurers must decide wages.Healer (healer 1gp/day/patient.

Chapter 4: Proficiencies .

Caving. Skirmishing. Gambling. Knowledge.) Class 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Assassin C+G C G C C+G C G Bard C+G C G C G C G Blade Dancer C+G C G C G C G Cleric C+G C G C G C G Dwarven Craftpriest C+G C G C G . to be filled Arcane Dabbling. Performance appears on both the general list and the Bard class list. Skirmishing. Profession. Weapon Focus the class lists. 9. trip). Survival. Battle their class list each time they complete a full (2-point) saving Magic. Beast Friendship. . Alchemy. . Unless otherwise Proficiencies represent particular areas of expertise that your noted. during play as circumstances suggest appropriate choices. fighters get a new proficiency from (disarm. their class list at level 3. Animal Husbandry. Bargaining. useful to bards (class list). Laying on Hands. Seafaring. get a new proficiency from their class list at 6 and 12. then the proficiency throw value required for success is reduced Proficiencies Gained per Level (C=class prof. a proficiency may only be selected once. Trap Finding. and (if maximum level permits) 13. there is a general list of proficiencies. general list at levels 5. Righteous Turning. The player may choose Assassin Proficiency List: Acrobatics. Combat Reflexes. Prestidigitation. Prophecy. STARTING PROFICIENCIES Collegiate Wizardry. Apostasy. Animal Training. to leave one or more bonus proficiency “slots” open. Bargaining. Blind Fighting. Seduction. Thus. Trapping additional general proficiencies that may be learned is equal to the Intelligence bonus (+1. Each class has a class list of proficiencies. 8. Theology. Note that some proficiencies appear on both the general list and Swashbuckling. PROFICIENCY LISTS General Proficiency List: Adventuring. For example. Eavesdropping. chosen from the general list. Diplomacy. Climbing. Bribery. Skirmishing. Swashbuckling. Weapon Focus Characters may choose one additional proficiency chosen from Bladedancer Proficiency List: Acrobatics. Swashbuckling. Divine Blessing. bonus proficiencies from high Intelligence may only incapacitate). Theology. is both a common trade skill (general list) and training that is Beast Friendship. Language. However. Siege additional proficiencies from the general list. training that is particularly useful to the particular profession. one proficiency chosen from their class list and one proficiency Labor.THE BASICS OF PROFICIENCIES by 4 each time the proficiency is selected.. all proficiency throws use 1d20. Fighting Style. Language. - Elven Spellsword C+G C G C C+G . Disguise. Lip Reading. Riding. Tracking. +2. Seduction. The number of Engineering. Precise Shooting. Running. All characters begin with the Adventuring proficiency as well as Engineering. Characters with an Intelligence Mapping. This is because Performance Bard Proficiency List: Acrobatics. Art. Otherwise. Weapon Finesse. Intimidation. representing proficiencies depending on his campaign or setting. Mystic Aura. Weapon Finesse. Intimidation. Contortionism. and 12. new proficiency from their class list at 4. Skulking. All characters may choose one additional proficiency from the Seduction. If a proficiency can be selected more than once. Disguise. Seduction. which represent trade skills and knowledge that is widely available to all. Command. Mimicry. and The Judge may impose limitations on the selection of certain training. Diplomacy. 6. Magical Music. and mages Martial Training. Mimicry. Gambling. Alchemy. Running. Elven Bloodline. Combat Trickery (disarm. Signaling. clerics and thieves get a Divine Health. summarized on the Proficiencies Gained per Level table. below. Alertness. Fighting Style. Diplomacy. bonus may choose to begin the game knowing one or more Performance. Leadership. Healing. Military Strategy. - Explorer C+G C G C C+G C G Fighter C+G C G C C+G C G Mage C+G G C G C G Thief C+G C G C G C G 56 The Basics of Proficiencies . Characters will learn proficiencies from both lists over time. Running. Magical Engineering. Manual of Arms. . Endurance. Contemplation. character has developed due to his background. characters may take any proficiency on the appropriate list. Craft. G=general prof. Unflappable Casting. Sniping. Fighting Style. Precise Shooting. and 12. Lip Reading. Cat Burglary. Combat Trickery throw progression. Eavesdropping. Healing. be used to select proficiencies from the general list. Navigation. Knowledge. In addition. . Weapon Focus Unless its description says otherwise. GAINING PROFICIENCIES Performance. Weapon Finesse. . Leadership. Magical Music. Performance. Naturalism. Levels exceeding a class’s maximum level are marked with a “-”. 9. Art. Combat Trickery (disarm). Combat Reflexes. Mimicry. Prestidigitation. - Dwarven Vaultguard C+G C G C C+G C G - Elven Nightblade C+G C G C G . or +3). homeland. This is Quiet Magic.

Fighting Style. knock down). Contemplation. Command. Trickery (disarm. Skulking. Magical Engineering. Alertness. Profession (judge). or more class lists. Magical Engineering. Intimidation. Running. Prestidigitation. Passing Without Trace. Passing Without Trace. Running. Engineering. Prestidigitation. the character may attempt a proficiency throw of 20+ to tumble behind an opponent in melee. Command. Divine Blessing. Healing. Divine Elementalism. Wakefulness. Quiet Magic. Alertness. overrun. Combat Reflexes. Sniping. Contortionism. Precise Shooting. Blind Fighting. Quiet Magic. Divine Blessing. Mapping. Combat Reflexes. Gambling. Loremastery. required for the tumble is reduced by 1 per level of experience Arcane Dabbling. Endurance. Leadership. force back. Siege Engineering. Siege Engineering. Sniping. Intimidation. Riding. Mapping. Command.The Adventurer Conqueror King System Cleric Proficiency List: Apostasy. Other proficiencies appear only on one Berserkergang. Military Strategy. Brewing. Weapon Focus Proficiency Descriptions 57 . Mountaineering. Dungeon Bashing. Magical Engineering. Intimidation. overrun. Laying Illusion Resistance. Prestidigitation. Running. Dwarven Brewing. Combat Trickery (disarm. Sniping. Survival. Leadership. Blind Fighting. Weapon Finesse Explorer Proficiency List: Alertness. Loremastery. Skulking. Battle Magic. sunder). Manual of Arms. Running. Engineering. Righteous Turning. Navigation. Lip Reading. Craft. overrun. Weapon Finesse. the character is behind his of Zahar. and free-run around obstacles. Leadership. Manual of Arms. Magical Music. Weapon Finesse Elven Spellsword Proficiency List: Acrobatics. Mystic Aura. Endurance. knock down). Cat Burglary. Knowledge. Seafaring. Beast Friendship. In lieu of moving during a Strategy. Bribery. Lockpicking. Dungeon Bashing. Prestidigitation. Sensing Power. Battle Magic. Climbing. Combat Trickery (force back. Skirmishing. Leadership. Familiar. Sensing Evil. Weapon Finesse. Engineering. Diplomacy. Black Lore the character possesses. Beast Friendship. Goblin-Slaying. Passing Without Trace. Alertness. Transmogrification. Combat Reflexes. Skirmishing. knock down. Caving. Swashbuckling. Weapon Focus (chanting). Black Lore of Zahar. Sensing Quiet Magic. Unflappable Casting. Martial Training. Collegiate Wizardry. Land +2 to saving throws where agility would help avoid the situation. Swashbuckler. PROFICIENCY DESCRIPTIONS Proficiencies Theology. Fighting Style. Art. Swashbuckling. Knowledge. Gambling. Prestidigitation. Craft. Command. Beast Friendship. Battle Magic. Diplomacy. Elementalism. Soothsaying. Weapon Finesse. Contortionism. Skirmishing. sunder). Combat Trickery (force back. Sensing Power. Familiar. Blind Fighting. Friendship. on Hands. Combat Reflexes. Skirmishing. tumble. Alertness. Healing. Beast Friendship. Unflappable Casting. Weapon Focus. Combat Reflexes. Profession. Blind Fighting. Dwarven Acrobatics: The character is trained to jump. Health. Blind Fighting. Trapping. Battle Magic. Endurance. Divine Health. Fighting Style. Diplomacy. list are marked with (G). Magical Engineering. Magical Engineering. Endurance. Naturalism. Black Lore of Zahar. Power. Siege Engineering. Familiar. Precise Shooting. Swashbuckling. Combat Trickery (disarm. incapacitate). Land Surveying. Unflappable Casting. Prophecy. Mapping. Laying on Hands. Illusion Resistance. Riding. Fighting Style. If successful. Craft. Fighting Style. Soothsaying. Wakefulness. Unflappable Casting. Unflappable Casting Theology. Caving. Contemplation. Precise Shooting. Weapon Focus Fighter Proficiency List: Acrobatics. Elven Bloodline. Weapon Focus round. knock down. somersault. Ambushing. Intimidation. Mystic Aura. Gambling. Fighting Style. Elementalism. Beast Mage Proficiency List: Alchemy. Prophecy. Weapon Focus Thief Proficiency List: Acrobatics. Weapon Focus For ease of reference. Precise Shooting. Combat Trickery (disarm. Knowledge (history). Diplomacy. Mystic Aura. Mapping. Seafaring. Combat Magic. Battle Blind Fighting. Combat Trickery (incapacitate). Naturalism. Quiet Magic. Mountaineering. Combat Reflexes. Mapping. Performance Finding. sunder. Fighting Style. The character gains Goblin-Slaying. Arcane Dabbling. Righteous Turning. Trap Finding. Sensing Power. wrestle). Fighting Style. Loremastery. Riding. Survival. Quiet Magic. Trap Loremastery. Illusion Resistance. Sensing Evil. Performance. Naturalism. proficiencies that appear on the general Dwarven Vaultguard Proficiency List: Alertness. Surveying. Precise Shooting. Language. Weapon Focus. Dwarven Craftpriest Proficiency List: Alchemy. Eavesdropping. Running. Skirmishing. Military such as tilting floors and pit traps. Berserkergang. Profession (judge). Collegiate Wizardry. Healing. The proficiency throw Elven Nightblade Proficiency List: Alchemy. Swashbuckling.

magical or mundane. He gains +2 to all reaction rolls when encountering Initial training. buyer and seller have the Bargaining proficiency. and gains no benefit from his shield. A proficiency throw Journeyman 2 20gp 3 Apprentices of 11+ enables the character to identify whether a disease is Master Artist 3 40gp 2 Journeymen. and other magic items only useable by mages. he an apothecary or alchemical assistant. He knows how to clean and sharpen weapons. sculpture. He Art (G): The character can create a particular type of art (e. The opponent can now be attacked with a +2 bonus Apostasy: The character has learned knowledge forbidden to to the attack throw. He can spend more Adventuring for purposes of the proficiency throws of standard proficiency selections to have several types of art proficiencies. attempting once per day per animal. and if mundane. as described month of artwork. All player characters are assumed to have of art at the time he chooses the proficiency. he is an alchemist himself. wounds and diagnose illnesses in animals. and famous artisans with a proficiency 11+. Each time the proficiency mortal wounds with a proficiency throw of 18+. If he selects the same craft three times. the character must make a proficiency throw of 18+ or the part of their class. their productivity by 50%. and train a particular type of animal. If both the proficiency throw of 18+. He can create 40gp Alertness: The character gains a +4 bonus on any proficiency per month of artwork. Battle Magic: The character gains a +1 initiative bonus when Animal Training (G): The character knows how to breed. rare materials. increasing their productivity by 50%. Specialists section). He can create 20gp per proficiency three times. casting spells. increasing under Hiring Specialists. With a proficiency 4 apprentices. Any items the character day. the opposed If the character selects Animal Husbandry three times. he is considered a master of his field. If a character selects the same field of art twice. At level elven nightblades automatically begin play with this ability as 1. Thieves his order. The proficiency throw required reduces by 2 Adventuring (G): The character is well-equipped for a life of per level. saddle begin play with this ability as part of their class. or a horse trainer learn to train pegasi. and can take animals as henchmen. This proficiency does not stack with the ability of thieves Rank (# of Gp Earned/ Number of (or related classes) to backstab. If the character takes this proficiency twice. he can work as throw of 11+. has a rough idea of the value of common coins. character). Note that staffs. or cure serious wounds with a scores the higher result gets the discount. once per day is selected. which simply makes the animal safe for normal animals. the character receives a +2 bonus on his reaction roll per animal.opponent. encumbrance of 6 stone or more may not tumble. and jewelry. The animal can be actual level of experience for purposes of dispelling magic or taught simple tricks or orders. At any one time. Ambushing: When the character attacks with surprise. He is considered 2 class levels higher than his groom. A character may select proficiency throw of 14+. An animal can be taught a maximum of 2d4 different tasks or tricks. and understands the subtle body language and owlbears. and supervise up to 2 journeymen and throws to hear noises and detect secret doors. For example. animals must begin their training while still young. He could throw of 18+ he can notice secret doors with just casual work as a specialist in this field of art (as described in the Hiring observation. he gets a +4 bonus on his attack throws and deals double damage on the Art Proficiency Progression attack. when negotiating with other bargainers. services. Note that bards automatically adventure. adventuring tasks. and can cure Bargaining multiple times if desired. and ride a horse. and supervise up to 3 apprentices. With clean. trade goods. two or more different animal types must choose this proficiency more than once. and can identify masterwork substances. If the character selects Animal Husbandry twice. mosaic). on the attack throw and bonus to damage. he can purchases costs 10% less than the listed price and any items neutralize poison or cure disease. 4 Apprentices sanitary conditions and bed rest. painting. diagnose it. Regardless of moods of birds and beasts (though they may not understand the the type.A. He gains a +1 bonus to avoid surprise. Each additional task or trick taught thereafter takes an additional 1d4 weeks.g. A character with proficiency in training an Beast Friendship: The character is well-schooled in the natural animal may choose a fantastic creature of a similar type with world. He can Alchemy (G): The character can identify common alchemical create 10gp per month of artwork. Whichever character neutralize poison. If the character takes this is considered a journeyman in his trade. 58 Thief Proficiency List . The animal trainer will only learn the animal’s limit when he reaches it. plus an additional one each time Animal Husbandry is selected. Characters with an Arcane Dabbling: The character may attempt to use wands. Title times taken) Month Workers Allowed Animal Husbandry (G): The character has the ability to treat Apprentice 1 10gp N. attempt backfires. a bear trainer could learn to train throw of 11+.. he can Bargainers should make reaction rolls. takes one month. The character is considered an apprentice in his field. and search for a secret door. an animal under treatment of Bargaining (G): The character gets the best deals available the character automatically regains an extra 1d3 hit points per for goods. once per day per animal. to a minimum of 3+. The character must choose the type gems. A character who wants to train penetrating a target’s magic resistance. set up a camp. a character can treat three animals. handling. and poisons with a proficiency throw of items. or cure light wounds with a he sells go for 10% more than the listed price. potions. cure disease. He can identify plants and fauna with a proficiency this proficiency. and information. He may select 4 divine spells not normally available to and others eligible to backstab an opponent gain their usual +4 worshippers of his god and add them to his repertoire.

and rivers. as a thief of his “journeyman” rank as part of their class. A Master 3 40gp 2 Journeymen. apprentice in his trade. and Specialists. He can manufacture 20gp per month of goods. and can identify masterwork items. He can control undead as a See Special Maneuvers in Chapter 6 for more details. trappings. When the character attempts this special maneuver rage cannot be ended until combat ends. He may make a proficiency throw of 18+ each round the throw modified by the size of the bribe. smith. If he selects narrow and precarious surfaces. As a general rule. head of where he is when exploring underground caves. character may select this proficiency additional times. and his opponent suffers Black Lore of Zahar: The character has studied the terrible a -2 penalty to his saving throw to resist the special maneuver. with protocol. if he was several types of craft proficiencies. Craft (G): The character has studied under a guild craftsman. branchless trees. He can automatically Rank (# of Gp Earned/ Number of Workers Title times taken) Month Allowed identify arcane symbols. A character with this proficiency suffers only a -2 penalty undisturbed meditation. cavern and famous artisans with a proficiency throw of 11+. immune to fear. Craft Proficiency Progression Collegiate Wizardry (G): The character has received formal magical education from a wizard’s guild. Contortionism: The character is extremely flexible. with restraints. He can manufacture 10gp per month Caving (G): The character has learned to keep a map in his of goods. On a proficiency throw of 11+. If the character casts character may take Combat Trickery multiple times. a berserker Wrestle. he attempts to parley. While Combat Trickery: The character is a cunning and tricky fighter. or tight ropes by making a proficiency throw to climb walls. and grimoires of his own order. Craftsman 4 Apprentices Combat Reflexes: True warriors never hesitate in combat. he is considered a master craftsman.The Adventurer Conqueror King System Berserkergang: The character may enter a berserker rage. in the Hiring Specialists section). and can recognize those of other orders or Apprentice 1 10gp N. the normal penalty for attempting the maneuver is reduced by 2 (e. without climbing aids. from -4 to -2). Once it has begun. than actual. he gains a +2 bonus to attack throws and becomes Pick a special maneuver from any one of the following: Disarm. He may balance on thin ledges the same craft three times. in combat. leatherworker. enraged. or and cannot retreat from combat. the character has a -2 penalty to AC Force Back. craft twice. When the character casts necromantic spells (such as animate dead). instead of the base -4 penalty. and supervise up to 3 Cat Burglary: The thief knows how to deftly move across apprentices. a +3 bonus. selecting spells that require a saving throw versus Death. spell signatures. a to escape from bonds or to slip between the bars of a portcullis. Henchmen. class level. Overrun. He may also conduct necromantic research (see character’s henchmen and mercenaries receive a +2 bonus Necromancy in Chapter 7) as if he were two class levels higher to morale. traditions with a proficiency throw of 11+. craftpriests automatically begin play with this proficiency at the and other sheer surfaces.g. Sunder. the spell effects are calculated Command: The character has mastered the art of command. increasing their productivity by 50%. his targets suffer an additional special maneuver to learn each time. The Diplomacy (G): The character is smooth tongued and familiar character gains a +1 bonus on surprise rolls and initiative rolls.A. Morale is explained in Hirelings. A character may not regain the same on attack throws when blinded or fighting invisible enemies level of spell more than once per day through contemplation. able to Bribery: The character is exceptionally skilled at bribing squeeze or fold his body in ways that seem humanly impossible. If He can manufacture 40gp per month. walls. a -2 penalty on the save. Contemplation requires one hour (6 turns) of sight. and supervise up to 2 the thief falls while climbing. Knock Down. Note that dwarven Climbing: The character can climb cliffs. He could work as a specialist in this craft (as described and prevent any damage. officials with gifts of money or merchandise. Blind Fighting is typically used when the character and re-gain the ability to cast a spell of a level he had previously is in darkness or when the target is outside the range of his expended. bowyer. However. The character is considered an given situation. the player may make a second journeymen and 4 apprentices. The experience. as if he were two class levels higher than his actual level of His authority inspires men to follow him into danger. a week’s pay provides a +2 bonus. necromancies of ancient Zahar. bribe equal to one day’s pay for the target provides a +1 bonus. he is considered a journeyman in his trade. increasing their productivity by proficiency throw with a -4 penalty in order to catch himself 50%. Thief Proficiency List 59 . If a character selects the same conscious at the time. He can spend more proficiency selections to have know the route he has taken to get where he is. He receives a +2 bonus on all reaction rolls when This bonus does not apply when casting spells. or weaponsmith. The complexes. Rare or esoteric Journeyman 2 20gp 3 Apprentices traditions may be harder to recognize (Judge’s discretion). the character must choose the craft at the time he chooses the character with this proficiency will be able to automatically proficiency. Incapacitate. Blind Fighting: The character can fight a target without being Contemplation: The character may enter a meditative trance Proficiencies able to see it. and a month’s pay provides such as an armorer. A Chaotic cleric of one half his class level. Offering a bribe including squeezing between bars and escaping chains and permits an additional reaction roll during encounters. Mercenaries. jeweler. Only one bribe can be attempted per target in any shipwright. rare materials.

and a number of general and 10. he may only apply the bonus for one style in eyes. He does not fighting style proficiencies. Because of his familiarity with the fighting style. A character who Whichever gambler rolls the higher total has won the first round has taken this proficiency four times is the equivalent of the (hand.000+. with a proficiency throw of 11+. game of skill and betting. golden in a given fight. Divine Blessing: The character knows how to propitiate the the character must save versus Death or instantly take damage gods and gain their favor. perform services. The familiar always has a number of Hit Dice and of their rolls. Gambling (G): The character has the ability to win money in games of skill (competitive card games) and betting. earn 1d6gp per month as a professional gambler. water). a character with weapon Elven Bloodline: The character has the blood of the ageless and shield fighting style proficiency gains a total improvement elves in his ancestry. Spells Two-handed weapon +1 to damage rolls using this element do +1 damage per die and impose a -2 saving Weapon and shield +1 to armor class throw penalty on the target. This can be as simple as multiplying the total rolled by 5.. etc. the character receives +1 on saving throws. their bet by rolling the dice again and adding it to the total. each fighting style provides a special bonus when the character is fighting in that style. and generally obey die roll. The proficient character may draw his weapon(s) and/or ready his character receives a +4 bonus on throws to open doors and shield without having to give up an opportunity to move or similar acts of brute strength.) Losers must either exit the game or increase engineer specialist described in the Specialists section. they should each roll the appropriate Each time this proficiency is taken. 60 Thief Proficiency List .) any given round. he must choose between +1 initiative need to rest every 6 turns. The character and constructing castles. For example. A character may take this proficiency normal for his race. and he shows no signs of aging. Familiar: The character gains a familiar. and the character will be able to understand Disguise requires a proficiency throw of 11+. or even 1. 25. a strange birthmark. or lycanthropes. including magical Fighting Style: The character chooses to become proficient in a diseases caused by spells. enjoys the elf ’s immunity to paralysis. selected from its master’s over domains and castles. If multiple is passing through to assess what shape they are in. designing. and so forth. without penalty. a lifting and physical labor involved in dungeon exploration. towers. particular fighting style. or as complex as requiring the loser to turn class proficiencies equal to its masters. Pole weapon +1 to initiative rolls Missile weapon +1 to attack throws Eavesdropping: The character can hear noises as a thief of his Single weapon +1 to attack throws class level. in the given manner. The familiar is utterly loyal to its master 14+ to see through it. trick. Someone who is the familiar’s speech. mummies. if a character armed with a spear and a shield has both the pole weapon and weapon and shield Endurance (G): The character is nearly tireless. though no one else will without resorting intimately familiar with the subject of the disguise may throw to speak with animals. equal to its master’s Intelligence. He gains a +2 bonus to all saving equal to the familiar’s maximum total hit points. such as two weapon fighting or weapon Dungeon Bashing: The character is hardened to the heavy and shield. A character throws. the character can supervise number of d6s as if measuring their monthly gambling income. earth. He can Engineering (G): The character is skilled in planning. He is immune to all forms of disease. etc. The fighting styles Dwarven Brewing: The character knows the secrets of the and their bonuses are listed below. The character’s ancestry If a character has two fighting styles that might be applicable must manifest somehow in his appearance (pointed ears. selecting an additional fighting style each time. does not gain a new familiar if it is slain until he has gained a Divine Health: The character knows how to purify his body and level of experience. The losers must each pay the winner the total amount the Judge). increasing character with this skill can evaluate constructions the party his monthly income by 1d6gp with each selection. While the familiar is within 30'. roads. He can force march for one day rolls or +1 to AC. attack. he may make a proficiency throw of 11+ to Fighting Styles determine the magical properties of a potion or oil on taste. at companion. the game can be for higher maximum hit points equal to ½ its master’s own. or other unusual trait. A successful spoken by its master. If all gamblers agree. famed beer and ale of the dwarves. His lifespan is three times longer than to his AC of 2 points. a magical animal This continues until no gambler is willing to increase the bet. Because of his familiarity with mixology. if he desires. adding their Wisdom modifier to their and will fight for him. Any can select Gambling additional times if desired. The character’s magic missiles Bonuses are in addition to the standard bonuses for fighting can be considered to be of this element. soul. Elementals summoned from this element gain +1 hp per Hit Die. fire. He also multiple times. his commands. He gains a +4 bonus to proficiency throws to craft alcoholic Style Bonus beverages. The familiar can always understand any languages someone else through make-up and clothing.Disguise (G): The character can make someone look like class list. Two weapons +1 to attack throws Elementalism: Choose an element (air. but if the familiar is ever killed. when and characters with Gambling proficiency face each other in a by whom they were built.000gp worth of permanent construction. In addition. plus one additional day for each point of Constitution bonus. but not both. The familiar will be a creature appropriate to the which time the gambler with the highest cumulative total wins character’s alignment and other powers (as determined by the game. For instance. Intelligence stakes.

With a proficiency throw of 11+. If the subject of his lip reading is not speaking clearly in bright light. He receives a +2 bonus on all reaction Chapter 7 for more information on carousing and spying. and write an additional language (pick one). to disbelieve magical illusions. If a of magical items. Each time it is taken. cure disease. and if multiple times. the character may Illusion Resistance: The character is as hard to fool as the most need to make a successful proficiency throw to hear noise in cynical dwarf. the base morale score of any domain he rules is increased by 1. the wounds and diagnosing illnesses among humans and demi. around him. of a particular field. Leadership (G): The character is an inspirational authority neutralize poison. Rank (# Gp Laying on Hands: The character can heal himself or another of times Earned/ Patients/ Title taken) Month Day Skills by laying on hands once per day. lock in one round (rather than one turn) by making a successful Knowledge (G): The character has made a specialized study proficiency throw to open locks with a -4 penalty. neutralize poison. extra 1d3 hit proficiency multiple times. He gains a +1 to magical research throws. or rock slides day per patient. cure disease. orcs. Domain morale is explained in the Campaign chapter. cure serious 14+ Lip Reading (G): The character can “overhear” conversations spoken in a language he understands. once per day per patient. or the character a +2 bonus on proficiency throws to open locks. the character can or cure light wounds with a proficiency throw of 18+. natural history. Characters with an Intelligence of 8 or less time Healing is selected. A detection due to his ability to find the best cover. The character can restore 2 hit points per experience level. are generally illiterate. read. The character can make his living off his labors. In dungeons. he could work as a down his race’s humanoid foes. diagnose it. trolls. he when the character enters the area. begin play with this proficiency as part of their class. At level 1. metaphysics. The character receives +4 bonus on saving throws order to determine if he gleans the appropriate information. The proficiency throw a proficiency throw of 11+. this proficiency can be taken by a character with a low Intelligence (8 or less) in order to become Healing Proficiency Progression literate in a language the character already speaks. or and at level 13 it increases to +3. A proficiency throw of 11+ enables the character may learn other labor proficiencies by taking this proficiency to identify whether a disease is magical or mundane. The character may hire one more light 18+ henchman than his Charisma would otherwise permit. geography. goblins. Labor does not require enough skill to be able to mundane. With a proficiency throw of 11+. but is unable Thief Proficiency List 61 . once per predict dangerous sinkholes. mining. The bonus on his proficiency throws. naturally heals an extra 1d3 hit points each day. bugbears. mathematics. Loremastery: The character is knowledgeable on a variety of history. such as bricklaying. Language (G): This proficiency enables the character to learn goldenrod. comfrey. against kobolds. He may open a and his allies must outnumber or grossly outrank the targets. If the character selects Healing three times. an explorer can neutralize poison.The Adventurer Conqueror King System Goblin-Slaying: The character has been trained to ruthlessly cut If he selects the same subject three times. or identify a historic artifact. Proficiencies character with Healing proficiency can use the healing herbs listed in the Equipment chapter (e. investigation with a proficiency throw of 11+. He receives +1 on attack throws sage of the subject (as described in Specialists in Chapter 3). hobgoblins. the character points per day may lay on hands an additional time per day. he can neutralize poison. Physicker 2 50gp 4 Identify 7+. farming. At level 7. blackwort. character selects the same knowledge twice. a character can character’s level of literacy with the new language is determined supervise three different patients. he is an expert in He can recognize most common magical items after careful the subject and can train students and write books on the topic. Healing (G): The character is especially skilled at treating earning 3-12gp per month. cure figure who earns great loyalty. Characters with Lip Reading proficiency receive a +1 bonus Intimidation (G): The character knows how to bully others to carousing and spying hijinks. and woundwort) to heal additional damage or gain a to speak. and giants. See Hideouts and Hijinks in to get what he wants. Note that bards automatically commentary or information relating to his area of knowledge. remember ancient make his living by acting as an expert on the subject. gnolls. The targets must be 5 HD or less. such as architecture. If the character Land Surveying: The character is an expert at surveying the land selects Healing twice. or cure serious wounds with Land Surveying gains a +4 bonus to his throws to escape with a proficiency throw of 14+. With history. deadfalls. astrology. the character may make a proficiency philosophy. plus an additional one each by his Intelligence. cure disease.g. natural esoteric subjects. cure disease. The character must choose his area of knowledge at the time he chooses the proficiency. stonecutting. collapses. character can interpret information in light of his skill. However. A character humans. The character can usually throw of 18+ to decipher occult runes. A character may take this Healer 1 25gp 3 Identify 11+. this bonus increases to +2. He can spend more proficiency Magical Engineering: The character has specialized knowledge selections to have several different areas of knowledge. or political economy. the character can recall expert required reduces by 1 per level. Labor (G): The character is highly proficient at a particular ogres. type of physical labor. rolls when implicitly or explicitly threatening violence or dire Lockpicking: The character is an expert with locks and receives consequences. In any one day. A patient under treatment of Healing be improved by taking this proficiency multiple times. and Chirugeon 3 100gp 5 Identify 3+.

Performance (G): The character can act. earn 10gp per month from his performances. cavalry (12 months). Forces under his command receive a +1 bonus to of times Earned/ Number of initiative rolls in mass combat. healing the character performs for a full turn (10 minutes). With a proficiency throw of 11+. (5) spears/pole arms. (4) swords/ that bards automatically begin play with this ability at the daggers. bowmen (2 months). and 4 apprentices. If this bonus results in a total of spell) or tame savage beasts (as a sleep spell). research throws and reducing the proficiency throw required to Mystic Aura: The character has learned to project his magical recognize common items by 4. He can recognize famous Performance Proficiency Progression historical battles. This proficiency can be selected multiple their class level. recite Two ranks of Manual of Arms combined with Riding allow poetry. the effect herbs. the character’s mimicry (e. This proficiency may be selected Title taken) Month Workers Allowed multiple times. the character may cover the tracks (6 months). Passing Without Trace: The character leaves no sign of his Manual of Arms combined with Riding and Weapon Focus passing over wilderness terrain. he can train crossbowmen (1 month). succeed on an appropriate Performance proficiency throw to use Naturalism (G): The character is knowledgeable of common Magical Music. This proficiency can be selected Manual of Arms (G): The character has the ability to train multiple times. If the character selects Manual of Arms twice. He gains a +2 bonus to reaction rolls to impress and serenade members of the opposite gender (as a charm person intimidate people he encounters. (3) flails/hammers/maces. (6) bolas/nets/slings/saps/staffs. and lead a troupe of up to 2 journeymen these to the list of weapons permitted to the character: (1) axes. or longbowmen (3 months). apprentice level as part of their class. Weapon Focus (bows & crossbows). sing. and weapons with a proficiency Rank (# Gp throw of 11+.A. he can earn 25gp and stars to determine roughly where he is. each time adding an additional +1 bonus to magical climb sheer surfaces during combat or without extensive gear. imitating the screech of a hoot owl or a noise from some other animal) is so authentic as to fool listeners into believing they have heard the actual animal. Note (2) bows/crossbows. It takes 1 month to turn raw on proficiency throws to avoid getting lost in the wilderness. and to rig lines to safe ones. He gains a +4 bonus per month training light infantry. If a character selects the same type of the character can interpret or draft complicated layouts or map an performance twice. Select one of the following types of weapons and add from his performances. the character has 50%. masterpieces. dance. and weapon drill. he had training that supersedes the normal religious strictures of is considered a master of his field. and may not be tracked. as a thief of remaining in an item. and can identify Mapping (G): The character can understand and make maps. or play musical instruments in a skilled the character to train heavy cavalry (6 months). 4 Apprentices foreign language accents. he of an additional traveling companion. The character can train up to 50 soldiers The character is considered an apprentice in his style. generals. This proficiency can be selected multiple times. tell stories. This proficiency can be selected multiple times. soldiers in military discipline.to recognize uncommon or unique magical items. proficiency throw of 11+. 62 Thief Proficiency List . He can earn 40gp per month his order. to a maximum of +3. he He can serve as a navigator on a seagoing vessel as described in can also train light cavalry (taking 3 months). or to assess the specific bonus or number of charges enable non-climbers to tackle those faces as well. Military Strategy (G): The character has studied the art of war and the methods of the great captains. famous performers. Journeyman 2 20gp 3 Apprentices Mimicry (G): The character can imitate animal calls and Master Performer 3 40gp 2 Journeymen. increasing their productivity by 50%. He can earn 20gp per month from his performances. each time adding an additional +1 bonus to Apprentice 1 10gp N. immediately and lasts until the character stops performing. and signs of unnatural danger (such as unusual quiet. If he also selects Specialists. proficiency throw of 11+. and the character can take the proficiency (bows & crossbows) allows the character to train cataphract several times in order to know multiple types of performance. Magical music has no effect if used atypical animal behavior. If he selects the same type of performance three times. mass combat initiative. With a proficiency throw of 11+. If The character is familiar with edible and poison foods. and lead a troupe of up to 3 apprentices. etc. The character must 12 or more. For (bows & crossbows) allows the character to train horse archers every 3 levels of experience. earns 50gp per month and can train heavy infantry (1 month).) in his known terrain with a against creatures that are already in combat. He can during each training period.g. powers in a way that causes awe in those that share the character’s Magical Music: The character can perform music that can presence. Two ranks of manner. This proficiency does not allow the character to times. area by memory. the charm or sleep effect begins plant and animal life forms in terrain typical to his background. If successful. Navigation (G): The character can take the position of the sun If the character selects Manual of Arms once. has the duration of the spell. recruits into light infantry. to distinguish trapped or cursed items from to climb difficult mountains and cliff faces. physical fitness. he is considered a journeyman in his trade. increasing their productivity by Martial Training: As a crusader of the faith. to divine Mountaineering: The character can use mountaineering gear command words. If the character also selects Riding. the subjects act as if charmed while in his presence. The character chooses the type of performance that Manual of Arms combined with Riding and Weapon Focus his character knows. and rare instruments with a even if he cannot read or write.

or other organization. or smoke signals. Examples of signals include naval flags. but also how to handle it under difficult circumstances. He may use magical sleight-of-hand practiced seducer. He can construction and placement of temporary defensive works such earn 50gp per month for his services. cavalry Master of Profession 3 100gp 2 Journeymen. He receives a +2 bonus on proficiency throws to and gestures. A successful proficiency throw to hear noise hide in shadows and move silently. the character can under non-combat conditions. The Judge will make these visions proficiency is not required to simply ride a domesticated animal both cryptic and useful. as described in Specialists. If proficiency cannot attack opponents engaged in melee with he selects this proficiency three times. increasing their productivity by 50%. Once per week. If the proficiency is taken a second time. he can serve opponents in melee is reduced by 2. catapults. siege engines. For each Soothsaying: The character is subject to premonitions and type of animal. the character can commune rolled. such as lighting a candle or shuffling cards. Righteous Turning: When turning undead.The Adventurer Conqueror King System Precise Shooting: The character may conduct missile attacks Running: The character’s base movement speed is increased by against opponents engaged in melee at a -4 penalty to his 30' when wearing chainmail or lighter armor. and profession. at will. Once per week. increasing their productivity character has the knowledge to construct heavy war machines. Profession Proficiency Progression Signaling (G): The character knows how to transmit messages Rank (# Gp to other signaling specialists of the same military force. a master mariner’s ship has its movement rate Prestidigitation: The character can magically accomplish reduced by only one category rather than by two (as described simple illusions and sleight of hand tricks suitable for impressing in the Wilderness Adventures section). He can commentary on subjects pertaining to his profession with tell when arcane magic has been used within the last 24 hours a proficiency throw of 11+. of a riding animal. up to 60' away by concentrating. librarian. then the 2 practitioners and 4 apprentices. He can Sensing Power: The character can detect spellcasters within earn 25gp per month for his services. This dreams of the past and future. lawyer. This is similar to learning Title taken) Month Workers Allowed an additional language. If a character selects the same profession twice. such as using a weapon from its back. Sniping: If otherwise eligible to ambush or backstab his opponent. and siege towers as well as use them. and simple wooden and earthen apprentices. of times Earned/ Number of trade guild. the penalty to attack galleys. this proficiency must be selected separately. A character may take this proficiency multiple Seafaring (G): The character can crew large sailing ships or times. (The character cannot necessarily profession at the time he chooses the proficiency. The Proficiencies character is considered an apprentice in his profession. contact higher plane (as the spell). the character can detect evil (as the spell) profession. rams. banker. and his ship’s chance to peasants. attack throw. He can spend sense whether an item is magic. proficiencies. fields of stakes. The character must specify the style Apprentice 1 25gp N. judge. scribe. Skulking: The character excels at moving furtively and finding Quiet Magic: The character can cast spells with minimal words concealment. 4 Apprentices Skirmishing: The character may withdraw or retreat from melee combat without declaring the intention to do so at the Prophecy: The character is subject to premonitions and dreams start of the melee round. is required to hear the character cast spells. and supervise up to 3 as ditches. Each use takes a turn. missile attacks. The Judge will make these visions both must declare defensive movement before initiative dice are cryptic and useful.A. trumpets. The evade is increased by +5. Thief Proficiency List 63 .) Each use takes a turn. Each time the proficiency is taken. Full gagging is necessary to prevent the character from working magic. Characters without this as a captain on a seagoing vessel. See Defensive Movement in Chapter 6. rolls with the opposite sex of similar species. He always receives a +2 bonus on reaction to pick pockets as a thief of one half his class level. The character must choose the within the same vicinity. the character adds his Wisdom bonus to both the turning throw and to the number of HD turned on a successful throw. Characters without this proficiency of the past and future. He also knows how to operate heavy war machines the same profession three times. the character may do so using ranged weapons at up Riding (G): The character knows not only the care and feeding to short range. chamberlain. he is considered a master of his and siege engines such as ballistae. and be Seduction (G): The character is either naturally alluring or a free to speak and gesture. pits. restaurateur. merchant. and can make expert 60' and estimate their level of power relative to his own. Profession (G): The character is highly skilled at a civil Sensing Evil: At will. he is a master mariner. (as the spell). by 50%. and supervise up to siege towers. culture. such as actuary. and culture of signals that he has learned when he takes this Licensed Practitioner 2 50gp 3 Apprentices proficiency. or seneschal. he Siege Engineering (G): The character is highly skilled in the is considered a licensed practitioner of his profession. If he selects barricades. bores. When tacking. He can earn 100gp per month. character must be able to perform the task physically. If a character selects this proficiency twice. unless it has been used in the more proficiency selections to have several types of profession last 24 hours.

specialist (see Specialists in Chapter 3). and Mapping of transformation. deadfalls capable of capturing creatures up to the size of an elephant (such as giants. Normal dwarves and elves gain an creatures. faith. a proficiency throw (as described in Wilderness Adventures). A character may 7. -4 per hour of rain/snow since trail was made. 2-4 creatures. he gains he were two class levels higher than his actual level of experience. He can automatically identify religious Weapon Focus does not allow a character to use weapons not symbols. and finding water and shelter. With a proficiency throw of 11+ the snare is built properly. +6 if tracking 8-16 and 35 years of work. if wearing leather armor or less and able to move freely. bows and instruction at a seminary or monastery.Survival: The character is an expert at hunting small game. so long as he is in a fairly fertile area. At level the character inflicts double normal damage. Labor (Stonecutting). This proficiency AND DEMI-HUMANS can be selected multiple times. He selects Craft Transmogrification: The character has mastered grotesque arts (Carpenter). gain additional general proficiencies equal to their Intelligence bonus. man. this bonus increases to +2. for bad lighting. the character may use his Dexterity modifier instead If he is trying to supply more than one person. he must make of his Strength modifier on his attack throw. Normal humans and demi-humans (non-adventuring 0th level Trap Finding: The character is an expert trap finder. or magical traps of any sort. With his bonus proficiencies (such as polymorph other). The character can also detect and disable simple wilderness pits. 15 years. Engineering. Wakefulness: The character requires only four hours of sleep to gathering fruits and vegetables. and at level 13 the bonus increases take this proficiency multiple times. and can recognize those of other faiths with a proficiency throw of 11+. spears and polearms. The character forages enough food to feed himself automatically. Characters without this proficiency lose the opportunity to act at all if they are interrupted while casting a spell.. Unflappable Casting: When the character loses a spell by being interrupted or taking damage during the round. Adventurers learn much faster – or die. which he uses to take a fourth rank He may also create magical crossbreeds (see Crossbreeds in in Engineering. A character of average saving throw. Rare or occult cults may be harder to recognize (Judge’s discretion). deadfalls. he does not lose his action for the round. When the character casts polymorph spells with his four starting proficiencies. as a thief of his class level. 35. The available Weapon Focuses are: Theology (G): The character has received formal religious axes. Weapon Focus each time. He any class proficiencies. A character may not select the same proficiency more Tracking (G): The character can follow tracks with a proficiency than once with his four starting proficiencies. receiving characters) do not begin with the Adventuring proficiency or a +2 bonus on proficiency throws to find and remove traps. maces. -8 if the trail is through hard/rocky ground. etc. an additional proficiency. the character is capable of devastating strikes. but gains a +4 bonus on the roll. He begins his career at age 18 with six general proficiencies – four base + two more from his high INT. he may now move and attack normally. At age 23. and 70 years of muddy ground. etc). Weapon Focus: When using a favored type of weapon. The Judge should increase or decrease the chance bonus proficiencies from high INT to do so. Weapon Finesse: When attacking with one-handed melee even when on the move. and proficiency. While he still loses the spell. Normal humans of success depending on the circumstances: +2 if tracking gain an additional general proficiency after 5 years. See Casting Spells in Chapter 5 and Chapter 6. spell signatures. -1 per 12 hours of good weather since trail was made. trappings. the spell effects are calculated as if he takes two additional ranks in Engineering. wyverns. He is now qualified to serve as an Engineer Chapter 7) as if he were two class levels higher than actual. snares. flails and hammers. slings and thrown weapons. the church hierarchy. 15. If their Intelligence is 13 or greater. +4 if tracking 4-8 creatures. Characters EXAMPLE: Tavus is a highly intelligent (INT 16) 0th level young move at half speed while tracking. and is a member of crossbows. Note that dwarven craftpriests automatically PROFICIENCIES OF NORMAL HUMANS begin play with this ability as part of their class. 64 Thief Proficiency List . be rested each night. This proficiency provides no abilities with regard to mechanical traps in a dungeon. making him among Targets of his polymorph other spells suffer a -2 penalty to their the youngest engineers in his guild. -4 work. snares. +4 if trail is through soft/ additional general proficiency after 5. but may use throw of 11+. ogres. weapons. they a successful proficiency throw with a -4 penalty. +8 if tracking 17+ creatures. selecting an additional to +3. swords and daggers. and holy days of his own available to his class. Intelligence might take a lifetime to gain that same level of Trapping (G): The character can build simple pits. Instead they begin their careers with four may find a trap in one round (rather than one turn) by making general proficiencies. On an attack throw Swashbuckling: The character gains a +1 bonus to Armor Class scoring an unmodified 20 when using his favored weapon.

The Adventurer Conqueror King System Spells Chapter 5: Spells Proficiencies of Normal Humans and Demi-Humans 65 .

level mage is able to cast two 1st and one 2nd level spell per day. the exact collectively called spellcasters or casters. The spell still counts against the While a mage generally has the formula for every spell in his character’s spells per day as if it had been cast. some spells are remain in his deity’s good graces! 1st level spells. whether the target For an arcane spellcaster to have a spell in his repertoire. and some are 2nd level. like maintaining a repertoire in very different ways. announce the intention to cast a spell prior to initiative being A blank spell book costs 20gp and has 100 pages. Because Spells may be cast only by characters of special classes. There are two types spells available for any given cleric could instead include a of spellcasters: divine spellcasters and arcane spellcasters. useful if the caster wishes to change his repertoire (see below). the reverse is not true. in most repertoire. His repertoire is two 1st and one 2nd level spells. arcane and divine the lunar cycle. 68-69. Each spell determined at the beginning of a round. As a result. represents a general list of spells characters can learn only lower level spells. an arcane caster might have instances a spellcaster must have the intended target of a spell possession of a spell formula without having it in his repertoire. and so on. can vary with the season. they serve. and they are many. spells are appropriate for any given cleric based on the power he serves. variant selection from this list combined with spells drawn from The divine spellcasters described in this rule book are clerics. spellcasters do not have to “memorize” or “prepare” their spells ARCANE SPELL REPERTOIRE in advance. Spell formula are accumulated over time and are required to roll a saving throw and fails prior to casting a spell. spells have levels that spellcaster may be expected to pray more than this in order to measure how powerful they are. the spell is disrupted and fails. his hands are tied. he is a specific monster. it applies to both divine and arcane spellcasters. a well-rested Spells are powerful invocations that use esoteric hand gestures divine spellcaster simply needs to pray for at least one hour combined with eldritch spoken words to bring about otherwise in order to be able to cast these spells. and more. special curative spells available only to her clerics. Unlike other fantasy games. If a rule does not specify a particular type it is available to every cleric. while higher level that might be provided to clerics of powerful gods with broad characters can access more powerful. For instance. but only the most intelligent and DIVINE SPELL REPERTOIRE learned arcane spellcasters can maintain a repertoire of more Divine spellcasters receive their spells directly from the deity than a few spells at a time. of these strictures. a spellcaster cannot cast spells if he is gagged. a PC must star signs he must remember about each spell in his repertoire. The Bladedancer Spell List. Despite the similarities in how they cast spells. spheres of influence (such as clerics of Ammonar). For instance. while the arcane to grant their cleric’s reversed healing spells. must keep track of complex astrological movements and star signs that are constantly changing. and elven spellswords. other sources. and As described in the Initiative section of Chapter 6. clerics gain their spells from a specific deity. generally in the morning. The number of spells of each level in the repertoire is and one hour of concentrated study or prayer before they can increased by the caster’s Intelligence bonus. within visual range (unless otherwise noted).SPELLS AND SPELLCASTERS existence). Should an opponent formula in the repertoire takes up one page per spell level in successfully deal damage to the character or if the character is a spell book. Mages may collect spell formula from many sources. casting from among any and all the spells in their repertoire The base number and level of spells in an arcane spellcaster’s (see below). or area of effect. he must daily appease various ghosts and spirits that power certain dweomers. Their spell repertoire automatically includes each spell of each level they can cast from the spell list made available to them by their deity (but not necessarily every divine spell in 66 Spells and Spellcasters . the divine impossible effects. Just because Some rules will apply only to one type of spellcaster. Periodically the caster reviews his other actions during the same round they intend to cast a spell. in Adventurer Conqueror King. then his spell repertoire is increased to four 1st in order to make the gestures and say the magical phrases that level and three 2nd level spells. on p. The Judge will determine which of spellcaster. is an example of a spell CASTING SPELLS list for a divine spellcaster designed around a specific deity During any single day. If he has 16 INT All spellcasters need to be able to move their hands and speak (+2 modifier). spell books to refresh himself on the various taboos. but might offer spellcasters are mages. Of course. Each day. Spellcasters may take no recorded in his spell books. a 3rd cast again. Like characters. friendship or remembering a song. of each level indicated on the Spells Progression table for their class. however. or he is in an area A formula for each spell in an arcane spellcaster’s repertoire is under the effects of a silence spell. Finally. Lower level The Cleric Spell List. 68. a deity devoted to healing may refuse bladedancers. while others a spell is listed below as a divine spell does not necessarily mean apply to both types. they can choose which spells to cast at the time of Arcane spellcasters have only a limited repertoire of spells. the caster’s location. character. All The spells available to a spellcaster are called his spell repertoire. they must have 8 hours of uninterrupted rest per day. rituals. on p. Having a spell spellcasters have very different spell repertoires and learn their in the repertoire is thus an ongoing effort. and dwarven craftpriests. he must SPELL REPERTOIRE remember and obey special taboos that each spell dictates. spellcasters can cast the number of spells (Ianna. for instance. Once spellcasters have cast all of their available repertoire is equal to the number and level of spells he can cast spells for the day. Goddess of Love and War). bring magic effects into being. elven nightblades. higher level spells.

one written in Draconic and one written in tomes and rare grimoires. and sleep into his spell book. he may start until eventually he knows none at all. spells known to the practitioners of the arcane arts. However. Charm destroyed.000gp. he will begin play with less than the maximum concentration. for arcane spellcasters are a secretive lot EXAMPLE: Quintus can understand the Common. Spell Repertoire 67 . in any other activity for the time required. Replacing a spell in Spells the repertoire does not cause the character to lose the formula Adding New Spells to the Repertoire of the replaced spell. magic missile. decides to stop actively monitoring the various stars. mages and elven spellswords depend prepare for almost any challenge. they may return to their masters and be out use. As they advance in level. he now has read languages. If the character rolls any duplicates it will take 4 weeks and 4. This costs 1 week of game repertoire. Quintus gives the Draconic scroll to his friend Thord. An arcane spellcaster the game with additional 1st level spells in his repertoire. and many spells that Auran. Scribing a spell from a scroll uses it up in the process. Powerful arcane spellcasters generally build large libraries of play for one game week per spell while they are adding new of spell formula and scrolls so that they can replace the spells spells to their repertoire. the Judge selects sleep. shield. eligible to have three 1st level spells in his spell repertoire. Instead. but lords. because he A 1st level arcane spellcaster starts the game with a base of is not an arcane caster. existing only in dusty finds two scrolls. light. is a sample of the more common a scroll or spell book in an unfamiliar language. or when a guild. it an “11". good choices. Quintus is of too high level to be cast. below. if one 3rd level spell is replaced. time and 1. and sleep in his repertoire. he were once known have been forgotten. or conducting spell research. a copy of the spell formula for the new spell. but copying spells from a spell book does not erase spells from magic missile. from the arcane spell list. He is new spells in them. Quintus can read the scroll written in Zaharan. an arcane spellcaster confronting a pack of single day. or another arcane spellcaster’s time. protection from evil. When the encounter. if two 1st level spells and one 2nd level spell are replaced. While on an adventure. It is by no means a complete list. Quintus then rolls 1d12 on the with another of equal level. A scroll or spell book can shield at a later time following the same procedure by which he be read only by the spellcaster who created it. or sleep are an arcane spellcaster loses one spell level from his repertoire. arcane spellcasters can add new spells to their repertoire in a few different ways.The Adventurer Conqueror King System Starting Spell Repertoire Unfortunately. Quintus then rolls 1d12 again and scores with another.000gp. When they gain a particular adventure requires a spell the caster doesn’t normally level of experience. he has added read languages. Their masters will teach them spells in their repertoire with new spells when the situation calls for equal to the number and level of spells the caster can use in a it. Thord cannot read the scroll either. it may be added to the arcane spellcaster’s repertoire repertoire. he cannot read the scroll written in Draconic except through the read languages spell. EXAMPLE: Quintus is a 1st level mage with INT 16. or apprenticed to a higher level NPC. In game terms. but he will take 3 weeks and 3. and a character doing this work may not engage permitted spells in his repertoire. he still possesses a copy of the formula for shield. The mage must have extra 1st level spell to his repertoire once play begins. This activity requires complete doesn’t get to roll again. so should it Scrolls and spell books are complex and esoteric. Quintus already knows sleep. so they must find or research them. spellcaster who can read the language the scroll or spell book is written in. Each week he goes without access to his spell books. For Quintus’ first may sometimes wish to replace one spell in his spell repertoire spell. taboos associated with shield so he can instead pay attention to It takes one week of study to add a spell to the character’s those associated with magic missile). Quintus will begin play with concentration. All mages and elven This practice commonly occurs when a spellcaster gets access spellswords are assumed to be members of the local mages’ to more useful spells than what he currently knows. Classical that do not share their knowledge easily. Over If a new spell is found on a scroll. a dwarven craftpriest who reads Draconic. For player should roll 1d12 to randomly select another other spell instance.000gp for each spell level. and a character doing this work may not engage just sleep and read languages in his repertoire. If the mage has an INT of at least 13. an arcane spellcaster can a master is not available. and Zaharan languages. person. His spell An arcane spellcaster who already has a full repertoire of spells repertoire can be up to three 1st level spells. He adds read languages to 1.000gp. it cannot be put into the repertoire. entirely on finding spell scrolls. For instance. shield in his repertoire. (That is. If the spell decides to replace shield with his new find. learning sleep. It costs 1 week of game time and arcane spell list and scores a “9”. For instance. and therefore cannot cast it. He can add the in any other activity for the time required. one 1st level spell in his repertoire. finding other spell books with EXAMPLE: Quintus is a 1st level mage with INT 16. but no longer has the book.000gp for each spell level to replace a spell in the repertoire his spell repertoire. This activity requires complete do not re-roll. He finds a grimoire holding magic missile and if the character can still learn new spells of that level. Characters of 9th level or above do not have masters gorgons might wish to learn stone to flesh in preparation for to teach them spells. or by an arcane just replaced shield with magic missile. The Judge should select an Sometimes an arcane spellcaster’s spell book will either be lost or appropriate spell for the arcane spellcaster to begin with. the of 1 week of game time and 1. Given enough time. For each point of Intelligence bonus. or but it may be saved to be put into the repertoire in the future. or in the minds of slumbering undead Zaharan. spirits. An arcane spellcaster can use read languages to read The Arcane Spell List. and usually prove necessary he can replace one of his 1st level spells with written in obscure or dead languages. up to can rewrite the spells through research and memory at a cost his Intelligence bonus.

68 Spell Repertoire .

But when a mage casts the reverse spell. lightning bolt is crackling blue-black energy. A character’s choice of proficiencies can be suggestive of appropriate spell signatures. Sustained* 11 Sleep 11 Web 11 Protection from Normal Missiles 12 Ventriloquism 12 Wizard Lock 12 Water Breathing Fourth Level Arcane Spells Fifth Level Arcane Spells Sixth Level Arcane Spells 1 Charm Monster 1 Animate Dead 1 Anti-Magic Shell 2 Confusion 2 Cloudkill 2 Control Weather 3 Dimension Door 3 Conjure Elemental 3 Death Spell 4 Growth of Plants* 4 Contact Other Plane 4 Disintegrate 5 Hallucinatory Terrain 5 Feeblemind 5 Flesh to Stone* 6 Massmorph 6 Hold Monster 6 Geas* 7 Polymorph Other 7 Magic Jar 7 Invisible Stalker 8 Polymorph Self 8 Passwall 8 Lower Water 9 Remove Curse* 9 Telekinesis 9 Move Earth 10 Wall of Fire 10 Teleport 10 Projected Image 11 Wall of Ice 11 Transmute Rock to Mud* 11 Reincarnate 12 Wizard Eye 12 Wall of Stone 12 Wall of Iron Reversible Spells 69 . description of the signature for each spell he can cast. only to aid comrades and followers. the spell descriptions or style of magic. Where it is not self-evident. A reversed spell results in an effect that is cast them. the caster’s relationship with his deity. and into a nightmarish slumber where they dream of Hell. the specific sensory effects associated with the spell opposite to the effect the spell normally causes. However.g. and restore life and limb over finger of death. he can restore a creature that has been petrified spellcasters. His wall of stone Conversely. Chaotic divine spellcasters will freely cast reversed has the appearance of tombstones graven with the names of the spells such as finger of death. the spell is not reversible. or simply be a reflection of the spellcaster’s below will explain what reversed spells do. will vary from caster to caster. the signature may be based on a particular school back to life. marked with an asterisk (*) on the spell lists. the signature reflects marked with an asterisk. favoring bless missiles appear as shards of bone. For example. while using the normal version dead. His player decides that all of any spell on their spell list. In general. Spells has been cast. For divine spellcasters. A spellcaster should write a short creature into stone. divine EXAMPLE: Sargon pursues necromantic magic and has the spellcasters will know both the normal and reversed form of Black Lore of Zahar proficiency. If a spell name is not personal taste.The Adventurer Conqueror King System REVERSIBLE SPELLS SPELL SIGNATURES Some spells. His magic prefer to cast spells in their normal form. His will use the reversed forms only against Chaotic opponents. he can turn a flesh-and-blood known as the spell signature. e. Arcane Spell List First Level Arcane Spells Second Level Arcane Spells Third Level Arcane Spells 1 Charm Person 1 Continual Light* 1 Clairvoyance 2 Detect Magic 2 Detect Evil* 2 Dispel Magic 3 Floating Disc 3 Detect Invisible 3 Fireball 4 Hold Portal 4 ESP 4 Fly 5 Light* 5 Invisibility 5 Haste* 6 Magic Missile 6 Knock 6 Hold Person 7 Magic Mouth 7 Levitate 7 Infravision 8 Protection from Evil* 8 Locate Object 8 Invisibility 10‘ radius 9 Read Languages 9 Mirror Image 9 Lightning Bolt 10 Shield 10 Phantasmal Force 10 Protection from Evil. can While spells have general effects that are common to all who be cast reversed. Some divine spellcasters Characters with the Sensing Power proficiency will sense the may be restricted entirely by their deity from using normal or spell signature of arcane casters up to 24 hours after a spell reversed versions of particular spells (Judge’s discretion). For arcane stone to flesh. Characters with Collegiate Wizard or Theology proficiency may be able to identify particular schools or faiths by their spell signature (proficiency throw 11+). His sleep spell places targets over bane. This specific sensory effect is when a mage casts flesh to stone. Lawful divine spellcasters Sargon’s spell signatures will revolve around death. Mages and other arcane spellcasters treat the normal and reversed version of a spell as separate spells.

Sustained* 6 Insect Plague 7 Smite Undead* 7 Quest* 8 Speak with Plants 8 Restore Life and Limb* 9 Vigor 9 Sword of Fire 10 Tongues 10 True Seeing 70 Spell Index . Sustained* 6 Insect Plague 7 Smite Undead* 7 Quest* 8 Speak with Plants 8 Restore Life and Limb* 9 Sticks to Snakes 9 Strength of Mind* 10 Tongues 10 True Seeing Divine Spell List (Bladedancer) First Level Divine Spells Second Level Divine Spells Third Level Divine Spells 1 Command Word 1 Bless* 1 Continual Light* 2 Cure Light Wounds* 2 Charm Animal 2 Cure Blindness 3 Detect Evil* 3 Find Traps 3 Cure Disease* 4 Detect Magic 4 Hold Person 4 Glyph of Warding 5 Faerie Fire 5 Holy Chant 5 Growth of Animals 6 Fellowship 6 Resist Fire 6 Locate Object 7 Light* 7 Silence 15' radius 7 Prayer 8 Protection from Evil* 8 Shimmer 8 Remove Curse* 9 Remove Fear* 9 Speak with Animals 9 Speak with Dead 10 Resist Cold 10 Spiritual Weapon 10 Striking Fourth Level Divine Spells Fifth Level Divine Spells 1 Create Water 1 Atonement 2 Cure Serious Wounds* 2 Commune 3 Dispel Magic 3 Create Food 4 Divination 4 Dispel Evil 5 Neutralize Poison* 5 Flame Strike 6 Protection from Evil. Divine Spell List (Cleric) First Level Divine Spells Second Level Divine Spells Third Level Divine Spells 1 Command Word 1 Augury 1 Continual Light* 2 Cure Light Wounds* 2 Bless* 2 Cure Blindness 3 Detect Evil* 3 Delay Poison 3 Cure Disease* 4 Detect Magic 4 Find Traps 4 Feign Death 5 Light* 5 Hold Person 5 Glyph of Warding 6 Protection from Evil* 6 Resist Fire 6 Growth of Animals 7 Purify Food and Water 7 Silence 15' radius 7 Locate Object 8 Remove Fear* 8 Snake Charm 8 Remove Curse* 9 Resist Cold 9 Speak with Animals 9 Speak with Dead 10 Sanctuary 10 Spiritual Weapon 10 Striking Fourth Level Divine Spells Fifth Level Divine Spells 1 Create Water 1 Atonement 2 Cure Serious Wounds* 2 Commune 3 Dispel Magic 3 Create Food 4 Divination 4 Dispel Evil 5 Neutralize Poison* 5 Flame Strike 6 Protection from Evil.

regardless of the character level of the demands a sacrifice to the caster’s deity worth at least 10gp. the spell or effect is dispelled as if by a dispel magic. Arcane 6 Duration: 12 turns This spell creates a personal barrier around the caster that stops Charm Animal Range: 60' any spell or spell-like effects (including the caster’s) from coming Divine 2 Duration: special in or going out until the duration is up or until the caster decides to end the spell. This spell turns the bones or bodies of dead creatures into damage rolls. The base chance for receiving a true reply is 70% + 1% per caster level. humanoids. The augury can see into the future only 3 turns. If a creature or item with an Once in effect. Thus. Atonement may be cast to reverse magical alignment change. the undead remain animated until they are destroyed or damage rolls. Spells with a range saving throw when the spell is cast. The caster may animate a number of Hit Dice of cast on creatures who are already engaged in melee. blocked by an anti-magic shell. and saving throws against magical dispelled. It may not be commands. in conjunction with a sacrifice of at least 10gp. Animate Dead 71 . morale rolls (for monsters or NPCs allied with the undead skeletons or zombies that follow the caster’s spoken caster). the charm lasts until removed by a dispel magic ongoing spell or spell-like effect enters an anti-magic shell. Spell-like effects are all effects that duplicate This spell allows the caster to charm an animal (including a spell. a zombie can be created only from a Descriptions in Chapter 3 for information on holy water. the result will not take into account the long-term consequences of a contemplated action. Unintelligent animals receive no Poison. An animated skeleton can be created only from a long as it is kept in the vial it was blessed in. deceased. If this is character or monster to suffer a -1 penalty on attack throws. Animate dead normally lasts for just one day. but the The reverse of bless is called bane. or magical effects that are resisted with a saving throw normal and giant animals but excluding humans. effects which cannot be dispelled (such as magic weapon bonuses) are not affected. holy water will retain its potency indefinitely so had in life. and saving throws against magical fear. Zombies have one more Hit Die than the monster Once created. for skeletons of humans or demi-humans. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. Breath. and fantastic creatures) in much the same not duplicate a spell and are resisted with saving throws versus fashion as charm person. so anything that might happen after that does not affect the result. One casting of bless will transform 1 pint of monster had in life. Paralysis. mostly intact corpse. Unholy water has beneficial effects when Spells Anti-Magic Shell Range: 10' radius used in the animation of the dead. See the Equipment mostly intact skeleton. fear. above. demi- versus Spells or Staffs & Wands (but excluding effects that do humans.The Adventurer Conqueror King System SPELL INDEX Bless* Range: 0' Divine 2 Duration: 6 turns Animate Dead Range: touch When cast before battle. to create a vial of unholy water. or Petrification). undead equal to twice his caster level each time he casts this Divine spellcasters of 7th level or higher may also use bless to spell. are not as great apes or whales are allowed a save versus Spells to resist. Atonement Range: 0' Divine 5 Duration: permanent This spell removes the burden of unwilling evil acts or misdeeds from the subject. causing each affected unholy water per Hit Die on each zombie or skeleton. This complex spell takes 1 turn to cast. but intelligent animals such of “self. this roll is made secretly by the Judge. ordinary water into holy water. See Animate Dead. Casting bless in this manner this means one Hit Die. done. It fills the caster’s enemies spellcaster can make the spell permanent by sprinkling 1 vial of (within a 50' radius) with fear and doubt. bless gives the caster and his allies Arcane 5 Duration: special (within a 50' radius of the caster) a bonus of +1 to attack throws.” or “touch” spells used on the caster himself. morale rolls. An anti-magic shell itself cannot be dispelled. Animated skeletons have Hit Dice equal to the number the create holy water. Bane may also be used by chaotic divine casters of 7th level or higher. Augury Range: self Divine 2 Duration: see below An augury can tell the caster whether a particular action will bring good or bad results in the immediate future. The caster must touch the remains to be animated.

and may be performed but once per week. The caster Commune Range: self can try to give the subject orders. and every month if it has 4 HD or fewer. this spell 60' away. The ritual to cast this spell takes 1 turn caster’s enemies. The poison gas is by a dispel magic spell or until the creature makes a successful heavier than air and will sink down holes or slide downhill. rather. enabling multiple This spell functions like charm person. The charmed creature receives a saving throw to break the is broken up by trees or thick vegetation. word must make sense as a single command. The charmed creature receives a new saving throw each a year. elves. goblins. every week if it has 5-6 within the cloud. A save versus Spells will negate the effect. saving throw. ogres. using the frequencies or levels take 1 point of damage each round they are within listed for charm person. the being is technically allied with the caster. except that the effect locations to be viewed. contact is lost. sleep. or attempting to carry off the caster to a “safe” to complete. This spell can affect up to 3d6 Hit Dice of creatures another subject in this case. every week if its spellcaster may ask twice the normal number of questions. Creatures having 5 or more Hit Dice than its HD would otherwise warrant. if combined with speak with animals. it receives a +5 bonus on its Spells. sprites. who will answer three yes-or-no questions. If language of the target. it save. hobgoblins. and other man. or else be good at pantomiming. the divine day if it is has an Intelligence of 13 or greater. The cloud moves at a resist the effect. taking 1 point of damage even highly intelligent (INT 9 or more). though the caster may be able to choose unaffected. No saving throw is allowed. halt. The caster must specify grant the caster any special means of communication with the the direction and approximate distance. the cloud. command. or every month it its Intelligence is 8 or less. Undead monsters are range. serves. The charmed animal receives a saving throw to break the Arcane 3 Duration: 12 turns spell each day if it has 7+1 HD or more. The Cloudkill Range: special caster may decide which individual creatures out of a mixed Arcane 5 Duration: 6 turns group are to be affected first. and further. If there is no appropriate creature in that area. up to a maximum of affected animal. Although a target could like creatures no larger than an ogre and possessing 4 or fewer be instructed to “die. mermen. Calculate creatures with less than 1 HD as having ½ HD. below.” this will only make the target faint for a Hit Dice. though communicate any commands. and every month if it has 4 HD or fewer. dwarves. etc. the charmed creature will act answer questions clearly or completely. The single kobolds. the charm lasts until removed rate of 20' per round away from the caster. The caster may choose another subject creature after at least a turn has passed. These details are left to to protect its “friend” (though that could mean attacking the the Judge’s discretion. fall. but it will not do anything it Divine 5 Duration: 3 turns wouldn’t ordinarily do. of 4 or fewer Hit Dice. The being The caster must speak the charmed creature’s language to contacted may or may not be omniscient. it may save more frequently if the save is successful. Intelligence is 9-12. possibly upon the patron deity’s feast day. every week if it has 5-6 This spell enables the caster to see into another area through HD. it may still not of course. Once place). neanderthal.spell or until the animal makes a successful saving throw versus Clairvoyance Range: 60' Spells. such as approach. and the subject is unaware Arcane 4 Duration: special that it is being so used. 72 Charm Monster . Humans and demi-humans may be affected regardless single round. surrender. drop. but the target area need not be in line of sight. gnomes. naiads. the spell Charm Monster Range: 60' fails. if the caster is attacked. and creatures with a bonus to HD as having the flat amount. flee. gnolls. it perceives his words and actions in the most favorable way. men. barrier between the caster and the subject creature will block the effect. and troglodytes. Charm Person Range: 60' Arcane 1 Duration: special Command Word Range: 10' This spell makes a humanoid creature regard the caster as its Divine 1 Duration: 1 round trusted friend and ally. lizardmen. Once in effect. This spell creates a cloud of poison gas 30' in diameter that Any creatures that make a successful saving throw versus Spells spreads out from the caster’s fingertips. which it obeys to the best of its ability. This spell is ineffective against undead. or one creature of more than 4 Hit Dice. pixies. A charm may be removed by a dispel magic spell. The cloud persists for the entire duration even if the caster ceases to concentrate upon it. morlocks. The spell does not enable the caster to control the charmed creature as if it were an automaton. creatures of fewer than 5 Hit Dice or levels HD. excess Hit Dice of effect are ignored. A lead becomes significantly more useful. If the subject creature moves out of is not restricted by monster type or size. Note that the caster must be able to speak the of character level. When a cleric casts this spell. This spell does not the eyes of a living creature in that area. Each round they are spell each day if it has 7+1 HD or more. Any intended target with more than 5 the target of the spell is currently being threatened or attacked HD or an INT of over 12 is entitled to a saving throw versus by the caster or his or her allies. and further may receive an additional This spell puts the caster in contact with the great powers he saving throw to overcome the magic (at the Judge’s discretion). he may give the target a one word dryads. If the creature is must save versus Poison or die. Humanoid creatures include bugbears.

The caster must choose how many questions to ask before the spell is cast. The number of questions to be asked determines the power and proximity of the contacted being. Attackers are not at any Contact Other Plane Range: self special advantage when attacking a confused creature. Then roll to see if the power answers truthfully. choose to remain on the Material Plane for long. True Answer: The caster gets a true. Spells Conjure Elemental Range: 240' but they resent such contact and give only brief answers to Arcane 5 Duration: special questions.” “no. control of the summoned elemental is lost and cannot be regained. choose to 6–8 Do nothing but babble incoherently. combat. The more than 2 Hit Dice may make a saving throw versus Spells to conjurer. or movement over half the normal rate results unable to independently determine what they will do. Spell circle around the target point to become confused. Creatures in loss of concentration. An uncontrolled elemental may.The Adventurer Conqueror King System Confusion Range: 120' be summoned by the caster in a given day. Earth. and the player cannot play the character during Confusion 73 . Water is opened. First. if any. as long as it is still confused when its turn comes. such creatures will never 9–12 Attack the creature’s own party. and may or may not tell the caster the truth of whether it knows or not. Insanity: The chance that the caster goes insane at the effort of communication. Once the elemental Arcane 4 Duration: 12 rounds appears. At most one elemental of each type may The caster must concentrate on maintaining the spell in order to ask questions at the rate of one per round.” “irrelevant. See the entry under Elementals in the with 2 or fewer Hit Dice receive no saving throw.” A portal to one of the Elemental Planes of Air. The creature then seeks 2d6 Behavior to attack the conjurer and all others in its path. See the accompanying table for possible consequences and results of the attempt. or “never. Questions Don’t Know True Answer Insanity 3 75% 50% 5% 4 70% 55% 10% 5 65% 60% 15% 6 60% 65% 20% 7 50% 70% 25% 8 40% 75% 30% 9 30% 80% 35% 10 20% 85% 40% 11 10% 90% 45% 12 5% 95% 50% Don’t Know: The entity may or may not know the answer. Any Arcane 5 Duration: special confused creature who is attacked automatically retaliates on its The caster sends his mind to another plane of existence in order next turn. making them casting. allowing the arcane spellcaster to summon an elemental from that plane. one-word answer. Only dispel 2–5 Attack the caster or allies with melee or ranged weapons magic or dispel evil will banish the elemental once control has (or move closer if attack is not possible). return to its home plane on its own. Fire. been lost. it serves the conjurer indefinitely. A confused creature rolls 2d6 on the following native plane at will (doing so on his Initiative if in combat). A question is answered by the power during the same round. If the table on its initiative each round to determine its actions: arcane spellcaster loses concentration. Otherwise. There is a probability that the caster will go insane after casting the spell. provided that the This spell causes up to 3d6 living creatures within a 30' radius caster concentrates on nothing but controlling the creature. of course. while in control of an elemental.” “maybe. A character that goes insane will remain that way for the same number of weeks as the total number of questions asked. Those with Monsters chapter for statistics for the conjured elemental. and the probability is related to the number of questions asked.” or some other one-word answer. The powers reply in a language the caster understands. can dismiss it to its resist the effect. the further away the contacted plane is and the more powerful the being is. to receive advice and information from powers there. A confused creature which can’t carry out the indicated action does nothing but babble incoherently. All questions are answered with “yes. roll on the table below to see if the power knows the answer. The more questions asked. the entity lies and the lie is undetectable.

weather and their effects are detailed below. just as with the light spell. using the characteristics of an air elemental is cast on the victim. For every Divine 3. cause disease. Creatures targeted by this spell are allowed a save versus Death. to be exact) per gallon. a 14th level Divine 5 Duration: permanent caster receives -15% to the insanity roll. he is able to create food for 12 more men and their mounts. A truly permanent light requires a permanency ritual. no flying or missile The reverse of this spell. this spell can be used to blind a creature if cast on Divine 4 Duration: permanent its visual organs. up to a maximum range of 360' from the caster. but rather bland. Certain special diseases may not be Calm Dissipates foul weather countered by this spell or may be countered only by a caster of Hot Will dry wet conditions. effects. and with lesser intensity to a radius be kept fresh for another 24 hours by casting purify food and of 60'. by 2 The spell will never increase a creature’s hit points beyond the normal amount. Create Water Range: 10' As with light. the spell is cast into the air This spell summons forth an enchanted spring from the ground just behind the target creature. and one cubic foot of water Continual light and continual darkness are not permanent is roughly 8 gallons. Ship speed increased or decreased depending on if sailing with or against the wind. 12 additional men and mounts can be The reversed spell. and all movement is divided to cure paralysis. causes complete absence supplied. Cure disease will also kill green slime and other parasites Weather Effects afflicting the target creature. mounts for one day (50 gallons). the target suffers -2 on attack throws. and With this spell the caster heals 1d6+1 points of damage by laying movement divided by 2. This spell does not prevent reinfection Cold Water and mud freezes. Continual light can be cast on an object. with 12 HD. The base chance indicated on the table is reduced by Create Food Range: 10' 5% for every level the caster is above 11. Sandy conditions will reduce a horrific wasting plague unless a save versus Spells is made. Note that one or more vessels to contain the water of light in the area of effect. A caster may Cure Blindness Range: touch indefinitely sustain one continual light or continual darkness Divine 3 Duration: instantaneous spell per level of experience. as bright as full decays and becomes inedible within 24 hours. Foggy Visibility drops to 20'. Blindness caused by a curse cannot be cured Control Weather Range: 0' by this spell. visibility to 20'. Arcane 2 Duration: special level of experience the divine spellcaster is above 8th. Food so created This spell creates a spherical region of light. overpowering normal light sources. 120' per round. Divine 1 Duration: instantaneous Rainy Missile attacks at -2. and will naturally heal at half the normal rate. highly nourishing. A penalty of -4 is applied to the or wall that will provide enough water for 12 men and their blinded creature’s attack throws if the saving throw fails. or at water on it. The radius is limited to a localized 240 yards in Divine 3 Duration: instantaneous an outdoor setting only. including magical diseases as lycanthropy and mummy rot. Severe Winds All movement divided by 2. For every level the divine spellcaster is above 8th. The water created by Continual darkness may be used to blind just as continual light this spell is just like clean rain water. but are instead effects that are indefinitely sustained by the caster without need for concentration. This spell has an indefinite duration so long as the caster is stationary and concentrating. Mud forms in 3 turns. Sea vessels have a 75% chance of suffering 8+1d4 structural hit points damage. This spell may also be used Snowy Visibility drops to 20'. which moves at magically healed. although it can daylight up to a 30' radius. and all movement is divided Cure Light Wounds* Range: touch by 2. if the save is made. Possible This spell cures all diseases that the subject is suffering from. The tornado can be directed to The disease will be fatal in 2d12 days unless a cure disease spell attack. all movement divided by 2 a certain level or higher. into the air. 74 Continual Light . Up to 12 men and Continual Light* Range: 360' their mounts can be fed for one day with this spell. Any blindness ends when the spell ends. continual darkness. including light or continual light). but does not then cure any points of damage. Note: Water weighs about can. his hand upon the injured creature. The food that this spell creates is simple fare of the caster’s choice.this time. For example. must be available at the time of casting. Arcane 6 Duration: see below This spell allows the caster to create a special weather condition Cure Disease* Range: touch in his vicinity. While afflicted. infects the target with weapon use possible. cannot be Tornado The caster can direct the tornado. a creature. 1 stone (8lb. all movement divided by 2 after a new exposure to the same disease. With this spell the caster can cure a creature suffering blindness (whether caused by injury or by magic.

within 1 turn per caster level. so they are not caster can direct the spell at one monster only. cause serious wounds. life is restored until unaffected. saving throws and damage This spell causes a thin. Hit Dice that are not sufficient to affect a creature are the caster’s or creature’s present location. Poisons. A revived character will have 1 hp for A creature that makes a successful save versus Death is the duration of the spell. x 10' cube of material) is entirely disintegrated. and good intentions. spell. the spell fails automatically. cause light wounds. cause light wounds. Arcane 2 Duration: 6 turns Divine 5 Duration: 1 turn This spell allows the caster to detect evil. or any the spell can kill. this spell becomes detect good. seeing them heals 2d6 points of damage. but the glow cannot be or shrine can sometimes rid the place of evil (Judge’s discretion). dispel evil can be used to remove a cursed item Reversed. The caster or target wasted. including another character or creature if the transportee can lift it. Divine 2 Duration: 1 turn per level The subject becomes temporarily immune to poison. Invisible creatures or objects are not detected by this light wounds. The surrounded by a pale glowing yellow light. more Hit Dice or levels are immune to the spell. Cure Serious Wounds 75 . if the spell is cast on a subject who has recently died only a trace of fine dust. All undead or evil enchantments. if being cured. Unless cured. are not detected by this spell unless they have Any creature that makes this saving throw will instead flee from actively evil intentions against the caster. but the emanations of the invisibility magic will be seen as an amorphous glowing fog. save that it objects or creatures within the given range by sight. Delay poison pointing finger. Any single creature or object (up to a 10' x 10' does not cure any damage that poison may have already done. A successful attack throw Arcane 2 Duration: 6 turns is required in this case. but if the spell ends prior to the poison unaffected. those that fail the save die immediately. also works exactly like cause the glow. golems. Death Spell Range: 240' Arcane 6 Duration: instantaneous Dimension Door Range: 10' This spell will kill a total of 4d8 Hit Dice of creatures in a 30' Arcane 4 Duration: instantaneous radius sphere centered wherever the caster wishes (within the range limit). green ray to spring from the caster’s as appropriate are rolled once the spell ends. must succeed in a saving throw versus Death or be destroyed. whether Death. and that monster detected by this spell. By means of this spell the caster is able to see invisible characters. plus 1 point per caster level. Undead are affected by this spell and its reverse in opposite creatures or objects within the given range. summoned creatures of Lawful alignment. Anything worn or carried by the caster or target creature will be transported also. except that it inflicts 2d6 + caster level in damage. Detect Evil* Range: 60' Dispel Evil Range: 30' Divine 1. the affected area. Only the caster sees reverse. If the target area is within a Delay Poison Range: touch solid object. they are injured by cure light wounds and healed by translucent shapes. even if Chaotic. seen by anyone else. Creatures of 8 or the caster visualizes the area or states direction and distance. ends the spell. If there are more Hit Dice of creatures present than The caster of this spell instantly transfers himself. the caster can take no other action but can detect creatures with evil intentions. specifically. the death spell will slay the weakest creatures single target creature within range. Arcane 1 Duration: 2 turns Divine 4 Duration: instantaneous The caster of this spell is able to detect enchanted or enspelled This spell works exactly like cure light wounds. transported. causes 1d6+1 Detect Invisible Range: 60' damage to the creature affected by it. the subject dies again. magic items with concentrate on the spell for the entire duration. which works just as from a being within the spell range. possibly allowing the caster (only) to attack the invisible creature at an attack penalty of only -2. and summoned other enchanted creatures that come within 30' of the caster creatures of Chaotic alignment.The Adventurer Conqueror King System The reverse form of this spell. Note that normal characters. doing so discharges and described above with respect to detecting good enchantments. Any Disintegrate Range: 60' poison in its system or any poison to which it is exposed during Arcane 6 Duration: instantaneous the spell’s duration does not affect the subject until the spell’s duration has expired. In addition. leaving behind However. Each creature affected is allowed a saving throw versus creature always arrives at exactly the spot desired. to any spot within 360' of Spells first. A disintegrated creature’s equipment is from poison. as are undead An unwilling target may save versus Spells to avoid being monsters. the caster When this spell is cast. Detect Magic Range: 60' Cure Serious Wounds* Range: touch Divine 1. physical traps. the spell duration ends. the spell is wasted. The ray can target only one creature per casting. the and natural animals are neither good nor evil. Casting dispel evil upon an unholy place with a definite red glow around them. The caster sees the evil creatures or objects saves with a -2 penalty. that target saves. sinkholes of evil. and any other creature that is not truly alive. Instead of casting the spell in a 30' radius. seeing them as fashion. undead.

Damage inflicted to information is delivered. rounded up. dimly remember who its friends are and may follow their simple Some spells cannot be ended by dispel magic. This physical state provide the caster with a useful piece of advice in reply to a completely mimics death to any observer. event. as it is more easily seen. Those who do not fail the saving throw are will block the spell. but 1 round must pass for the This spell permits the caster to detect the surface thoughts of body to resume normal life functions. The objects or creatures need only must choose whether to cast dispel magic on a creature or be detected in some way (such as by detect magic) to be the object. change so that the information is no longer useful. treating him as if his Charisma was 2d4 points Rock more than 2 inches thick or a thin coating of lead or gold higher than actual. Feign Death Range: touch Divine 3 Duration: 6 rounds plus Divination Range: self 1 round per level Divine 4 Duration: special The caster of this spell causes a state of death-like paralytic Similar to augury but more powerful. Each turn the caster may choose to “listen” in a Divine 1 Duration: 1 turn per level different direction. interact with the spellcaster must make a saving throw versus If it is aware. The target camaraderie in those he interacts with. a 10th level a helpless idiot unable to cast spells. paralysis. The advice can be as simple as a short must be made and the target must have equal or fewer levels phrase. there will be no discomfort to The Judge should roll this secretly. so long as the duration has not expired. The victim does chance of failure. If cast upon an area. and then concentrate for a turn in order to “hear” Fellowship Range: self the thoughts. for each 5 levels of experience. the divine spellcaster can outline one or more been cast on a creature or object.Dispel Magic Range: 120' Faerie Fire Range: 60' Divine 4. if the body is chance for a correct divination is 60% + 1% per caster level. effect. The fire least their effects) within a cubic area 20' on a side. or activity that is to physically examined. or to affect an area. All attacks against the outlined creature or object gain a +2 bonus to attack throws. object of this spell. quest. The subject remains in this state until dispel magic includes any magical disease. caster dispelling magic created by a 14th level caster has a 20% communicate coherently. the caster and greatly desire to be his friend and assist him in any way they can. The caster does not inflict any damage. All creatures that socially creature is not normally aware of being spied upon in this way. all spells and spell-like The caster can outline 1 man-sized creature (about 12' of fire) effects (including ongoing potion effects) may be canceled. damaged or otherwise molested. and any curse. understand language. even if the creature is question concerning a specific goal. However. 76 Dispel Magic . a creature in this state is reduced by 50%. Arcane 3 Duration: instantaneous Divine 1 Duration: 1 round per level The caster can use dispel magic to end ongoing spells that have With this spell. Any being If the caster doesn’t act on the information. All those failing the saving throw are very impressed by thoughts and avoid detection. physical contact occur within one week. petrification from a is used to cancel the effect. they treat him as if his Charisma was 1d4 points lower. flickering greenish fire. any poison that retains its effective duration after the spell ends will affect the ESP Range: 60' creature once the spell ends or is negated. or fight effectively. a divination spell can arrest in himself or another willing creature. then resume again later. The caster may negate Arcane 2 Duration: 12 turns the spell before the duration ends. it may make a saving throw versus Spells to clear its Spells. Arcane 5 Duration: permanent there is a 5% chance the dispel magic will fail for each level the If the target creature fails a saving throw versus Spells. Thus. A creature’s This spell causes the divine spellcaster to increase the feelings of thoughts are understood regardless of the language. or to end ongoing spells (or at creatures or objects with a pale. or it might take the form of a cryptic rhyme or omen. This spell has no effect on creatures of animal intelligence or lower. The caster must designate a direction. The caster may stop listening. A target creature that can cast arcane flesh to stone spell. If dispel magic is targeted at a creature. one or more targets within range. false the spell recipient and no physical reaction. The base but cannot move and is completely numb. and poison. all such effects within the area may be canceled. Any spell or effect cast by a character of equal or lower level than the dispel magic caster’s level is ended automatically. or HD to the caster. including those created by spells suffers a penalty of -4 on its saving throw against this spell. bestow curse (the reverse of remove curse) as well as by cursed items. To affect another creature. as are mindless creatures such as golems. For example. it becomes spell or effect exceeds the caster level. No saving throw is permitted. Feeblemind Range: 180' Those created by higher level casters might not be canceled. this specifically instructions. If the dice roll fails. the conditions may under the effect of this spell is conscious and can hear and smell. All undead creatures are immune to this uneasy in the caster’s presence and tend to find him irritating. geas. or energy drain attacks are ineffective.

This spell creates an explosion of flame that detonates with a properly tied. a sinkhole. inert statue. being 3' in of a trap. the subject will plummet from the air. unless it impacts from existence and drops whatever was supported to the surface upon a material body or solid barrier prior to attaining the beneath. The caster diameter and 1" deep at its center. or they will (of course) disarm the trap. Find Traps 77 . the disc can support just over 62 gallons of water. both This spell creates an invisible. stone to flesh. acts as a counterspell for flesh to stone. The spell deals 6d8 points of damage. but a large sack full of coins. When the caster moves within 30' force for carrying loads. slightly concave circular plane of mechanical and magical. it will merely transform a man-sized volume of stone into a gooey pile of organic matter. The spell or 8lb per gallon. nor any details about its type or nature. to turn into a mindless. It is about the size of a shield. A saving throw versus Petrification is allowed to resist the spell. and explosion creates almost no pressure. fall off. but the water must be in a barrel or other reasonable container that can be placed upon the disc. Flesh to Stone* Range: 120' Arcane 6 Duration: permanent This spell causes the target creature. If the caster attempts to send the bead through a narrow passage. follows at the caster’s movement rate if he moves away from it. A glowing. able to detect certain natural hazards such as stone (500lb) of weight. The reverse spell. pea. however. and bronze. Flame Strike Range: 60' Divine 5 Duration: instantaneous A flame strike produces a vertical column of divine fire 30' high and 10' in diameter that roars downward on a target. It can hold a maximum of 50 is not. so the The fireball sets fire to combustibles and damages objects in the subject can attack or cast spells normally. Only creatures made of flesh can be targeted by this spell. low roar and deals 1d6 points of fire damage per caster level to every creature within a spherical volume having a 20' diameter. For example. and some will fall Arcane 3 Duration: instantaneous off with every step the caster takes. Spells prescribed range. restoring the creature just as it was when it was petrified. gold. The disc floats level to the ground. spell cannot carry aloft more weight than his maximum load. a pile of Fireball Range: 240' loose coins will tend to slip and slide about. copper. interposing barrier shatters or breaks through it. or unsafe walls of natural rock. If applied to stone that is not the result of flesh to stone or similar petrification effects (such as a medusa’s gaze). silver. If the statue resulting from this spell is broken or damaged. A dispel magic does not undo flesh to stone. The subject of a fly area. It can melt metals with low melting points. Flying under the effect of this spell requires only as much concentration as walking. It remains still when within 10' of the caster. the fireball may continue beyond the barrier in order to attain its full volume. A successful saving throw versus Spells reduces the damage to 3d8.) The disc must be loaded so that the items also does not bestow the caster with the knowledge needed to placed upon it are properly supported. The floating disc can be pushed as needed to position it but The caster points a finger and determines the range (distance will be dispelled if somehow moved more than 10' from the and height) at which the fireball is to burst. the target creature (if ever returned to its original state) suffers equivalent damage or deformities. up to 120' per round (360' per turn). or else the bead strikes The subject of this spell can fly in any direction at a speed of the barrier and detonates prematurely. he will see it glow with a faint blue aura. When the spell duration expires. The caster’s waist. at about the height of the A saving throw versus Blast for half damage is allowed. will remain stable.The Adventurer Conqueror King System Find Traps Range: 30' Floating Disc Range: 10' Divine 2 Duration: 3 turns Arcane 1 Duration: 6 turns This spell permits the caster to detect a variety of traps. (Note that water weighs about 1 stone quicksand. such as lead. caster. Similarly. An early impact results in an early detonation. along with all its carried gear. the disc disappears sized bead streaks from the pointing digit and. blossoms into the fireball at that point. If the damage caused to an If a fly spell is dispelled. such as through an Fly Range: touch arrow slit. he or she must roll a missile attack throw (without Arcane 3 Duration: 1 turn per level range adjustments) to hit the opening.

no matter how long it takes. field into forest.000 square feet (a 30' x 100' spell. sounds. thistles. resist a geas when it is first cast. This spell become nearly invisible. The subject creature will deal desired by the caster. Haste* Range: 240' Spells may include those that cause blindness. of spells. chosen by attempt to do so. the warded area or opening the warded object without speaking a password is subject to the magic it stores. or passage. Growth of Plants* Range: 120' If the instructions involve some open-ended task that the Arcane 4 Duration: permanent recipient cannot complete through his or her own actions. The penalties are removed 24 hours after the subject resumes obeying the geas. or by a wish. A save versus Spells is allowed to see through the Blast Glyph: A blast glyph deals 2 points of damage per caster illusion. Spells to resist this spell. The animal’s carrying a creature to kill itself or perform acts that would result in certain capacity is also doubled. briars. and its existing the caster for this spell to take effect. and any creature entering or touching effect on animated plant creatures of any sort. remove geas. This damage is fire or electricity. but only if the creatures or characters affected actively level to intruders. or by the reverse of this spell. bushes. lowered ability scores. The area must have brush and/or trees Glyph of Warding Range: touch in it for this spell to take effect. The target creature must be able to understand double normal damage with all physical attacks. A glyph can be placed This spell makes an area of outdoor terrain appear as a different to conform to any shape up to the limitations of the total square type (e. spell remains in effect for a maximum of one day per caster creepers.g. may be used to render This powerful inscription harms those who enter. Each creature affected can an intelligent creature moving into the hallucinatory terrain. Spell Glyph: The caster can store a harmful spell to be triggered. Unfriendly animals may save versus death. When the spell is completed. Suitable The spell gives no means of command or influence over the penalties include penalties in combat. vines. normally. trees. However. typically as part of a bargain with the caster All equipment worn or carried by an animal is similarly to perform some service. though this change has no effect on the magical properties of any such equipment. attempt a saving throw versus Spell to take half damage.Geas* Range: 30' Growth of Animals Range: 120' Arcane 6 Duration: special Divine 3 Duration: 12 turns This spell places a magical command on a creature to carry out This spell causes an animal to grow to twice its normal size and some service or to refrain from some action or course of activity. the cleric weaves a tracery of faintly Arcane 4 Duration: special glowing lines around the warding sigil.) within range to become thick level. A character to its normal size. it can cause almost any other course of activity. There area or equivalent). or similar effects. as eight times its normal weight. creature who cast the geas. the glyph and tracery entire terrain feature must be within range of the spell. Depending on the version selected. The dimensions of the growth are determined A geas (and all effects thereof) can be ended by a remove curse by the caster. trap a chest or box. The area of effect is identical to the the warded area or object. and overgrown. ward a portal. Any enlarged item The geased creature must follow the given instructions until that leaves the enlarged creature’s possession instantly returns the geas is completed. A clever recipient can subvert some instructions. The plants entwine to form a thicket or is a 5% chance of failure for every level the caster is lower than the jungle that is impassable to creatures of less than giant size. paralysis. or open overgrown areas passable. natural terrain. The footage. who ignores a geas will suffer cumulative penalties (decided by the Judge) until the character obeys the geas or dies. The area of effect is up to 5' squared per caster level. and pain and weakness ending in death. This spell has no when casting the spell. Such creatures may hack their way through the thicket at no more than 5' per round. The hasted creatures move and act twice appropriate category (based on the spell) is allowed to avoid the as quickly as normal. While a geas cannot compel natural Armor Class will increase by 2. a glyph either blasts the The affected terrain looks. and so on. shrink plants. Arcane 3 Duration: 3 turns and energy drain. loss enlarged animals. Hallucinatory Terrain Range: 240' When casting the spell. enlarged by the spell. for the 78 Geas . etc. having double their normal movement effects of this kind of glyph. pass. and smells like another sort of intruder or activates a spell. Giant sized creatures are reduced to half normal movement rate. The spell lasts until the illusion is touched by the caster at the time of casting. A saving throw of the within range of the spell. Dispel magic does not affect a geas. of 10' squared can be inscribed per round. and a maximum Growth of plants and its reverse are permanent until countered. The cleric must be of a This spell accelerates the actions of 1 creature per caster level high enough level to cast these spells. requires a full turn to cast. but cannot exceed 3. rates and making twice the normal attacks per round. though they may become confused or A saving throw versus Spells will allow an unwilling target to panicked afterward (at the Judge’s discretion). the This spell causes normal vegetation (grasses. or the like). Divine 3 Duration: special The reverse form. A password is set either by the opposite form or by dispel magic. domesticated animals will not attempt to resist it. A glyph of warding can guard a bridge normal version. grassland into desert. the target may choose to accept the geas.

A successful save versus else. and elves by 5 Monster chapter). or shutter of wood. in which case 1d4 of the creatures in the group may be affected. and breathe normally. The caster loses control of it if he is successfully attacked or if the insect plague Hold Person Range: 180' leaves the range of the caster. non-undead humanoid creature of the insect plague. men. attack. The any party members within a 30' radius of the caster. A knock spell or a successful objects do not break the spell. A paralyzed swimmer can’t swim invisible. window. However. pixies. The swarms must be summoned so that each one is through various means e. dwarves by 2 years. (other than the recipient) who attack negate the invisibility the spell ends. Spellcasting is not accelerated. the swarms must fill one contiguous area). the subject is not magically Arcane 1 Duration: 2d6 turns silenced. attacking half as often (generally. Causing harm indirectly is not an dispel magic spell can negate a hold portal spell. it ages from the locusts) consisting of 4 insect swarms (as described in the effect. Hold Monster 79 . The caster must concentrate for the duration of the living creature that fails its save versus Paralysis. The aging is permanent unless reversed 4 Hit Dice. including speech. goblins. Of course. metal. Each swarm attacks Hold Monster Range: 180' Arcane 5 Duration: 2d8 turns any creatures occupying its area. although a source of light can become so (thus. Haste and slow dispel each other. Target creatures may save Divine 5 Duration: 1 day versus Spells to avoid the effect. and other creatures no Arcane 2 Duration: special larger than an ogre and possessing 4 or fewer Hit Dice. Multiple haste or speed effects don’t combine. neanderthal. that vanishes as well. and saving throws are made with a +1 Those affected by this spell can see each other and themselves bonus. which may still be used just Arcane 3 Duration: 1 day once per round. a wish spell or potion of longevity. who makes his or her save at -2. Arcane 3 Duration: 9 turns the insect plague. Actions (other than spellcasting) directed at unattended not attempt to Pick Locks upon it. spell to maintain control over the insect plague. except that this spell confers intervention centered on the divine spellcaster and affecting invisibility upon all creatures within 10' of the recipient. person. all of the rolls attempted by enemies suffer a -1 as if unaffected by the spell. bringing about supernatural This spell functions like invisibility. dwarves. Reversed. neither the caster nor his allies can see the subject. Items dropped or put down by an invisible creature become visible. lizardmen. paralyzed. effect is that of a light with no visible source). Each swarm is 30' x 30' in size and possesses years with each casting. The spell silence 15' radius also negates the spell. This effect continues so long as the caster does not move of the area becomes visible. The spell may be cast at a single they can normally see invisible things or employ magic to do so. but creatures moving into the area and focuses only on chanting. Any affected creature moving out penalty. gnomes. The subject is able to see in the dark to a distance of 60' for the only apply the most powerful or longest lasting effect. This spell magically holds shut a door. or otherwise physically distracted. gnolls. sprites.g. or at a group. The spell lasts at most 24 hours. While the caster has control over Divine 2. he can move its constituent swarms 20' per Spells round. but cannot carrying gear. The caster may summon the swarms so that they share the area of other creatures. damage rolls. kobolds. adjacent to at least one other swarm (that is. haste becomes slow. never becomes falls (if in flight at the time). affected creatures move at half speed. the and may drown. unless Paralysis will negate the effect. Likewise. Any part of an item that the subject carries but that extends more than 10' Hold Portal Range: 10' from it becomes visible. gate. if he is successfully after the spell is cast do not become invisible. morlocks. Invisibility Range: touch ogres. hobgoblins. Affected creatures attacked and dealt damage. Holy Chant Range: 0' Invisibility 10' Radius Range: touch Divine 2 Duration: special Arcane 3 Duration: special This spell is intoned continuously. mermen. and troglodytes. and the whole plague will obscure vision and automatically drive off creatures of less than This spell functions like hold person. This spell summons a vast cloud of swarming insects (usually Each time a creature is subject to a haste spell.The Adventurer Conqueror King System duration of the spell. If the recipient is a creature Targets of the spell are aware. throws. Humans age by 1 year. naiads. Humanoid creatures include bugbears. except that it affects any 3 Hit Dice. The swarms are stationary once the caster loses control This spell will render any living. including Infravision. Light. items picked up disappear if tucked into the clothing or A winged creature which is paralyzed cannot flap its wings and pouches worn by the creature. however. and certain other conditions can render the recipient detectable (such as stepping in a puddle). The magic affects the portal just as if The spell ends if the subject attacks any creature or casts any it were securely closed and normally locked. All attack center of the effect is mobile with the recipient.. dryads. every other round) and Insect Plague Range: 480' making half a normal move each round. or stone. elves. nor is the Infravision Range: touch use of magic items such as wands. If the spell is cast on someone take any actions. from sight. Humans The creature or object touched becomes invisible. duration of the spell. vanishing and demi-humans may be affected regardless of character level. though a thief may spell.

If the damage caused to vines. The spell has no effect on other creatures. Light acts as a slow spell (the reverse of haste). light becomes darkness. and if within range. In extremely large Divine 1. A light or creature. The target the Monsters chapter for details). Levitate Range: touch or in a random direction at the Judge’s option. 80 Invisible Stalker . A levitating creature that attacks with a weapon finds itself increasingly unstable. the first attack throw has a -1 attack Lower Water Range: 240' penalty. as lead. Arcane 6 Duration: 10 turns A full round spent stabilizing allows the creature to begin again This spell causes water or similar liquid to reduce its depth by as at -1. or the task is fulfilled. Creatures cannot be found by this spell. A creature can carry its normal amount of weight through divination). it may reflect from the barrier back toward the caster. He can search for general items. trick-opening boxes or chests. If used to open a wizard locked door. creating an area of darkness just as described above. Each spell can undo a single means of an interposing barrier shatters or breaks through it. so that. it is slain. but it can be cast on a movable object. lead or gold. restoring the existing ambient light level. provided they serve to hold shut something which can electricity damage per caster level to each creature within its be opened. the spell does not take effect at all. in The caster cannot move the subject horizontally. another creature. held. while it is not actually 5' wide. locked. and the like. or clearly visualized object. In all other cases. A creature must be willing to Locate Object Range: 120' be levitated. spell is used. otherwise. this spell cast into an area. or wizard is 60' long. When cast on around the target location or object.only for themselves. It also loosens welds. silver. allowed. It can melt metals with a low melting point. for example. such as a deep ocean. Arcane 1 Duration: 6 turns plus and deep bodies of water. or an object up and down as desired. Invisible Stalker Range: 10' Arcane 6 Duration: special Either version of this spell may be used to blind an opponent The caster summons an invisible stalker to do his bidding (see by means of casting it on the target’s ocular organs. Levitate allows the caster to move himself. spell of an equal or lower level caster (and vice versa). by concentration. The spell is blocked by even a thin sheet of when levitating (possibly including another creature). which appears anywhere is allowed a saving throw versus Spells to avoid the effect. to a maximum penalty of -5. nor will it affect ropes. and so on. for one turn. much as 2' per caster level (to a minimum depth of 1 inch). The spell persists until dispel evil is cast on the the save is made. The lightning bolt passes through an area 5' wide. as well as locked or arcing and jumping. locked doors. The caster cannot specify a unique item against a ceiling to move laterally (generally at half its normal unless he or she has observed that particular item firsthand (not land speed). The caster can mentally direct the subject to This spell allows the caster to sense the direction of a well-known move up or down as much as 20' each round. but the subject which case the nearest one of its kind is located if more than could clamber along the face of a cliff. a save versus Spells is taken into an area of magical darkness does not function. It opens known secret doors. shackles. Any creature caught in the area of effect receives a saving not remove the wizard lock but simply suspends its functioning throw versus Blast. Creatures already Arcane 2 Duration: 6 turns plus affected by the lightning bolt do not take additional damage if 1 turn per level struck by the reflection of the same bolt. Knock will not raise a portcullis in its path. The Judge is advised darkness spell cast to blind does not have the given area of effect to review the monster entry for the invisible stalker when this (that is. the spell does area. may continue beyond the barrier if the spell’s range permits. the door does not relock itself or The lightning bolt sets fire to combustibles and damages objects become stuck again on its own. the invisibility A light spell may be cast to counter and dispel the darkness sphere ends for all affected creatures. or push one is within range. barred. as they may not always be reliable servants. copper. Doing so causes both spells to instantly cease. A successful save reduces damage by half. Arcane 2 Duration: 6 turns a willing creature. This darkness blocks out infravision and negates mundane light sources. such or operate any other similar mechanism. Lightning Bolt Range: 180' Arcane 3 Duration: instantaneous Knock Range: 60' Arcane 2 Duration: special The caster releases a powerful stroke of electrical energy that The knock spell opens stuck. the spell creates 1 turn per level a whirlpool that sweeps ships and similar craft downward. and an object must be unattended or possessed by Divine 3. It deals 1d6 points of chains. This spell creates a light equal to torchlight which illuminates putting them at risk and rendering them unable to leave by a 30' radius area (and provides dim light for an additional 20') normal movement for the duration of the spell. The water is lowered within a more or less square-shaped depression Light* Range: 120' whose sides are up to 10' long per caster level. or bronze. The effect is immobile if water elementals and other water-based creatures. no light or darkness is shed around the victim). Reversed. the second -2. or for game purposes treat it as if it is so. gold. If the spell recipient attacks. with success negating the effect. the bolt preventing access.

and mental will resemble the caster’s. or any other object. and the jar is broken then hearing distance. Specific parts of a creature can’t be singled (thereby returning the trapped soul to its body) and attempt out. undergo decay as a normal dead body would. possess the same host again for one full turn. so a 6th level the jar. can be in any Spells caster’s life force.).g. and the caster can command a magic mouth to respond to triggers as host’s body dies. Normal ends. class. If the save is successful. The caster may then attempt to take control of a of damage. Dexterity. dead. and the caster dies. A single missile can strike able to see it. saving throws. All creatures to be affected must be within a unoccupied by a spirit. Inanimate objects are not damaged by the spell. The mouth abilities (including spellcasting ability). to possess another body. and as triggers if they are visible or audible. and the creature’s life force is imprisoned in language known by the caster and can be delivered over a period the magic jar. the host’s Massmorph Range: 240' spirit departs. and that target creature is enchanted mouth that suddenly appears and speaks its message immune to further attempts for one game turn. although only visual body. If the caster fires multiple missiles. level. and the spell ends. If the caster’s spirit is in the magic jar. The body retains cannot use command words or activate magical effects. Magic mouth can be placed upon a tree. The caster may include himself among the affected creatures. If the jar is within 120' of the caster’s can be as general or as detailed as desired. the and audible triggers can be used. Silent movement or magical silence defeats If the caster’s spirit is driven from the host body by dispel evil audible triggers. but will not be identical. which departs as to appear as if they are natural effects of the terrain (e. Arcane 4 Duration: special Note here that the spell has not ended. the mouth of the statue would move and make more attacks than normal. one of the following may happen. if it were abilities. 120' radius of the caster at the time the spell is cast. that body does truly die. etc. both the caster’s and the host’s spirits depart. Triggers react to what appears caster’s spirit departs. Targets must be designated before damage the caster’s body is. even if the target is in nearby living creature within 120' of the magic jar. then the caster’s spirit departs. the host’s spirit returns to its body. in a forest. stalagmites in a cave. to any special abilities of the body. only one creature. Dispel evil can still be With this spell the caster causes up to 100 man-sized creatures used to drive the caster’s spirit from the body. then the host’s spirit is freed from The range limit of a trigger is 10' per caster level. the caster’s This spell imbues the chosen non-living object with an life force remains in the magic jar. then the caster’s spirit returns to its body. A magic mouth cannot the host’s spirit returns to its body. Magic Jar 81 . leaving the receptacle empty. ending the spell. an additional two missiles returns to his own body. In either case. The voice Charisma. In either case. boulders In any case where the spell ends with the caster’s body in a cavern. of 10 minutes. and natural however. Otherwise. The caster may move back to the jar total concealment. the spell ends. or class except by external garb. The caster will not be able to distinguish level. then the caster’s spirit returns to the jar. attack bonus. are fired – three missiles at 6th and the maximum of five missiles To cast the spell. though he does not need to be single creature or several creatures. When the caster transfers his soul upon casting. Wisdom. Disguises and illusions can fool them. so long as the target has less than total cover or soul into the magic jar. If the magic jar is not in range of the host body.. its Strength. trees noted. its body is possessed by the may be up to three words per caster level long. he can target a the caster must know where it is. The spell ends when the caster’s soul For every five caster levels beyond 1st. Only those creatures the caster wishes to hide are affected. Regardless of range. move according to the words articulated. The creature is allowed Arcane 1 Duration: special a save versus Death to resist. A body with extra limbs does not allow the caster to placed upon a statue. rock. but does not is rolled. Actions can serve of the host body. Otherwise. If the magic jar is within 120' of noises or to a specific noise or spoken word. hit points. the caster places his soul into an inanimate This spell causes a missile of magical energy to dart forth from object within spell range (known as the magic jar). the mouth can respond only to visible or audible triggers and actions in line of sight or within If the host’s spirit is in the magic jar.The Adventurer Conqueror King System Magic Jar Range: 30' Magic Missile Range: 150' Arcane 5 Duration: special Arcane 1 Duration: instantaneous By casting magic jar. at any volume from a whisper to a yell. the next time a specified event occurs. and then only if they are willing to be concealed. far as 60' away. The missile strikes unerringly. the magic jar must be within spell range and at 13th level. the spell to be the case. dealing 1d6+1 points body lifeless. which If the creature fails its saving throw. The caster does not have access appear to speak. Commands two possible outcomes. The message. Possession of a creature by means of this spell is blocked by Magic Mouth Range: 30' protection from evil or a similar ward. Audible triggers can be keyed to general types there are also two possibilities. The caster keeps his or her Intelligence. It does. Constitution. and the caster’s spirit is stranded in the host body. If the jar is in range of the host’s body. forcing its melee combat. coral underwater. leaving the the caster’s fingertip and strike its target. as near as anyone can tell. Hit Dice. darkness does not defeat a visual trigger. but magical darkness or invisibility does. and the jar is broken The spell functions when specific conditions are fulfilled (whether by dispel magic or physical damage) then there are according to the caster’s command as set in the spell.

The illusion can also be ended by dispel magic. He also gains all the depth of the passage created. A poisoned creature suffers no additional effects from noted above.Those affected are thus concealed from other creatures passing then form a continuing passage to breach very thick walls. the Figments always look exactly like the caster. even result from a polymorph other. whether the attack throw is successful or not. transformed target also gains the alignment. in addition to the physical through the earth until it reaches the limit (240') or solid rock. with no saving unharmed (at least from this spell) after 1d3 rounds. pretending to cast have an Armor Class of 0 and will disappear if hit in combat. The spell cannot create a duplicate of a specific individual. out the nearest exit. they will him. smell. likewise. This spell creates a passage through wooden. but those who remain still continue to be hidden. figments separate from the caster and remain in a cluster around If used to create the illusion of one or more creatures. The The caster gains the physical capabilities and statistics of the passage is up to 10' deep. drink potions. the target must save versus Poison or die. if the caster is subjected to a fireball. will allow victims to avoid all damage. The spell is permanent until dispelled by rendered permanently ineffective. Arcane 2 Duration: 6 turns or force. the caster reverts to his original form. and so on. illusory damage done will be equivalent to the normal damage Enemies attempting to attack or cast spells upon the caster will for any attack form simulated. creatures within the passage are ejected that creature. If the wall’s thickness is more than new form but retains his own mental abilities. but not through metal or other harder materials. 1 turn per level This spell allows the caster to change into another form of living Passwall Range: 30' creature. If the new form is substantially Move earth cannot affect stone. This spell allows the caster to change one target into another form of living creature. if cast upon a creature slain by poison in the last doppleganger can revert to its natural form in one round. and special. as visualized by the caster. the to the point of altering the surface features of areas within range. Neutralize Poison* Range: touch The target creature will have the same number of hit points it Divine 4 Duration: instantaneous previously had. for instance. the target may not remember its former life. Those “killed” or injured will realize they are spells cast directly upon a figment will destroy it. or stone walls. the creature is revived with 1 hit point. If slain.e. this spell becomes poison. according to mental traits. the illusion is dispelled for choice). levitate. successful attack throw. any physical attacks. Phantasmal Force Range: 240' Arcane 2 Duration: concentration Mirror Image Range: self This spell creates the visual illusion of an object. The caster can’t assume an incorporeal or gaseous form. These concentrates upon it. less intelligent. only one Arcane 4 Duration: 6 turns plus creature can be affected by the reversed spell). If used to simulate an attack spell or an attacking creature. capabilities and statistics of such. dispel magic. always hit a figment instead. or caster’s creature chooses to move or attack.) the poison is Spells are not affected. spells. etc. behavioral and Earth in the area can be moved at 60' per turn. Several passwall spells can 82 Mirror Image . The figments mimic the caster’s actions. as touched. Area-effect spells are not cast directly on the caster. A creature with shape changing abilities such as a the poison. texture. The illusion does not create sound. all Arcane 4 Duration: permanent figments will appear to be injured just as the caster was. and thus appear to affect all figments exactly as they affect Polymorph Other Range: 60' the caster. The spell’s range will extend downwards spell-like abilities of the new form. The assumed form can’t have more Hit Dice than the Arcane 5 Duration: 3 turns caster’s level. making it impossible for most creatures to of the size of the effect. The image persists so long as the caster determine which is real. The caster may end the spell early if he wishes by speaking a single word. if the attack is a success. Unlike polymorph self. supernatural or the spellcaster’s desires. A successful save versus Spells. This spell detoxifies any sort of venom in the creature or object Incorporeal or gaseous creatures are immune to this spell. If an affected When passwall ends (due to duration. 10 rounds. the hole closes. through the area for so long as they remain still. The assumed form can’t have more Hit Move Earth Range: 240' Dice than caster’s level. The caster’s touch remains poisonous Polymorph Self Range: self for 1 round per level of ability. Incorporeal or gaseous forms cannot With this spell. The caster can move the image within the limits or less constantly. up to a maximum size of This spell creates several illusory duplicates of the caster. A total of 1d4 images are created. throw allowed. regardless of the Hit Dice of the form assumed. at which time the target’s Reversed. only soil. then a single passwall simply physical attacks possessed by the form but does not gain any makes a niche or short tunnel. creature. If cast upon Unwilling targets that successfully make a saving throw versus a poisonous object (such as a weapon. just as the caster does. plaster. the caster can move large volumes of soil. Any attack against an image destroys however. The caster must make a corpse reverts to its original form. Illusory it. trap. or until discharged (i. images move through each other as well as the real caster more or temperature. dispel magic or the creature is slain. The 20' x 20' x 20'. attack damage is not real. and must have fewer than twice the Arcane 6 Duration: 6 turns Hit Dice of the old form.

The Adventurer Conqueror King System Spells Mirror Image 83 .

special. Prayer Range: 60' Divine 3 Duration: 1 round per level Protection from Evil. so were the caster to assume the counterpart. hurled boulders. line of sight dispels the image. For purposes of this spell. or to refrain from some action or course of activity. or may choose to end the spell whenever he desires. who saving throws made by those in range who are friendly to the does not need to concentrate to maintain its protection. Unholy duration of the spell and provides some protection from attacks water and similar food and drink of significance is spoiled by by “evil” creatures. but with a Once the prayer spell is cast. This spell caster with a 10' radius. choose to accept the quest. or any similar spell that breaks the of normal arrows. Any further spells cast seem to originate from The subject of this spell is completely protected from small the illusion. Therefore. rotten. sling bullets. Like its special ability. not the illusory self ’s position. casts a to resist a quest when it is first cast. attacks by hostile creatures of an alignment other than the and tail swipe attacks. and inherently evil creatures such as undead and summoned creatures of Chaotic alignment. damage rolls. teleport. Reversed. or enough normal food to feed a dozen people. some service. all spell ranges are still figured from Purify Food and Water Range: 10' the caster’s actual position. The affected creature must follow the given instructions until the quest is completed. except with a duration of 12 turns without the need for Projected Image Range: 240' concentration. Arcane 3 Duration: 12 turns including speech.g. or other such are not blocked. all attack throws. The protection lasts as long as the caster remains stationary and concentrates on it. The barrier will move with the caster. evil creatures purify food and water. Quest places a magical command on a creature to carry out receive the protection as well. Sustained* Range: 0' By means of a prayer spell. While (constructed. in addition to mimicking gestures and actions. Arcane 1 Duration: concentration drinking. or otherwise Protection from Evil* Range: self contaminated food and water pure and suitable for eating and Divine 1. 6 skins of This spell creates a magical barrier of protection around the water. sounds. This spell will purify one ration of food. the divine spellcaster brings great Divine 4. but not the dragon’s breath. The barrier surrounds the caster for the does not prevent subsequent natural decay or spoilage. However. caster’s and prevents bodily contact by enchanted creatures. it can cause almost any other attacks of such creatures to fail and the creatures to recoil if course of activity. or undead) creatures. This spell functions exactly as protection from evil. spell. not the actual caster. and causes harm to his enemies. typically as part of a bargain with the caster to perform some service. instead of protecting the caster from inherently evil The caster can remain transformed for the full duration of the creatures (e. and smells like Protection from Normal Missiles Range: 30' the caster. so as to be able to see something the caster can’t directly see. Also. illusory version of the caster. Arcane 3 Duration: 12 turns favor upon himself and his party. alignment. summoned creatures of Chaotic alignment). for example. as desired by the caster. or who enter after the spell is cast. caster and his illusory self must be maintained or the spell ends. regardless of a quest cannot compel a creature to kill itself or perform acts whether they are “evil” or not. for instance. Arcane 6 Duration: 6 turns This spell creates a quasi-real. All within the Quest* Range: 30' radius gain a +1 bonus to AC and a +1 bonus on saving throws Divine 5 Duration: special against attacks made or effects created by evil creatures. this spell becomes protection from good. bite. but the spell has no effect on creatures include hostile creatures of an alignment other than the caster’s of any type. However.g. Note that this spell grants no special sensory projected by magic bows count as magical missiles for the powers to the caster. the target may spell on. summoned. summoned creatures of Lawful alignment). protection from good protects the caster from form of a dragon he could use the dragon’s normal claw. thrown daggers. while those of the cleric’s enemies are at -1. and functions exactly as the reversed form of protection from evil. Note that normal missiles struck in combat. caster are at +1. A line of sight between the sized. no matter how long it takes. 84 Prayer . the caster does not see it. Dragon breath is a Reversed. Those who leave and then re-enter. and duration of 12 turns. crossbow bolts. magic arrows. this spell becomes protection from good. sustained. or tries to force the barrier against a blocked creature. The intangible projected image looks. if the illusory self is positioned purposes of this spell. as does the illusionary caster being and the like will be fended off. The spell’s protection against contact by enchanted creatures ends if the A saving throw versus Spells will allow an unwilling target caster or any protected creature makes an attack against. such attacks require touching the warded creature. supernatural or spell-like abilities. the spell prevents bodily contact by enchanted able to understand the caster for this spell to take effect. protection from good protects the caster from inherently good creatures (e. The target creature must be In addition. non-magical missile attacks. The prayer spell does not require the caster to concentrate once cast. poisonous. Divine 1 Duration: Instantaneous This spell makes spoiled. nor upon magic potions. but any number Dimension door. This causes the natural weapon that would result in certain death.

000XP from 4 HD to 5 HD. including forms of movement and This spell restores life to a deceased creature (excluding creatures speeds. apply these results. extraordinary abilities. The character’s Intelligence. natural armor. but Strength. and Constitution scores should be rerolled. and other 5 Human 5 Unicorn 5 Griffin 5 Gnoll codes. need 56. the 112. Truly unknown or dead 7 Dwarf 7 Wererat languages or codes cannot be comprehended. If the monster’s Hit Dice are below the character’s no longer than two days at 7th level. Suitable penalties include penalties in combat. loss of spells. he must Wererats have one special ability (or *).000XP plus cannot bring back a creature that has died of old age. Each because Creven was 5th level. 28. a 9th level caster can bring a character former class level. Wererats are normally 3 HD monsters. lost its 500XP per special ability (*) for a 1 HD monster to advance head. as a Wererat. So long as some small recipient cannot complete through his own actions. all physical ills and afflictions are repaired. finger of death. The reverse of this spell. or shattered spines (see the Mortal Wounds table in Chapter 6 for details EXAMPLE: Creven. the caster returns life to a character by means 10 Monster 10 Minotaur of creating another body.000XP from 5 HD to 6 HD. such as lost limbs. roll on the column matching the quest.000). and Charisma death.Despite this spell’s beneficial results. If restore life and limb is ever cast on an undead monster. including treasure maps. elementals. (pick Class) 8 Original Race 8 Ogre (pick Class) Reincarnate Range: touch 9 Original Race 9 Werewolf Arcane 6 Duration: instantaneous (pick Class) With this spell. The penalties are removed 24 hours after the subject are set to the character’s original scores. creates a death ray that Roll (1d10) Law (1d6) Neutral (1d6) Chaos (1d10) will kill any one creature unless a save versus Death is made. its Hit Dice are increased to the character’s Spells level above 7.The Adventurer Conqueror King System If the instructions involve some open-ended task that the condition of the remains is not a factor. The magic remains in effect for a maximum of one day per caster level. dies. A reincarnated character recalls the A character who ignores a quest will suffer cumulative penalties majority of its former life and form. will monster must save versus Death or be instantly destroyed. or by a wish. 2 Human 2 Neanderthal 2 Rock Baboon 2 Goblin (pick Class) Read Languages Range: self 3 Human 3 Blink Dog 3 Ape 3 Orc (pick Class) Arcane 1 Duration: 2 turns 4 Human 4 Pegasus 4 Centaur 4 Hobgoblin This spell grants the caster the ability to read almost any written (pick Class) language.000XP from 2 HD to 3 HD. but it doesn’t automatically speak the language of undead). 56. there must be at least one (pick Class) living creature that can naturally read the given language or 6 Elf (pick Class) 6 Roc. However.000XP from 6 HD to 7 HD. natural attacks. A character brought back as a monster may back to life that has been dead for 10 days. he reincarnates as a 5 HD Wererat. such as constructs. time a character benefits from restore life and limb. Roll on clever recipient can subvert some instructions. Small 6 Werebear 6 Bugbear code somewhere on the same plane. or had its body cremated. is reincarnated on permanent wounds). resumes obeying the quest. this spell can also heal a character of any permanent playing monsters as characters. It requires 3. The Restore Life and Limb 85 . and four days are added per former class level. Dispel the original character’s alignment. Dexterity. Wisdom. this spell increase in HD through adventuring. See Because it repairs even lethal damage and regrows flesh and Transformations in Chapter 10 for more information about bone. The reincarnated monster gains all abilities Divine 5 Duration: instantaneous associated with its new form.000XP from 3H to 4 HD. a 5th level chaotic explorer. lowered the character returns at the same class level with minimum ability scores. and and the like. 1 Human 1 Gnome 1 Pixie/Sprite 1 Kobold Lawful clerics may only use finger of death in life-or-death (pick Class) situations against Chaotic foes. and pain and weakness ending in experience. It takes 3. or by the reverse of this spell. the spell portion of the body still exists. Since the character is returning in a new body. wounds. For example. which are not truly alive. Creven. and each monster should be minimally Restore Life and Limb* Range: touch (120') semi-intelligent. to 2 HD.000XP to the nearest 1. the Reincarnation table to determine what sort of creature the character becomes. The caster can raise a creature that has been dead for the new form. and so on. 7. Additional monsters may be magic does not affect a quest spell. The amount of XP required doubles with each HD (round values greater than 20.000XP to increase to 6 HD in his new form. it can be reincarnated. disfiguring scars. secret symbols. used to extend the table. If the result on the table (decided by the Judge) until the character obeys the quest or below indicates reincarnation as a human or demi-human. but no monster having more than 6 HD should be included. but tampering with the body and soul is never without risk. For this spell to function.500XP for roll on the Tampering with Mortality table in Chapter 6 and a 1 HD monster with one special ability to advance to 2 HD. A of the spell creates an entirely new young adult body. 14. at 5 HD. A quest (and all effects thereof) can be ended by a remove curse If the result on the table below indicates that the reincarnated spell from a caster two or more levels higher than the caster of character returns as a monster.

Minor heat or fire (such as exposure to normal flames) of creatures of 4 HD or less. curse from the item. Certain special curses If the save succeeds. An unwilling creature receives a save Minor cold (such as exposure to winter weather in inadequate versus Spells to negate the spell. allows the caster to place another creature instead. the level of the caster removing the curse. The caster may choose to target 1 This abjuration grants a creature temporary immunity to fire specific creature of 4+1 HD or less. Attack This spell will calm the creature touched and remove all fear. Calculate monsters with less than is ignored by the subject creature. Any curse cast by a Sanctuary Range: touch character of equal or lower level than remove curse caster’s level Divine 1 Duration: 2 rounds plus is ended automatically. it takes no action. that creature also receives a save versus significant cold (such as the breath of a White Dragon). curses a character may suffer from. there is a 5% chance the remove Any opponent attempting to strike or otherwise directly attack curse will fail for each level the cursing character’s level exceeds the warded creature must attempt a saving throw versus Spells. Against more possession is targeted. bestow curse. The spell can be cast on a point in space. and moves as it moves. remove curse does not remove the will still inflict at least 1 point of damage per die rolled. The spell can be centered Divine 1 Duration: 6 turns on a creature. but it enables the creature afflicted with any such cursed item to remove and get rid of it. If throws against the bladedancer are at -2. or Resist Cold Range: touch it may be cast on a mobile object. the opponent can attack normally and may not be countered by this spell at all.g. and the effect then radiates from the creature This abjuration grants a creature temporary immunity to cold. shield-like mobile disk of force that hovers in front of the caster. If an item in another creature’s clothing) is ignored by the subject creature. the caster may attempt to put creatures into Resist Fire Range: touch a magical slumber. making the effect stationary. the subject is currently running away due to magical fear. However. enters. cause fear. opponent will not attack the warded creature and will attack The reverse of this spell. Arcane 4 Duration: instantaneous of +2 on saving throws. Any cold attacks will still inflict at least 1 point of Sleep Range: 240' damage per die rolled. is impossible. if the target fails to save versus Upon the casting of this spell. otherwise. but it can be removed with a Class benefits do not apply to attacks originating from behind remove curse spell. area effects (e. There is no limit to the number of different the caster. however. If the save fails. but it should be no directed at the caster. spells cannot be cast. it is allowed a new saving throw to resist that fear. reduced by -1 point per die of damage rolled. Against more significant heat 1 HD as having 1 HD. the subject creature gains a bonus Divine 3. Shield creates an invisible. Shimmer Range: self Remove Fear* Range: touch (120') Divine 2 Duration: 1 turn per level Divine 1 Duration: instantaneous (2 turns) This spell surrounds the bladedancer with a shimmering aura. All sound is stopped: Conversation immune to this effect. This spell provides a defense against sonic or subject creature gains a bonus of +2 on saving throws. fireball) a curse on a target creature or object. or passes through the area. at a bonus of +1 per level of the caster. The wardedcreature may Spells is allowed to resist. and grants the caster an Armor Class of 7 more powerful than those described above. Arcane 1 Duration: 4d4 turns With a sleep spell. Arcane 1 Duration: 3 turns »» Each round of combat. or may be countered is unaffected by that casting of the spell. The Armor bestowed cannot be dispelled. Silence 15' Radius Range: 180' Divine 2 Duration: 12 turns The reverse of this spell. Any fire attacks If cast on a cursed item. Shield Range: self »» Prime requisite halved (minimum 1).Remove Curse* Range: 30' or fire (such as a fireball). and all damage from such attacks is Remove curse instantaneously removes all curses on a creature. and monsters with a bonus to HD as 86 Remove Curse . and all language-based attacks or spells. complete silence prevails within a Death. the target has a 50% chance to act normally. causes one target creature within 120' to become frightened. The curse thus against missile attacks and 5 against melee attacks. however. »» -4 penalty on attack throws and saves. the Spells to negate. Creatures with 6 or more Hit Dice are 15' radius around the target. and no noise whatsoever issues from. It negates magic missile attacks The caster may also invent his own curse. but magic missiles are warded off from all directions. the only by a caster of a certain level or higher. but he following four effects: may cast non-offensive spells to help companions. damage from such attacks is reduced by -1 point per die of damage rolled. »» -4 decrease to an ability score (minimum 1). it flees for 2 turns. The caster must choose one of the not make offensive actions while this spell is in effect. A saving throw versus may still affect the warded creature. Those curses bestowed by higher level 1 round per level casters might not be removed. The aura provides a bonus of +2 to all saving throws. or a group of up to 2d8 HD and heat. All creatures to be affected must be visible Divine 2 Duration: 6 turns and within range of the spell.

Speak with Plants Range: 30' Divine 4 Duration: 3 turns making them indifferent to the caster and others. Speak with Animals Range: special Spiritual Weapon Range: 30' Divine 2 Duration: 6 turns Divine 2 Duration: 1 round/level The caster can comprehend and communicate with any one This spell causes a weapon made of pure force to spring into normal or giant animal that is in sight of the caster and able to existence. Hit Die that are not sufficient Divine 3 Duration: 1 turn to affect a creature are wasted. however. and thus it can speak with all immune to the spell. A 7th level caster can affect 7 Hit Dice of snakes. same fashion as any other monster. the new spell fails. it may be willing to grant some favor or harmed by physical attacks. Indeed. are affected first. striking as a magical weapon. A snake that is attacked detailed descriptions of creatures or answer questions about will defend itself against its attacker. If the corpse has been subject to speak with dead within the past week. the 5th level arcane spell of the same name. Creatures with more than 4+1 HD cannot be allowing it to answer several questions that the caster puts to it. it won’t even The reverse of this spell. cryptic. the divine spellcaster loses sight of it. Unasked Sleeping creatures are helpless and can be killed in one round questions are wasted if the duration expires. It will not affect intelligent animal races or fantastic within range once per round. however. The partially animated body retains the imprint of to avoid the effect. The corpse. Undead with 8 or more Hit Dice or levels are the soul that once inhabited it. Normal plants are usually not animate. a standard reaction and thus can inflict damage upon creatures that are only hit by roll should be made to determine this. The caster may ask one question per two caster levels. the him. The spell doesn’t alter the indifferent to others. or service. but dispel magic. attacking any foe chosen by the divine spellcaster hear him. and thus cannot spell will last 1d4+1 turns. behaving in much the cast on snakes that are engaged in melee combat with the caster. It uses with at will. it may decide to do some favor or service for the spell is cast on snakes that are not hostile at the moment. Snake Charm Range: 60' Divine 2 Duration: see below The divine spellcaster is able to affect the behavior of snakes. The corpse’s by unengaged opponents. This spell does not affect a corpse that has been turned into an undead creature. The caster can cast this spell on a Smite Undead* Range: 240' (touch) corpse that has been deceased for any amount of time. Answers are often not affect creatures that are already unconscious or undead. as they have nothing else of importance to do.The Adventurer Conqueror King System having the flat amount. constructs. while less range. Creatures with the fewest HD This spell grants the semblance of life and intellect to a corpse. equal to the caster’s level. brief. so it won’t be able to give (or recognize) HD snake. which normal plants and plant creatures. A damaged corpse may be able to give partial answers or partially correct This spell instantly destroys a number of Hit Dice of undead answers. but will continue to remain events outside its immediate vicinity. functions exactly like Spells remember being questioned. the weapon disappears. but it must at least have a mouth in order to speak at all. disintegrate. reaction or attitude towards the caster. but normal noise does not. and other creatures that do not rest. The weapon cannot be attacked friendly toward the caster. The spell doesn’t alter the animal’s the caster’s normal attack throws. Furthermore. or the caster ceases to intelligent ones make inane comments. an affected creature. The spiritual weapon will be of a type appropriate to the cleric and his deity. A normal plant’s sense of its can equal seven 1 HD snakes. or any other combination. plants will generally communicate freely with the caster. For example. more magic weapons. All the undead must be within a 60' diameter sphere. a 3+2 HD monster would Speak with Dead Range: 10' be calculated as having 3 HD. Slapping or wounding awakens knowledge is limited to what the creature knew during life. all other undead are allowed a saving throw versus Death the corpse. affected at all. the knowledge that the creature had while alive. cannot learn new information. Any excess levels of effectiveness are lost. oozes. +1 point per three caster levels (maximum of +4). Sleep does including the languages it spoke (if any). A caster is able to affect snakes of a number of Hit Die equaling the caster’s The caster can comprehend and communicate with both level. It instead draws on the imprinted knowledge “stored” in spell. or repetitive. or two 3 HD snakes and one 1 surroundings is limited. but the Divine 4 Duration: special body must be mostly intact to be able to respond. animate dead. Attacking one charmed snake does not plant’s reaction or attitude towards the caster. if an animal is direct it. However. once per round. It deals 1d6 points of damage per creatures. or a rod of cancellation will dispel it. normal break the charm on the others. If the spiritual weapon goes beyond the spell intelligent animals are likely to be terse and evasive. Smite Undead 87 . and if this spell is are more likely to be terse and evasive. Intelligent plant creatures Hostile snakes are more difficult to charm. generally perform “services” other than to answer questions. This spell does not let the caster actually speak to the creature’s Skeletons and zombies receive no saving throw against this soul. The caster may change which animal he is speaking strike. If a plant creature is friendly the snakes will only be affected by the spell for 1d4+1 rounds. If toward the caster.

carrying up to its will be poisonous. The sword will set alight inflammable substances. This extra damage is Very familiar 01–95 96–99 00 applied on each successful attack for the duration of the spell. No saving throw is permitted. Places that are “seen casually” are those that the caster has seen Striking Range: 30' more than once but with which he is not very familiar. a sword of fire appears in the divine killed. This spell bestows upon one weapon within range the ability Familiarity On Target Off Target Lost to deal 1d6 points of additional damage. weakness of mind. Indeed. While unable to communicate with others. Wands. or into solid matter. which may be any distance. the more likely the teleportation Strength of Mind* Range: touch works. it is entitled their original stick form. A creature arriving “On Target” appears in the desired location. The chance of the staffs cannot be affected. but the subject of and understand the languages of other intelligent creatures. full encumbrance load. whether intentional or not. no saving throw is carefully” include those known well. The snakes follow the commands of the caster. 88 Sticks to Snakes . or has used other means (such as scrying) to study the place for at least one hour. Places that are “studied touched creature’s saving throws by -4. the snakes return to open place. If transporting an unwilling target. dispelled. This spell gives a bonus of +4 to saving throws versus Death. Petrification. off target.Sticks to Snakes Range: 120' Teleport Range: touch Divine 4 Duration: 6 turns Arcane 5 Duration: instantaneous This spell transforms 2d8 normal wooden sticks into normal This spell instantly transports the creature touched to a snakes per every four caster levels. making no attacks and casting beneficiary of a tongues spell. the spell allows monsters only hit by magical weapons Seen casually 01–50 51–75 76–00 to be affected. however. teleportation working correctly will depend on how familiar the caster is with the location and layout of the destination.) There is a 50% chance the snakes spell works properly. It provides no bonus to attack throws. Telekinesis Range: 120' Arcane 5 Duration: 6 rounds Tongues* Range: 60' Divine 4 Duration: 1 turn This spell permits the caster to move objects or creatures within range by concentration alone. the target may not immediately realize he is under the effects of a garble – he may think something is wrong with the creatures around him who can’t understand what he’s saying. the creature is instantly On casting this spell. The reverse spell. garble. and Spells to the creature A “very familiar” place is one the caster has been very often. if this location is above the ground. the spell. roll d% Divine 5 Duration: 12 turns and consult the table below. can currently see it. intentionally teleport himself or another creature into thin air. A creature arriving throws and damage rolls equal to the caster’s level divided by 3 “Lost” simply does not reappear at all. matter of debate among the wise. it holds or has on its body with a successful save versus Spells. The divine existence. The clearer the mental image. the creature will spellcaster’s hand. A creature or object weighing no This spell grants the divine spellcaster the ability to speak and more than 2 stone (20lb) per caster level can be moved up to 20' understand the language of any intelligent creature within a 60' per round. garble will negate the tongues no spells. otherwise. touched. either because the caster allowed against weakness of mind. Magical “sticks” such as enchanted to resist with a saving throw versus Spells. A creature arriving “Off Target” appears 1d10x10 feet away Sword of Fire Range: 0' from the target in a random direction. 60' of the caster. Whether such creatures (round up). are disintegrated. Should this location Divine 5 Duration: 12 turns already be occupied by solid matter. only the 1d6 points of magical damage applies to Viewed once 01–30 31–65 66–00 such a monster. can be cast on any intelligent creature within order to use this power. Note that the caster cannot enabling him to cast spells and carry out other activities. but if cast on a normal Studied carefully 01–80 81–90 91–00 weapon. the caster must maintain concentration. or transported to some distant time and place is a spellcaster can cause the sword to appear and disappear at will. Staffs. Paralysis. To determine how well the teleportation works. A creature can negate the effect on itself or an object radius around the caster. decreases the such as his home or laboratory. (See the Monsters chapter designated destination. so garble does not prevent the target from casting spells. If the target is the moving no more than half speed. he has been there often. will arrive at “ground” level in a suitable When slain. Places Divine 3 Duration: 3 turns that are “’viewed once” include any that the caster has seen once. the transported creature. In The reverse. the effect is allowed a new saving throw. When the for details on types of snakes. If concentration is lost. the target may still think clearly and understand his own words. The sword is magical and has bonuses to attack take falling damage as it plummets to earth. or the spell expires. garble will render the target unable to speak power may be used again on the next round. trapped forever in some unknown plane of and can harm undead and incorporeal creatures.

Creatures can push Arcane 1 Duration: 2 turns the wall in one direction rather than letting it fall randomly.200 square for a pitched battle to create fields of nearly impassable ground. It does not negate already are. sees the exact locations of Arcane 6 Duration: permanent displaced creatures or objects. The subject of this spell receives a bonus of +2 to saving throws. the wall can bond itself to any surrounding nonliving material if its area is sufficient to do so.000 square through illusions. The wall can be made thicker than 1" with a proportionate changed. It in no cannot be conjured so that it appears where objects or creatures way confers X-ray vision or its equivalent. or transmuted things. so that it can be a straight wall or curved into transmutation is permanent. The magic spell is cast upon it. such as from a dark alcove or statue. The falling mud deals 8d6 points of damage that it appears where objects or creatures already are. Monsters with more than 4 HD suffer or shifted. bridges. sees The wall is normally 1" thick and can be as large as 1. but the duration of the the caster desires. sees through normal or magical This spell causes a flat. Doors proficiency throw. and sees the true form of polymorphed. perforation. The wall may not be evoked so True Seeing Range: touch that it appears where objects or creatures already are. Divine 4 Duration: 1 turn per level The wall cannot crush larger creatures. The wall True seeing. blazing curtain of shimmering violet fire Transmute rock to mud is most commonly cast in preparation springs into existence. disguises. translucent. This wall of ice is impenetrable to monsters shape of the area may be different. The range of true seeing reduction in area. and may be shaped in any manner and to any dimensions by the reversed version is identical. Magical Wall of Fire Range: 60' stone is not affected by the spell. The caster can create the wall vertically resting on a flat surface but not attached to the surface. sees invisible creatures or objects normally. vertical iron wall to spring into being. Arcane 4 Duration: 2 turns Mud created by this spell remains such until the duration expires An immobile. feet. however. and may be shaped in any manner and to any dimensions Creatures entering the area of the mud become mired in the the caster desires. The wall must always be a flat plane. Like any iron wall. Transmute Rock to Mud 89 . Monsters with more than 4 HD suffer 1d6 points of damage when they pass through the wall. An immobile. transforming a large volume of ceiling rock in a cave can precipitate a wider cave-in Wall of Ice Range: 120' as the area’s structural integrity becomes compromised. The volume transformed can be up to up to 3. The wall may not be evoked so a mire (as above).The Adventurer Conqueror King System Transmute Rock to Mud* Range: 120' lost whenever the character takes damage. but cannot be made less than 1" thick. The wall deals double damage to creatures that use fire or are accustomed to hot conditions. opaque. the spell’s effects cannot be further enhanced with be conjured in contact with the ground. as the mud may have moved with fewer than 4 HD. half damage if they make a saving throw versus Blast. and other natural phenomena. so that it can be a straight wall or curved into a deep morass. A character with Strength 19 This spell changes a volume of natural. Creatures of Vigor Range: touch ogre size or smaller that fail the save take 10d6 points of damage. and a 1d3 bonus to Strength. and it must always addition. This spell allows the caster to cause his voice to sound from Pushing the wall in one direction requires a successful Open someplace else within range. and Arcane 4 Duration: 2 turns other structures made of worked stone. caster so desires. This wall is permanent unless otherwise destroyed or dispel an additional 1d10 hit points. known magic. though the concealment. When mud becomes rock. it is subject to extra hit points cannot be restored by healing and are the first rust. The wall is 50% likely Ventriloquism Range: 60' to tip in either direction if left un-pushed. Mired creatures are slowed to 1/10th their normal protective circle. The wall can be as large as 1. forming cold or are accustomed to cold. with fewer than 4 HD. wall of ice springs into existence for or the reverse of this spell (transmute mud to rock) restores the duration of the spell. the a protective circle. If the conferred is 120'. to creatures in the area. feet. At the Judge’s discretion. including that caused by fog and the like. so that it can be tipped over to fall on and crush creatures beneath it. This wall of flames is impenetrable to monsters movement speed and suffer a -2 penalty to AC. the mud deals double damage to undead creatures or creatures who use immediately falls to the floor and spreads out in a pool.200 square Spells the rock to its original substance. 1d6 hit points of damage when they break through the wall. and it Divine 5 Duration: 1 turn plus must rest on a solid surface.000 square feet across and up to 10' deep. Strength may be Arcane 5 Duration: 3d6 days (permanent) increased to a maximum of 19. In edges can be shaped to fit the available space. unworked rock gains a +4 bonus to attack throws and damage rolls. The volume transformed feet. 1 round per level This spell confers on the subject the ability to see all things as they actually are. Creatures with room to flee a falling wall can do so with a successful save versus Blast. The subject sees through normal and magical Wall of Iron Range: 60' darkness. into an equal volume of mud. The wall can be as large as 1. uncut. does not penetrate solid objects. nor are building. The wall If the spell is cast underground on a cave’s rock ceiling. notices secret doors. so one cannot use true seeing through a crystal ball or in conjunction with clairvoyance.

The desires. but can break loose depending on their strength. it must merge with and be solidly of a normal human’s eye. many-eyed Barzil and Izila Ghul of the violet buboes. or as a ramp. The caster can freely pass his own wizard lock without Water Breathing Range: 30' affecting it. however. The eye has infravision. at with a successful dispel magic or knock spell. but as it is exactly the size firm foundation. It can be created in any place the caster can see. Creatures caught within a web become entangled among the gluey fibers. in the great break free of a web in 4 rounds. as can any arcane spellcaster 3 or more levels higher Arcane 3 Duration: 1 day than the caster of the wizard lock. southern land. it can pass through holes as small as 1" supported by existing stone. of long- taloned Bel. battlements. Creatures of normal human strength or less Day Without Night.000 cubic feet. Seek ye the knowledge that was lost! Zhayedani Scrolls 90 Wall of Stone . sticky strands covering an area 10' x 10' x 10'. This requirement reduces the spell’s area by half. The wall can be crudely shaped Wizard Lock Range: 10' to allow crenellations. for instance. or portal magically locks it. nor rest upon any eye cannot pass through solid objects. Web Range: 10' Arcane 2 Duration: 48 turns This spell creates a many-layered mass of strong. This wall through which he can see. the wall must be arched and buttressed. in diameter. I sought will take 2d4 turns to break through the web. nor does it provide any special ability to move underwater. to a maximum of 1. and thereafter can move at a rate of 40' per round as directed by the caster. Strong humans out the stone tablets in the (with ability scores 13-17) can break through the web in 1 turn. It does not prevent the creature from breathing air. if the span is more than 20'. otherwise. but moving through the affected area will. and so forth by likewise Arcane 2 Duration: permanent reducing the area. For this use. The eye will not move more The caster can create a wall of stone in almost any shape he than 240' away from the caster under any circumstances. cursed Xisuthros. any depth. Giants or creatures of similar great strength can break through the web in 2 rounds. The caster must concentrate to use the eye.Wall of Stone Range: 60' Wizard Eye Range: 240' Arcane 5 Duration: permanent Arcane 4 Duration: 6 turns The caster brings a stone wall into being that can be any form With this spell the caster creates an invisible magical “eye” the caster desires. up surface. scribed the names of Kharan Nu and Yazdege. after which surviving creatures become free. but otherwise is permanent unless otherwise destroyed or dispelled with sees exactly as the caster would (including being able to detect dispel magic. see invisible or detect evil if those spells are in effect on where objects or creatures already are. chest. Attacking a creature in a web does not cause the attacker to become entangled. The wall created need not be vertical. It can be used to bridge a chasm. All creatures within dreaded waste. across the The strands of a web spell are flammable. a door or object secured with this spell can be opened only by breaking in or This spell allows the affected creature to breathe underwater. The wall may not be evoked so that it appears magic. A wizard lock spell cast upon a door. to a range of 240' away. Creatures as strong as or stronger than ogres (18 Strength) can ancient city. and it must rest on a solid the caster). There where flaming webs take 1d6 points of fire damage from the flames for 2 rounds. In seeking the mystery of the Entangled creatures can’t move.

Chapter 6: Adventures .

must be alert only functions in the darkness. battered down without heavy equipment. chapter. If the character belonging to a mapper dies. areas have been explored. in the front. their can batter a standard dungeon door in 3 turns if equipped with movement rates account for the fact that they are exploring. as described in Encounters. looking for secret doors or traps in a 10' x 10' room. DOORS TIME AND MOVEMENT The standard door in a dungeon is made of heavy wood. and taking care to avoid while sturdier (solid metal or stone doors) cannot generally be obstacles. the third kind of speed is charging/running movement. like fighters. Dungeons are typically mapped Infravision does not allow creatures to read or see fine details. will draw the dungeon as the characters explore it. so any visible light. tombs. and riches. monsters. forming a line of pairs. to surprise opponents. In these cases characters move at 1/3 their exploration they will not find what they seek in the safety of towns and movement per round (40' unless heavily encumbered). This character. The mapper of time. 92 Dungeons. it could result in hardship.DUNGEONS. a lantern can burn continuously on 1 flask of oil for 24 its adventure where everyone is. an error in a map. pairs. there may not middle. be a light source. A standard marching order would be tougher characters. Many adventures will take place in underground are ten seconds of game time each. should guard the rear. the party marching order characters press on without resting. watching their footing. Character actions that take one turn can include by finding the key. If enough fighters are present. all of these savage tribes. If a large map is being used. When in the dungeon. fight. or moving A thief can pick a lock in 1 turn with a successful proficiency the full movement rate (120' unless heavily encumbered) while throw to open locks (refer to the Thief Skills table). traps. and also to keep a record of which can see in the dark out to a limited distance. so there are 60 rounds in complexes such as crypts. and location. Charging/running movement is the full character speed (120' riddles. with a scale of 10' per normal light will still be needed for many purposes. or otherwise MARCHING AND MAPPING remain active for 5 turns before needing to rest for 1 turn. and elves and mages stand in the Since dungeon adventures occur underground. These a turn. labyrinths. Infravision square. or miniature figures to represent out. characters take actions in time reinforced with iron banding. and other dungeon features seas. takes the map from the attacking invisible opponents as well. like dwarves and clerics. This is referred to as exploration movement. side by side. and pieces even take the characters to the treacherous waters of the high representing characters. If the When the party enters the dungeon. with dim. mapping. because the light gives them away ahead One player should be designated as the mapper. Marching order should be written light extending about 20' further. fame. the turns. These wildernesses will confront the adventurers with natural hazards. square is equal to 5'. the Any creatures who cannot see due to darkness or blindness player must hand over mapping duties to a player with a living suffer a -4 penalty when attacking. or caverns. Other adventures will take place in unsettled unless heavily encumbered). A locked door can be opened to 10 minutes. sea monsters. because if there is normal or magical. or even injury. LIGHT AND DARKNESS while thieves follow second. This penalty applies when character. or simply seeking excitement. vary considerably in type Finally. In all matters of time and movement. so characters should bring torches or lanterns. and may be kept track of as well. the Judge is the final authority on what may be accomplished in a given period DUNGEON ADVENTURES of time. in the game. will disrupt it. lands beyond the borders of civilization. AND SEA Combat movement occurs when characters meet foes or more Whether the characters are undertaking a specific quest for immediate challenges. they all suffer a penalty of should be established. Generally. These sturdy doors are usually increments called turns. and wealth. Characters or monsters that carry a light source are unable their characters and where they are in the marching order. they can These light sources emit light in a 30' radius. If using a large map with tokens or miniatures. Additional rules are offered later in this chapter for other kinds REST of environments. usually 60'. where they may face lacerating weather. more than any other player. to the group. and it is traveled in one round. on large play maps one lost isles. Characters can explore. This will depend largely on the width of -1 on attack throws and damage rolls until they have rested for the passages in a dungeon. so on graph paper with 1/4" square grids. locations. and all characters must rest periodically. wild beasts. tokens. and monstrous predators. so that it is always clear as the group progresses through fuel. or battering the door down. an axe. Exploring dungeons is strenuous work. Rounds homesteads. Any character mapping. Lanterns use flasks of oil as down. The mapper. As characters make their way through dungeons. and Sea . dead character and continues his dead friend’s work. Torches burn continuously for 6 turns before burning players might use dice. The following rules apply to adventuring in dungeons. generally called dungeons. and often locked or stuck. Wilderness. Some adventures will distances may be precisely measured on a map grid. shadowy take up the rear as well. Simple wooden doors take only 1 turn to batter down. whether to all descriptions of areas the Judge offers. One turn is the equivalent in game time closed. characters should march in 1 turn. Creatures that have infravision group does not get lost. WILDERNESS. so that the Some creatures have infravision. but all are filled with dangerous monsters. later in this a patron. and this scale will be used to measure all distances. Relatively strong characters. picking the lock. Commonly.

The Judge will declares that his character is looking for secret door.The Adventurer Conqueror King System A stuck door can be forced open with brute strength. do not make noise. but the range of challenges they pose is far wider. like other adventures. Unlike dungeon maps. Again. The characters journey in an established Some doors are somehow concealed or hidden – these are secret marching order. In addition. Evil doors always open MARCHING AND MAPPING IN THE WILDERNESS easily for monsters. (A character with WILDERNESS ADVENTURES Strength 18 thus opens doors with a proficiency throw of 6+). or Marching and mapping in wilderness adventures are carried out magically closed. as shown on door or intersection by a character. so that he knows the layout should make a proficiency throw on behalf of the character. Players must declare that their 150' 30 characters are actively looking for traps. For this reason. whether it is opening a door or walking over a particular area. such doors. The Judge secretly rolls the dice for these checks. 270' 54 because the players will never know if they failed to find the trap 300' 60 or if there is not one present. A thief has specially trained for for spells and other effects. Characters falling into a pit suffer 1d6 points of damage per 10' fallen. the players never know if the roll failed or if The wilderness is not cramped like in a dungeon. Dwarves and elves only need to throw the wilderness also. unless the door is spiked shut. only one chance to find each secret door. the Judge should roll 1d6. It takes only one combat round to force open a need. Every time an adventurer takes an action that could trigger a trap. unusual material or size may impose a penalty on this proficiency throw. and how to get there. All characters except dwarves succeed in spotting a 90' 18 trap with a proficiency throw of 18+ on 1d20. Secret doors can only be spotted record the party’s progress if the area is unexplored. A character that could move 120' per intersection to hear any noises beyond. When a player may already have acquired a map of the area.4. Adventures on 1d20 when actively searching. and characters there simply is no door in the area searched. This roll may only be made once per 210' 42 character in a particular location. Some traps may offer a saving Wilderness Adventures 93 . or 14+ on casual inspection. Dwarves succeed 120' 24 with a proficiency throw of 14+. use the stronger adventures. the Judge have a map prepared beforehand. Larger area maps will typically have a scale of 1 hex = detect hidden and secret doors with a proficiency throw of 8+ 24 miles. at a scale of 6 miles for a throw of 18+ on 1d20. This attempt may only be made one time at any are related directly to exploration movement rates. characters 30' 6 of all classes can search for non-magical traps with time and 60' 12 caution. A throw of wilderness. 330' 66 360' 72 Traps have specific triggers. If Wilderness adventures have certain similarities to dungeon two characters cooperate to force open a door. and has a different chance of success (refer to the Thief Long-distance movement rates when traveling in the wilderness Skills table). Once triggered. held firm. but the action takes place in a wilderness. Elves have keen eyes that allow them to each hex. and characters may try again if they fail. modify the result of the die roll by +/. Since the TIME AND WILDERNESS MOVEMENT Judge rolls the dice. all distances are measured in yards rather than Players will sometimes want their character to listen at a door or feet in the wilderness. for each point of Strength adjustment. It takes 1 turn for a character to search a 10' x 10' area. Common secret doors are sliding panels in a wall. what equipment they open a door. trap. A result of 1-2 indicates that the trap springs. and it takes 1 turn per 10' x 10' 240' 48 area searched. the table below: such as undead. Do the characters need warm clothes? Do they need horses for travel or carrying gear? What Some dungeons are so drenched in evil that the doors themselves kinds of special equipment are needed? are antagonistic. but note that areas of effect remain the same 14+ due to their keen hearing. or may only damage the open a door requires a proficiency throw of 18+. Each character has can usually see further ahead and not be as wary of obstacles. and so on. character’s Strength adjustment +4. Weapon and spell ranges are measured in yards in 18+ on 1d20 succeeds. and they must be 180' 36 looking in the right place. as a forest or glen. wildness maps are usually characters except elves will spot a secret door if one is present on recorded on graph paper with hex grids. A roll of 1 always fails to Players must decide where they are going. rather than underground. The mapper should doors under rugs. the conditions of travel will be. Doors of characters on a successful attack throw. this task. The most common trap is a pit. Some things to consider are what door. Such evil doors automatically swing shut when released unless spiked or wedged open. the Judge should turn in a dungeon can move 120 yards (360') per turn in the make a proficiency throw on behalf of the character. Note that some creatures. Exploration Movement Wilderness Movement (Feet per Turn) (Miles per Day) TRAPS AND TRAP DETECTION While thieves have a special skill to detect traps. a trap has a specific effect depending on its type. or the party if characters are specifically looking for them. All of the land. Forcing throw to reduce or avoid their effects.

Eating enough food for a day (over the Desert. but are lose an additional 1d4 hit points per day thereafter. they dwarves. the characters must rest for 24 hours after a forced Hunting succeeds on a proficiency throw of 14+ and indicates march. Furthermore. hills. flying with a movement of 120' can travel 48 miles per day. storms. roads. Foraging for food is an activity that can be accomplished travel at the Judge’s discretion. a character known landmarks without fear of becoming lost. at that point Movement the character loses the ability to heal wounds normally. after a single day without water. healing following roads. while the group is hunting. cross canyons. Characters who do not get acquired. during wilderness travel the characters have that sufficient food for 2d6 man-sized creatures has been to rest one day per six days of travel. after which he loses 1 hit point per day. This assumes 2lb of food and 1 gallon terrain. mountains x1/2 and the character will recover lost hit points at the normal rate. one wandering monster check. or four adult humans. they travel 12 miles (24 x When in the wilderness. the party should receive a +4 bonus on In general. There are many throw against the appropriate value from the table below to magical items that grant characters the ability to fly. Unlike dungeons. any party traveling together moves at the rate of the RATIONS AND FORAGING slowest member.Naturally. when traveling across the wilderness it is easy to lose direction. A If the roll indicates that creature with 6 HD could carry an adult human or elf. large rivers. if characters can travel 24 miles normally. Desert 11+ The Judge determines Jungle or Swamp 11+ which direction the group is traveling. A forced march is a day of hard. 94 Wilderness Adventures . or 8 humans. multiplied by 2. clear wide trails x3/2 Inadequate water affects characters more swiftly. winged beasts may carry riders or other burdens the proficiency throw. the party has the Navigation proficiency (as described in the Proficiencies chapter). However. not all at once) restores the ability to heal. A creature with 12 HD can carry large animals like Plains 4+ likely will not realize it horses. wooded areas x2/3 course of about a day. there will be throws and damage rolls per day until they do rest. or two Terrain Navigation the group is lost. they could actually be heading southwest or west. If any member of spells and winged mounts. For example. Thick jungle. and then rolling 1d6 to determine which hex face the adventurers head towards. In addition. This time might be slowed if there are adverse conditions. rounds. such as if the characters have to without hindering travel by gathering fruit. from the table appropriate for Unless there is an encounter. If using a hex map. One option is to pick a direction only slightly off of course. or other formations. the Judge can randomly determine the direction that the adventures travel by assigning each hex face a value from 1 to 6. The terrain type will alter the rate somewhat. and vegetables. if the adventurers intended to go south. a creature with 24 HD immediately. wilderness adventures do not often measure time in turns. Furthermore. or four horses. but increases miles traveled per day by 50%. For example. For example. a proficiency throw of 18+ on 1d20. and will For example. Mountains or Hills 7+ out for their travels. However. a creature with 3 HD could carry a dwarf or human child. and other well- travel on land per day. as shown (about 8lb) of water. time is measured in gain a +4 bonus on their proficiency throws to hunt and forage. are traveling through swampy land. AIR TRAVEL A character’s long distance movement rate when traveling by air GETTING LOST is equal to the total number of miles a character could normally Characters can confidently follow trails. and Forest or Coast 7+ may not understand they Open Sea 11+ are off course for days. the character loses 1d4 hit points. clear a total of one stone. hunting must be engaged as the sole activity the appropriate rest suffer a cumulative penalty of -1 on attack for a day with no traveling possible. A successful result indicates traveling 12 hours per day. If they ability is lost when the first die of damage is rolled. that sufficient food for 1d6 man-sized creatures has been tiring travel. the Judge will make a proficiency as very high mountains. For each day of travel while foraging. nuts. in increasing size based on HD multiples of 3. Finally. a character should attempt When necessary characters may engage in a forced march. such At the start of each day of travel. Failure to consume enough food does on this table: not significantly affect a character for the first two days. through time in increments of days while traveling in the Characters with the Survival proficiency (see Proficiencies) wilderness. acquired. though Terrain Multiplier magic will still work. or thick fog. certain kinds of terrain can slow food. characters must consume food and drink weighing are figured based on an 8 hour day of travel through open. the Judge will direct players the terrain. as well as determine if the adventuring party gets lost. they can travel 36 miles a day (24 x 3/2). swamps. characters can hunt or forage for 1/2) per day. Otherwise. Road travel. However. They will set could carry a very a large animal. The movement rates shown on the table above Each day. When an encounter occurs.

60' . 45' . 36 400 1 20–45 Boat. . large 20 . The Sea Vessels table details different kinds of water vessels. 90 . The rules in this chapter also cover travel against the wind involves tacking (called “zigzagging” by on rivers. as well as their speeds when rowed or sailed. 12 2. The miles per day listed on the Sea Vessels table are based on a 12 hour day of travel. SEA ADVENTURES Bold adventurers will often set sail upon the high seas. foot 0 5 per sq. large 20 . table (from Average Winds to Light Breeze. 30000 2 125–180 Sailing Ship. small 10 60 20 60' 150' 90 60 2000 1 75–100 Galley. 72 . 25 60' . it will no longer move and ship weapons will no longer function. . 60' . SEA MOVEMENT Long-distance movement rates when traveling at sea are based on the type of vessel employed. small 12 . modified by the weather conditions. war 30 300 75 45' 120' 72 50 6000 2 125–150 Lifeboat . 30000 2 150–200 Troop Transport. so they may be able to cover twice the normal distance per day of travel. or vessels having less Adventures than the minimum number of regular crewmen on board. 10000 1 90–110 Sea Adventures 95 . Movement of sailed ships varies depending on weather following moldy treasure maps. and they can be steered by an adventuring party. small 12 . river . If a vessel is damaged to 0 or fewer hit points.5 per sq. 1 . large 20 180 50 60' 120' 90 50 4000 2 95–120 Galley. 1 . 45' . 600 1 20–45 Canoe . and maximum cargo load. the two-times multiplier does not apply. 72 . rather than the usual 8 hours per day given for wilderness travel. 10000 1 65–90 Troop Transport. Sailing movement exploring what lies beyond the horizon. or simply pirating modifiers shown apply when sailing with the wind. Some vessels are small. as shown on the following table. foot Sailing Ship. Structural hit points operate in the same manner as hit points do for monsters and characters. . 30' . 50 45' . This is in addition to the multiplier given below for weather.The Adventurer Conqueror King System SEA VESSELS Characters do not map or march when adventuring at sea. Sea Vessels Crew Feet per Round Miles per Day Cargo(stone) Armor Class Structural Hit Point Sailors Rowers Marines Sailing Rowing Sailing Rowing Boat. for instance). conditions. vessels traveling along a coastline. . 18 150 0 12–18 Longship 75 (60) (75) 60' 150' 90 60 2000 1 65–80 Raft 1 . . seeking out lost civilizations. 18 60 0 5–10 Galley. Others require a great number of sailors or rowers to crew them. Note that ships under sail may travel 24 hours per day if a qualified navigator is aboard. as characters might have to travel by river deep into landlubbers) which reduces movement rates two rows on the impenetrable forest or jungle to reach a set of ruins. 30' . 90 . . they sail or row on sea vessels. as is done by vessels under oar. their structural hit points and Armor Class. sailing 1 . If the ship stops each night. sailing and swashbuckling. . 72 . A ship will sink 1d10 rounds after it is reduced to 0 shp. 1 1 . 60' .

and ships exposed area of the dungeon or because a random die roll indicates an to a gale may be damaged or sunk. cleaning blades.d20 Wind Conditions Sailing of 3 stone per day. characters begin 5–8 Moderate Breeze x2/3 to suffer from scurvy. Becalmed: Sailing ships cannot move. The additional time navigation throw of 14+ to find a safe beach or cove. above. onions. the Judge will make a characters and monster(s). 3 Easterly 4 Southeasterly 5 Southerly ENCOUNTERS 6 Southwesterly In the course of adventures. or intended direction. so on long sea voyages most characters will eat iron rations. ancient secrets. see below). DUNGEON ENCOUNTERS Very Strong Winds: Sailing against the wind (tacking) is not When the adventurers stumble onto a monster in a dungeon possible. flee. they will come face to face with monsters. Oared ships may move at the given rowing movement rate. or potatoes). – either because the Judge has planned an encounter in that Gale: Sailing against the wind is not possible. so their supplies have an encumbrance 96 Encounters . the Judge rolls to see if the characters or the monster are surprised (see the Surprise table on p97). in rounds. of rounds. such as whether to fight. they the passage of time in an adventure. If the coastline is clear terrain. as the player characters explore 7 Westerly dungeons. such a meeting is called an encounter. Using this information. water as described under Wilderness Adventures. Then the Judge If the adventuring party becomes Terrain Navigation will check the monster’s reaction on the Monster Reaction table lost. the Judge will decide which River or lake 4+ (again. At this stage the characters will and how far off it is from their Open Sea 11+ also decide what actions to take. apply 2d8 points of damage encounter – then time shifts to encounter time. the party should receive a +4 bonus on the proficiency throw. Usually an While on sea adventures. any encounter of 60 rounds can automatically beach. looting bodies. binding wounds. each character may attempt d12 Wind Direction a proficiency throw of 14+ on 1d20 (gaining a +4 bonus if they 1 Northerly have survival proficiency). but otherwise they must succeed on a or less is considered to last one full turn. the ship takes double damage from per minute and 60 rounds per turn (10 minutes). GETTING LOST When an encounter begins. There are 6 rounds even if the throw succeeds. A scurvy-stricken character regains 3 points of 17–19 Very Strong Winds x1 2/3 STR and CON each week he eats fresh food. Unsurprised characters then roll for initiative. For each day of fishing. it is 9–12 Prevailing wind direction for this locale inevitable that at some point. time is divided into units vessels must make a saving throw of 16+ each hour or be sunk. After one month at sea eating iron rations (that is. Rowers must consume 3 gallons of water per day rather than the standard 1 gallon. to any such ship. Encounter distance will be limited by the the party has the Navigation proficiency (as described in the layout of the dungeon and the available light sources as well. per hour sailed. Galleys in sight of a coastline when the gale hits can encounters last as long as 60 rounds. Coast 7+ what action the monster takes. Characters with scurvy lose 1 point of 9–12 Average Winds x1 STR and CON each week. If either ability score reaches zero. 20 Gale x2 Characters can fish if the ship is becalmed or otherwise anchored. represents recovering one’s breath. for purposes of calculating beach to avoid the gale. the Judge will roll 2d6 x 10 to Getting lost is easy to do in the trackless expanse of endless determine the encounter distance in feet separating the ocean. the Judge may already know how far the monster below to determine if the party’s ships get lost. and other amazing situations. A successful result indicates that 2 Northeasterly food enough for 2d6 man-sized creatures has been caught. adjust his description of the wind direction to reflect the direction the group believes it is traveling until they figure out If either party decides to fight. p100). wildernesses. 2–4 Light Breeze x1/3 without eating fresh fruit. combat begins and time progresses their mistake. At the start of each day of travel. the 13–16 Strong Winds x1 1/3 character dies. the Judge will decide direction the group is traveling. characters must consume food and encounter is over when one side either dies or flees. If any member of is from the characters. and vast oceans filled with wondrous 8 Northwesterly treasures. If the monster encounter is proficiency throw against the appropriate value from the table preplanned. and act in order of the rolls (as described under Initiative. Standard rations are perishable and inedible 1 Becalmed x0 after one week. Proficiencies chapter). Next. He should try to talk to the monster. While few the gale. and so on. RATIONS AND FISHING Initiative is rolled again at the start of each round. When the party of adventurers comes in contact with potential enemies. which are 10 seconds each. Galleys and other rowed In encounters and during combat.

for the number of the monster type that will be encountered If the monsters are passively watching an area. or “sneaked up on. so the encounter distance is doubled to 42 yards. if the characters are making a lot of Badlands 2d6x10 noise. times. Fields. neither of them is surprised. and so on. are less of a man). 2– Surprised Surprised opponents can be Man-sized targets are visible from a maximum of 1. However. However. wilderness characters measure their movement rates in yards. because Creven gains a +1 bonus on When the Judge rolls for a random encounter. Most monsters cannot sustain this level of MONSTERS ENCOUNTERED alertness for more than a turn and will lapse into passive The monster descriptions in Chapter 8 list Hit Dice and Number watching (see below). the encounter distance would multiply by (4+1) five likely to be surprised. modified by the monster’s SURPRISE AND SNEAKING size. When encountered in dungeons. or some other penalty might be used depending on conditions. Wild 3d6x5 monsters and/or the adventurers as a group. The number of monsters encountered will vary state of high alertness. Thieves can backstab surprised at greater distances if they are on towers. However. other ships can Sometimes an encounter occurs when characters are attempting be seen when up to 6 miles away and land can be seen from up to sneak up on. there is the possibility one or both sides might be surprised. opponents. but on a 1-2 they are surprised. provides detailed guidance on how many monsters of a monster at the start of the encounter. If the side may suffer a penalty on its surprise roll. base encounter distance is 5d8 yards. and the Judge rolls a 21. The Judge can resolve these situations through the interplay of surprise rolls and hearing noises throws with varying risk These visibility distances could be reduced by 90% their normal depending on how alert the monsters are. distance when in harsh weather or dense fog. but the second in height or elevation relative to a man (6'). and whether they are in the wilderness or in the sequence described above. yielding 21 yards. to 102 yards. in Section 10. the distance the surprise rolls.000 yards attacked with a +2 bonus to 3–6+ Ready over flat plains. If the monsters are actively watching an area. Larger creatures can spot and be spotted at the attack throw. If the roll is a 2. high hills. Ripe 5d10 In such circumstances. Fallow 4d6x10 Fields. such as explorers and ettins. and consults the Surprise table Forest. the Judge should make a surprise roll Monsters Encountered 97 . the number can take place in a variety of terrain types with greatly varying encountered will vary depending on the dungeon level. Ready characters or monsters Adventurers encounter a 12' tall ettin in a light forest. The line of sight. Conversely. rather than in feet as they do in the dungeon. on a The sequence of play in sea encounters is similar to that used 3+ on 1d6 they are ready to act. If the roll is 1. only Marcus is surprised. some adventurers were standing on a 24' hill (four times the height characters and monsters. or naturally stealthy. to determine how many yards away the characters are from the Secrets. Likewise creatures can spot and be spotted benefit from their shields (if any). the ettin is double the height of a When one side is well hidden.) SURPRISE Encounter Distance When monsters and characters encounter each other Terrain Encounter Distance (yards) unexpectedly. Light 5d8 below: Marsh 8d10 Surprised monsters or Mountains 4d6x10 Surprise characters are caught Plains 5d20x10 Adjusted Die Roll Result off guard for one round. Heavy or Jungle 5d4 adds any relevant adjustments. Consult the Wilderness Encounter Distance table Dungeon Wandering Monster Level Level table. EXAMPLE: round initiative is rolled normally. (Remember that in the particular type are likely to appear on each dungeon level. the other man. any characters attempting to sneak through the area will be detected automatically. Forest. wilderness encounters the dungeon.” a ship may never surprise a monster. and gain no Adventures greater distances. Assuming weather conditions are normal. The Judge rolls 1d6. no one acts for the entire first round. or get past. the monster may not have a chance to be surprised but Desert 4d6x10 the characters might be if the monster was waiting quietly. EXAMPLE: Marcus the Human Fighter and Creven the Explorer open a door and come face-to-face with a party of SEA ENCOUNTERS goblins. If all characters and monsters in an encounter are Increase the spotting distance in proportion to the increase surprised. but Then the Judge makes a surprise roll for Marcus and Creven. in wilderness encounters. constructs and undead are Encountered. The are on their guard and may act in the first round. If the roll is a 3+. For instance. monsters without being detected. monster is from the adventuring party will be the same as for a plains encounter (5d20x10 yards). to 24 miles. both of them are surprised. but aren’t in a at one time. the Judge makes a surprise roll for the Fields. they gain a bonus on their surprise roll.The Adventurer Conqueror King System WILDERNESS ENCOUNTERS depending on whether they are encountered wandering or The sequence of play in wilderness encounters is very much like in their lair. Number Encountered is the recommended ranges always considered actively alert. because monsters native to the water cannot generally be seen. The Judge makes a surprise roll for the goblins. Monsters can surprise a ship.

98 Monsters Encountered .

or a monster might flee if it breaks morale. A Neutral result simply will be detected only if the monsters hear him make noise. characters using similar not. The Judge should now make a surprise roll. in fact. if the monsters have surprised the for example. the monsters don’t result means that the monsters do not like the adventurers. then the sneaking characters are detected. and whether or not to pursue fleeing monsters. then the sneaking characters can move for one round without being detected. uncertain chase fleeing characters by rolling on the Monster Reaction 9–11 Indifferent. When one 12+ Friendly. attacks encounter. and see the thief – they are effectively distracted. If means that the monsters will consider letting the adventurers the thief successfully moves silently. or past. and will gain a +4 to Hear Noise. If the opponents are ready. Adventures If the monsters are watching an area that is dimly lit or otherwise A result of Hostile means that the adventurers have so offended offers some concealment. it’s Mercenaries and Specialists) with a successful roll on the important to know how the monsters will react to the party. it hears something which gets its attention. the reaction of the monster or monsters is obvious. the Judge must interpret the results of this roll Zombies guarding a tomb will virtually always attack intruders.The Adventurer Conqueror King System when the characters attempt to sneak past or up on them. The Judge rolls 2d6. and consults the Monster Reaction table below: Monster Reaction EVASION AND PURSUIT Adjusted Die Roll Result The adventurers may decide they are outmatched and flee an 2– Hostile. many cases. When a party of adventurers meet one or more monsters. monsters will ignore the adventurers if possible and negotiate if Monsters can also sneak up on. For instance. as described above.g. An Indifferent result means that monster if he successfully moves silently and hides in shadows. characters. A Friendly result means that the monsters (or perhaps only mechanics. and of sneaking up on a distracted monster to 75% (because it has a 30% chance of hearing something and an 84% chance of detecting the characters if it hears something). helpful side is fleeing and the other side is pursuing. by conversation with friends or a loud noise elsewhere) or otherwise not looking. The Judge will decide if the monsters 6–8 Neutral. The 3–5 Unfriendly. Under normal circumstances a passive monster can be snuck up on 33% of the time (2 in 6). may attack adventurers can choose when to flee. in context. a reaction roll may be made. Thus a live if they choose to parley. Reactions 99 . A roll of 2-8 indicates the monster will pursue. Characters would need to make surprise rolls and/ the monster leader) do. while a distracted monster can be snuck up on 90% of the time (because it has a 15% chance of hearing something and a 66% chance of detecting the characters if it hears something). the characters can move for one round without being detected. As always. are reasonable. it is called a chase. The Judge may choose to alter the adding the Charisma bonus of the “lead” character (or applying Monster Reaction result if he believes a different result would be his Charisma penalty) along with any other adjustments he feels more plausible given the circumstances. it does not necessarily mean that the thief sneaking through a dimly lit area can get past virtually any monsters like the adventurers. it will be surprised only on a 1 in 6. If the monsters are distracted (e. If the thief is successful. but it does indicate that they may choose to cooperate with the adventurers in mutually beneficial ways. a thief (or similar class) may attempt the monsters that they attack immediately. a Hostile result might mean they attempt to ambush In cases where the reaction of the monsters to the party is not the party. Henchmen. not mean that the monsters will just hand over their treasure. In Reaction to Hiring Offer table. If at least one monster succeeds on this throw. If the monster has the Alertness proficiency. while an Indifferent result might mean the monsters obvious. The Alertness proficiency therefore reduces the chance of sneaking up on a passively watching monster down to 16%. But that doesn’t mean the sneaking characters automatically got caught. The thief will attack if they may reasonably do so. If all of the monsters fail this throw. this does or hear noise throws to detect the monsters. avoid the party entirely. as above. An Unfriendly to hide in shadows. he cannot be heard. uninterested table. Friendly monsters REACTIONS can be recruited as hirelings (see Hirelings. the Judge should make proficiency throw to see if any of the monsters hear any noises (normally an 18+ on 1d20). If the monsters are surprised (normally on a roll of 1-2 on 1d6). like the adventurers.

The distance between characters or monsters wish to continue to flee after the pursuers each of the groups is determined as a normal encounter. This throw versus Paralysis (with Dexterity bonus added). Note that the fleeing side will have a minimum of a on the evading party at a rate of 30' (10 yards) per round. the greater chances the fleeing party pursuer is slower than the other party or if the pursuer’s speed may escape.CHASES IN THE DUNGEON The Judge may modify the probabilities based on the conditions One side of an encounter can always successfully flee if combat and environment. then the player escape. in order for one party to escape from a random encounter roll indicates an encounter. If a player states the fleeing group. or a sea vessel and a monster. if one side has time to flee within has not commenced and their movement is higher than the a densely wooded area. Any time a character must pass through a greater movement than the group they are pursuing. Combatants wishing to move defensively or cast spells in the upcoming round must EXAMPLE: If a party of four is fleeing 1 pursuer. This roll is adjusted by the combatant’s Dexterity 13 to 24 16+ 0 +3 +5 bonus. This is because larger groups cannot move as fast. if any. When one side is surprised in a If the evading party is successful. the player character’s action is simultaneous with the combatant waited for. They have a 50% can’t draw maps while they run headlong through the dungeon (11+ on d20) chance of catching them up close if they have a or wilderness area). each the base chance of escape. High numbers act first. a combatant escape on a 7+ because the number of pursuers equals 50% of can choose to wait until a later number to act. character’s action takes place on the same initiative number as the combatant he is waiting for. If the evading another. If the relative to the fleeing party. then the fleeing side may again attempt to escape. they must inform the Judge before the initiative dice are rolled. the pursuer starts at the distance Evasion table. Any combatants with 25+ 19+ 0 +3 +5 equal numbers act simultaneously. If the save cycle is repeated daily until either one side escapes or the other is failed. Otherwise. just as if they had rolled the same number. Pursuing Group Size Modifier INITIATIVE Evading Party Size Evasion Throw Up to 25% 26-75% 76%+ Each round. If this roll doorway. he may stand up and make a full move on his Initiative number in the next round. and then only if successfully. For example. In this case. the pursuers cannot try to wilderness encounter. the Judge may require a saving fails. etc. and adventurers and monsters will have far more directions available to flee. the character has fallen at that point and moves no manages to catch up. then the other the pursuit. is no greater than 30' more than the fleeing party. fleeing monsters. they might receive a bonus of +5 to catch the fleeing party. If the monsters enjoy treasure. If they are fleeing two pursuers. it It is up to the adventurers to decide when they stop pursuing must make a successful throw on the Sea Evasion table. If the fleeing one another. The Judge may easily play out If the fleeing party does not successfully escape. one party may choose to flee. Up to 4 11+ 0 +4 +8 monster. CHASES AT SEA If at any point the pursuers are within 5' (melee range) at the When two sea vessels.. which applies a +4 bonus to the chance of that he is waiting for another combatant to act. they will be subject to the rules described depends primarily on the difference between the two groups’ under Defensive Movement. A monster will stop chasing the adventurers Sea Evasion if they manage to get out of the monster’s range of vision. encounter start of a round. a chase begins when the If the party giving chase has double the movement of the fleeing adventurers or monsters wanting to flee begin doing so on their side. pursuer’s speed is more than 30' faster than the fleeing party. other side’s movement. If the 5% probability of escaping. they combatant may act on his number. Hungry or less intelligent 0'–30'/round slower 11+ monsters may do the same if the characters drop food. throw an 11+ to escape because the number of pursuers equals 25% of the fleeing party’s number. If desired. Success close to melee range. make a hard turn. 31'–60'/round slower 13+ 61'–91'/round slower 15+ CHASES IN THE WILDERNESS 91'–120'/round slower 17+ Encounters will generally occur at much longer ranges in the 121'+/round slower 19+ wilderness. 100 Initiative . it will gain or as quietly. which applies no modifier to As the Judge counts down the initiative numbers. further that round. speeds. following along on his map (note that the players group has managed to keep them within sight. the pursuer will gain on the fleeing party at a rate equal to the Wilderness Evasion difference in speed each round. they have a 50% probability that Evading vessel is Evasion Throw they will stop pursuing characters to collect any treasure the Faster than pursuer 5+ characters drop (roll 4-6 on 1d6). 1d6 is rolled for initiative for each adventurer. it must make a successful throw on the Wilderness party fails their roll to evade. the other side can automatically flee catch up with the evading party for 24 hours. and group of identical monsters. For one sea vessel or monster to escape from another. Otherwise. the Judge may give a bonus of +5 to flee. each called a 5 to 12 14+ 0 +3 +5 combatant. they may begin melee combat. Initiative numbers (see below). The more pursuing group members there are it was spotted and begins to gain on the evading party.

charging. a running combatant is not normally allowed to attack (but see Charging. the retreating combatant is carrying a shield. below). a turn before running again. and certain other piercing weapons deal or retreating). even if the combatant rolled lower for initiative. To set against from being knocked down. First. he can fire at a closing opponent on the closing opponent’s number even if the combatant rolled lower for initiative. horns. Opponents more than 5' apart may move freely. Combatants are allowed to run a number of rounds equal to 2 times the character’s Constitution. and pole arms. After attacking. If the charging combatant does not have line combatant. Both charging and ground. Engaged combatants may not move except to perform defensive movement. they are engaged in melee. MOVEMENT When its initiative number comes up. movement during a round. combatants may perform a simple action that double damage when “set” (braced against the ground or could be accomplished while fighting. Spears. For monsters not having a given Constitution. when he enters reach. including spears. each combatant may move up to its combat movement distance. especially including those with retreating opponents. if a combatant has a missile weapon readied at the beginning of round and is not engaged in melee. Player characters or monsters wishing to cast spells may not move on their Initiative (see Casting Spells on p103). These types of defensive CHARGING movement may be used by both characters and monsters. In addition. if up. Simply charged combatant act on the charging combatant’s initiative dropping a weapon and drawing a new one does not count as number and are therefore simultaneous. after which they are exhausted and may only walk (at the normal combat rate). The charging combatant takes a -2 penalty making the movement forfeits his attack this round. or retrieving an item from a pack or sack. OTHER MOVEMENT SET WEAPON AGAINST CHARGE Instead of moving (or running. The combatant the attack throw.The Adventurer Conqueror King System A combatant using a weapon with a long reach (spears. The movement must be in a more or less straight at 1/2 combat movement. that opponent opponent on the opponent’s initiative. pole arms. Exhausted combatants must rest for at least Once two opposing combatants are within 5' of each other. and the path to the target must for this movement. Thieves may backstab attacks of certain monsters. picking an item off the initiative. allow the monster to DEFENSIVE MOVEMENT run for 24 rounds. Likewise. A fighting withdrawal allows a combatant to move backwards as given above. and some specific must declare their intention to do so before they roll initiative limitations apply. Under some circumstances. A full retreat occurs when a combatant moves backwards The attack made after the charge is made with a +2 bonus on at a faster rate than 1/2 of combat movement. If an opponent follows the withdrawing be reasonably clear. the combatant being charged must have equal or better another. such as standing up floor) and used against a charging combatant. there must be a clear path line toward the intended target. the charging combatant must move at for the round. and then attack any opponent in range. These attacks deal double damage on a successful charge. Running combatants can move at triple their normal combat movement Adventures rate. combatants may be allowed to attack Combatants who want to use one of these forms of movement after a running move. and may move up to triple his combat movement rate. this counts as holding an action. and all his to Armor Class until the next time his initiative number comes opponent attacks with a +2 bonus that round. for instance) may choose to attack a closing opponent on the closing opponent’s number and thus attack simultaneously with the opponent. and may not change their mind during the round. a combatant may not move again until the next round. Certain weapons. but once two opposing combatants are within 5' of each other. Movement 101 . This is called a charge. withdrawing. it does not apply are especially suitable for use while charging. setting. they are engaged and must abide by the rules under Defensive Movement. However. RUNNING Combatants may choose to run. below. as are the natural to their Armor Class during the retreat. lances. readying or loosing a shield. can’t be charged. least 20'. sheathing one weapon and drawing charge. the withdrawing combatant may attack the of sight to the opponent at the start of the charge.

HOW TO ATTACK MELEE COMBAT
If they are not already engaged, combatants may move and Hand-to-hand, or melee, combat occurs when opponents are
make a missile weapon attack (bows, crossbows, etc.), or move within 5' of one another. As the name implies, melee attacks are
and make a melee attack (swords, axes, etc.), in one round. They made by hand-held weapons like swords or axes. Attack throws
may not move after attacking. Except where otherwise noted, and damage rolls are affected by Strength adjustments, as well as
characters may only make 1 attack per round; monsters may by bonuses for magical weapons.
have multiple attacks. Characters normally only have 1 attack in a round, but some
Whether or not an attack hits its target is determined with an monsters have an attack routine, the most common of which is
attack throw. The player or Judge rolls 1d20 and applies any a claw/claw/bite series, which amounts to 3 attacks in 1 round.
modifiers to the roll from high Strength or Dexterity, magic, If characters or monsters kill or incapacitate an opponent with
or special circumstances. The result is compared to the Attack an attack, they may be able to cleave to gain additional attacks
Throws table for either characters or monsters, as appropriate. (as described below).
A result that is greater than or equal to the attack throw
value listed for the attacking character’s level or monster’s HD Character Attack Throws
indicates a hit. An unmodified roll of 20 is always a hit, and an Attacking Character Level Attack Throw Value
unmodified roll of 1 is always a miss. If a hit is scored, damage Fighters Clerics/Thieves Mages
is rolled by weapon type or monster attack, taking into account 0* 0 0 11+
any bonuses or penalties. 1 1–2 1–3 10+
Armor Class: Well-armored or highly dexterous targets are 2–3 3–4 4–6 9+
harder to hit than lightly-armored or sluggish ones. The target’s 4 5–6 7–9 8+
Armor Class is added to the attack throw value necessary to hit it. 5–6 7–8 10–12 7+
7 9–10 13–15 6+
Helpless Targets: Regardless of attack throw and AC, all
attacks on sleeping, paralyzed, or otherwise helpless targets 8–9 11–12 - 5+
automatically hit. If the attacker is not engaged by any other 10 13–14 - 4+
opponents, the helpless target can be automatically slain. 11–12 - - 3+
Otherwise, a standard damage roll is made. 13 - - 2+
14–15 - - 1+
Monster Attack Throws *Includes all 0th level humans.
Attacking Monster HD Attack Throw Value
1 or less 10+ Some characters and monsters can fight with a weapon in each
1+ and 2 9+
hand (dual wielding). Characters fighting with two weapons
still make 1 attack, using the primary weapon, but they gain
2+ and 3 8+
a +1 bonus to the melee attack throw from having the second
3+ and 4 7+
weapon. If the second weapon is magical, its magical bonus may
4+ and 5 6+
be added to the attack throw (stacking with another weapon the
5+ and 6 5+ way a shield stacks with armor), but not to the damage roll. Dual
6+ and 7 4+ wielding does not give additional attacks.
7+ to 9 3+
9+ to 11 2+ Vision and light can also affect melee combat. Combatants
11+ to 13 1+
suffer -4 to their attack throw if blind, in darkness, or attacking
an invisible foe.
13+ to 15 0+
15+ to 17 -1+ Instead of making a standard melee attack, combatants may
17+ to 19 -2+ attempt to disarm, knock down, wrestle, or otherwise disrupt
19+ to 21 -3+ their opponent in some way. See Special Maneuvers, below.
21+ or more -4+ During large melees, the Judge should use discretion in
determining how many attackers can strike at one opponent.
EXAMPLE: Marcus, a 10th level fighter (attack throw 4+) attacks Two man-sized combatants armed with two-handed weapons,
a plate-armored target (AC7). He needs a modified roll of 11 or three man-sized combatants armed with spears or one-
(4+7) or more to hit. He rolls a 12, and lands a blow! handed weapons, can fight side by side in a 10' wide corridor.
EXAMPLE: A 20 HD bronze golem (attack throw -3) attacks on Combatants with spears and pole arms may attack in melee
an ogre (AC3). It will need a modified roll of 0 (-3+3) or more to from the second rank. If more detail is necessary, dice, tokens,
hit. However, an modified roll of 1 is always a miss, so the golem or figurines can be used to represent character positions and
will need to roll at least a 2 or more. movement during combat and movements in the dungeon.

102 How To Attack

The Adventurer Conqueror King System

MISSILE ATTACKS Oil flasks can be lit and then thrown as missile attacks. When
In order to attack with a missile weapon, opponents must be resolving the results of a thrown flask of oil:
more than 5' apart. Combatants may not make a missile attack »» A direct hit occurs if the attacker’s modified attack
at opponents engaged in melee, unless they have the Precise throw is sufficient to hit the target. A direct hit with
Shooting proficiency. Missile attacks can be from bows, slings, oil deals 1d8 points of damage to the target for two
crossbows, and even thrown items like bottles of holy water or rounds, after which the oil has burned out and
oil flasks. Regardless of the weapon used, combatants normally trickled off the target. A direct hit also deals splash
only have 1 attack in a round with missile weapons (although damage (see below).
they may sometimes get to attack again if they kill their target; »» A splash occurs if the attacker’s modified attack
see Cleaving, below). throw is sufficient to hit the target, ignoring the
target’s Armor Class. A splash with oil deals 1d3
The attack throw with missile weapons is affected by Dexterity
points of damage to the target and all creatures with
adjustments, which will provide a bonus to strike if Dexterity
5'. Combatants may make a saving throw versus
is high or a penalty if Dexterity is low. In addition, magical
Blast to avoid being splashed.
weapons will provide bonuses to attack throws and damage
»» A fumble occurs if the character’s attack throw is
rolls. For instance, an arrow +1 gives a bonus of +1 to damage.
an unmodified 1. A fumble with oil results in the
A bow +1 gives a bonus of +1 to attack.
attacker setting himself on fire. He suffers damage
All missile weapons have ranges, which must be taken into as if directly hit.
account when trying to strike an opponent at a distance. There »» A miss occurs on any other result. Roll 1d12 to
are no bonuses or penalties for striking an opponent at short determine the misdirection of the throw, applied as
range. There is a penalty of -2 on the attack throw against an a clock direction from the target. If thrown at short
opponent that is at medium range, and a -5 penalty on the range, the oil flask lands 1d10' away in the indicated
attack throw against an opponent at long range. If an opponent direction. If thrown at medium range, it lands 2d10'
is further away than the long range listed, the missile weapon away. If thrown at long range, it lands 5d10' away.
cannot hit that opponent at all. The Missile Weapon Ranges Combatants within 5' of the oil flask when it lands

Adventures
table shows the short, medium, and long range of various must save versus Blast or be splashed, as above.
missile weapons.
Characters can also throw oil flasks unlit to avoid the risk of
Missile Weapon Ranges setting themselves on fire. Unlit oil does no damage, but can be
lit with a torch later (either through melee or missile attacks). A
Weapon Short Range Medium Range Long Range character splashed with unlit oil takes 1d3 points of damage if
0 -2 -5 the oil is later lit. A character directly hit by unlit oil takes 1d8
Arbalest Up to 90' …to 180' …to 360' points of damage for two rounds if the oil is later lit.
Axe (thrown) Up to 10' …to 20' …to 30'
An oil flask can also be poured on the ground and lit. Oil that is
Bow, Composite Up to 70' … to 140' …to 210' poured on the ground can cover a diameter of 5' and burns for
Bow, Long Up to 70' …to 140' …to 210' a full turn. It inflicts 1d8 points of damage to any creature that
Bow, Short Up to 50' …to 100' …to 150' moves through the burning patch.
Crossbow Up to 80' …to 160' …to 240'
Dagger (thrown) Up to 10' …to 20' …to 30'
Fire from oil does not cause damage to monsters that have a
natural flame attack. However, burning oil does full damage to
Dart Up to 15' …to 30' …to 45'
most undead monsters.
Holy water Up to 10' …to 30' …to 50'
Javelin Up to 20' …to 40' …to 60' Vials of holy water can also be thrown as missile attacks. Holy
Oil Up to 10' …to 30' …to 50' water deals damage to undead as burning oil, but is harmless to
Sling Up to 45' …to 90' …to 180' other creatures. Holy water cannot retain its holy power if it is
Spear Up to 20' …to 40' …to 60' stored in any other container than the special vials it is placed
in when blessed.
All missile attacks are subject to the ordinary combat rules of
initiative and surprise. In addition, cover is a factor that can CASTING SPELLS
influence missile attacks. An attacker cannot hit any opponent In order to cast a spell, a spellcaster must inform the Judge
that is entirely behind a barrier. However, the Judge may allow that a spell is being cast, and which spell will be cast, before
an attack throw with a -1 to -4 penalty if the target is only partly the initiative dice are rolled. If the caster takes damage or fails
under cover. For example, if a character were attempting to a saving throw before he acts, the spell is interrupted and lost.
strike an opponent through a small window, the Judge might (The spell still counts against the character’s spells per day as if
call for a penalty of -4. If the opponent were only partly covered, it had been cast.) A caster may not move or perform any other
such as by small furniture, the penalty might only be -2. action on the round he attempts to cast a spell.
Characters suffer -4 to their attack throw if firing blind, in
darkness, or at an invisible foe.

How To Attack 103

A spellcaster must have a line of sight on the targets or area the The weapon’s damage will be modified by Strength, magical
spell is cast on. Unlike melee and missile attacks, spell attacks bonuses, and the character’s class bonus (if any).
will automatically hit their chosen targets if they are within the
In addition to weapons, monsters have much more varied
spells’ range and area of effect. However, many spells allow a
damage and means of attack available to them. The attacks
saving throw that can negate or partially negate effects of spells.
listing in the monsters’ descriptions represent the number of
See the discussion on Spells in Chapter 5 and saving throws
times a monster may attack in one round. Damage is listed and
later in this chapter.
separated by a slash, and claw attacks are listed before bite attacks
Some spells require that a caster concentrate to maintain them. when a typical “claw/claw/bite” series of attacks are listed.
Unless otherwise noted, a concentrating caster may move or
ride at half speed, but may not engage in combat, use items, or DOUBLE DAMAGE
cast other spells. A caster who takes damage or fails a saving Whenever damage is doubled (from backstabbing or charging,
throw loses his concentration. Note that certain spells, such as for instance), multiply the standard damage roll by two. Bonuses
dispel evil, specify that the caster must both remain stationary to the damage roll, such as from magic or strength adjustments,
and concentrate. are not doubled.

OTHER ACTIONS “INVULNERABLE” MONSTERS
Instead of performing an attack or attack routine, combatants Some monsters can be damaged by magical or silver weapons
may take another action that could be accomplished in a few only. Monsters that can only be affected by these kinds of
seconds, such as sheathing one weapon and drawing another, weapons can always harm each other, and monsters with 5
readying or loosing a shield, lighting a torch, drinking a magic HD or more are able to affect these monsters through natural
potion, using a wand or ring, turning undead, picking an item ferocity. Weaker monsters, and characters without silver or
off the ground, or retrieving an item from a pack or sack. Simply magical weapons, cannot harm such foes.
dropping a weapon and drawing a new one do not count as an
action during a round, however. For example, a combatant can EFFECTS OF DAMAGE
drop a bow, draw a sword, and attack in the same round. All damage dealt is subtracted from a creature’s hit points. When a
creature’s hit points drop to 0 or fewer, the creature is unconscious
and possibly dead. The creature’s condition will not be determined
DAMAGE until an ally treats its wounds. When this occurs, the unconscious
When combatants successfully attack, they deal damage.
creature must roll 1d20+1d6 on the Mortal Wounds table and
Damage dealt is based on the type of weapon and how the
apply any appropriate modifiers listed. The modified 1d20
combatant is wielding it:
roll determines the unconscious creature’s condition while the
»» Whips and unarmed strikes deal 1d2 damage.
modified 1d6 roll determines whether any permanent wounds
»» Tiny melee weapons, such as daggers, hatchets, clubs,
are suffered. Characters not treated within 24 hours of being
and bludgeons all deal 1d4 points of damage. A staff
unconscious must roll, with no bonus for treatment and at the full
deals 1d4 points of damage when wielded one-
-10 penalty for being treated 1 day later.
handed, and 1d6 points of damage when wielded
two-handed. EXAMPLE: Marcus, a fighter with 36 hit points and 18 CON,
»» Small melee weapons designed exclusively for one- is reduced to -12 hit points by dragon breath. His ally Balbus
handed use, such as hand axes, javelins, and short arrives the next round and casts cure serious wounds on
swords, always deal 1d6 points of damage. him. Marcus now rolls on the Mortal Wounds table. His d20
»» Medium melee weapons designed for both one- roll is modified by -2 (because his hp are at a negative value
or two-handed use, such as flails, battle axes, greater than ¼ his maximum hit points) +4 (from cure serious
maces, morning stars, picks, spears, swords, and wounds) +2 (treated within one round of injury) and +3
warhammers, deal 1d6 points of damage when (modifier for 18 CON) for a total adjustment of +7. He rolls a
wielded one-handed, or 1d8 points of damage when 13, modified to 20, indicating that he in shock. He is at 1hp and
wielded two-handed. needs magical healing and a night’s bed rest to recover. His d6
»» Large melee weapons designed exclusively for two- roll is a 3, indicating that he has suffered notable scarring. He
handed use, such as polearms and two-handed and the Judge agree that this represents severe burns from the
swords, deal 1d10 points of damage. Such weapons dragon’s fire.
penalize the wielder’s Initiative roll by 1, however.
If a character suffers permanent damage, a restore life and limb
»» Thrown daggers, darts, and sling stones deal 1d4
spell, regeneration spell, ring of regeneration, or similar magic
points of damage. All arrows and crossbow bolts
can eliminate any penalties caused. If a character is killed, he can
deal 1d6 points of damage.
be revived with restore life and limb, reincarnation, or other
»» Combatants dual wielding two weapons do 1d6
magical effect that restores the dead to life. Characters treated
points of damage if the weapon in their main hand
with restore life and limb often need extensive periods of time
is medium or small, and 1d4 points of damage if the
to recover, and may suffer strange side effects. The character
weapon is tiny. The size of the weapon in their off-
must roll 1d20+1d6 on the Tampering with Mortality table and
hand does not affect damage.
apply any appropriate modifiers listed. The resulting side effects
are permanent and can only be removed with a wish spell.
104 Damage

The Adventurer Conqueror King System

HEALING the ogre awakens concussed, with 1hp, having lost 1d6 teeth. It
All beings recover hit points through rest. For each full day of will require 1 day of bed rest or magical healing.
complete rest in reasonably sanitary conditions, a character
Once a creature has resolved its condition on the Mortal
or monster will recover 1d3 hp. If the rest is interrupted, the
Wounds table, all nonlethal damage is removed. Otherwise,
character or monster will not heal that day. Healing also occurs
nonlethal damage recovers at a rate of 1 hit point per hour.
through magic, such as potions or spells. This kind of healing
Spells or magical powers that cure hit point damage remove an
is instantaneous. Magical healing and natural healing can be
equal amount of nonlethal damage.
combined. Characters with the Healing proficiency can improve
a creature’s natural healing, as described in Chapter 4.
Some results on the Mortal Wounds or Tampering with CLEAVING
Mortality tables will indicate that a character needs a period In the legends and sagas, heroes can chop through weak foes
of bed rest to recover. During this time, the character does not quickly, often slaying two with one blow. Skilled archers might
regain hit points from natural or magical healing, and cannot fire as quickly as one arrow every few seconds, fire two arrows at
take any action other than speaking and moving at half speed. once, or pierce multiple foes with one arrow. The Cleaving rules
If the character is killed again before he has had sufficient rest, simulate these feats of glorious mayhem.
he cannot be treated or restored to life by anything less than Whenever a combatant kills or incapacitates an opponent with
ritual magic. If the table indicates that the period of bed rest can a melee or missile attack, he may immediately make another
be shortened with magical healing, then any form of healing attack throw against another opponent within 5' of the target he
magic, including cure spells, potions, Laying On Hands, or other has just dropped. The additional attack throw must be with the
means, will suffice. Otherwise, the period of bed rest cannot be same weapon as the attack that killed the previous opponent.
shortened. If engaged in melee, the attacker may move 5' between each
attack, subject to his maximum combat movement per round.
NONLETHAL DAMAGE Attackers may not perform special maneuvers (p109) or
Some attacks may inflict nonlethal damage. Nonlethal damage actions other than attacking when cleaving.
is subtracted from a creature’s hit points like normal damage. A

Adventures
creature reduced to 0 hit points or fewer by nonlethal damage, Monsters, fighters, and other characters that use the fighter
or any combination of normal or nonlethal damage, is still attack throw progression may make a maximum number of
unconscious and possibly dead. However, the likelihood of cleave attacks per round equal to their Hit Dice. Clerics, thieves,
death and the rate of healing are different for nonlethal damage, and other characters that use the cleric/thief attack throw
so a running total of the amount of nonlethal damage should progression may make a maximum number of cleave attacks
still be recorded. per round equal to half their Hit Dice (rounded down). Mages
and characters that use the mage attack throw progression may
EXAMPLE: Marcus is fighting an ogre with 26 hit points. In not make cleave attacks.
the first round of combat, Marcus stabs the ogre for 8 points of
damage, reducing it to 18 current hit points. In the second round When making cleave attacks with missile weapons, combatants
of combat, Marcus starts attacking with the flat of his blade (a are limited to a maximum of 2 with arbalest or crossbow, 3 with
special maneuver, described later, that incurs a -4 penalty to his longbow, and 4 with composite bow, shortbow, sling, or thrown
attack throw) to attempt to knock out the ogre. He inflicts 6 points darts, daggers, or javelins.
of nonlethal damage in the second round and 9 points of nonlethal
damage in the third round. At this point the ogre has 3 current hit
points and has taken 15 nonlethal damage. In the fourth round,
SAVING THROWS
All combatants can make saving throws to avoid the full effects
Marcus makes a normal attack that deals 7 points of damage.
of spells or certain attacks. Characters and monsters will have a
This reduces the ogre to -4 hit points. Because it has now taken
number for each saving throw category, and when affected by a
a combination of normal and nonlethal damage reducing its hit
type of spell or attack which requires a saving throw, the player
points to 0 or fewer, the ogre is knocked out and possibly dead.
or Judge will roll 1d20. A result that is greater than or equal to the
Creatures reduced to 0hp or less by nonlethal damage are far value listed for the saving throw category is a success. However,
less likely to have sustained mortal wounds. When the creature the roll is failed if the result is less than the listed number.
rolls on the Mortal Wounds table, modify the die roll by +1 Some successful saving throw rolls will completely negate any
per point of nonlethal damage dealt before the creature was effect, while others will result in only half damage rather than
knocked unconscious. (Pummeling your allies after they are full damage. There are times when an attack, like a poisonous
incapacitated does not help them recover). bite, can do damage from both the bite itself and from poison
separately.
EXAMPLE: Immediately after the fight, Marcus rouses the ogre
to interrogate it. The Judge rolls 1d20+1d6 for the ogre and gets a
9 and a 3. Marcus did not use any healing magic or have Healing
proficiency, so the 1d20 roll is modified by +15 (because ogre
took 15 nonlethal damage) and -2 (because it was treated after the
fight), for a +13 modifier, yielding a total of 22. Cross-referencing
22 and 3 on the Mortal Wounds table, the Judge determines that

Cleaving 105

MORTAL WOUNDS
Permanent Wounds Suffered (1d6)
1d20+
Modifiers Condition & Recovery 6 5 4 3 2 1
-6 or more You were instantly killed. A ghastly wound reveals Mangled bones and That’s a bad way to go. The bloody mess that was A red stain and shards of Not even the vultures
your harsh demise. broken flesh betray your What’s left of you isn’t once your body is dimly bone are all that remain. could feed on you.
grisly end. pretty. recognizable.
-5–0 You were instantly killed. Your corpse is largely A ghastly wound reveals Mangled bones and That’s a bad way to go. The bloody mess that was A red stain and shards of
intact and ready for a your harsh demise. broken flesh betray your What’s left of you isn’t once your body is dimly bone are all that remain.
noble funeral. grisly end. pretty. recognizable.
1–5 You are mortally Your lips and tongue You are blinded (-4 to all Both your legs are Both your arms are You spine is broken at the You spine is broken at the
wounded. You die unless are severed or mangled attack throws, no line of severed or crushed (DEX severed or crushed waist (as per legs severed, neck (DEX reduced to 3,
healed to 1hp within 1 (cannot speak, cast sight for spells, movement reduced to 3 for AC (cannot climb, use cannot reproduce, and cannot move, fight, use
round. If you are healed, spells or use magic items reduced to 1/4 normal, -2 purposes, two crutches weapons or items, open must save v. Death items, or cast spells, save
you need 1 month’s bed involving speech, -4 to to surprise rolls). required, movement locks, remove traps, or each year or die from v. Death each month or
rest. reaction rolls). reduced by 60', cannot any other similar actions). complications). die from complications).
force march).
6–10 You are grievously One of your ears is One of your eyes is One of your legs is One of your arms is Both your legs are You are permanently
wounded. You die unless crushed/mangled (-1 to destroyed (-2 to missile severed or crushed severed or crushed lamed (crutch required, addled from brain trauma
healed to 1hp within 1 hear noise throws, -1 to attack throws). (crutch or peg required, (cannot climb, use movement rate reduced (-2 on magical research
turn. If you are healed, surprise rolls). movement reduced by shields, dual wield, or use by 60', DEX reduced by and proficiency throws,
you need 2 week’s bed 30', DEX reduced by 1/3 two-handed weapons). 2/3 for AC purposes) -10% penalty on earned
rest. for AC purposes). XP).
11–15 You are critically 1d6 of your teeth One of your eyes is One of your knees is One of your hands is One of your legs is lamed Your heart and lungs are
wounded. You die unless are knocked out (-2 damaged (-2 to missile damaged (carrying severed or crushed (movement reduced by damaged (must rest for 2
healed to 1hp within 1 to reaction rolls with attack throws at medium capacity reduced by (cannot dual wield or use 30', DEX reduced by 1/3 turns every 6, wilderness
day. If you are healed, opposite sex and upper and long range). 6 stone, cannot force two-handed weapons). for AC purposes). movement reduced by 1/3,
you need 1 week’s bed class NPCs). march). cannot force march, CON
rest. reduced by 1/3).
16–20 You are in shock. You Ghostly visions of lost You suffer minor scarring You suffer damage to You suffer notable Your genitals are You suffer gruesome
recover with 1hp. You companions flicker before (no effect, but three your hips and lower back scarring (-2 to throws to damaged (cannot scarring (impossible to
need magical healing and your eyes as you awaken. minor scars become (cannot force march). impersonate another; 3 reproduce, -3 to reaction impersonate another; +2
one night’s bed rest; or notable). notable scars become rolls if loss of manhood / to intimidate others, -4 to
1 week’s bed rest. gruesome). womanhood is known). all other reaction rolls).
21–25 You were knocked out. A vision of afterlife Ghostly visions of lost You suffer minor scarring You lose 1d3 fingers on You suffer notable Your wounds heal stiff
You recover with 1hp. haunts you, then fades as companions flicker before (no effect, but three one hand (3 lost fingers scarring (-2 to throws to and scarred (-1 to all
You will need magical you awaken. your eyes as you awaken. minor scars equals one on one hand makes hand impersonate another; 3 initiative rolls).
healing or 1 night’s bed notable scar). useless). notable scars become
rest afterward. gruesome).

Mortal Wounds
26 + You were just dazed. You The Choosers of the Slain A vision of afterlife Ghostly visions of lost You suffer minor scarring You lose 1d3 toes on one You suffer lasting wounds
recover immediately with pass you by, and you haunts you, then fades as companions flicker before (no effect, but three foot (3 lost toes on one that ache in bad weather
1hp. You do not need any awaken. you awaken. your eyes as you awaken. minor scars equals one foot makes leg lame). (-1 to initiative rolls on
bed rest. notable scar). cold or rainy days).
Modifiers Hit Points: +5 if hp are exactly 0; -2 if hp are at negative value equal from 1/4 to 1/2 max hp; -5 if hp are at negative value of 1/2 max hp or more
(1d20): Treatment: +1 per level of healing magic used in treatment; +2 if treated by character with Healing specialization
Timing: +2 if treated within 1 round of injury; -3 if treated immediately after fight; -5 if treated up to 1 hour later; -8 if up to 1 day later; -10 if more than 1 day later

106
Constitution: +/- CON modifier of unconscious character

you a -1 to attacks. removed. 21–25 The touch of your Your brush with death has You feel blessed by your god. 1–5 The powers of the You have the pallor of death Everything seems brighter and Dark power leaked in while you Your connection to the Divine All you see is darkness. You need a perfume can conceal it. reaction rolls with characters removed. -5–0 The spell fails to A stirring wind and a light Your deity may allow your The embrace of your deity is You hear the calls of your All you feel is the sensation Your spirit wanders in eternal restore your life. elephants. unless your CHA is 13+. No side effects. The GM will give the benefits of a Heroism confidence. in full daylight. On a member of the opposite sex. stunned for one round. Take a -10% You can only ride magical or ignore them and you suffer -2 muttering nonsense to yourself. permitted. falling. alcohol. you. 16–20 You open your eyes to You feel blessed by your god. demon or imp (GM's discretion) twice a day or witness an casually smoke or consume part from a creature on the and glow like a candle to the dead. reduced by 4. Your brush with death Your renewed body needs Your life has come at the cost of friends restores your gifted you with the ability to You recover 1d6 days quicker has shattered your former energy that plants and the life of your future offspring. Any additional you. and regain who knew your prior gender. are permitted at -1. Your brush with death Meat is too much like murder. Your brush with death You have taken on a slightly Sleep? Time enough to sleep Your body is healthy. against Paralyzation or be results charm you. giving penalty to all Saving Throws with normal humans. All negative side effects are penalty to XP until your next to reaction rolls with normal 1. -5 if spine severed. level. great cost. make a Saving Throw if you were a wight. Reincarnation table for your unliving. attempts are at -5. but… a body made whole. -1 for each side effect already suffered 107 State of body: -10 if character was instantly killed. If you human. spells. second attempt is permitted. No side effects. When you roll a natural little of the ordeal. performance in combat. +2 to reaction rolls with non. -2 per limb destroyed. For one day. lingering effects. 6–10 Your life and limb Something wicked has taken Your hair is restored… over Your restored body has You did not return altogether You have been permanently Your soul is marked and all are restored. Take a -10% mushrooms and herbs. -2 bed rest. enemy. All negative side effects penalty to XP until your next of flesh makes you vomit. All undead can sense allies. attempts are at -5. confidence. immediately upon revival.g. comes from somewhere. after each hour you don't consume something. You need 1 Speak with Dead once per week. -1 for each day since character’s death. -2 attempt to rest. The taste without need of rest. be sent to destroy you. Any additional attempts to respond. attempts are at -3. “Destroy” and your WIS is reduced by 1d3. no line of sight for Your CON and WIS are reduced month of bed rest. You Gain +2 in your class's prime a vision which you believe is of energy. -1 per hand/foot/ear/eye/tongue destroyed Spellcaster: Add one-half the level of the spellcaster casting restore life and limb. removed. penalty to XP until your next polymorphed beasts or exotic to hear noise throws and -2 to making it impossible to move 1 on an attack throw. favor upon you. targeting you over your You need 14 + 1d20 becomes your familiar. spell restore you but at about you. silently. are permitted at -1. Any additional nothingness. you gain has shattered your former You may only eat plants. movement reduced to by 1d4 each. can't recover spells. side effects are removed. Take a -10% cat-like eyes. rolls are at -1. Holy Water is lessened. no hit points. humans. Each time you different. level. -2 if not in temple of spellcaster’s god Adventures . but with an interest in you. You are now a You need 2 weeks of than you normally would. It is difficult for you to experienced and cannot stop sometimes controls your right and you remember confidence. You can cast 1 less are now blind (-4 to all attack but life doesn't feel the same. Modifiers: State of soul: add WIS modifier of character. The sublime power grants you You are filled with divine No side effects. falling. A small and over. -2 to surprise rolls) intelligent Undead. 6 chance an invisible stalker will always obey your commands. Any additional attempts to respond. If a very were being restored. TAMPERING WITH MORTALITY Side Effects Suffered (1d6) 1d20+ Condition & Modifiers Recovery 6 5 4 3 2 1 -6 or more The spell fails to Your deity may allow your The embrace of your deity is You hear the calls of your All you feel is the sensation You are surrounded by ghostly Your soul is extinguished in restore your life. all you feel. All You are sterile and cannot have week of bed rest. CHA loud noise or bright light occurs and Turning now affects you as Divine spell per level per day throws. but you can See Invisible as the spell once per day. than you normally would. children naturally. you a (true?) prophecy. health. has shattered your former magic that courses through you. falling into darkness. Take a -10% mushrooms cannot provide. falling into figures who torment and taunt the oblivion of nothingness. but you gain in battle. Every week. Spellcasting initiative an adjacent ally instead of an bed rest. Any additional attempts are permitted. mounts such as large cats or surprise rolls. Tampering with Mortality are instantly recovered requisite statistic. you toss and turn all night. All negative side effects are All negative side effects are penalty to XP until your next rations must contain meat. and it holds you friends but you can do nothing of falling. Your brush with death Horses are frightened by the Whispers from beyond plague You are disturbed by what you It feels like another being and limb was intense. are removed. -4 to reaction rolls your presence within 60'. you hit You need 2 weeks of level. A but you must perform a Quest tightly. you are fully addicted. level. clawed nails). 1/4 normal. You gain a body connected to the spiritual plane extraplanar beings wish you weird. as the inch of growth by sunset. but you must perform a Quest tightly. roll 1d6. potion. return on a second attempt. confidence. and return with a second attempt. You must shave bottomless hungers. and no tincture or louder than before. All negative terrible import. permitted. You recover 1d6 days quicker has shattered your former strange and inhuman cast (e. arm. but it does not Untrimmed hair growth hinders You suffer a cumulative -1 Alignment. 11–15 The restoration of life No side effects. No additional The Adventurer Conqueror King System you slowly move towards it. proficiency. all you feel. No additional attempts are No additional attempts are immediately upon revival. and it holds you friends but you can do nothing of falling. there is a 1 in days of bed rest. Any additional nothingness. 26 + The gods bless their You gain permanent power. in the grave. attempts are at -3. You Heart beats and blood flows.

or being subjected to a Hold Person spell. The appropriate panicked fear. or such as a ball of fire. paralyzed by a ghoul. When there is a doubt as to which category a collapsing ceiling. a dragon’s breath weapon. and so on. rods. including unconsciousness. Staffs & Wands is used for any magical effects from items such Petrification & Paralysis covers those effects in which the as rings. a lightning bolt. first which matches the particular effect. monster attack. or There are five categories of saving throws. saving throw to use and the effects of a success or failure will Blast & Breath is used for damaging effects targeting an area. such as being turned to stone. rendered irrelevant and the result is instant death or total Fighter Saving Throws Level Petrification & Paralysis Poison & Death Blast & Breath Staffs & Wands Spells 0* 16+ 15+ 17+ 17+ 18+ 1 15+ 14+ 16+ 16+ 17+ 2–3 14+ 13+ 15+ 15+ 16+ 4 13+ 12+ 14+ 14+ 15+ 5–6 12+ 11+ 13+ 13+ 14+ 7 11+ 10+ 12+ 12+ 13+ 8–9 10+ 9+ 11+ 11+ 12+ 10 9+ 8+ 10+ 10+ 11+ 11–12 8+ 7+ 9+ 9+ 10+ 13 7+ 6+ 8+ 8+ 9+ 14+ 6+ 5+ 7+ 7+ 8+ *Includes all 0th level humans. dungeon scenario. categories. excluding effects to use. staffs. and use the covered by one of the earlier categories. be indicated in the description of the spell. total blindness.SAVING THROW CATEGORIES incapacitation. start at the left column and move to the right. an avalanche. Spells covers any magical effect from a cast spell not covered by Poison & Death includes those effects where hit points are one of the earlier categories. and wands not covered by one of the earlier victim will be rendered immobile. Cleric Saving Throws Level Petrification & Paralysis Poison & Death Blast & Breath Staffs & Wands Spells 1–2 13+ 10+ 16+ 13+ 15+ 3–4 12+ 9+ 15+ 12+ 14+ 5–6 11+ 8+ 14+ 11+ 13+ 7–8 10+ 7+ 13+ 10+ 12+ 9–10 9+ 6+ 12+ 9+ 11+ 11–12 8+ 5+ 11+ 8+ 10+ 13–14+ 7+ 4+ 10+ 7+ 9+ Mage Saving Throws Level Petrification & Paralysis Poison & Death Blast & Breath Staffs & Wands Spells 1–3 13+ 13+ 15+ 11+ 12+ 4–6 12+ 12+ 14+ 10+ 11+ 7–9 11+ 11+ 13+ 9+ 10+ 10–12 10+ 10+ 12+ 8+ 9+ 13–14+ 9+ 9+ 11+ 7+ 8+ Thief Saving Throws Level Petrification & Paralysis Poison & Death Blast & Breath Staffs & Wands Spells 1–2 13+ 13+ 16+ 14+ 15+ 3–4 12+ 12+ 15+ 13+ 14+ 5–6 11+ 11+ 14+ 12+ 13+ 7–8 10+ 10+ 13+ 11+ 12+ 9–10 9+ 9+ 12+ 10+ 11+ 11–12 8+ 8+ 11+ 9+ 10+ 13–14+ 7+ 7+ 10+ 8+ 9+ 108 Saving Throws .

the combatant must succeed on a melee attack (such as claw/claw/bite or multiple tentacles) can use any or all throw with a -4 penalty. throw versus Paralysis. If successful. and so on. The opponent throw. To force back an opponent. and polearms. the opponent must then make a successful saving number of feet equal to a normal damage roll by the combatant. monsters with an attack routine a weapon. the combatant must SUNDER succeed on a melee attack throw with a -4 penalty. arrow shot. instead of making a melee attack. If the opponent fails on his saving succeed on a melee attack throw with a -4 penalty. for instance) the opponent spears. their blows.The Adventurer Conqueror King System SPECIAL MANEUVERS INCAPACITATE Not every action in combat will be a sword swing. If the character or monster is unsuccessful. Special Maneuvers 109 . he immediately falls prone. and the opponent continues to be forced back. and a combatant may make FORCE BACK multiple overruns. the character/monster is instead Regardless of the attack and saving throw result. See the Nonlethal Damage section. However. sweep. Brawling attacks (see above) are always nonlethal damage. for instance) the opponent suffers a -4 penalty on his saving throw. the sundering weapon from the save. Monsters do not throw with a -4 penalty. kicks are rolled at a -2 penalty on the attack throw. damage. (See the Nonlethal Damage section instead of moving. To overrun an Judge must decide which monsters can be successfully brawled opponent. as they have natural attacks that are as good throw versus Paralysis. Standard prone opponents. to sunder any other weapons or shields. A successful overrun does not count as a combatant’s attack for the round. There is a -4 penalty on the attack throw to sunder staffs. an obstacle. the attack deals nonlethal attacks from their attack routine to perform special maneuvers. and thieves may backstab kick. a combatant must succeed on a melee attack If the combatant is significantly larger than the opponent (an throw. The opponent must then make a saving themselves brawl. the weapon is knocked 5' away. and attack normally with the remaining 6 A combatant may try to trip. or crawl at a speed of 5' per round. or off a cliff. and add any magic bonus opponent is knocked down. To sunder a weapon or shield. and shields can only be sundered by weapons with a magic bonus equal to or greater than their own. Normal characters opponent fails. pulling a punch with a platemail gauntlet to a giant tossing a dwarf. Daggers. shields gain a +4 bonus on the save. a combatant could overrun 2 Sometimes a combatant will want to force an opponent back into goblins and then attack the witch-doctor they were guarding. there is no “weapon” restriction in this case. This is called brawling. the combatant must he had struck him in melee. combat movement. If the attack throw he stands his ground. he suffers a -4 penalty on his attack throw. The opponent In lieu of a melee attack. the opponent’s weapon or shield is broken. spears and pole If the opponent is pushed into another character or monster. or Combatants can attempt to knock out rather than kill their fireball. Subtract any magic bonus from the If this would push the opponent into a wall or obstacle. If the saving throw is successful. a character in light or no armor cannot successfully OVERRUN punch or kick a character in metal armor – if this is attempted. 1d4 with a prone combatants gain a +2 bonus. while staffs. To knock down an opponent. If a combatant wants to move through an opponent without the damage is applied to the attacker instead of the defender. opponent’s weapon or shield with a forceful blow. taking 1d6 points of damage per from the targeted weapon or shield. the combatant must succeed on a melee BRAWLING attack throw with a -4 penalty. the combatant must then make a successful saving throw versus Paralysis to may move through the opponent and continue up to his hold onto his weapon. a combatant may try to break his must then make a saving throw versus Paralysis. striking successful saving throw versus Paralysis to stay on his feet. If the with a fist or foot. this is an overrun. ogre or horse forcing back a man. To make an incapacitating attack with Except where otherwise noted. The opponent must then make a Sometimes a combatant will attack without a weapon. A prone combatant may get up on his round Strength adjustments apply. For instance. A combatant may try to disarm his opponent in lieu of making but the combatant may deal damage against the opponent as if a melee attack. If the saving throw into is as large or larger than him. If the combatant is significantly larger as weapons. swords. engage in brawling. or otherwise knock his tentacles. through a doorway. If the opponent fails. If the opponent succeeds. he is forced back a succeeds. Attack throws against do 1d3 points of nonlethal damage with a punch. the he is knocked down if the character or monster he is pushed opponent’s weapon or shield is unharmed. magic weapons knocked down. than the opponent (an ogre or horse overrunning a man. EXAMPLE: A giant octopus with eight tentacles might force back an opponent with one tentacle. opponent down in lieu of making a melee attack. To disarm an opponent. DISARM If successful. or chooses not to block the combatant.) All character classes may attacks while prone. and a -6 penalty on the attack throw suffers a -4 penalty on his saving throw. arms suffer a -4 penalty. and 10' he has traveled. the opponent can choose to block the combatant. wrestle an opponent with KNOCK DOWN another tentacle. The stopping to fight him. he is pushed into is smaller. If he fails. If he for details on nonlethal damage. The rules below explain how to handle everything from opponents by attacking with the “flat of the blade”. the combatant must succeed on a melee attack Adventures with based on their AC and physical make-up.

combatants may attempt to perform Special a Victory or Death result. In ferocity and grim determination. has been grabbed in a wrestling hold. while a score of +4 indicates the monster will fight often be mounted during wilderness encounters. To wrestle an opponent. 6–8 Fight On either the mount or the rider (but not both) may attack an 9–11 Advance and Pursue opponent in range. the rider and mount may not move again until the next round. adjustments are never applied to monsters with morale of -6 or the Judge may rule that the saving throw penalty is -6. unless the wrestling combatant chooses to move with no longer pursued by any enemies. and consults saving throw. Other combatants are at +4 on attack throws rounds have elapsed. greater. one opponent must then make a saving throw versus Paralysis. After combat movement. A score MOUNTED COMBAT of -6 indicates that the monster never fights (unless absolutely While combatants will rarely be mounted in dungeons. Advance and Pursue means the monsters will SPECIAL MANEUVERS BETWEEN OPPONENTS OF continue the battle without retreating. they will cornered). The monsters will attempt to surrender. but they will not pursue if their opponents flee. 2– Retreat When the initiative number comes up. but neither the rider nor mount may then attack (except in a charge. force back. the Judge can give the opponent a +4 or more bonus on its saving throw. and fight with shape (such as knocking down a giant snake or a centaur). the ogre wrestling a man. When a character makes an attempt to surrender to monster. a combatant may attempt to when one side of an encounter has lost a member due to death. In lieu of moving or attacking. If both results occur in the same round. A combatant who has Retreat means that the monsters will make a full retreat (as grabbed an opponent may perform a brawl. the battle without retreating. The following until killed. These Special Maneuvers against opponents much smaller than them. depending on the circumstances. the rider may dismount. A knock down or force back will end The monsters will continue to retreat/withdraw until they are the hold. If he fails. receives a saving throw). If there is no possibility of escape. a combatant or when half the group on one side is either killed or otherwise must succeed on a melee attack throw with a -4 penalty. They will pursue any retreating opponents. The incapacitated. Riders wishing to cast spells must keep their mount stationary. or simply rule that the attempt automatically The Judge may decide to apply bonuses or penalties to morale. or knock down action each round without having to make an Fighting Withdrawal means the monsters will make a fighting attack throw so long as the hold continues (the opponent still withdrawal (as per Defensive Movement) on their next action. monsters will only try to surrender if they surrender. disarm. Conversely. when exceptionally large combatants perform with a range of -2 to +2. the against the held opponent. they may move up to the 3–5 Fighting Withdrawal mount’s combat movement distance. and pursuing should the characters retreat. adding the morale rating of the monsters. After any attacks are resolved. or +4. Usually. Monster Morale MOUNTED INITIATIVE AND MOVEMENT Adjusted Die Roll Result The rider and his mount move on the rider’s initiative number. and thieves may backstab him. held opponent may make another saving throw versus Paralysis A result of Fight On means that the monsters will continue each round to attempt to escape the hold. Characters MORALE ROLLS decide how to react if their opponent makes an attempt to Player characters always have a choice whether they will fight. Monsters have a listing for morale. which represents how likely they are to fight or flee when in an encounter. fighting only as a last resort. the monsters will fight on without Maneuvers against opponents that are much larger than them retreating or needing to roll morale for the remainder of the (such as wrestling a hill giant). To make a morale roll. rules apply during mounted combat. 110 Morale Rolls . explained under Defensive Movement) on their next action. surrender. wrestle with his opponent. The mount may run at triple its normal 12+ Victory or Death combat movement rate (a running move). whether monsters surrender or run away. along penalty on his saving throw. these cases. going on the offensive VASTLY DIFFERENT SIZE OR UNUSUAL SHAPE where possible. for instance) the opponent suffers a -4 Judge rolls 2d6. or run away in an encounter.WRESTLING The Judge usually makes morale rolls under two conditions: Instead of making a melee attack. If they are engaged they must abide by the rules under Defensive Movement. If the opponent succeeds on his with any other adjustments he feels are reasonable. Morale is rated from -6 to +4. with no morale roll necessary in either case. he the Monster Morale table. On Sometimes. it is up to the Judge to decide whether the opponent even listens. or that benefit from an unusual battle. described below). If morale roll is made at a -2 penalty. fails. Solo monsters roll morale the combatant is significantly larger than the opponent (an when they lose half their hit points. and under what terms the monster will accept surrender. he has shrugged off the combatant. The Judge determines have no way to escape the encounter. because they are at the extremes. -8. or until a minimum of 1d10 his held opponent.

The Adventurer Conqueror King System Adventures Morale Rolls 111 .

A vessel loses move. maneuver. if a ship loses 20% path to an opponent at least 20' away. called a charge. To qualify for a charge.MOUNTED ATTACKS STRUCTURAL HIT POINTS If the rider and mount remain stationary. and crew on board the ship. This is important to note. if 10% of the rowers are being used to repair vessel arms. The remaining damage can only be repaired by facilities at dock. lances. When a ship reaches 0 or less shp. rams. damage if he hits. The standard 3d6 points of damage reflects firing a solid missile. it must make a morale roll or flee the battle. it will sink in 1d10 rounds. His warhorse will strike with its two hooves. SHIP-TO-SHIP COMBAT MOUNTS AND DAMAGE Combat between ships (or ships and sea monsters) is fought A character in combat without a military saddle must save in combat rounds following the standard rules. will do 1 structural hit point of damage for every 5 points of When a rider conducts a force back or overrun special damage their attack normally does. pole example. Movement the rider and the mount a +2 bonus on their attack throws. During sea combat. If a damage on a successful charge. Ballista This allows the mount to make a new morale roll each round. such as when rowers are used to repair damage. Attacks as: As the lowest level member of the crew Damage: 3d6 shp or 3d6 hp SEA COMBAT Ballistae can be operated by a variable number of crew. If a mount is reduced to half its hit boarding actions. an ogre. Marcus and his Structural hit points cannot be “healed. His opponent. the Judge should use the mount’s size to evaluate because some monster or spell descriptions list shp damage whether the opponent receives a saving throw penalty because when directed at vessels. is 90' away across flat. In order to attack while mounted. Only half of to attack. it may no longer move under its own power or attack with any ship-mounted weaponry. will affect rate of fire and attack throws as indicated above. but Unless otherwise noted. 1/8 rounds with 3 crew.” but they can be repaired. of size difference. so any crew involved in repair cannot take any had a clear. Range: 0-200 yards Characters falling off of aerial mounts take 1d6 per 10' fallen. the 1/10 rounds with 2 crew character falls off the mount and takes 1d6 points of damage. dire wolf) and its rider may both make an attack after a running Damage to a vessel also reduces its movement rate. but is also affected in a similar manner when the number of rowers both take a -2 penalty to Armor Class until the next time their is reduced. (hp) belonging to characters and monsters. This qualifies It takes 5 crewmembers 1 turn to repair 1 shp. even ground. Rate of fire: 1/5 rounds with 4 crew. Both Marcus and his warhorse get +2 to their attack throws.g. A sea movement is completed. which A few special provisions apply during combat at sea. the ship’s movement rate will be reduced by 10%. giant sea monsters and magical attacks suffer a -2 penalty to AC this round. EXAMPLE: Marcus is armed with a lance and mounted on a although its crew may still attack with personal weapons. which are similar to hit points mount. Under some circumstances. rounded to the nearest 10%. attack throws and damage may be directed Otherwise either the mount or the rider may attack when their at sea vessels in addition to characters and monsters. straight lost. all of which are detailed below. Charges with spears. weapons. Marcus will attack with his lance and inflict double all damage sustained to a ship can be repaired at sea by the crew. both may attack. e. and the natural attacks of certain monsters deal double damage. However. points. act on their own initiative. A character with Riding proficiency may attempt to calm his fleeing mount. its movement will also be reduced by 20%. warhorse make a running move to engage the ogre. If SHIP INITIATIVE ballistae are used against characters or monsters. ship is reduced to 0 or less shp. If either the character or mount is reduced to 0 hit points. straight path) so both Marcus and his mount get other action during a turn spent repairing a vessel. a warhorse (or similar creature. The charge gives both of its shp. This task requires as a charge (because the ogre was more than 20' away and they full attention. the rider and a percentage of its movement equal to the percentage of its shp mount must be unengaged and have a reasonably clear. they do 3d6 hp Ships move on their captain’s initiative roll. a vessel’s ability to remain afloat despite damage is determined by rider must have the appropriate Riding proficiency for his its structural hit points (shp). 112 Sea Combat . catapults. ship- versus Paralysis every time he or his mount is dealt damage or to-ship combat often involves ballista. For initiative number comes up. medium warhorse (60' combat movement). For example. Ship-mounted damage to all creatures in a 5' line. and be knocked off the mount.

then selling the magic items for XP later. Drowning combatants are used against characters or monsters. If the occupants of both side-by-side 1XP per 1gp earned in the sale. -4. EARNING EXPERIENCE FROM that is closer than the minimum range indicated. or characters on a ship. The Judge can apply a bonus or penalty to business transactions – this is not treasure recovered from the die roll based on the experience and skill of the opposing an adventure. If only one side is to prevent characters from using magic items to help them wishes to board the other. (This the action succeed with no chance of failure.g. they suffer a penalty of -2 to attack throws and Armor Class. respectively. On the round that characters are in the act of boarding another ship. this time can drowning. art. or more. If the party recovers magic items on an In order to board an enemy vessel. Earning Experience from Adventures 113 . or Attacks as: As the lowest level member of the crew fast-moving. 5 crewmembers 3 turns to extinguish flames caused by a fire A failed swimming throw means the combatant begins attack. then the side that wishes to board adventure.The Adventurer Conqueror King System Catapult SWIMMING AND DROWNING Rate of fire: 1/5 rounds with 4 crew. Swimming movement may be based will affect rate of fire and attack throws as indicated above. they Attacks as: See below receive no XP from it. even if they later sell them. Any combatant without a swimming movement rate (described 1/8 rounds with 3 crew. applies to small ships ramming large aquatic monsters. while the first hp value listed back to town can be an adventure in itself. but the rewards are great. they do not get any XP. Experience points are gained from two sources while on adventures: treasure and monsters. their mutual intent makes items. It takes a minimum of and is subject to exhaustion as per the running rules.. Similarly. If the characters use the magic vessels wish to board one another. A catapult cannot be used to attack a ship. and special treasure (e. combat ensues following the standard combat rules. light catapults do 3d6 cannot take any actions and no longer make swimming throws. from monsters. Damage: (1d4 +4) x10 shp or 3d8 hp. and sells them without using them. the ramming vessel Characters gain XP from treasure they recover from the dungeon must reduce the range to 0' and then make a successful attack or wilderness and bring back to civilization. jewelry. Grappling may be attempted each round the Characters do not earn treasure XP from wages earned or ships are adjacent. pitch do 1d6 (light) or 2d6 (heavy) fire damage to all creatures each round they remain in a 5' area (light) or 10' area (heavy). Catapults firing combustible loads of after 10 rounds unless rescued. the Judge may impose a penalty on the swimming Damage: 3d6/4d6 shp or 3d6/4d6 hp. which and act during the round. furs. Burning damage using combat movement may attack after his movement.) ships to a boarding position and clamp them together with grappling hooks. For every five additional crewmembers. throw of -2. Adventures ADVENTURES Adventures are dangerous. Boarding actions continue until the crew of one ship or the other is killed or surrenders. The different damages listed for a of earning XP. Characters also do not earn treasure XP from ship’s captains. silks) recovered on adventures. If they keep the equipment for later use. For purposes throw against the target’s AC. rough. or 1d6/2d6 shp fire per turn or 1d6/2d6 hp fire per round A successful swimming throw allows the combatant to move Catapults can be operated by a variable number of crew. The target value for the swimming throw is equal to the combatant’s encumbrance in stone. essentially must throw 13+ on 1d20 to successfully maneuver the two benefiting twice from the same item. gems. If the water is cold. Once crewmembers come into contact with one recovering monster parts on adventures – this is experience another. and 2d6 per turn with heavy catapults. Sometimes figuring out how to get a dragon’s hoard vessels ramming another vessel. coin. 1/10 rounds with 2 crew in Chapter 8 under Monster Characteristics) must make a swimming throw each round he is in water too deep for him to Range: 150-300 yards (light 200-400 yards (heavy) stand. catapults do 3d6 points of damage when firing a solid missile in either case being ¼ the normal rate. A swimming combatant while heavy catapults do 4d6 points of damage. A spellcaster that begins drowning loses any spell be reduced by 1 turn to a minimum of 1 turn. hp damage in a 5' radius area while heavy catapults do 4d6 hp They sink 10' per round per stone of encumbrance. the boarding vessel must adventure. All Ram Range: Touch characters that make it through an adventure alive receive Attacks as: Monster of under 1 HD experience points (XP). When catapults he was attempting to cast that round. the second damage values apply to rams on larger ships to other The characters receive 1XP per 1 gold piece (gp) value of ships or large aquatic monsters. “civilization” is the nearest friendly town or ram apply as follows. A from combustible loads is 1d6 per turn with light catapults swimming combatant using running movement may not attack. and will die damage in a 10' radius. The first shp value listed applies to small stronghold. Light on either the combatant’s combat or running movement rate. If the characters recover equipment Boarding Actions on adventures. (1d6+5) x10 shp or 6d6 hp EXPERIENCE FROM TREASURE In order to ram a monster or enemy vessel. they must immediately sell the equipment for Range: Touch coin to get XP. they receive reduce the range to 0'.

multiplied when the monsters were slain or the treasure was first found. these are added up the number of asterisks next to its Hit Dice in its Monster to 950XP.000 level elven spellsword with 0XP. do get XP. if Balbus the Blessed receives 1. and receive a bonus divided among all surviving party members and henchmen for each special ability they have (fire breath. so her bonus XP is (3 x 600 = the dead while still in the dungeon or wilderness. evenly.100 chapter and any new spells from the Spells chapter 15 1. count statue worth 500gp and a gem worth 250gp. Characters.800) to return to civilization. spell-like abilities. short of reaching 3rd level. and he has a prime requisite that 2 20 9 grants him +10% to experience. 114 Earning Experience from Adventures . then the total XP after this 2+ 35 12 bonus that Balbus receives is 1.000 4. Monsters begin with to the value of all XP from treasure.500XP (700 + 1.600 1. but are raised from a HD 9 with 3 special abilities. which is 1XP *For monsters of HD 22 and higher.400 throws.300 5. 13 1. All bonuses or penalties are applied to the Less than 1 5 1 grand total XP a particular character receives at the end of an 1 10 3 adventure. The totals for each monster defeated are calculated and added grant XP based on how powerful they are. if Arial is a 1st 21* 3.200 that the character may be eligible for. she should receive no more than 7. and divided evenly between the characters.800 levels or more in one adventure. even if other characters were alive Hit Dice. XP is divided only among characters alive when the party To calculate a monster’s XP. Choose any new proficiencies from the Proficiencies 14 1. add a cumulative 250XP for the Base and Bonus categories. Update the character’s attack throws and saving 17 2. Listing in Chapter 8.200 x .200 900 character sheet. 7 440 350 2. regardless of the character’s Constitution. and finds a gold determine the number of special abilities a monster has.800 1.320XP ((1.400 1. For example.200XP 1+ 15 6 at the end of an adventure. For example. or killed). for each lamia they defeat. 5 200 150 the player should do the following: 5+ 260 200 6 320 250 1. 16 2.320). A group of adventurers receives 2.800).000 800 any class abilities and write them down on the 12 1.EXPERIENCE FROM MONSTERS ALLOCATING XP All defeated monsters (either outsmarted. with henchmen receiving a ½ share each.500 19 2.10) + 1. Refer to the Monster Experience Points table below.000 2. Check to see if the character has improved or gained 11 1. 10 850 700 3.800 1. 18 2. Hit points always increase by at least one 9 700 600 point.).999XP in one adventure (a huge sum!). as detailed in Chapter Monster HD Base XP Bonus XP/Ability 2.600 Characters can never earn enough experience to advance 2 20 2. Roll for additional hit points using the appropriate 7+ 500 400 hit die. and are alive 1.600 1. Note down the character’s new level and title and the 6+ 380 300 number of XP needed to advance to the next level. adding his character’s Constitution bonus 8 600 500 or penalty.000 1. A lamia is Characters that are slain on an adventure. 3+ 65 35 4 80 55 CHARACTER ADVANCEMENT 4+ 140 75 When a character has accumulated enough XP to go up in level.200 1. and the sum for all XP is a base XP determined by Hit Dice (HD). For example. captured.200 = 3 50 15 1. To if the group kills a 5 HD monster worth 200XP. ADJUSTMENTS TO XP Monster Experience Points Characters receive XP bonuses or penalties based on their score in their class prime requisites. begin with the base XP value for its returns to civilization. by the number of special abilities the monster has. Add the value for the XP bonus per ability.400 1. etc.

400gp carousing through the city of Aura. With the Judge’s permission. The Judge might allow players to create a will for their 0TH LEVEL CHARACTERS AND EXPERIENCE FROM characters. amount spent carousing).The Adventurer Conqueror King System CHARACTER DEATH EXAMPLE: Amargein. he must remove one player can allow his heir to begin at a higher level by establishing of these pre-existing general proficiencies (representing erosion a reserve fund of experience points that will be available to the of skills over time). and a character retains any general proficiencies he already knew.060XP. When he reaches 4th level. and 4th level. he advances to become a 1st level fighter. The new 1st level character’s heir is assumed to be a new 1st level character. and so on. any are available). Amargein is tragically slain.060XP (90% of the some characters will be permanently slain. and saving throws. Amargein’s player notes for another adventure. A player experience points. The number of experience points Under normal circumstances. bring a back-up character into play (if his character before play begins. returns from a Not every character who becomes an adventurer will advance successful adventure laden with gold. from adventuring. a total or his prior hp total if it was higher. to leave treasure behind for an heir. ADVENTURING the treasure must be stored with a reputable bank. he needs to roll up an heir. but this is more The character gains the fighter class proficiency. but even with powerful magic available. women. throws. When a 0th level character earns 100XP might try to leave money to an heir through less safe means. 3rd. As this is the way. On his next adventure. and song. reckless spending on wine. into classes other than fighters from adventuring XP. the player may begin to play a henchman of character. This could include anonymous tithes to churches. player is only allowed to leave a character inheritance one time. A When he advances to 2nd. he acquires the player should his original character be permanently killed and Adventuring proficiency. or roll up a new character. elaborate funeral pyres for deceased henchmen. attack risky. he to maximum level. Dead characters can sometimes be brought back to life money spent to no real in-game benefit. which is used to advance his deceased character. In a reckless orgy. that he has set aside a reserve XP fund of 3. If this is done. When Amargein’s player rolls up a new When this occurs. he will begin with 3. Earning Experience from Adventures 115 . the new character can be the heir of the prior character. Money is allocated to the reserve by spending it to no other tangible game benefit whatsoever. powers. The fate of many characters is to die along spends 3. a 5th level fighter. such as burying it and leaving a map behind. keeping either his new hp Unless the player begins playing an existing henchman. which will A 0th level character who participates in an adventure will earn charge a total of 10% of the treasure for their services. The character re-rolls his hit points using his new class’s hit die (1d8). 0th level characters do not advance Adventures in the reserve is equal to 90% of the gold piece value of money allocated to the reserve.

Chapter 7: Campaigns .

It will take 8 weeks and cost a sample or formula of the item. a 9th level 1. A spellcaster may also use spell research to create a new spell. and staffs. An to a maximum +3 bonus). craft mighty golems. If a magic item’s effect does 4. and a magic research throw is required. The target value of healing. If chaotic. The spellcaster must be capable of casting spells of spells. they may begin to make other types RESEARCHING SPELLS of magic items. described in independently research spells. In addition. being researched. When a spellcaster reaches 9th level. If a spellcaster wishes 1* 16+ value listed for the spellcaster’s to compile his own library. a spellcaster must have access to a library. At 9th level. The Judge will then spiritual leadership.The Adventurer Conqueror King System If the adventurers fare well they will accumulate fame. A cleric or other divine caster can At 11th level. 10% of the 9 8+ a failure when conducting magical gold spent for that effect is added to his library value. MAGIC RESEARCH It takes 1. These spell. For each subsequent 3* 14+ a success. For every Campaigns 5 12+ his Intelligence bonus to the die roll. bladedancer could create a sword +1. another 2. and if he has the Magical 10.000gp and two weeks of research to identify a magic Up until 4th level. a minimum of 4. Spell research costs any item his class is eligible to use. Starting at 5th level. Others may the spell level the potential new spell will be. scribe scrolls. Magic Research 117 . reflecting 10 7+ research. For instance. rings. or must find mage researching a 4th level spell. otherwise he must seek temporal power by establishing a stronghold and ruling a wait until he attains a high enough level to research and cast the domain. per level of the spell. or determine if the spell can be created. for this throw is increased by ½ the level of the spell. 14 3+ *May only assist higher any precious materials or special level casters components (described below) are CREATING MAGICAL ITEMS consumed. Starting at 5th level. however.000gp must be invested. plumbing the depths of lost lore to learn new level will be. the spellcaster must know down. Eventually they will seek The spellcaster must describe in detail the kind of spell he to put a permanent mark on their world. 0* 18+ A result that is greater than or Wizard’s guilds and major temples often will provide their equal to the magical research target mages and clerics access to such a library.000gp must be 2* 15+ level indicates the task has been invested to allow research on 1st level spells. When throwing to create a new spell. swords. To research a spell.000gp. Some may pursue wants to create. and takes two weeks of research. The deity will usually remove a spell of the same animated statues. Spell research can also identify the properties of a magic item. not compare to any existing spell. rounded In order to create a magic item. Chapter 4. and other items. increased by the level of the spell rather than ½ the level. options are described in detail below. EXAMPLE: Quintus is an 11th level the spell(s) that replicate the magic item’s effect. and require a magic research throw of 8+ to succeed. the target value is other ventures. or even become undead. of spells. such as rods. 4* 13+ Having an exceptionally large library aids research. The spellcaster adds spell level to be researched. spellcasters may learn and cast ritual spells of only research a spell with the permission of his deity (Judge’s great power and craft magical constructs such as golems and discretion). or he must find a sample or formula of the item. he is able to create more A mage or other arcane caster can only research a spell if he can powerful magic items such as weapons. Note that potions except by serving as assistants for more powerful casters (as and common magic items can be quickly identified with the described later). the time and money spent provide an additional bonus to research specific spells or types on the research is lost. but not a bow +1 or wand of illusion. the 6 11+ spellcaster receives a +1 bonus on his magic research throw (up 7 10+ Engineering proficiency he may add his proficiency rank. the value of notes and annotations made during research. All magical research requires a Libraries Level Magic Research magic research throw to succeed. and brew potions. still learn spells of that level. spellcasters cannot engage in magic research item. A divine spellcaster may make books. wealth. rings. and power over many adventures. spellcasters may begin to Alchemy and Magical Engineering proficiencies. 8 9+ unmodified die roll of 1-3 is always Every time a wizard successfully researches a spell. creating throngs of zealous worshippers. 11 6+ 12 5+ When a magic research throw Authoritative tomes or rare books found as treasure might 13 4+ fails. or (if a divine spellcaster) his deity. the spellcaster must either research a new spell that will produce the desired effect. and the effects it will have. the spellcaster will be able to create level from the cleric’s spell list in exchange for granting the new necromantic servants and even become undead himself.000gp of value above the minimum required for the spell. A spellcaster of 5th level or higher may use spell research to gain An arcane spellcaster may never create magic items that are access to spells that he does not have access to from scrolls.000gp. leather armor +1. spellcasters may begin to scribe scrolls and brew potions. and if so what the spell magical power. or staff Spell research requires a magic research throw. spell exclusive to divine spellcasters. or material riches by pursuing mercantile trade and spell.

better than common woods. The Creating magic items requires special components for each target value for this throw is increased by the level of the spell spell effect in the item. Use 3/day 500gp x spell level x 12 50 days x spell level Permanent Effect. learn the special components until the work is 50% complete.000gp** +1 month x weapon base cost / 10*** AAIncrease bonus from +2 to +3 +20. For every Precious Materials 10. bolts. the Rare woods. such as rubies and diamonds. another 2. to a workshop. Workshops There are three advantages to having a formula or sample: Just as a spellcaster needs a library to research spells.Cost and Time woods added. such as silver. rather than the full level. For each subsequent spell increased by ½ the level of the spell being imbued in level or bonus. Use 1/day 500gp x spell level x 10 40 days x spell level Permanent Effect. a +2 item bonus is considered a single addition to the base cost of the research. he needs »» It enables the spellcaster to create a magic item a workshop in order to create magic items. gold. spellcaster while he is working. Unlimited Use 500gp x spell level x 50 100 days x spell level Permanent Effect. If the weapon or armor is enchanted with spell-like effects. Wizard’s guilds and without having to learn or invent the spells imbued major temples often will provide their mages and clerics access in the item. For every 10. For instance.000gp** +1 month AAIncrease bonus from +2 to +3 +20. Use 1/week 500gp x spell level x 6 30 days x spell level Magical Weapon +1 5. materials than the base cost of the item. a minimum of 4. jewelry. retain magic to a maximum +3 bonus).000gp** 1 month x weapon base cost / 10*** AAIncrease bonus from +1 to +2 +10. use the base cost and time for the highest level spell effect. The minimum time to create a charged item is never less than 1 week per spell level of the highest level effect. Different formulas for the same item may require A formula is a magical “recipe” for the creation of an item. and slingstones are enchanted in bundles of 20 at a base cost of 10gp. Using precious materials can thus improve the chances of success of creating a magic item. If a spellcaster wishes to build his own workshop. and platinum. The Judge will determine the specific components required for Formulas and Samples each item. Use 1/3 turns 500gp x spell level x 25 70 days x spell level Permanent Effect.000gp of value above the minimum required for the spell. Magic Research Throw Special Components Creating a magic item requires a magic research throw. If multiple effects are being from one or more monsters with a total XP value equal to the enchanted. and rare or elaborately carved Magic Item Creation Item Type Base Cost Time One Use Effect 500gp x spell level 1 week x spell level Charged Effect 500gp x spell level x charges* 2 days x spell level x charges Permanent Effect. plus half the base cost and time for each other spell effect.000gp** 1 month x Armor Class AAIncrease bonus from +1 to +2 +10. Use 1/hour 500gp x spell level x 16 60 days x spell level Permanent Effect.000gp** +1 month x weapon base cost / 10*** Magical Armor +1 5. the extra bonus is half price. one formula for a wand of spellcaster automatically has a formula for any magic item he fireball might require the fangs of 20 hellhounds. **If the weapon or armor has a bonus that is restricted to a particular class or type of opponents. or simple stone. A character may not spend more on precious on the Magic Item Creation table. the spell-like effects are enchanted separately using the cost and time for charged or permanent effects. Having an the item.000gp** +1 month *If a charged item has multiple spell effects powered by the same charges.000gp must be invested. the spellcaster receives a +1 bonus on his magic The base cost and time required to create a magic item is listed research throw. exceptionally valuable workshop aids item creation. »» It reduces the cost and time to make the item by 50%. A different components. Formulas may also be found as treasure. A +1 item bonus is gp cost of the research. precious metals. spellcaster receives a +1 bonus on his magic research throw (up and precious gems. ***Arrows.000gp must be invested to allow creation of »» The target value for the magic research throw is only 1st level spell effects or item bonuses. while another has previously created. The cost of any special components is in considered a 1st level spell. If a character does not 3rd level spell. Components are usually organs or blood being enchanted into the item. formula for a wand of fireball might require the ichor of four A sample is simply an existing magic item that is available to the efreeti. Use 1/turn 500gp x spell level x 33 80 days x spell level Permanent Effect. noble metals. 118 Magic Research . each must be rolled separately. crude metals. he will not spell. and a +3 item bonus is considered a single 6th level have a formula when he begins creating the item.000gp of value in gems.

000gp 120 days Fangs of 20 hellhounds Ring of Invisibility (1/turn) 33. 8th. By using precious Learning a ritual spell costs 1. magic items. as with Campaigns spell of 6th and 7th level. plus an additional assistant for each point of his Intelligence bonus. spellcasters 10. and Components Item Type Base Cost Time Possible Special Components Potion of Healing 500gp 1 week Blood of 1 troll Scroll of Fly 1. could learn 2 arcane ritual spells of 7th. 8th. The assistant’s chance of successfully creating the item is based on the assistant’s level. and 9th level. The Judge could the spell being cast. The spellcaster learns the special components required when he learns to cast the ritual. while actually casting the ritual resembles creating a magic item with one charge. the spellcaster can gain a bonus on his magic research of research. The assistant must have a formula or sample to work from. and the the ritual take effect immediately. the spellcaster may choose to have requires a library. and divine spells of the 6th and 7th level spell levels. 0th level characters with two ranks in Alchemy may function as assistants in the creation of potions. each assistant can be assigned an additional magical item creation task. Learning one of these mighty dweomers resembles spell research. The target value for this throw is increased by the level of the spell being researched.500gp 3 weeks Feathers of 3 griffons Wand of Fireball (20 charges) 30. per spell level. an 11th level cleric with 14 Wisdom. could learn 1 divine ritual Casting a ritual spell also requires special components. an 11th level mage with 16 Intelligence. EXAMPLE: Quintus. or he may store the spell spellcaster can gain a bonus on his magic research throw from effect on a scroll or as a charge in a ring (like a ring of wishes).000gp 160 days Ichor of 150 invisible stalkers Sword +1 5. RITUAL SPELLS Arcane and divine spellcasters who reach 11th level or higher may learn to cast very powerful enchantments known as ritual spells. Balbus.5 months Skulls of 25 ogres and 25 spellcasters Plate Armor +1 5. and takes two weeks materials.The Adventurer Conqueror King System Assistants An assistant is a mage or other arcane spellcaster of at least 1st level that is under the employ of a 9th level or higher arcane spellcaster. Learning a ritual When a ritual spell is cast. and the spellcaster can compatible fantasy games or develop a list of ritual spells unique gain a bonus on his throw from using a valuable workshop.000gp 1.000gp 6 months Iron hides of 5 gorgons Ritual Spells 119 . Ritual spells include arcane spells of the 7th. as make available additional rituals spells from a variety of other described under Magic Item Creation. +2 v. Whenever the spellcaster works on item creation. using a large library. A spellcaster may only know a total number of rituals of each spell level equal to his ability score bonus in his prime requisite (INT or WIS). research throw. level. Cost. as described above.000gp. with the target value for this throw increased by the level of A short list of ritual spells is included below. Learning a ritual requires a magic throw. Storing the spell effect does not have an additional cost – the act of casting a ritual spell is identical to that of creating a single Casting a ritual spell costs 500gp. to his campaign. Casting a ritual requires a workshop. leaving less critical tasks to his apprentices and minions. and 9th spell level. Casting a ritual requires another magic research throw. Assistants enable a spellcaster to focus his attention on the most challenging magic item creation tasks. and takes one week. Sample Magic Item Time.000gp 1 month Skulls of 25 ogres or heroes Sword +2 15. A spellcaster of 9th level or higher may supervise one assistant.000gp 2 months Skulls of 75 ogres or heroes Sword +1. per spell charge of a magic item with the spell effect. as described under Magic Research. Each ritual spell must be learned separately.

See permanency will not work with any other specific spell that Collecting Revenue in the Strongholds and Domains section may damage game balance. So long as some small portion of the creature’s body still merely had spells permanently placed upon them. the Judge will have to decide the limits of a wish spell. the reverse of resurrection. he can take one and the wish may be fulfilled in a way that the character wished other creature (human-sized or smaller) through the door. permanency cannot not make permanent Duration: 12 months any spell which has an “instantaneous” or “permanent” duration Harvest enables the caster to channel divine energy into the (such as dispel magic. blessing it with fertile soil and bountiful spells can only be made permanent with the permission of the harvests. This dead is unaffected.g. The door does not allow light. risk. phantasmal force. Ultimately. If anyone is within the fulfilled according to the letter of the request. A ravage spell expires after 12 months. Arcane Ritual 7 Duration: 1 passage per 2 levels or an entire army might be healed of damage.Harvest* Range: 500 square miles This is not an exclusive list. This spell functions like restore life and limb. detect invisible. Permanency Range: 10' Arcane Ritual 8 Duration: permanent CONSTRUCTS Using a permanency spell. dwarven craftpriests can create and design magical from evil. and these might be permanent or temporary to all creatures except the caster. at increasing risk. it can be resurrected. Some spells commonly statues. Some constructs starting at 9th level. confusion. The condition of the creature’s remains is not a dispelled. read languages. it will begin to suffer side effects (roll on the Tampering with Mortality table). the dead can be brought back to life. The phase door is invisible and inaccessible Judge’s discretion. but not other materials. fireball. gargoyles. The spellcaster is limited to creating constructs with HD no more than twice his class level (e. or areas. counts as two uses of the door. such an act disrupts balance and reappears when exiting. making them far more durable than items which have factor. magic mouth. which uses a different process. protection with crafts. the creature is immediately restored to to bind a spell to an item is not the same as creating a magic full hit points. or lightning bolt) and divine land around him. a 120 Constructs . nor can it be seen through. The creature can have been dead no longer than 10 years per caster level. except that upon the other spell effect vanishes immediately. or by a harvest spell. or create comparable effects. with no side effects or lingering item. This passage is 10' deep Unique powers or ability bonuses may be wished for at the with a 5' diameter. A the victim has already died of natural causes. and only the caster can use the depending on the scope of the request. True magic items cannot be exhaustion. the caster may be transported through time to a point where sound. If the creature receives further permanency spells. For instance. An item Ravage. the caster can alter reality. An entire group This spell creates an ethereal passage through wooden. and fly. decreases by 2gp per peasant can receive up to five permanency spells. Wish Range: unlimited Destruction. and health. An area can receive any number of permanency spells. The Judge can also declare that the caster is in by 2gp per peasant family for the next 12 months. A creature can receive one permanency without greater level. he is harmlessly ejected just as if he can exercise some regulation of wishes based on this strict were inside a passwall effect. and other spells can also be made Divine Ritual 6 (1 24-mile hex) permanent.000gp per Hit Die of the construct. causes the victim Arcane Ritual 9 Duration: see below touched by the caster to die immediately and fall to dust with no saving throw. Resurrection* Range: touch Divine Ritual 7 Duration: permanent A permanency spell lasts until it is dispelled by either the caster or a higher-level spellcaster. enforcement. hallucinatory terrain. spells commonly made permanent on areas are light. However. The caster disappears when entering the phase door character may be wished dead. Harvest increases the Land Value of the domain the deity (Judge’s discretion). By simply speaking aloud. or stone walls. plus an additional 5. exists. the spellcaster can make permanent Arcane and divine spellcasters who reach 11th level or higher another arcane spell effect of lower level. the reverse of harvest. vigor. and if the permanence fails.000gp for each special ability the construct possesses. it destroys the item be undone by a remove curse cast by a spellcaster of equal or completely. family the Land Value of the domain the caster is in at the time There is a cumulative 20% chance of failure for each permanency of casting. Creating a construct requires 2. If the caster desires. Spells can be made may create and design magical constructs such as animated permanent on creatures. if a character is wished dead. and golems. Wishes will be phase door is subject to dispel magic. Wish is the mightiest spell that can be cast. It can also after the first. items. for details on Land Value. plaster. Although another passage. Because of their proficiency made permanent on creatures are detect magic. This spell can accomplish any the effects of any other spell. Phase Door Range: touch Events can be reversed. Using a permanency completion of the spell. CREATING CONSTRUCTS and cloudkill. and the Judge passage when it is dispelled. could be teleported to any location with no chance of error. When the permanency is dispelled. or spell effects through it.

Quintus will therefore need to throw 9+ to succeed. The construct can be given additional immunities. EXAMPLE: Quintus.000/5. Their attacks may inflict up to three times their HD in maximum from which it was assigned its movement capabilities. the crossbreed is Dice. He chooses to design it with 10 HD. they may breed with them 30. or vermin. He is using a guild library with a value must have a formula or sample of the type of construct he wishes of 40. Any special attacks or powers count as special Hit Dice: The spellcaster may assign his crossbreed the HD of abilities. damage (3x10 = 30). an 11th level mage with 16 INT. as described above. plus one as a special ability. with each extra immunity movement capabilities of either or both progenitors. Formula can be found as treasure in rare manuals. enchanted creatures. both. can inflict a maximum of 30 damage per round. so the to create the construct.000gp of construct cost.000) but Quintus gets or developed by the spellcaster (see below). The caster (1 week + 30. construct throughout the construction. construct throughout the construction. hold. Designing a construct requires 2.000)]. It will take 37 days to design the construct Designing Constructs 121 . and construct immunities. as explained limited to designing constructs with HD no more than twice below. Spellcasters may design new.000gp for each special ability the or both progenitors. crossbreeds heal naturally. For every 10. each doing 1d10 points of before beginning the actual process of creating the crossbreed. If it has the counting as another special ability. They may also be designing a golem. depending on their progenitors (Judge’s He wants it to be immune to fire in addition to its standard discretion). Armor Class: The crossbreed will have the AC of the progenitor Campaigns Constructs may have from one to four attacks per round.000gp. or any amount in between. [(40. Designing a construct requires a magic progenitor from which it draws its attacks. If both progenitors are Lawful. gas. the arcane spellcaster’s class level.000gp. attacks as desired. This beastmen. and sleep spells. charm. the spellcaster must have access to a crossbreeds by magically blending different progenitor workshop (as above) at least equal in value to the cost of the creatures together.000gp per Hit Die of the Attacks: A crossbreed may be assigned the attacks of either construct. The construction takes one week. A one. If they still closely abilities. The construct as well. Alignment: If either progenitor is Chaotic. To design a construct. the Special Abilities: A crossbreed may have the special abilities of spellcaster receives a +1 bonus on his magic research throw. For every 10. movement of both. humanoids. his class level. making its total price resemble one of their progenitors.000gp of cost. These collectively count as one special ability. The magic research throw value to design the to create. The target value for this throw is increased by +1 by the attacks will be scaled up proportionate to the increase in for every 5. plus an additional 5. magic research throw. or none of its progenitors. construct is 12+ (base 6+ plus 30. such as Movement: The spellcaster may assign his crossbreed the immunity to non-magical weapons. plus one day per 1. If the crossbreed is of greater HD than the day per 1. This means his construct has 2 special may reproduce with others of their breed. the spellcaster must have access to Morale: A crossbreed has the better morale of the two a library (as above) at least equal in value to the cost of the progenitors. this counts construct possesses. gives the construct a base cost of 2. giant humanoids. it has a default AC of 5. If it has the attacks of both. Each special ability makes successful design creates a formula that the spellcaster can use the crossbreed more expensive and difficult to create. it will have whichever AC is better.000)/(10. costing an additional 10. the spellcaster can gain a bonus on his ability score bonus from Intelligence. the crossbreed Constructs have a default Armor Class equal to ½ their Hit is Chaotic. and may not have more than one spellcaster receives a +1 bonus on his magic research throw. previously unknown constructs.000-30. The creator of a magical crossbreed will imbue it with various Constructs must have a minimum of 1 HD.000gp. Arcane spellcasters who reach 11th level or higher may create To build a construct. Creating a construct requires a magic research throw. The target value for this throw is increased by +1 for every 5.000).000gp x 10 or 20.000/1. Whatever their type. so Quintus The spellcaster must decide on the form his crossbreed will take decides to give his construct 3 attacks. either progenitor. can DESIGNING CONSTRUCTS crossbreed from 11 HD progenitors with 3 special abilities each. At 10 HD. Hit Dice.The Adventurer Conqueror King System 12th level mage can create constructs of up to 24 HD).000gp The progenitor creatures must not have HD greater than the of value above the minimum required for the construct.000gp CROSSBREEDS of construct cost. Lawful. Most constructs are immune to poison. is Type: All crossbreeds are fantastic creatures. This damage may be divided among all their the movement of both. the damage inflicted research throw. EXAMPLE: Quintus. The spellcaster is features and abilities drawn from its progenitors. an 11th level mage with 16 INT. By special ability plus one special ability per point of the spellcaster’s using precious materials. The remains of a a bonus of +2 for his INT bonus and +1 for the library quality construct destroyed in battle can serve as a sample. spellcaster may opt to drop some abilities. oozes. The design process takes one week. Otherwise the crossbreed is Neutral. this counts as a special ability.000gp of cost.000gp. If it has damage per round.000gp of value above the minimum required for the construct.

122 Designing Constructs .

000gp of cost.000gp. If the subject progenitor did. For every 10. as described above. and can be used in two ways: level mage with 16 INT. the Judge should make a reaction roll to determine train. create a when the ritual is completed. the spellcaster must have access to a from one or more monsters with a total XP value equal to special crossbreeding laboratory at least equal in value to the the cost of the research. EXAMPLE: Quintus. by killing patron deity (Judge’s discretion). If a character doesn’t know the components at the outset of the necromancy. the caster.000gp per a private mortuary and embalming chamber at least equal Hit Die of the crossbreed. be provided. However. etc. A spellcaster may transform himself into that are in furtherance of the goals of the divine spellcaster’s an intelligent undead using necromancy if desired. monster is unfriendly or hostile. Otherwise. imprison it in his the undead monster’s reaction to the caster. the target value for this throw is increased project. a necromancer must have access to The actual process of creating the crossbreed costs 2. as described above. The creature to be transformed must be dead create a magic item. Any divine power by +1 for every 5. can transform creatures into undead »» The gp value of divine power can be substituted with up to 11 HD with 3 special abilities each. can draw on the divine power of their deity to ability plus one special ability per point of the spellcaster’s ability further their magical research. for an equivalent value of some or all of the special components required to create a magic item or GRANTING UNLIFE perform a ritual spell. It requires 2.000gp per special in value to the cost of the necromancy. the spellcaster can gain a bonus on his magic research has particular needs (a phylactery. the caster could try to control it using spells. For every 10. By using precious components based on the necromancy involved. 1 day per HD. perform a ritual spell. If the creature is remaining when the magical research is finished is lost. but it can only have been dead for construct. bladedancers. Divine power is measured in gp score bonus from Intelligence. as above. The target value for this throw is increased by +1 for using precious materials. and cannot be stored. the spellcaster can gain a bonus on his every 5. If the undead materials. Creating Crossbreeds 123 . The success or failure of the Lawful divine spellcasters earn divine power drawn by building necromancy will not be known until the creature is dead.000gp of value above the the creature providing the components must have at least as minimum required for the crossbreed. coffin. The undead must not have HD greater than the Divine spellcasters such as clerics. the Judge should make a reaction creature was a willing participant in the necromancy. Otherwise. or charm it using specialists or spells. The process takes one week plus one day per value above the minimum required for the necromancy. crossbreed is unfriendly or hostile. so it is often best if preparations are begun before Divine power can only be applied to magical research projects the creature is killed. the caster could try to tame. Using precious materials can affect chances of CONGREGATIONS success of granting unlife. the magical An undead monster created through necromancy is not crossbreed will have the same relationship with the caster as the automatically under the control of the caster. Creating a crossbreed does not require any special components Transforming a creature into an undead monster also requires beyond the progenitor creatures themselves (which are killed special components. Divine power is ephemeral himself at the conclusion of the ritual. unwilling. If the spellcaster is actively working on an eligible magical research creature is willing. or imprison it in his dungeon.000gp of cost. The Judge will determine the specific a +1 bonus on his magic research throw. he learns them when the necromancy A magical crossbreed is not automatically under the control of is 50% complete. or just unleash it onto the world. and may not have more than one special craftpriests. If the undead dungeon.000gp per »» The gp value of divine power can be substituted for special ability to grant unlife.000gp of ability it possesses. or simply unleash it onto the world. Creating a crossbreed requires a magic research spellcaster receives a +1 bonus on his magic research throw. magic research throw. plus an additional 5. the target value for the throw is increased by +2 for every 5. it will roll to determine the crossbreed’s reaction to the caster. It is only accumulated while the divine Granting unlife requires a magic research throw. By throw. congregations of faithful worshippers.000gp the crossbreeding costs. NECROMANCY Chaotic spellcasters who reach 11th level or higher may transform creatures into intelligent undead through the black arts of DIVINE POWER Campaigns necromancy. an 11th value equivalent. If the retain its relationship with the caster when it becomes undead. and spellcaster’s class level. If the more intelligent progenitor was an intelligent and willing participant in the crossbreeding. the spellcaster receives many special abilities. the 1. If the undead has special abilities cost of the crossbreed.The Adventurer Conqueror King System CREATING CROSSBREEDS To perform necromancy. Every fifty congregants earns the caster 10gp worth of divine power per week of faithful worship. or grant undeath.000gp of necromancy costs. Components are usually organs or blood in the process).) these must also throw. The process takes one day per an equivalent value of precious materials used to 1.000gp per Hit Die plus an additional 5. and must be spent during the project.

creating vast congregations within spellcaster cannot acquire more congregants than exist in the his domain. of maintaining a congregation is 1gp per congregant. Balbus casts 875gp worth of spells sending out missionaries. If this Henchmen. calculate the value of the spellcaster’s proselytizing: he gains a number of congregants equal to a roll of 1d10+CHA »» The gp value of all spells charitably cast on behalf bonus. or the realm by the spellcaster (using the Stronghold other spiritual challenges. More powerful divine spellcasters can amass congregants by assuming rulership of a domain. The Domain Worship table lists the 124 Congregations . Over the course of a week.000. and total lost (repeating the process if a subsequent 10 is rolled. the divine spellcaster gains a advisor of a domain ruler. The monthly cost Spell Availability by Market table in the Hirelings. henchmen and followers for the peasants. he can cast 2 1st level spells may form the core of his congregants. so month.175gp. recruit additional congregants by performing charitable deeds. the divine spellcaster loses 1d10 congregants »» The gp value of any hirelings deployed as missionaries per 1. The divine subjects to worship his god. seeks congregants in the alignment as the divine spellcaster. characters must be of the same EXAMPLE: Balbus. amount is not paid. A to Ammonar costing 300gp. Each for the peasants. Structure Costs in the Strongholds and Domains section). a 4th level cleric. not every subject in a domain will realm that he is proselytizing within. faithfully worship on command – the domain’s morale will make a large difference. As a 4th level cleric. and village he and his party are based in. He erects a wooden chapel consider the divine spellcaster to be their spiritual advisor. Divine spellcasters can (each worth 25gp) and 1 2nd level spell (worth 75gp) each day. and Specialists section). The gp value of his proselytizing is 1. or becoming the spiritual For every full 1.To qualify as congregants. A ruler can simply command his number of congregants equal to 1d10 + CHA bonus. abandonment of faith.000gp value. worship his deity.) This »» The gp value of any religious structures erected in represents counter-missionary work. the divine spellcaster must maintain the or followers (using the costs for spells from the congregation or they will begin to lose faith. and spends a week casting spells divine spellcaster’s party members. of peasants by the spellcaster or his henchmen Once acquired. Mercenaries. On a die roll of 10. roll again and add the result to in the realm by the spellcaster. Of course. and constructing temples.

will need to get a land grant from the local ruler (usually in +3 7 and domain morale. Sacrificing unwilling chaotic revenue means the domain is rich in farm produce.216. An average domain size To become the spiritual advisor of a domain ruler. now a 9th level Cleric. The domain of 2. All other newly secured address this by throwing domains are wilderness. graveyard. he will earn divine power equal to the unicorn’s XP value (135XP). Each week.000gp value total. adventurers can begin 10gp per fifty congregants. known as a domain. the adventurer must first secure gain much more spiritual essence from his domain. he gains no value from doing so (apart from sating his blood lust!). As these are unwilling chaotic sacrifices. If the magical research throw succeeds. rules Ammantavus. of stronghold.500 peasant families (12. from SECURING THE DOMAIN his domain. Explorers must have borderlands or -2 2 festivals in the new faith -1 3 wilderness domains. or 1. land. Mentu sacrifices the 8 orcs who had captured the unicorn. he rolls a 2 and the unicorn’s spirit escapes to a holier place. Balbus gains 4gp worth of spiritual essence per 10 families (50 people). roll 3d3. A newly secured domain will be civilized Domain Divine Power per 10 foreign to them will suffer Morale Families per Week if it is with 50 miles (8 6-mile hexes) of a city or large town. Fastnesses and vaults may only be built in or taking other steps to wilderness areas. see exchange for a pledge of fealty or the performance of some +4 8 Strongholds and Domains great quest).000gp. 0 4 increase domain morale. as the dark gods see little stone. This requires entering the area with other adventurers A spellcaster can conduct no more than one blood sacrifice or mercenaries. Dirgion the Doombringer. should be noted as the domain’s land revenue in gp per peasant the chaotic divine spellcaster earns divine power equal to the family per month. timber. is sacrificing a beautiful white unicorn to his patron deity. or 16 the Monster Reaction table). the level required. to worship a god or religion or wilderness areas. adventurers will secure unclaimed borderland or wilderness domains. or even minerals. Conducting a blood sacrifice must be monsters present there. This amount is always less than the full At particular milestones in their career. Not all land is equally valuable. For this reason. and the number and type EXAMPLE: Balbus. morale score of 0. (There’s a reason land was synonymous gaining congregants. a 12th level chaotic cleric. a darker path is also available to them: with wealth throughout human history). and dealing with any lairs and wandering per class level per day. he will find it very expensive. as no domain will be 100% faithful to attract followers by establishing a stronghold. Blood Sacrifice 125 . however. Domain Worship A ruler who asks his subjects Domains of land are classified as either civilized. The larger the domain. Low land revenue represents barren. peasant families. or civilized or borderlands areas of their race. Each blood sacrifice takes one turn and requires a When the domain is first secured. The sacrifice infertile soil with limited natural resources. +1 5 For rules on establishing If the adventurer is securing a civilized domain. evil (see Chapter 10. the more performed in a chaotic temple. If the character simply wishes to buy civilized -4 9 later in this section.000gp and a 32-square mile hex containing 19. The total rolled magical research throw. Rulers will often -3 1 miles (4 6-mile hexes) of civilized areas. contiguous 6-mile hexes on a standard map). an acre of good land costs about 50gp. merit in the slaughter of their own worshippers.500 people) with a domain Strongholds by Class table summarizes the different possibilities. Unfortunately. Secrets. If Mentu succeeds on his magical research throw of 5+. the adventurer +2 6 domains. borderlands. The type to the character’s god. High land XP value of the creature sacrificed. for additional rules on sinkholes of evil). EXAMPLE: Mentu the Death Priest. he could To establish a stronghold. a of followers attracted is defined by the character’s class. If Balbus’s subjects were more loyal to him. an area of land. the divine is a 32-square mile area of land (1 6-mile hex on a standard spellcaster will generally have to be the highest level divine wilderness map) while the maximum size of a domain is spellcaster with whom the ruler has Friendly relations (as per 500 square miles (1 24-mile hex on a large scale map. or other sinkhole of challenging to clear it. The Judge and of a willing chaotic creature does earn divine power. furs. player can determine the exact reason for the land’s value (or lack thereof) based on the roll. creatures provides no divine power. so a 1-mile domain containing 640 acres would Campaigns BLOOD SACRIFICE cost 32. The minimum size of a domain is a 1-square mile area of land. large penalties to domain A newly secured domain will be borderlands if it is within 25 -4 0 morale. In a rage.200 acres While chaotic divine spellcasters may earn divine power from would cost 1.The Adventurer Conqueror King System value of spiritual essence a ruler can extract from the peasant STRONGHOLDS AND DOMAINS families in his domain. most Blood sacrifice of living creatures to their deity.

large round (40' high. earthen (10' high. stairs) 22.000gp Wall.500gp *The dimensions of these constructions can be altered as long as the square footage remains the same. wood doors. 10' thick) 7. Strongholds by Class Class Stronghold Followers Special Rules Assassin Hideout 2d6 1 level assassins st see Hideouts and Hijinks section (p135) Bard Hall 1d4+1x10 0th level mercenaries - 1d6 1st–3rd level bards Bladedancer Temple 5d6x10 0th level mercenaries cost of building stronghold reduced by 50% 1d6 1st–3rd level bl. 126 Establishing the Stronghold .500gp Wall. hewn stone walls. metal portcullis.500gp Tower. wood doors. wood doors. stone castle (60' high. 30' diameter. roof. 100' long. 10' thick) 17. floors. structure might be a castle granted with the land. floors. stairs) 6. 60' square. If the need to construct his own stronghold on his newly secured domain’s land revenue is very low. while towers and similar stronghold on the domain. this structure can be claimed. dancers followers never need to check morale Cleric Fortified Church 5d6x10 0th level mercenaries cost of building stronghold reduced by 50% 1d6 1st–3rd level clerics followers never need to check morale Dwarven Craftpriest Vault 3d6x10 1st level dwarves must be underground. floors. he can do When drawing up plans for a stronghold. stone castle (20' high.ESTABLISHING THE STRONGHOLD complex cleared of its prior inhabitants in the process of securing The adventurer must now decide whether or not he wishes to the domain. stairs)* 1. wood (20' high. floors. flagstone floor) 500gp Drawbridge. wood doors. wood doors. wood doors. and instead seeks to secure a different domain.500gp Wall.500gp Tower. Most one. This outposts have 5' thick walls. stone castle (40' high. 100' long. wood (10' x 20') 250gp Gatehouse (20' high.000gp Tower. all animals within 3 miles of fastness become friendly Explorer Border Fort 1d4+1x10 0th level mercenaries must be in borderlands or wilderness 1d6 1st–3rd level explorers Fighter Castle 1d4+1x10 0th level mercenaries - 1d6 1st–3rd level fighters Mage Sanctum 2d6 0th level apprentices see Sanctums and Dungeons section (p141) 1d6 1st level mages Thief Hideout 2d6 1st level thieves see Hideouts and Hijinks section (p135)) Stronghold Structure Costs Barbican (gatehouse.000gp Wall. 2 small towers. stairs)* 3. small round (30' high.500gp Wall. 15' thick) 2. floors. If there is an existing structure that’s suitable for use as a buildings have walls 1-2' feet thick. square (80' high. If the adventurer does wish to establish a stronghold.000gp Battlement (100' long. wood (10' high. crenellated parapets) 500gp Building. stairs)* 75. roof. 30' square. roof. Normally. or a tunnel at 10' thick. calculate the costs based on the prices listed in the next section. 20' diameter. dungeon (10'x10'x10'. Keeps have the thickest walls of all. 10' thick) 12. however. 30' x 20'. floors. huge round (60' high. roof. stairs) 30. 30' square. medium round (40' high. 10' thick) 5. 100' long. wood doors. 100' long. 100' long. floors. stairs) 15. stone castle (50' high. 100' long. 20' diameter.000gp Building. 30' diameter. unfilled (100' x 20' x 10' deep)* 400gp Moat.500gp Keep. note that different so by claiming an existing stronghold or by constructing a new kinds of structures will have different thicknesses of stone. floors. stone castle (30' high. wood doors.000gp Tower. 100' long. 1' thick) 125gp Rampart. the adventurer will establish a stronghold on the domain he has secured. and a drawbridge) 38. The player should design a plan for the stronghold and not to proceed. may not be in human or elven civilized or borderland area Elf Nightblade Hideout 2d6 1st level nightblades see Hideouts and Hijinks section (p135)) Elf Spellsword Fastness 3d6x10 1st level elves may not be in human or dwarven civilized or borderland area. the adventurer may decide land.500gp Corridor. stone (20' high. filled (100' x 20' x 10' deep)* 800gp Palisade. 10' thick) 22.000gp Moat. stairs) 54. may not be in human or elven civilized or borderlands area Dwarven Vaultguard Vault 3d6x10 1st level dwarves must be underground. and so on.

to determine the arms and equipment of the arriving followers. Longhouse. Door. The Minimum Cottage. elven nightblades. earthen floor)* stronghold. earthen floor)* domain around his stronghold will slowly become settled Townhouse. but large tracts of wilderness can only be settled with a formidable Hut. sunken 15gp earthen floor)* realms can be controlled with a stone home or tower. wood (20' high. wood floor and stairs)* laborers seeking the adventurer’s protection will settle near *The dimensions of these constructions can be altered as long as the the stronghold. Civilized 15.000gp cost The character’s followers will also begin arriving during of the stronghold. The finished. first month following the completion of the stronghold. Once the stronghold is Door. Each Arrow Slit/Window* 10gp peasant family is assumed to have an average of 5 peasants. 50gp of the domain. the domain will not Shutters (window)* 5gp generate money. sod or wattle (10' high. thatched 25gp roof. wood (15' high. peasants and roof. or fighters) can be quickly created using the pre-generated templates for their class. thatched roof. and begin to incur costs (see Collecting Revenue Floor/Roof. 30' square. below. 10' square.000gp per 6-mile hex Borderlands 22. the adventurer will need to hire at least one engineer (250gp/month) per 100.The Adventurer Conqueror King System Civilian Structure Costs Strongholds have a minimum cost. Shifting Wall (10' x 10')* 1000gp Stairs. 8' square. In addition. wood stairs. Small domains in civilized Hut. mudbrick or wood (10' high. The construction time can be reduced by completed. reinforced wood (3' x 7')* 20gp fastnesses are settled by elven peasants. elven Door. wood (one flight. explorers. earthen floor)* See Limits of Growth. The number of peasant families that will inhabit the domain when the stronghold is Structure Accessories Costs complete is determined on the Domain Population table. An additional one quarter of the character’s followers 25% by paying 50% additional construction costs. These peasant families become permanent square footage remains the same. flagstone or tile (10' x 10')* 40gp character. earthen floor)* secure each 6-mile hex in a domain. 3' x 10')* 20gp Domain Population Stairs. wood (3' x 7')* 10gp Families will be of the same race as the adventurer. the thatched roof. 125gp While the adventurer’s stronghold is under construction. Classification Minimum Value Roll once for every 10 followers. 300gp thatched roof. inhabitants of the adventurer’s domain. Until then. earthen floor)* ATTRACTING PEASANTS AND FOLLOWERS Roundhouse. The time required to construct a stronghold stronghold construction. 30' long. wood (15' high. secret (3' x 7')* By material x5 the peasant families will begin generating income for the Floor/Roof. Door. or reduced (rounded up) will have arrived by the time the stronghold is by 50% by paying 100% additional construction costs. Attracting Peasants and Followers 127 . nor grow. and thieves) and leader types (such as 1st-3rd level bards. For every 500gp it will take (rounded up) will arrive when the stronghold is halfway one day of game time. and therefore its maximum peasant population. below. pit (8' high. thatched roof.000gp per 6-mile hex mages.200gp by the workers and their families. iron/stone (3' x 7')* 50gp of sufficient value to control the domain in which it is located. thatched 300gp Stronghold Value table shows the minimum value required to roof. stone (one flight. clerics. Wilderness 30. 10' square. thatched 1. wood (10' x 10')* 10gp and Paying Expenses below). 3' x 10')* 60gp Classification Starting Families Campaigns *Upgrade a structure to include these at time of construction for Civilized 8d6 x 10 per 6-mile hex 25% of the accessories’ base cost Borderlands 3d6 x 10 per 6-mile hex Wilderness 1d4+1 x 10 per 6-mile hex In addition to the building costs. A stronghold of insufficient value will limit the size Hut. Minimum Stronghold Value Use the Followers Type and Equipment by Class table. bladedancers. The remainder of the followers will arrive within the construction time cannot be reduced by more than 50%. e. 15' wide. based on the size and classification of the domain to be secured. 15' diameter. 30' square. or the Judge may allow the adventurer to generate and equip them using the Character Creation rules in Chapter 1.g.500gp per 6-mile hex Apprentices (such as 1st level assassins. stone (20' high. One half of the character’s followers depends entirely on its total price.

light warhorse) 36–60 Heavy Infantry (pole arm. 2 swords. leather armor. lamellar armor. sword. shield. shield. leather armor) 91–100 Slingers (sling. chainmail) 61–75 Elven Archers (short bow. shield. leather armor. leather armor) Dwarven Craftpriests & Vaultguards 01–20 Dwarven Heavy Infantry (great axe. sword. leather armor) 81–90 Archers (short bow. sword. sword. shield. sword. leather armor) 61–70 Longbowmen (long bow. leather armor) 81–90 Slingers (sling. and medium warhorse) 11–25 Light Cavalry (3 javelins. hand axe. light warhorse) 36–55 Heavy Infantry (pole arm. shield. chain barded medium warhorse) 16–25 Medium Cavalry (lance. shield. scimitar. shield. dagger. Follower Type and Equipment by Class Die Roll (1d100) Type and Equipment Bards & Bladedancers 01–10 Heavy Cavalry (lance. shield. net. lamellar armor. sword. short sword. leather armor) 128 Attracting Peasants and Followers . sword. leather armor. and medium warhorse) 26–35 Light Cavalry (3 javelins. shield. light warhorse) 41–60 Light Infantry (spear. chain barded medium warhorse) 11–20 Medium Cavalry (lance. shield. leather armor. light warhorse) 31–45 Elven Light Infantry (spear. leather armor) 76–100 Elven Longbowmen (long bow. plate armor. leather armor) Clerics & Fighters 01–05 Cataphract Cavalry (composite bow. shield. plate armor. shield. plate armor. short sword. short sword. chain barded medium warhorse) 06–15 Heavy Cavalry (lance. shield. banded plate armor) 61–80 Light Infantry (spear. light warhorse) 26–40 Horse Archers (composite bow. leather armor) 46–60 Elven Heavy Infantry (spear. shield. banded plate armor) 41–60 Dwarven Heavy Infantry (battle axe. and medium warhorse) 21–35 Light Cavalry (3 javelins. plate armor) 21–40 Dwarven Heavy Infantry (war hammer. banded plate armor) 56–80 Light Infantry (2 swords. shield. dagger. leather armor. dagger. 3 javelins. short sword. shield. 2 swords. sword. hand axe. light warhorse) 16–30 Elven Light Cavalry (lance. shield. chainmail) Explorers 01–10 Medium Cavalry (lance. lamellar armor. shield. shield. leather armor) 91–100 Slingers (sling. sword. short sword. leather armor) 81–90 Archers (short bow. chainmail) 61–80 Dwarven Crossbowmen (arbalest. chainmail) 81–100 Dwarven Mounted Crossbowmen (crossbow. short sword. leather armor. chainmail armor) 71–80 Archers (short bow. sword. mule) Elven Spellswords 01–15 Elven Horse Archers (composite bow. leather armor) 91–100 Hunters (bola. short sword. chainmail. scimitar.

hex. EXAMPLE: Marcus has secured a domain in the wilderness 401–500 +5% determined by the number of across the Mirmen River. lumbering. 3. and does not have very high is 4gp per family. Most of these services are provided by freemen who offer a portion of their labor to the adventurer in exchange for the right Note that if a domain ruler is not actively adventuring. consisting of 16 contiguous 6-mile hexes. his peasant family. A borderlands his markets. If a wilderness and emigration will decrease it. He then rolls 2d10 for decrease and gets a 10 and a 7. The first roll determines the increase in x 16 6-mile hexes (4. Any die that families x 16 6-mile hexes). Towns. or 780 families per 6-mile hex. He rolled a 3. His domain gains 11 families.The Adventurer Conqueror King System GROWING THE DOMAIN permit the population to grow. can improve the domain’s morale. the adventurer domain ever reaches the maximum of 125 families x 16 6-mile will make two die rolls of 1d10 per 1. Each month. Any roll of 10 results in the domain gaining Vassals Varies are generated by the domain’s or losing one family.200 families.000 families in the domain hexes (2. land revenue attract 1d10 new peasant families. If a (rounded up). to charge a duty on merchants in per square mile. the adventurer must secure taxes. population as if it were 201-300 families in population. this time getting a 4. or 125 families per 6-mile hex. Since one COLLECTING REVENUE of the dice rolled a “10”. Each peasant family that settles there will generate 8gp of land revenue per Elven domains always increase in population as if they were month. and other grains. increase and gets a 3 and an 8. Services 4gp/ family revenue. 201–300 +15% domain’s population will grow by 301–400 +10% an additional amount each month. the adventurer has the right to collect Limits of Growth fees upon marriage.000 families). tax 31. The maximum domain size is 1 24-mile increase the population of a domain. establishing an urban settlement within the domain. but doing so damages the peasant’s loyalty. birth and immigration may stronghold can secure. This roll results in another 10! Marcus has to roll family in his domain. birth and death. Marcus’s domain ends up down 20 families. If he is unlucky. making agricultural investments into the area. EXAMPLE: An elven domain of 1-100 families increases in Services revenue derives from the services of skilled tradesmen. He rolls 3d3 to determine what his land 500+ +1% families already present. per month. peasant families. When rolling for small domains of under 100 families. The sum of these constitutes the domain’s monthly tax families per 6-mile hex. Tax revenue can be increased above families per square mile. does not to practice their trade on his domain. milling. fire. Dwarven domains increase an abundance of timber and fur. and the second roll determines No domain can normally have more than 12. derives from labor on the domain’s lands. he must roll that die again and add it Each month.500 families (780 the decrease in the domain’s number of families. 2. The domain’s land revenue (families) Increase character actively adventures at will have been determined with a roll of 3d3 when the domain 1–100 +25% least once per month and keeps his was first secured – this value is the monthly land revenue per 101–200 +20% domain secure from threats. or 31. There are yet again. See the He will make two die rolls of 2d10. the domain will As noted under Securing the Domain (above). No domain can be larger than its If the adventurer is fortunate. and clay. Having gained 11 and lost Land 3–9gp / family revenue. The Judge determines the land is so valuable because of two population categories larger. in population as if they were one population category larger. coal. or 250 land. A civilized domain cannot exceed 25 revenue of 2gp per family. it becomes a borderlands domain. Lower the domain to grow past this limit. bee honey. An adventurer can exceed his domain’s limits of growth by EXAMPLE: Marcus’s domain has a population of 1. and vassal revenue. the total (repeating the process if a subsequent 10 is rolled). at 15% such as baking. Monthly service revenue make agricultural investments. carpentry. Source Monthly Revenue four sources of income: land Marcus’s domain loses 31 families.000gp spent on investments in a month. stone. the gain and loss in population each month will tend to equalize and domain population will be flat. It includes wheat. disease. Tax revenue is coin paid directly to the adventurer by his peasants. and rolling again. These rolls will determine the change in his borderlands domain ever reaches the maximum of 250 families domain’s population. population. service revenue. harvest. His total is 10+7+10+4. revenue will be. cheese. domain morale. to levy fines and fees for administering justice. milk. and to levy a rent and tax on those working the domain cannot exceed 8 families per square mile. Marcus first rolls 2d10 for Villages. for a total of 8. while the last is only generated if the adventurer has one or more vassal An adventurer can increase the population of his domain by domains (described below). and smithing. it becomes a civilized domain. and Adventurers who are rising in power and fame will attract other animal products. A wilderness domain cannot exceed 4 families to charge tolls for the roads.000 families). the adventurer collects revenue from each peasant to the total. meat. on the other hand. For this amount. As ruler of the domain. and metals. For every 1. Population to their domains. ignore Taxes 2gp/ family The first three types of revenue results of 9 or less. The additional peasants to move Campaigns average domain produces 6gp of land revenue per peasant. and The classification and size of a domain determine its maximum other occasions. an additional area of land (such as an adjacent 6-mile hex) to Growing the Domain 129 . Provided a but not all land is equally valuable. barley. with the new result added to support (roughly 120 people per square mile). as this is the upper limit the land can rolls a 10 should be rolled again. the domain’s number of families. inheritance. and Cities rules below.

and assigns services. Each the adventurer must pay for the upkeep of his stronghold. A group of domains Classification Garrison Cost cleric’s or bladedancer’s ruled by a vassal is called a vassal realm. either in response a civilized realm. doing so causes substantial penalties to domain morale. REALMS AND VASSALS An adventurer may control more than one domain. An adventurer may Civilized 2gp / family followers can be applied himself be a sub-vassal. tax and the call to arms. either to another adventurer. Adventurers with vassals may choose to offer taxes unless they have chosen to become vassals to the ruler of favors and demand duties to their own vassals. Marcus maintains the tax (one duty). even though him the land to build his domain). to manage. but merchandise. plus an additional ongoing duty for each religion. The adventurer should specify the powerful characters may find that they have more domains exact make-up of the garrison. or to an Borderlands 3gp/ family against the garrison cost of NPC that he has sworn fealty to (usually the lord who granted Wilderness 4gp/ family their domain. Cadom must roll on the Henchman Loyalty table. the loyalty of the population to the adventurer Henchman Loyalty table. vassal ruler must roll once per month on the Favors and Duties In borderlands. No roll on the Henchman Loyalty table is required. These spending money to defend the borders of the realm. but offers no favors. However. The next month. very 2-4gp per family per month. this can cost limited to between 1 and 7 (depending on his Charisma). Vassal revenue is generally 20% of the monthly domain. to favors and duties they receive. The henchman is responsible for collecting the revenue PAYING EXPENSES and paying the expenses of the vassal domain. An irrevocable region (Judge’s discretion). a 75. and must be assigned to a henchman. who will themselves have to sub-assign The gold piece value of a vassal domains to their own henchmen. six henchmen thus has a vassal realm of two domains. He has does not actually have to pay their faithful followers for their six henchmen. of the vassal domain’s monthly income to the adventurer. Each of his Stronghold Upkeep: In addition to maintaining a garrison. campaign’s realms and vassals can be found under Constructing Taxes: If the adventurer has established his stronghold in a the Campaign Setting in Chapter 10. the loyalty favor only offsets a duty during the month it is first given (such of the population to the adventurer will be reduced. Since the number of henchmen any character may employ is Depending on the classification of the domain. If more than the requisite number of holidays is (an irrevocable favor). If an adventurer demands duties in domain’s dominant religion is the ruler’s. Other domains in the realm are considered vassal income of the vassal domain. multiple vassal domains will be assigned mercenaries). an adventurer controlled by the adventurer but managed on his behalf by can only directly manage one domain. he will owe a tax of 20% of his domain’s gross In addition to owing taxes to his lord (as described above). Equipment. domains. the excess of this total. the ongoing favor given. If the domain ruler is a bladedancer or cleric. but one per season is common). If the tithe is not paid. hiring an appropriate number under their control than can be managed even with all of their of mercenaries (see Chapter 3. known as his personal henchmen. For example. or they may 130 Paying Expenses .Vassal revenue is income received from vassal domains be conquered. Adventurers events can serve the Judge as the basis for adventures for the who have established their stronghold in the wilderness owe no player character. and the gifts are quickly taken for granted…) Charters of monopoly adventurer may be declared a heretic or excommunicated by the count as one favor. Otherwise. or independently. called a vassal. In this case. the vassal’s loyalty must be checked on the domain’s dominant religion is the prevailing religion of the Henchman Morale table for each extra duty. See Realms and Vassals. this tax might be reduced if the adventurer is table to see what favors are granted or asked by his lord. manages one of their domains directly. EXAMPLE: Marcus demands that his henchman Cadom Wynn Festivals: At least four times per year (the date will vary based on pay a special tax of 1gp per each of his 500 peasant families the culture. the adventurer will (one duty). to trusted henchmen. and The cost of a festival is 5gp per peasant family. the adventurer must have a large enough garrison of troops. below.5% of their total value in upkeep each other as a vassal domain to one of their own henchmen month. The additional domains of a realm may be established by securing land and constructing additional strongholds. even if granted to cover multiple types of church. If this tradition calls Cadom to arms (a second duty).000gp keep costs 375gp per month Detailed rules for developing the complete structure of all of a to maintain. and sub-assigns the Strongholds cost 0. the cleric or bladedancer EXAMPLE: Quintus rules a realm of thirteen domains. or granted in a treaty. The next month he maintains both the held. civilized realm. he offers Cadom his niece in marriage will be reduced. be expected to hold a festival for the domain’s peasant families. Tithes: The adventurer will owe a tithe of 10% of his domain’s During any month. He manages one domain directly. the population’s loyalty will increase. Multiple domains under the control of one ruler are called a realm. and will pay 20% Garrison: In order to maintain the security of his domain. To avoid a roll on the is not honored. two vassal domains to each of his six henchmen. The domain ruler may change the domain’s religion. each vassal can be safely asked to perform gross monthly income to the church of the domain’s dominant one ongoing duty. a monthly income to the lord who granted him the domain. for details on henchmen.

000 Duke Palatine Diuc Zammin Duke 780 21–43 4. 7 Previous duty/favor revoked: The adventurer loses his most recently granted favor (1) or duty (2–6).500 Count Legate Iarla Mansab Jarl 320 5–7 960–1.461–55. If these bandits are slain. (This favor cannot be revoked). (Judge’s discretion). Morale (4th – 7th level fighter) emerging to challenge the character’s rule. Repeated rolls of 4 can yield very long campaigns. known as their base morale score. Titles of Nobility Personal Domain Number of Overall Realm Argollëan (families) Domains Ruled (families) Common Auran Empire (Elven) Somirean Jutlandic 12. See Arbitrage Trading. roll again and add the subsequent roll to the total. trade caravans.365–9.500 85–259 20. military victory.555 87K–322K Prince Prefect Rí Deshmukh Prince 1. 6 Loan Demanded: The lord demands a loan of 1gp per peasant family in the adventurer’s realm. troops. there is a cumulative 10% chance of a village hero Charisma adjustment. the probability of repayment is equal to the adventurer’s CHA stated as a percentage.The Adventurer Conqueror King System Roll (2d6) Favor / Duty 2 Build Additional Stronghold: The adventurer is ordered to construct a stronghold somewhere within his realm. The loan is repaid when the duty is revoked. month. and emigration each cultures within the Auran Empire campaign setting. domain is reduced accordingly. and the overall size of the realm he rules. Morale scores vary from -4 to +4.331 364K–2. No interest will be paid in either case.280 Marquis Tribune Ard-tiarna Sardar Reeve 160 1 120–200 Baron Castellan Tiarna Jagir Thane TITLES OF NOBILITY Morale Score Morale Level Adventurers and other domain rulers may claim or be awarded -4 Rebellious a title of nobility. ruler. the population of the trust and faith in their ruler. +3 Steadfast Three factors determine a ruler’s title – the size of his personal +4 Stalwart domain. He must travel to his lord’s domain to provide this service.500 5. plus titles used by per thousand are lost to illness.000–52. below. as described below. and prices are adjusted by 1 point (10%) in his favor. scores affect the functioning of the domain. land. The stronghold must have a minimum value of 15. Otherwise. and travelers All domains have a morale score which represent their populations’ in the domain. If this would make the character equal in title to his lord. 8 Festival: The lord celebrates a wedding. slaves. and KEEPING THE PEACE begin to attack officials. birth.000K King Exarch Rí-ruirech Raja King Campaigns 7. etc. as per the rules above. but a title can be. rolled monthly. or other event by holding a festival in all of the adventurer’s domains. but other +2 Dedicated realms will not necessarily treat him as such.) 12 Grant of Land: The adventurer is granted a new domain consisting of 1 6-mile hex on the border of one of his existing domains. then the lord offers a family member in marriage to the character or character’s heirs instead. If the adventurer secures his domain within an -3 Defiant existing realm. The special tax continues until the duty is revoked.) 9 Gift: The lord gives the adventurer a gift with a value of 1gp per peasant family in the adventurer’s realm.5M–11. merchandise. Tax. (This favor cannot be revoked. and an extra 4d10 families A traditional title is provided for each tier. Duration of service is the same as for a Call to Arms. 10 Charter of Monopoly: The adventurer is granted a monopoly on a randomly determined type of merchandise on the Common Merchandise table. 4 Call to Council: The adventure is called to provide judicial and managerial council to his lord. of course. Generate the new domain normally. 11 Grant of Title: The adventurer is formally granted a noble title appropriate to his land holdings. 3 Call to Arms: The adventurer is called to provide military service to his lord.987 1. Titles of Nobility 131 . merchants will buy or sell twice the normal number of loads of that type from him.500 1.000gp per 6-mile hex the adventurer controls. There is no population growth. The Titles of Nobility table shows Rebellious means that the domain is revolting against their the common titles of nobility used based on these criteria. his title will be awarded based on the heraldry -2 Turbulent of that realm. The more domains the adventurer controls -1 Demoralized (including assigned and sub-assigned vassal domains).600–8. (A marriage cannot be revoked. the 0 Apathetic higher the title he will hold. He must muster a force at least equal to 1/2 the garrison of his realm and go on campaign for a duration of 1d4 months (or until the duty is revoked).6M+ Emperor Tarkaun Ard-rí Maharaja High King 12. 5 Tax Demanded: The lord demands the adventure pay 1gp monthly per peasant family in the adventurer’s realm as a special tax. He gains a +4 on the die roll to find buyers or sellers of that merchandise. The able- bodied men (one per peasant family) become bandits. the number of vassal domains he has. For every 200 peasant families Domains begin with a morale score of 0 plus or minus their ruler’s in the domain. magical items.500 341–1. An adventurer who establishes a +1 Loyal new realm can claim any title he wishes. and service income drop to zero. The gift may be treasure. warhorses. casualties. On a roll of 4 months duration.

casualties. The population grows by an extra 3d10 families per thousand each month. domain with a morale score of +1 (Loyal). Normally the mere existence of the garrison proficiency throws. and immigration each month. Garrisons and Morale Dedicated means that the domain’s populace has been inspired As indicated on the Domain Morale Roll Adjustments above. the more peasants slip away… thousand each month. suffer a -1 penalty to their proficiency throws (see Hijinks. from +1 to -1. (no modifier). but have no special love for their ruler. A ruler who takes his entire 2gp/family garrison on raid into an enemy’s domain still counts 132 Keeping the Peace . Spies and thieves the size of a domain’s garrison has a dramatic effect on the operating against the domain suffer a -2 penalty to their domain’s morale. This unhappiness manifests Garrison below normal last season -1/gp/family increase in banditry.5% just another petty noble. Population shrank 5%+ last season -2/5% decrease Taxes below normal last season +1/gp decrease Turbulent means that the domain is in a state of dissatisfaction and unrest. The dominion’s population grows only 2. casualties. Service income is increased by 1gp per peasant family. The population grows by an extra 2d10 is enough to count for morale purposes. while increasing his garrison troops from 3gp/family to Apathetic means that the domain’s populace sees their ruler as 4gp/family (+1). Tax. They work the land. and Tithes not paid last season -2 service income is reduced by one quarter (rounded down). the Judge will roll 2d6 on the Domain Morale table. Stalwart means that the domain’s populace acclaims their ruler as a beloved and righteous sovereign. Spies and thieves operating against the domain suffer a -3 penalty to their proficiency throws. is ruler of a borderlands as above. But after accidentally Demoralized means that the domain’s populace sees their ruler donning a helm of alignment change. That means his domain Loyal means that the domain’s ruler is respected and popular morale drops by 2 point. to strong nationalist sentiment by their ruler. The population grows by an extra 4d10 families per thousand each month. and emigration each No festivals last season -1 month. One New religion introduced last season -4 able-bodied man per five peasant families becomes as a bandit. land. He offers lost to illness. need to be physically in the domain. An extra 3d10 families Garrison above normal last season +1/gp/family decrease per thousand are lost to illness. Spies and thieves operating against the domain Demoralized. to determine whether the domain’s morale has changed as a result of recent events. pay their taxes. If he continues in his tyrannical ways. no festivals (-1). his domain’s loyalty and scores a 2. land and service income is reduced to half. as his peasants lose their confidence in their ruler. a 9th level fighter. An extra 1d10 families per thousand are (-2) and starts running his domain with an iron fist. applying any relevant adjustments to the roll. casualties. tax evasion. Tax. His domain has become with his subjects. One Extra festivals last season +1/extra festival able-bodied man per two peasant families becomes a bandit. and emigration each month. Marcus may find that the below). Domain Morale Adjusted Die Roll Result 2– Morale reduced by 2 (min -4) 3–5 Morale reduced by 1 (min -4) 6–8 Morale shifts by 1 towards base 9–11 Morale increased by 1 (max +4) 12+ Morale increased by 2 (max +4) Seasonal Events Morale Roll Adjustment Defiant means that the domain’s inhabitants have become Ruler is of different alignment -2 violently unhappy with their ruler. The population grows by an extra 1d10 families per tighter he grips. Land and service income are increased by 1gp per peasant family each. Every season (three month interval). and raises taxes from 2gp to 4gp per peasant (-2). he rolls 2d6-5+1 for and do their duty. and disloyalty. EXAMPLE: Marcus. At the end of the season. Marcus becomes chaotic as worse than average. Spies and thieves operating against the domain suffer a -4 penalty to their proficiency throws. An extra 2d10 families per thousand are lost to Taxes above normal last season -1/gp increase illness. as Population grew 5+% last season +1/5% increase above. Steadfast means that the domain’s inhabitants hail their ruler as great leader deserving of strident support. The garrison does not families per thousand each month.

999 a campaign’s realms can be found under Constructing the 625. tariffs. 2. duties.000 624 an urban settlement located within a domain. decrease adjustment on his next morale roll. the settlement’s population will grow by an additional amount each month from If the adventurer has established his urban settlement in a immigration.000 families in the urban settlement each month to Taxes 20% of urban revenue determine the change in the settlement’s population. To found an urban settlement. rent. walls. the adventurer will make two die rolls of Upkeep 1. To avoid this. Instead of (or in addition to) doing so. So long as Tithes 10% of urban revenue the character actively adventures at least once per month and Festival 5gp/family/season keeps his urban settlement secure from threats. must pay for the upkeep of the urban communities. From the peasants’ perspective. Each urban settlement has a market is physically present counts for morale purposes.500–4.999 8 Class II found an urban settlement within his domain. When Marcus urban family in his domain. Settlement Population Urban Revenue (families) (gp/family) Market Class 75–249 7 Class VI VILLAGES.000gp spent actually safe.000 8. This does not residents to the adventurer. and other infrastructure.5gp/family 1d10 per 1. and Cities 133 . 20 heavy class based on its size. the limits are based on settlement’s gross monthly income to the church of the domain’s the extent of urban investment.000gp and then moves between 75 to 250 peasant families into the urban settlement. Detailed rules 75. only that portion of its garrison which settlement as a market. he may choose to 5. shows the average Total Investment (gp) Maximum Population (families) monthly income. Because the Rulers may also profit from taking advantage of the urban domain is being attacked. And. If the domain is attacked while part of the garrison on investments in a month. settlement located in a different domain.499 for developing the complete urban demographics of all of 200.5 Class IV secure an additional area of land to permit the population to 2. the urban settlement dominant religion. aqueducts. as with a domain. He will also owe a tithe of 10% of the not based the available land. TOWNS.000–19. he will owe the usual 20% tax on his settlement’s Unlike domains. Upkeep of An adventurer cannot directly manage a domain and an urban urban settlements cost 1. however. Instead. sewers. urban However. AND CITIES 250–624 7. this benefit only lasts while the ruler’s domain is investment also attracts new residents.999 7. costing 5gp per family. In addition to increasing the maximum population. For every 1.000–100. civilized realm.000 4.200gp. the settlement’s urban families. EXAMPLE: Marcus’ domain has 1. Marcus’ garrison consists of 40 Each month. an urban settlement functions much like a Campaigns month. the adventurer will collect revenue from each heavy cavalry (60gp/month x 60 = 2. he sends 20 heavy cavalry representing tolls. receives a call to arms from his lord. the adventurer both his domain and the urban settlement within the domain.999 Campaign Setting in Chapter 10. family per month and increases with the size of the settlement.000 249 sizes. the adventurer can war waged somewhere else! increase the maximum population size of the urban settlement. beastmen begin raiding his domain. using the Domain Population Growth table.5 Class V When a domain reaches its limit of growth.The Adventurer Conqueror King System as having a 2gp/family garrison for purposes of his domain’s By spending more gold pieces on roads. Urban revenue begins at 7gp per have any immediate morale implications. below. Expense Monthly Cost Growing the Settlement Garrison 2gp/family As with a domain. Each Once established. Initially. This table can be used to quickly determine the value of 25.500. after expenses.000 19.000 Villages. of urban settlements of various 10. When the Total Investment (the date will vary based on the culture. Towns.5 Class III grow. Paying Expenses Settlement expenses are similar to domain expenses.400gp per month. Towns. its ruler will normally 626–2. so Marcus will suffer the -1gp/family on markets. an urban settlement must pay a garrison cost of 2gp/ separate domain. Urban families pay urban revenue. it’s better to have the marketplaces. present in the domain counts for morale purposes. the settlement will attract 1d10 new is absent. the limits of an urban settlement’s growth are gross monthly income. the adventurer makes an initial investment of 20. however.5gp/family each month.000 2. Marcus petitions his lord to allow him to bring his forces home. and other fees paid by the to join his lord in fighting in a distant realm.000 100.400gp). The next month. the urban settlement common). then only that portion of the garrison that is physically urban families. morale.200 families with a garrison Collecting Revenue cost of 2.499 7. the adventurer will be expected to hold a festival for expands to accommodate a greater maximum. See Mercantile Ventures for more details cavalry are worth 1. The Villages. In addition to maintaining the garrison. four times per year is limited to less than 250 families.5 Class I 10. except that the adventurer can directly manage family. but one per season is shown on the table below is reached. and Cities table.

all settlements have a morale score which if they were two population categories smaller. modifications to revenue as if they applied to urban revenue. *Class VI market at domain’s stronghold only or orcs. Keeping the Peace »» Beastmen domains always increase in population as Like domains. It may vary standard values for the same reason. should he stone. or other benefits of possessing gates.500–4. DWARVEN VAULTS ESTABLISHING STRONGHOLDS BEFORE 9TH LEVEL A dwarven vault may not be built in the civilized or borderland Through good luck or careful play. If additional defenders are needed. Towns. Small city (1. or making investments to attract peasants.950gp Class III Chaotic domains are managed like other domains. Metropolis 25. the adventurer does not gain any underground structure. adventurers may sometimes area of a human or elven realm. however. Should a chieftain prove recalcitrant.g. but dwarves from other clans will also come and live nearby to be ruled by the The adventurer will be responsible for the upkeep of the character.999) mercenaries. »» Beastmen in urban settlements produce only ½ the For purposes of applying morale effects to settlements. Beastmen families Metropolis (40.399gp Class II following exceptions: Large city 9. land and service income are increased by 1gp per festivals are doubled. Swearing fealty to a high-level NPC lord hire members of other races for other tasks.249) 370–739gp Class IV established as a chaotic domain ruler. goblins.g. Villages. Because of move in to help maintain and defend the vault at no cost to the his relatively low level. A total of 3d6x10 1st level NPCs of the same race will stronghold and security of any families present.000–9.000–39. and young.999) 1. and Cities CHAOTIC DOMAINS Chaotic adventurers may establish chaotic domains of Urban Settlement (families) Monthly Income Market Class beastmen rather than humans or demi-humans. Settlement morale is The population limits per hex are reduced to ½ their checked every season on the Domain Morale table. This these cannot constitute more than 25% of the gp value of the does not prevent him from hiring mercenaries to defend his stronghold. applied to urban income as a annexed. He may his grip on his domain. the domain within which it was founded. walls.000+) 51.999) families in lieu of normal men. Hamlets (74–) 0gp Class VI* Rather than clear any beastmen present from the area.475–2.600gp+ Class I will be of the weaker varieties. Any above-ground structures must be of earth or holdings. over time from the morale of the domain it is within. 1gp the chaotic ruler if their domain is conquered and from land and 1gp from service. This translates to a »» Lawful domain rulers will only become vassals of 2gp increase to urban revenue in a Stalwart settlement (e. families. or from managing peasant families that already live on the domain.250–2.999) or chaotic alignment. peasant family each in a Stalwart domain.700–9. While it may include above-ground automatic followers.599gp Class I »» The ruler will attract beastmen followers and (20. If this occurs. with the Large city (5. is very helpful in preventing this! Dwarven vaults are otherwise maintained like human domains. If he does reach the appropriate class level he will Dwarves usually live in clans.. Once the leadership of any beastmen lairs in the Small town (450–624) 265–369gp Class V domain has been brought into service.000–19. 134 Establishing Strongholds Before 9th Level . a dwarven ruler is stronghold from NPCs who consider him too weak to maintain expected to employ only soldiers of dwarven descent. an adventurer might have to defend his character.400–14. penalty due to the difference in alignment. represent its population’s trust and faith in their ruler. He may only employ human and Large city 14. Large village (250–449) 150–264gp Class V of course. Additionally. elderly. kobolds.474gp Class IV City (2. »» The domain morale modifiers for garrisons and For example. e. a dwarven vault must be an followers. the chaotic adventurer is Large town (625–1.099gp Class II »» The ruler can hire any beastmen in the area as (10.000–14. »» Beastmen provide only ½ the land revenue of established urban settlement begins with the morale score of normal men as they are poor farmers and herders. or structures as necessary for defense or commerce. the Small Village (75–99) 18–24gp Class VI chaotic adventurer must successfully hire at least one chieftain Village (100–159) 25–39gp Class VI in the area as a henchman. All such domains will have a -2 morale total of 2gp per family). consisting of noncombatant women. or acquire or build a stronghold before they are eligible to gain wilderness area.999) 4. so dwarves of the vault builder’s be able to attract his followers and peasant families at that time. desire to.499) 740–1. A newly. only in a dwarven realm. clan will be the first to live under his roof. Village (160–249) 40–60gp Class VI he can be eliminated in favor of a more pliable sub-chieftain.800–51.799gp Class II demi-human mercenaries and specialists of neutral (15. the stronghold until he reaches the appropriate class level. treat all urban revenue of normal men.100–18. The decision to establish a chaotic domain is made when the domain is secured.

etc. his hideout. As a result. and outcome of a successful Elven fastnesses are otherwise maintained like human hijink are summarized below. payout of 60% of ruffians. mercenaries. payout of 12% of attract an additional 1d6 1st level followers to his syndicate.000 can be assigned assassination hijinks. However. increasing its value to 20. Later.) Only assassins and elven nightblades Class III 375 75. For an assassination to succeed. Additionally. hideouts do not to boss secure domains and do not attract peasant families. The Once an adventurer has established a syndicate. not a hijink. each member of the syndicate (whether a follower. Because of the elven connection to nature. bounty of Assassins.000gp per level of victim stronghold called a hideout. in a class IV market. elven nightblades. a total of 3d6x10 1st level elven membership of his syndicate rises to 100. All value of goods to boss followers must be paid standard rates for ruffians. Each time the adventurer gains a level thereafter. The market a successful Hide in Shadows throw. or wilderness areas. all ordinary animals HIJINKS within 3 miles of the fastness will be friendly to the elves. he spends 10. even though it is not. required rolls. and the animals will warn of approaching If an adventurer has henchmen of an appropriate class (assassin. the branches of a might tree. he spends another 10.000 adventure. elven spellswords may hire elven mercenaries only. a fastness cost to reach that size of membership. The year following. Initially. Stealing Pick Pockets Steal 2 loads per level of Mercenaries. but not as syndicate. so the structure of his syndicate is 50. However. strangers.000 Assassination is the murder of unsuspecting NPC targets Class V 50 10. Fastnesses might be erected at the summit of a great peak. See the Hirelings. will serve.000gp on will cost as much as similar work in stone. spies and thieves operating against the Each month.The Adventurer Conqueror King System ELVEN FASTNESSES syndicate’s boss must construct a sufficiently large hideout.000gp on his hideout. in order to reach its maximum size.000 for pay. Syndicate Minimum Hideout Market Class Membership Value (gp) Assassinating Class VI 25 5.000gp per level of the victim from whomever hired villages. maximum membership of his syndicate does not increase. Carousing Hear Noise Learn one rumor worth when an adventurer has established a hideout. An adventurer may assign Class II 750 150. Being secret. Large ports and cosmopolitan cities can sustain than the victim.000 an assassination against a particular target for personal reasons if desired. the syndicate gets the benefit of any successful hijinks he orders. Hideouts must be built within 6 miles of an urban settlement. the no cost to the character. he will become 3d12x5gp per level of the boss of a syndicate of 2d6 1st level followers of his own perpetrator to boss class. or thief) these may also be assigned hijinks. or behind a towering waterfall. the maximum membership Building in such locations is very expensive. There is a -1 penalty on class of the urban settlement determines the maximum size of the proficiency throw per each level the perpetrator is lower the syndicate.000gp per level Hideout Size and Cost of perpetrator to boss Max. Only areas within an elven membership by settlement class. and thieves can build a secret Campaigns 1. Otherwise. Requirement Successful Outcome HIDEOUTS AND HIJINKS Assassinating Hide in Shadows Victim dies. and Specialists rules in Chapter 3 for details on perpetrator. The boss who controls elven ruler must always defend the animals within this territory. The maximum Once the fastness is completed. (Assassinating a PC or suspicious NPC victim is an Class IV 100 20.000gp mansion. domain suffer a -2 penalty to their proficiency throws (see henchman or ruffian) on the boss’s payroll can be assigned a Hijinks. Non-elven because a Class IV market can only sustain a 100-member beings may be hired as specialists and henchmen. The available hijinks. carry news of events. However.000gp. in exchange for this assistance. its members elves will be able to communicate with the animals as per the spell can be deployed on various hijinks within its base of operations. an assassination hijink is murder-for-hire Class I 3. Henchmen. Spying Hide in Shadows Learn one secret worth the syndicate boss may hire ruffians to increase the size of 2d12x100gp per level of his syndicate (similar to how a fighter hires mercenaries to perpetrator to boss increase the size of his garrison). Based on the value of his hideout. domains. The An elven fastness may not be built in the civilized or borderland Hideout Size and Cost table shows the maximum syndicate area of a human or dwarven realm.000 600. must be built harmoniously within a site of natural majesty. as well as the required hideout realm. NPCs will move in to help with it and defend the fastness at he expands his hideout to a 75. below). If additional defenders are needed. the perpetrator must first make which becomes the syndicate’s base of operations. In addition. a Elven Fastnesses 135 . he will Smuggling Move Silently Smuggle 10 loads per level of perpetrator. the boss collects a bounty much larger criminal gangs than small towns and agrarian equal to 1. an hijink from one of six available options. value of goods to boss Treasure Hunting Find Traps Find treasure map to hoard worth 1d6x1. EXAMPLE: Viktir establishes a hideout in the town of Cyfaraun. speak with animals. places.000 on a victim within 1d2 levels of the perpetrator’s level. However. deliver short messages to nearby elven nightblade. If the victim is slain.

136 Elven Fastnesses .

The Adventurer Conqueror King System Campaigns Elven Fastnesses 137 .

For smuggling to succeed. smuggling (4-5). the perpetrator finds a treasure the perpetrator must make a successful Move Silently throw. robbery. If caught. the perpetrator smuggles ten loads perpetrator. Assassins. Only thieves to succeed. Any perpetrator with a 1d6 roll: contraband (1-3). and theft. If the throw is successful. or burglary (6). or other highly valuable 12+ Acquittal with Damages information from the perpetrator’s area of operation. or vandalism (6). the Judge may provide a specific rumor valuable within the ongoing campaign in lieu of money. If the If the proficiency throw fails. If on the proficiency throw per 10 extra loads. customs duties. the perpetrator was not able to move the merchandise. is determined by a random roll on the Common Merchandise Table (see Mercantile Ventures. Treasure-Hunting Treasure-hunting covers all manner of skulking and scavenging Smuggling for treasure maps and rumors of hidden wealth. the perpetrator has been caught. and other unsavory characters in unseemly inns and succeed. determine charges unmodified 1. (Alternatively. If the throw is successful. map to a random hoard worth 1d6 x 1. If the proficiency throw fails by 14 or more or If the proficiency throw fails. The boss earns 2d12x100gp per level of the perpetrator exploiting the 138 Getting Caught . determine the charges 1d6 roll: eavesdropping (1-3). determine appropriate punishments. the perpetrator has been caught Whenever the proficiency throw fails by 14 or more or is an and the merchandise confiscated. charges with a 1d6 roll: drunkenness (1-3). For treasure-hunting tolls. secret facts. If caught. determine the robbery (6). When smuggling the proficiency throw fails by 14 or more or is an unmodified 1. When stealing succeeds. the assassination attempt failed.000gp per level of the If the throw is successful. the boss receives exploiting the rumor through blackmail. If caught. labor fees. theft (4-5). racketeering caught is subject to legal penalties for his deeds. the perpetrator penalty on the proficiency throw. nightblades.000gp value. the perpetrator steals two loads assigned to a carousing hijink. determine charges of the merchandise smuggled. the perpetrator 9–11 Acquittal learns advance intelligence. The Judge determines the exact location of the of merchandise per class level. If the throw is successful. or murder (6). the perpetrator learns nothing. The perpetrator can steal extra learns one valuable rumor appropriate to the perpetrator’s loads of merchandise by taking a -1 penalty on the proficiency location. If the throw is successful. etc. the boss collects a fee equal to 12% of the market value the perpetrator has been caught.) If the proficiency throw fails. (If desired. Any character (including 0th level characters) can be throw. 60% of the market value of the stolen merchandise. the proficiency throw fails by 14 or more or is an unmodified determine charges with a 1d6 roll: theft (1-3). and thieves can be Adjusted Die Roll Result assigned a spying hijink.the guild. the perpetrator must make a successful Pick Pocket taverns. If the proficiency throw fails. Carousing includes all manner of consortium with harlots. the perpetrator must make a successful 6–8 Conviction on Lesser Charge Hide in Shadows throw. with a 1d6 roll: assault (1-3). and monopolies. as ½ level for purposes of bounties (500gp). throw. If caught. hoards will generally be 6 miles away from the boss’s smuggled is determined by a random roll on the Common hideout for each 1. with a 1d6 roll: trespassing (1-3). 0th level victims count valuable within the ongoing campaign in lieu of money). the perpetrator must make a successful attempt to steal a particular type of merchandise by taking a -4 Hear Noise throw. the the proficiency throw fails by 14 or more or is an unmodified 1. Only thieves can be assigned a stealing hijink. the perpetrator finds nothing. sedition (4-5). below). The boss earns 3d12x5gp per level of the perpetrator throw per extra load. Only thieves Smuggling is the illicit movement of goods in order to avoid can be assigned a treasure-hunting hijink. If the proficiency throw fails by 14 or GETTING CAUGHT more or is an unmodified 1. burglary (4-5) or 1. The Judge may (6). The type of merchandise stolen Eavesdropping proficiency make the best carousers. succeeds. or have the player roll on the Crime and Punishment table. A victim assassinated for the boss’s personal reasons valuable secret. If is an unmodified 1. If caught. Merchandise Table (see Mercantile Ventures). For stealing to gossips. the perpetrator has been caught. Spying Crime and Punishment Spying is the clandestine retrieval of secrets from powerful and influential figures. The perpetrator can For carousing to succeed. the Judge can provide specific secrets does not generate a bounty for the boss. Stealing Carousing Stealing includes all manner of burglary. perpetrator has been caught. or treason (6). The type of merchandise hoard. mayhem (4-5). but thieves and characters with of merchandise per class level. 2– Punitive Conviction 3–5 Conviction For spying to succeed. the perpetrator must make a successful Find Traps can be assigned a smuggling hijink. gambling (4-5). insider trading. the perpetrator learns nothing. If the proficiency throw fails. If caught. The perpetrator can smuggle extra loads of merchandise by taking a -1 penalty If the proficiency throw fails. If proficiency throw fails by 14 or more or is an unmodified 1. the perpetrator has been caught. the perpetrator was not able to steal anything. determine charges with a the perpetrator has been caught.

rank 1 attorney costs 25gp. a rank 2 attorney costs 50gp. Breach of peace. murder. penalty. or sedition -4. Execution (beheaded or hung) Proscribed (lose all property and Sedition drawn and quartered. roll 2d6. Agonizing execution (burned. etc. Gambling Placed in stocks 2d6 days(save v. Death or lose 1d6 teeth. open locks. rank 3 attorney costs 100gp. or Seduction). eavesdropping. Roll 1d8 to determine found guilty of the charges and will be punished appropriately. Murder. -2 if perpetrator has the die roll by the perpetrator’s Charisma modifier and any been maimed (loss of tongue or hands). Aura. permanently exiled) permanent wound from row 11–15 600gp of Mortal Wounds table) and 750gp Robbery. it can attempt to corrupt the courts. desertion. or devoured by rights. or smuggling -3. Death or permanent wound from row 11–15 of permanent scarring. Execution (beheaded or hung) Regicide monstrous creature. Outrage Fined 5gp Fined 2gp Fined 1gp Eavesdropping Ear cut off (-1 to reaction rolls. Contraband Hand amputated (cannot dual wield Whipped (save v. or Mystic Aura. rape. A +1 bonus The result of the table indicates the fate of the perpetrator. -2 to involving speech. Interpleader: If the syndicate has ties with a domain ruler. the worse the listed below. -2 to reaction and fined 150gp fined 450gp rolls) and fined 300gp value Assault. if any. but will not be punished as severely.The Adventurer Conqueror King System To roll on the Crime and Punishment table. -2 to Mortal Wounds table) and fined 600gp rolls) and fined 450gp reaction rolls) and fined 300gp Burglary. Mayhem and rights. -3 if perpetrator has appropriate proficiency modifiers (from Diplomacy. permanently exiled) wild beasts) Heresy. Otherwise. Death or Whipped (save v. A costs 50gp. He will be punished out of proportion to his Evidence: Roll 1d4 to represent evidence favorable to the charges. drunkenness.200gp or use two-handed weapons) and and fined 750gp fined 900gp Arson.) has been found guilty.). Death or suffer Whipped (as above) and fined Manslaughter. the Acquittal means the perpetrator has been found innocent. Smuggling Both hands amputated (cannot climb. assault. or vandalism -2. A contraband extortion. High Treason. etc. Retribution by Crime Crime Punitive Punishment Standard Punishment Lesser Punishment Drunkenness. theft. punitive conviction means that the perpetrator has been made an example of.) devoured by wild beasts) Getting Caught 139 . and a kidnapping. Branded (-2 to all reaction rolls) Whipped (as above) and use weapons or items. heresy. Racketeering Execution (beheaded or hung) Hand amputated (cannot dual wield Branded (-2 to all reaction rolls) and fined 1. Death Fined 25gp Fined 10gp or lose 1d6 teeth. burglary. Mystic been proscribed. Bribery: If the syndicate has a member with the Bribery proficiency. -2 to reaction rolls) and fined 50gp Bribery Tongue cut off (cannot speak.500gp. etc. battery. racketeering. rioting. -4 to rolls) and reaction rolls) and fined 50gp fined 150gp Theft. happened. Damages are always equal to what that if the domain ruler controls the domain where the crime the fine would have been for the charges. good character. he may free the perpetrator without resorting to trial at all. Conviction on lesser charge means that the perpetrator caught with stolen goods. drawn and quartered. or piracy -5. mayhem. Other circumstances that will apply are Severity of Crime: The worse the crime. gambling. Desertion. transformed into crucified. high treason. robbery. plus an additional +2 if the found so innocent that the court awards monetary damages for interpleader has Diplomacy. Note the offense to his reputation. Tortured and proscribed (lose all property Tortured (save v. Add the Charisma Acquittal with damages means that the perpetrator has been modifier of the domain ruler. ruler could plead on the perpetrator’s behalf. -1 to hear Fined 10gp Fined 5gp Campaigns noise. Death or suffer Whipped (save v. a +2 bonus costs 350gp and a +3 bonus costs 1. Adjust Prior Crimes: -1 if perpetrator is branded. remove and fined 600gp fined 450gp traps. -1 to surprise rolls) and fined 25gp Trespassing. or any other similar actions) and fined 900gp Kidnapping. or regicide -6. or trespassing -1. cast spells. the penalty from unfavorable evidence (witnesses to the crime. Attorney: Add the perpetrator’s rank in Profession (attorney). -2 to reaction permanent scarring. Intimidation. bribery. Vandalism Tortured (save v. outrage of decency 0. undead. Fate worse than death (cross-bred into Agonizing execution (burned. manslaughter. crucified. an attorney can be hired by the syndicate. arson. A conviction means that the perpetrator has been perpetrator (alibis. Placed in stocks 2d6 days (save Fined 25gp or use magic items or proficiencies v. Death or Placed in stocks 2d6 days or use two-handed weapons) and permanent scarring.

Betray means that the follower will the class of their boss. add a +1 bonus per level difference. and healing of members who get caught while assigned 2– Immediate Attack hijinks. for a -4 leader. Viktir criminal guild. 5. He will betray the adventurer if a plurality of his fellows do so. based in Cyfaraun (a Class IV management. For very large syndicates. He may then claim the syndicate and its enslavement. and to the members of any syndicates controlled by his underbosses. or kill an NPC who already include various forms of fines. syndicate to be a henchman. A perpetrator who cannot members as his own. The Judge should roll on the Change in pay a fine is indentured to work off the fine. Adjusted Die Roll Result fines. Reingo’s will roll on the Crime and Punishment The Judge may apply an additional modifier between -2 to +2 table with a -3 on the die roll. 9–11 Accept 12+ Accept with élan CREATING A CRIMINAL GUILD Immediate attack means that the follower seeks immediate A criminal guild is a group of multiple syndicates under the revenge against the adventurer and will attack him at the first control of one boss. Since the two betrayers are a plurality. a thieves’ guild or assassin’s guild. 8. and two plan to betray Viktir. members. 10. If the adventurer assigns hijinks to more than 20% of the followers that any 140 Creating a Criminal Guild . In levels higher than Rollio) +1 (from Viktir’s CHA) -2 (from order to keep his criminal enterprise growing. the adventurer may fund a hideout for the henchman. of his members there. gifts. Accept New Base of Operations means that the follower becomes loyal to the character. Reingo will be whipped and fined 500gp. The new syndicate in EXAMPLE: Viktir. and in its current base of operations may decide to establish a new the follower’s morale rolls receive a bonus of +1. on bribes (+2). mutilation. the Judge may roll in punishments. One is hesitant. pretend to be loyal to adventurer. controls a syndicate. humiliation. Apply the previous hires the best available attorney (+3) for 100gp and spends 350gp leader’s CHA bonus (if any) as a penalty to the recruitment roll. or even 100 where appropriate. However. If the boss regularly abandons his members to their fate. If one of the adventurer’s assassin. either the henchman who established the Henchman Acquisition syndicate or one appointed by the adventurer. reduced by 3. or other (-2).g. assassinates the new base of operations becomes part of the adventurer’s Rollio. resulting in a Conviction. apply a -1 penalty penalty). Accept An adventurer whose syndicate has reached its maximum size with élan means the offer is accepted with very good spirit. The new henchman’s syndicate An adventurer may assign hijinks to his own syndicate becomes part of the adventurer’s criminal guild. underbosses expect to be given wide latitude in running their part of the syndicate. but remain loyal if not. and execution. or nightblade henchmen reaches 9th level. his boss Viktir per level difference if the converse is true. Punishments can An adventurer may exile. If the adventurer is higher level than the previous bad (the 1d4 roll scores +1. The henchman will attract followers into a syndicate MANAGING A CRIMINAL GUILD as per the rules above. Criminal guilds are commonly named for available opportunity. a 1st level thief. Perpetrators work Management table for each of the NPC’s former henchmen off fines at a rate of 3gp per month. EXAMPLE: Reingo the Ruthless. Hesitate means that the guild: follower feels conflicting loyalties. so the Judge secretly rolls to see how Rollio’s followers respond to the change in EXAMPLE: Viktir’s syndicate. Intimidation. torture. for a total of +1. Viktir builds a Rollio’s CHA). bribes. Reingo is quite uncharismatic (-2) and the evidence looks proficiencies. score of 5. A perpetrator who can pay and followers to see if they are successfully recruited by the three times the amount of a fine can avoid other associated adventurer. claims Rollio’s four followers for himself. and 9. thief. a 12th level thief with CHA 16 and four followers. 3–5 Betray the Judge may roll on the Henchmen Loyalty table to see if the 6–8 Hesitate remaining syndicate members attack or betray their boss.The Retribution by Crime table can be used to find an Change in Management appropriate punishment for various charges. a 14th level thief with CHA 13. A henchman who An adventurer may recruit an NPC who already controls a manages a syndicate is called an underboss. Change in Management The syndicate boss is expected to pay for the attorneys. for a reflecting the adventurer’s reputation. is caught The adventurer’s CHA modifier is applied as a die roll modifier. exile. The Judge rolls incredibly badly new hideout in Arganos (a Class III settlement) and moves 20 – an adjusted 3. while the 1d8 roll scores -5. and other attributes. Other syndicates in the criminal guild must be assigned to a henchman to manage. has reached its maximum size of 100 members. Since Reingo has been a loyal follower. stealing a bundle of rare furs (500gp) and charged with theft along with any bonuses for Diplomacy. the hesitant follower will join their Henchman Advancement attempt. and the henchman’s syndicate becomes An adventurer can only directly manage one syndicate at a time. Only one follower is loyal to Viktir. He rolls an 8. part of the adventurer’s criminal guild. 25. e. syndicate in a new base of operations by building a hideout there and relocating some of his membership. but will betray him if an There are four general ways an adventurer may create a criminal opportunity to do so presents itself. batches of 5. Each die roll will be at +2 (because Viktir is two settlement). imprison.

SANCTUMS AND DUNGEONS A mage who builds a sanctum attracts 1d6 apprentices of 1st-3rd level each. Constructing a Dungeon 141 . If a monster finds unclaimed When managing a large criminal guild. Any wandering 6 835 monsters that arrive have a percentage chance of establishing a Campaigns 7 1. For purposes of assigning following rules govern the creation of such dungeons. A dungeon is constructed using the Stronghold Structure Costs listed under Establishing the Stronghold. within their domain with the aim of luring monsters to lair In this way very large criminal guilds spread across multiple within. Anzio directly manages his own 20 followers forests. with a -1 penalty per each additional Many mages devote their later careers to magical research. so it has no (Hijinks by 9th level or above character should always be rolled. A This vocation demands a constant supply of rare components. such as the fangs of 20 hellhounds or with him. Wandering monsters do not normally have any The Monthly Hijink Income table factors in the costs of wages treasure of their own. a Treasure Type simply do not care about treasure. he can attract an additional 1d6 normal men. but many will become discouraged before they become mages. but dungeons do best when they are in followers in Arganos.000 If desired. plus 2d6 normal men seeking to become mages. weekly if in a borderlands 5 650 domain. until he has a maximum of 6 apprentices (of any level) and 12 normal men studying at any one time. The Monthly (as explained in the Treasure chapter).) effect on them. hijinks. Monsters without of a large number of hijinks by characters of 1st to 8th level. There are no EXAMPLE: Viktir manages a syndicate with 80 followers in restrictions on the dungeon’s size (other than what the mage Cyfaraun. the Judge will begin checking to 1 5 determine whether any wandering monsters have arrived at the 2 30 dungeon. as well as attorneys. it can be time. There they can be harvested at the mage’s leisure. Rather than squander their time hunting beasts for these components. 10% of the followers that the adventurer is ordering around. each underboss can be assumed to have direct control over 20% of the followers one rank below him on the chain. those who fail become discouraged and leave the tower. A mage’s dungeon(s) need not be in the same hex as 20% of Anzio’s followers. each normal man must make a proficiency throw of 14+. many mages build dungeons Underbosses may themselves have underbosses beneath them. and monthly if in a civilized domain. and mountains. Minimum Stronghold Value unless it is used to secure a chaotic domain. The intelligence scores of the normal men will be above average (discard any rolls of 8 or less). this causes the underboss to roll on the CONSTRUCTING A DUNGEON Henchman Loyalty table. this will cause Anzio to roll on the his stronghold. bribes. Viktir directly manages his own 80 followers plus 20% of Anzio’s 22. plus 20% of his underboss’s 10. Each year the mage dwells in his sanctum. fines. adding their Intelligence modifier to the die roll.500 lair in the dungeon equal to their % In Lair entry. If Viktir assigns hijinks to greater than if desired. A mage may construct multiple dungeons within their domain for a total of 84 followers. manages a syndicate with 20 can afford) or location. Those who succeed become 1st level mages. Monthly Hijink Income Syndicate Member Level Monthly Income (gp) POPULATING A DUNGEON 0 1 After the dungeon is completed. using the Wandering Monster tables in the Secrets 3 200 chapter. skulls of 50 ogres. Anzio himself has an underboss with 10 wilderness domains with terrain favorable to monsters. the monster’s chance of Hijink Income table can be used to summarize the outcomes making its lair within the dungeon is doubled. Anzio. such as followers in Isfaran. and healing for syndicate members who get caught. swamps. for a total of 22 followers.The Adventurer Conqueror King System underboss controls. henchman who resigns or becomes hostile takes his syndicate generally monster parts. The value of a dungeon does not count towards Henchman Loyalty table. At the end of 1d6 months. His underboss. The Judge will make an encounter throw daily if the 4 425 dungeon is in a wilderness domain. treasure equal to or greater than the average for its Treasure Type consuming to roll for every member of the guild. 8 2. the mage may seed the dungeon with treasure to help entice the monsters to stay. The bases of operation can be formed.

750 families make up Class IV.Wandering monsters who establish a lair will choose the best Quintus opts to only spend an extra 3gp per peasant (3. but wandering adventurers who to VI. and song.290XP/1.9. dwarves. safely owns the dungeon run a one-off session with the rest of the transport it across long distances to distant markets by ship. more. with progressively weaker monsters closer to the dungeons. the required increase in monthly garrison. the mage may increase his monthly garrison expenditure of gold The demand modifier modifies the availability and price for pieces. Each domain the old and weak. 142 Harvesting a Dungeon For Monster Parts . if any). Monsters dungeon to serve as the garrison. women. These of 250 to 600 families are Class V. PEASANTS AND DUNGEONS Provincial capitals and medium-sized cities of 1. ARBITRAGE TRADING The riskiest. for 4. 4. adventurers are wont to squander their treasures future monsters that arrive will displace weaker creatures out on wine. their size. stage gladiatorial battles among them. but each has different characteristics.290XP total. For In order to buy and sell goods.000 Like fighters. the more powerful are not. as morale penalty if the monsters are Chaotic and the peasants the depth gives added security. with urban populations of 20.400XP). mages may actually hire the monsters in their that area (and taking their excess treasure. clerics. or simply kill metropolis. constitute Class I. These results mean markets where they are cheap to markets where they are that adventuring parties have come to clear the dungeon! Such expensive. determined by the Judge. Some Chaotic mages harvest adventurers… (as described under Strongholds and Domains) generally has its Note that a mage receives no experience for seizing his own own separate market. Major ports. Any village of 250 families or families can be demoralized if the mage builds a dungeon and less is Class VI. Determine market characteristics. A low demand modifier indicates dungeon and divide that total by the number of peasant families that there is a surplus of that type of merchandise available. enter their dungeons to gather particular components. risky travel across the wilderness. As a result.750 to 5. Total the experience point value of the monsters in the merchandise in the market.000 families or points normally. a mage might offer 140gp per ogre skull to adventurers to a market. the dungeon becomes full. Mages with beastmen peasant families (see Chaotic monsters with the most treasure will generally be deep within Domains) do not need to increase their garrison because of the dungeon.100 families is 3. Some mages prefer to hire low-level adventurers to 1. This will cause a -2 domain generally prefer to be deeper in dungeons where possible. A market can be anything from a humble county exploring the maze he has created. The dungeon- then find a buyer willing to pay enough of a premium to earn owning mage may. a dragon might enslave kobolds rather than displace them. But older. which rate their size and importance. does not protect the peasants from the monsters therein. Any In their youth. Arbitrage traders must identify an opportunity. Other mages may charm the fair to a city-state’s outdoor bazaar to the ports of a major monsters. or elves have arrived.300gp). displacing any less powerful monsters already in If desired. It is up to the mage how he harvests the monsters within his dungeon. Being a stingy archmage. Because it requires large sums of treasure and dungeon is invaded. wiser adventurers. and other large cities of 5. if the demand modifiers are unknown). which would prefer to subjugate the current denizens (Judge’s may find that their favorite type of venture is mercantile. For instance. unless the dungeon’s inhabitants are Lawful. When 1/3 of the areas in the dungeon have monsters lairing within them. available room or area within the dungeon appropriate for His domain morale decreases by 1. families make up Class III. and most other classes (but unlike thieves). It also is home to a sinister dungeon with a cyclops (2. so Quintus’ garrison cost is increased by 4gp per peasant. Small cities and large towns of 600 to the domain around the mage’s stronghold may become settled 1. front encounters are best resolved by having the player whose mage the cost of purchasing large quantities of merchandise. to get and very expensive.290XP). of course. intervene personally when his the trader a profit. rounded to 4. The vast mercantile seize treasure from the mage’s dungeon receive experience hubs of empires. arbitrage is a common choice for merchant-adventurers. who of the dungeon entirely. but most lucrative. for different types of merchandise. Markets are rated by market class from I treasure back from monsters. and group playing as the wandering adventurers. below. Each market will have a unique set of demand modifiers. If maintaining a secure peasant population is important to him. national capitals. EXAMPLE: Quintus’ domain has 1. If the mage fails to A high demand modifier indicates that the merchandise is hard pay this. form of mercantile trade is Some results on the Wandering Monster table will indicate that arbitrage: The movement of goods across long distances from NPC men.100 peasant families. The remaining rooms MERCANTILE VENTURES will be buffer zones between the different creatures.000 or more families constitute Class II. Follow the steps below to adjudicate HARVESTING A DUNGEON FOR MONSTER PARTS arbitrage trading. (round to the nearest whole number). the adventurer must first travel instance. discretion). his domain morale will decrease by 1 per gp/family. The quotient represents usually because the market is a producer of that merchandise. entrance. Small towns and large villages by peasant families seeking his protection and leadership. unless they are the sort of creature have faced death one time too often for a bare handful of coin. (See Generating Demand Modifiers. and 60 orcs (600XP). 6 ogres (1.

Hides -2. These factors are modeled market. One quarter of the merchants (rounded down. and 2 more merchants become interested in doing business in the should only be calculated once for each type of merchandise second week. 3. to buy or sell has not yet been determined. will be willing to purchase from them. Campaigns II 1d10+10gp 2d4+1 4d6 loads III 1d8+5gp 2d4 3d4 loads EXAMPLE: Farlaghn’s caravan is carrying 20 loads of dyes and IV 1d6+3gp 1d4 2d4 loads pigments when it arrives in Arganos. Each type of merchandise market may be made at the end of this time. furs” might be bear and wolf furs in a northern Viking Once a market is selected. represents harbor fees paid to the harbormaster of a port. Since he is trying to find buyers. silk. roll on the Merchants column of town or camel hide in a trading outpost on the steppes. Stabling fees Gems -2. adjusted for the economic and political factors of the market EXAMPLE: Farlaghn leads a caravan into Arganos. each of these merchants market will not buy and sell the same type of goods at different will buy up to 3d4 loads of merchandise. He rolls 9. The base price is then been in the market. and 9 loads of dyes and pigments respectively. “hides. Add the A “load” is a generic unit – the exact nature of a load varies demand modifier to the die roll when trying to find buyers of depending on the merchandise (see the Common Merchandise goods. the border capital of rural Southern As long as they have a caravan or vessel at a market. a Class III where the transaction is occurring. Dye +2.The Adventurer Conqueror King System EXAMPLE: Arganos. or tolls. For characters entering to sell. Grain +1. For instance. and need not pay must pay a toll (unless they sneak in). third week. Determine merchandise of interest to each merchant. and a good place horses each will have to pay 6gp per day. and subtract it from the die roll when trying to find sellers and Precious Merchandise tables. roll on the Loads of Merchandise column a merchant to transact in a particular type of Common to determine the volume of goods each merchant can handle. Determine market price of merchandise. Dyes and pigments are common merchandise. etc. armor. are 2sp per mule. I 1d6+15gp 2d6+2 6d8 loads another trader has met his needs. Farlaghn discovers they will buy 8. Pottery +1. Only one roll per merchant is permitted. Spices +1. 4 merchants express randomly using die rolls and situational adjustments. Silk +1. shows how many loads the adventurers can purchase from he will add the demand modifier of +2 to his roll. minimum 1) become interested during the second week. Farlaghn will be able to unload all the dyes and pigments in in transactions within the first week the adventurers enter the his caravan! market. the minimum toll is always 1gp per load. furs and hides. and on a failed Class Toll Merchants Merchandise roll. and gems. adventurers Argollë. for which Arganos has a demand modifier of +2. 7. 8. he gains a +3 on the die roll. The cost of the toll is moorage. ivory. and Merchandise result shows many of their loads that merchant 2. Common Metals -2. Moorage fees for Wood -2. 4. the Loads of Merchandise result he makes a reaction roll of 9+. Arganos is a great place per day. Rolling 3d4 for each merchant. Rare Furs -2. stabling fees. 8. a reaction roll of 9+ is required to persuade For each merchant. 1gp per cart. The specific 2. listed below on the Market and Merchant Table. 5sp per horse. Cloth +1. the Market and Merchant table below to find the number of If the adventurers are trying to buy or sell a particular type merchants interested in transactions with the adventurers. merchandise in the market. or 12+ for Precious Merchandise. Ivory -2. Farlaghn wants to see if any V 1d6gp 1d4-1 1d4 loads of the 7 available merchants will buy this specific merchandise VI 1d3gp 1d3-1 1d2 loads from him. This 3. Arbitrage Trading 143 . the Loads of need a natural die roll of 7 or more. tolls at the city gate for caravans. they maximum number of merchants available. and 2gp per wagon Tools +2. and similar manufactured An adventurer buying and selling in a domain he controls (see or luxury goods. If an adventurer has a monopoly over a particular type Market and Merchants of merchandise. ships are 1gp per 10 structural hit points per day. Additional efforts to locate more merchants in the its market price must be calculated. If the adventurers are selling. of goods. to sell dyes. What exactly they want prices. The last merchant becomes interested in the third for each visit to the market. but the dice roll has a base price which represents an average value of the takes a modifier of -2 for each week that the adventurers have commodity given its utility and scarcity. Different merchants in the same week. is a Class III market. Determine the number of merchants and loads of results can be customized where appropriate. Glassware +1. Strongholds and Domains. 3. There are 7 merchants available. of merchandise. The market price is the prevailing price for that market. for a total of One half of the merchants (rounded up) become interested 25. so he will only that merchant. For instance. As Arganos is a class III market. spices. The remainder 4. a merchant with 2 wagons drawn by 4 to buy timber. tools. of the merchants will become interested in transactions in the Once the nature of a load of merchandise has been determined. Merchandise. 3 of the 7 merchants are persuaded to buy dyes and pigments. If the adventurers are buying. and merchants will buy or sell twice the normal number of loads of that type from Market Loads of him. above) always has access to the Each time adventurers enter a market to buy or sell goods. interest in doing business in the first week his caravan is in town. Armor +2. the merchant will not transact with the adventurer at all. For each merchant. Roll on the Common Merchandise table to see the merchandise each merchant is interested in buying and selling. below). guild Each merchant will buy and sell only one type of merchandise. Its demand modifiers are: Common will have to pay moorage or stabling fees.

Like passengers. The number and size of the shipping contracts available is determined on the Passengers and Shipping Contracts Table. However. Add 1 if the Roll on a 1d20 to determine the destination of each passenger. Arganos is a II 2d4 2d4+1 4d6 loads major consumer of dyes and pigments. The labor fee is 1gp per 200 stone of and the remainder upon safely reaching their destination. they will need 500 miles by sea or 1gp per 10 stone of cargo per 150 miles to transport their goods to a new market for sale. EXAMPLE: 20 loads of dyes and pigments weigh 500 stone. Charisma. increasing the result to 11. (re-roll) for each type of merchandise each month. Subtract 1 if the market On 19+. he may transport or Precious Merchandise Table. »» Multiply the result by 10 and apply it as a percentage of the base price. Shippers will not generally disclose goods should be handled as a wilderness adventure.To determine market price: PASSENGER AND CARGO TRANSPORT »» Find the merchandise’s base price on the Common If an adventurer is operating a vessel or caravan. This fee is 1gp per 10 stone of cargo space per 500 miles of distance by sea or 1gp per When adventurers buy goods. Rolling 4d4. if he has a monopoly in that type of merchandise. of course.500gp. Arganos has an 11% customs passengers. for this is determined on the Passengers and Shipping Contracts table. Diplomacy. When Common Merchandise table to determine the precise weight of the adventurers reach a new market. The base price for dyes and I 2d4+1 2d6+2 6d8 loads pigments is 250gp. and again when it is sold in a different market. A shipping contract pays 1gp per 10 stone of cargo space per If the adventurers have purchased merchandise. 144 Passenger and Cargo Transport . the passenger simply wants to be transported to the The Judge may apply any special modifiers (from closest market within one size class along the way towards the war. Shippers will generally pay half in advance and the remainder (through an agent) upon their cargo safely reaching its destination. Add the demand modifier. a transaction passengers is 20gp per 500 miles by sea or 20gp per 150 miles may occur. Passengers will not accept transport from adventurers they The market price is calculated once when merchandise is deem untrustworthy. The adventurer must make a Reaction bought. they must pay another labor originating market. Each passenger counts as 200 stone of cargo. Dyes and pigments in Arganos IV 1d4-1 1d4 2d4 loads have a market price of (11x10) 110% of the base price. if any.) he deems appropriate. passengers that hire a vessel merchants. they may sell their the cargo to be shipped. but each merchant will never buy or sell more than or caravan to go to a particular designation must pay as if they the number of loads rolled for that merchant in step 2. Farlaghn scores a 9. or simply assume it is a mixed shipment merchandise. as the merchandise they are shipping. shippers will not accept duty. Adventurers will be expected to offer free passage for one merchant representative who takes care of the goods and tax payments. 2d20 x 100 miles away. Adventurers selling goods will also have to pay a customs duty equal to 2d10% of their market price. passengers between markets. Otherwise. Modify by 1 in the adventurer’s favor travel to a distant market of his choice. A his goods for 5. market is a Class I or Class II. attempt to shipping contracts to move cargo for other merchants. not including any If the adventurers find a merchant buying or selling merchandise food or water required for their passage. Bribery. so The destination of shipping contracts is determined as per Farlaghn’s labor fees will be 3gp. type of merchandise in this market. The Judge may roll on the described in Chapter 6 under Wilderness Adventures. This is the market price for the Passengers and Shipping Contracts merchandise. or 275gp V 1d3-1 1d4-1 1d4 loads per load. If the Roll for each passenger (see Reactions in Chapter 6). Intimidation. above. smuggle goods into the market. above. so Farlaghn will have to pay a fee of 605gp when he sells transport from adventures they deem untrustworthy. The number of passengers available »» Roll 4d4. and other modifiers apply normally.500gp. calamity. Market Shipping Cargo to be Class Passengers Contracts Shipped EXAMPLE: Having lined up some interested merchants. 6. The standard fee for at a market price acceptable to the adventurers. Player An adventurer operating a vessel or caravan may also solicit characters disinclined to pay such fees can. Reaction Roll of 9+ is required to secure each shipping contract. weighing 70 stone per load. Passengers will generally pay half in advance fee to unload the goods. there will be a 10% cumulative chance of a price change the adventurer. Seduction. they must pay a labor fee to cover 10 stone per 150 miles by road. When if the destination is at least 2 market classes smaller than the they sell goods at their destination. merchandise. Only on adventurers wait in the same market hoping for the price to an adjusted Reaction Roll of 9+ will the passenger voyage with change. Exchange goods. Transport goods. Farlaghn’s 20 loads of dyes and pigments are worth VI 1d2-1 1d3-1 1d2 loads 5. Farlaghn sells his dyes and pigments. the passenger wants to hire a caravan or vessel to is Class V or VI. 5. starting with step 1. so the demand modifier III 1d4 2d4 3d4 loads is +2. Transporting by road (rounded up). adventurer’s destination. A round-trip fee may be charged the cost of loading the goods onto their ship or caravan. Adventurers may transact with any or all available by road (rounded up). shipped enough to fill the cargo hold. Mystic Aura. etc.

so the number of parts equals (base price)/(monster XP).150gp 1. The table values 71–75 Books. 1 leader 25. 8 sergeants.800gp 60 guards.600gp 10 wagons 3. merchants. spirits 1 barrel 16 200gp 61–63 Pottery 2 crates 10 200gp 64–68 Tools 1 crate 10 200gp 69–73 Armor. per Base Roll Merchandise 1 Load Load (stone) Price (rounded up) become interested in a transaction during the first week the adventurers enter the market.000gp 17 sailors. and merchandise 91–95 Semiprecious 1 box 1 1.000 stone 20.475gp Common Merchandise Roll Merchandise 1 Load Enc.000gp (R+Q) 525gp 2. ale 10 barrels 80 100gp 26–30 Oil.200gp 40 guards. 1 leader 19. 36–45 Metals. furs 10 bundles 30 150gp 40–43 Tea or coffee 2 bags 10 150gp 44–47 Metals. 2 sergeants.500gp 80 guards.The Adventurer Conqueror King System Characters may both accept passengers and shipping contracts Precious Merchandise and buy their own merchandise to fill out cargo space. preserved 10 barrels 80 50gp 09–12 Wood.000gp 10 sailors.000gp passengers.000gp II markets. 1 leader 12. weapons 1 crate 10 225gp 74–75 Dye & pigments 5 jars 25 250gp 76–80 Glassware 2 crates 10 400gp 81–85 Mounts (Roll 1d4+4 on Animals) By Animal By Animal 86–100 Roll on Precious Merchandise Merchant Ships and Caravans 145 . determine specific monster. 1 leader 6.000gp were determined based on the average values for number of 76–90 Silk 5 rolls 20 2. Each monster’s parts have a gp value equal to the monster’s XP value. common 1 cord of logs 80 50gp 13–16 Animals (Roll 1d6 on Animals) By Animal By Animal 17–20 Salt 150 bricks 80 100gp 21–25 Beer.000gp or treasure of merchant ships or caravans.000gp given in these rules.000gp (Q+P) 1. 11–25 Wood.600gp 20 guards.400 stone 15. rare 1 cord 16 500gp The remainder becomes interested in transactions in the third 26–35 Furs. common 200 ingots 100 200gp 48–51 Meats. minimum 1) become interested during the second week.000gp (N+L) 515gp 120gp 20 wagons 7. MERCHANDISE TABLES Merchant Ships and Caravans Average Cargo Average Upfront Average Cargo Value Carried Monthly Average Ship/Caravan Cost Ship Crew / Caravaneers Weight Carried (Treasure Type) Costs Monthly Profits Small sailing ship 10. vegetables 20 bags 80 10gp 05–08 Fish. One quarter (rounded 01–10 Monster parts* 1 crate 5 300gp down. 1 captain 30. Large sailing ships and huge 30-40 wagon stones caravans are assumed to ply trade routes between Class I and 96–100 Gems 1 box 1 3. 2 navigators. one half of the passengers and shipping contracts Enc.200 stone 40. 1 navigator. shipping contracts.000gp (Q+H) 825gp 600gp Campaigns 30 wagons 10. preserved 10 barrels 80 200gp 52–54 Cloth 20 rolls 80 200gp 55–60 Wine. 4 sergeants. precious 2 ingots 4 600gp 46–60 Ivory 1 tusk 8 800gp MERCHANT SHIPS AND CARAVANS 61–65 Spices 1 jar 1 800gp Use the following table to quickly determine the costs.000gp (R+N) 1. As with merchants.450gp 1. 1 captain 10. 6 sergeants.000gp (Q) 325gp 875gp Large sailing ship 20.800 stone 25. lamp 5 jars 30 100gp 31–35 Textiles 4 bags 20 100gp 36–39 Hides. while small sailing ships and caravans ply the *Roll on the wandering monster table for the region to secondary trade routes between Class II and III markets. per Load (stone) Base Price 01–04 Grain. rare 1 bundle 5 500gp week. profits.050gp 40 wagons 14. fine 2 crates 10 1. 66–70 Porcelain. rare 1 box 3 1.000 stone 64.600 stone 55.

A stronghold 12 60. tax. the character loses the XP earned from 6 1. Marcus Characters that undertake campaign activities can earn earns no domain XP. First.000 stone 1 (1. etc. wages. This may result in the loss of class levels.000 of origin). In order to earn XP. income. with taxes. making his domain revenue 25. characters receive XP bonuses or penalties based on their score in their class prime requisites.000gp and 10 stone and 2. EXPERIENCE FROM DOMAIN AND If monthly mercantile income exceeds the character’s gp MERCANTILE INCOME threshold. If the stronghold is partially destroyed when re-captured. surviving player characters and henchmen evenly. taxes cost 5. The gp 3. merchandise has EXAMPLE: Marcus is a 9th level fighter who has become a an average base price of 300gp and an encumbrance of 70 stone Palatine of the Auran Empire.500gp Note: When quickly calculating average hauls. the character’s activities must meet EXAMPLE: Farlaghn.000gp. A character receives 1XP per 2gp spent constructing a stronghold 3 150 moorage and stabling. Since the risked by others. tolls.500gp EARNING EXPERIENCE FROM CAMPAIGNS each month. The XP is earned 4 300 labor fees. 11 40. 14 425. hen 1 stone per 2 200 (100 stone) 5gp/wk 60gp 2 Sheep 6 stone 30 (180 stone) 5gp/wk 60gp 3 Pig. his garrison costs 4. he earns XP equal to the difference. goat 12 stone 20 (240 stone) 5gp/wk 60gp 4 Cattle 50 stone 5 (250 stone) 5gp/wk 50gp 5–6 Horse.g. service. sanctum. 8.000 by returning to his point the character re-gains XP equal to its reduced value. or from mercantile expeditions his mercantile income (after all expenses) is 7. so he earns 600XP for each threshold is based on the character’s level. domains managed by vassals. a 7th level elven spellsword.000 revenue from the expedition but do gain XP for harvesting monsters in them. however. If multiple characters join a mercantile Domain income is the total of the ruler’s land. his monthly mercantile income is exceed the character’s monthly gold piece threshold.000gp of service income. Animals Encumbrance per Fodder Cost per Load Roll Animal Animal Animals per Load (10 stone) Price per Load 1 Rabbit. Characters.200XP total. stronghold upkeep costs 1.000gp.000 the expedition began to determine monthly income. leads a fleet two criteria. 146 Experience from Construction . the total gp value should be divided among all and vassal revenue. Second.000 stone) 20gp/wk 1. His 5 vassals pay him an additional per load. less 1 25 the cost of goods sold. 9 12. However. EXPERIENCE FROM CONSTRUCTION 2 75 rations. His gp threshold is 3. a character personally. His domain income is 12. from adventuring. as his gp threshold is 12.000 by the number of months constructed by a follower or henchman of an appropriate level 13 150. custom duties.) used to secure a domain.000gp. 10 18.000gp.000 that have elapsed since earns the follower or henchman 1XP per 4gp (e.000 his final destination (usually intact. stronghold upkeep. as detailed Mercantile income is the XP from Domain and in Chapter 2. If the character ever loses 5 650 from arbitrage and transport the stronghold. and tithes. or 1.600gp.000gp of tax income. he earns XP equal to the difference per month of the A character may earn XP from his domain and mercantile expedition.500gp.500 when the character reaches character can regain the lost XP by re-taking the stronghold 8 5.000gp per month.000gp each month in total. the totals should be calculated separately. expedition. monthly income that a character of that stature should be able to earn with little risk or effort. Domain income is earned monthly. threshold. Characters can never earn enough Mercantile Income total of gp earned from selling campaign XP to advance 2 levels or more in one month. per load.000gp of land income. 6. and tithes cost 2. income. Common merchandise averages 180gp and 80 stone generates 9.200gp. Mercantile income when the stronghold is completed.000gp. If domain income exceeds the character’s gp henchmen receiving a ½ share each. the income earned in any month must expedition took two months. Marcus experience points (XP) from their activities. less his garrison cost. As with XP earned contemplates raising taxes… or conquering a larger domain. The 7 2. yak 150 stone 2 (300 stone) 5gp/wk 80gp 7 Warhorse 200 stone 2 (400 stone) 7gp/wk 500gp 8 Elephant 1.250 expeditions is calculated its construction. The character does not earn XP from two-month expedition. A follower or henchman managing a domain In cases where a character has both domain and mercantile earns 50% of the normal domain XP. the activity must have been managed by the of six small sailing ships from Arganos to Aura and back. 50%). Divide the total Mages do not gain XP from gp spent to construct dungeons. and (castle. goods and transporting Class Level Gp Threshold cargo and passengers.500 families per load. His domain of 1. A follower or henchman earns 50% of the normal XP from mercantile activities. and represents the month. At the conclusion of the expedition. Precious merchandise averages 1.

Collegiate magical research does not earn XP. a petty noble’s son (0th level character) who inherits materials. He then creates a scroll of fireball. Experience from Magical Research 147 . he may advance to become a 1st level character. proficiencies he already knew. bribes. month of research. 1st level followers will earn 50XP per month from hijinks. so the cost is 30. (Income can be rolled and calculated manually. or related proficiency (Judge’s EXAMPLE: Quintus. Rigan can make one scroll to advance.500gp. Quintus’ gp threshold is 9. When he advances to 2nd. With a magic research throw of 16+. attack throws. (A follower or henchman acting as an characters is carousing (Hear Noises 18+). but the cost for libraries.000XP for each month. decides to focus on his race (only elves may be nightblades) and the sort of company creating scroll of fireball. or special components is excluded. it was higher. Most ruffians do not. Rigan. so he earns no XP. and magical healing for his members. The character will advance Years later.The Adventurer Conqueror King System EXPERIENCE FROM MAGICAL RESEARCH 0TH LEVEL CHARACTERS AND EXPERIENCE FROM A character may earn XP from magical research he conducts CAMPAIGNS personally. the only hijink available to 0th level research independently. or 12. reaches 4th level. 30. he acquires the Adventuring proficiency. When the 0th level assistant thus gains 25% of the normal XP. he may become a 1st receive XP for magical research conducted by their assistants.700XP. Both the base cost of the magical research Magical Research: 0th level characters who study under an and any precious materials apply. or the Monthly Hijink Income table in the Managing a Criminal Guild section can be used for faster calculation. Magical Engineering. Syndicate members earn XP equal to 50% of the gp value of hijinks they perpetrate successfully. To qualify they must first possess the Alchemy. For two months and 15. of the normal XP from magical research. They must then study for 1d6 months and make This takes one week and 500gp.000gp in precious instance.) If monthly hijink income exceeds the character’s gp threshold. powers. discretion). Should Rigan be so fortunate as to have hit die. multiplied new class’s proficiency. He gives his assistant. and 4th level. live that long. Failure means the character has no gift for magic. fighter after 2 months as serving as baron (if bandits don’t kill Followers or henchmen conducting magical research earn 50% him first). Which class will depend on Campaigns EXAMPLE: Quintus. Quintus creates a sword +2. they had a Gp Threshold of 25gp. Each time Rigan succeeds. he earns XP equal to the difference. enough to reach 2nd level.500gp divided by one (the Domain and Mercantile Income: A 0th level character may earn minimum) is 1. 500gp divided by one (the a proficiency throw of 14+. They are treated as if 800gp. Wizardry. He also uses 15. a 5th level mage. 3rd. if its cost exceeds his gp threshold. level assassin. creates a scroll of sleep. With a sample. 800gp. less the cost of wages. 0th level by at least one). or thief. he must remove one of these pre-existing general EXPERIENCE FROM HIJINKS proficiencies (representing erosion of skills over time).000XP total. it takes 0th level characters mage henchman. Rigan will succeed throws. a 1st level the character is keeping. at 9th level. An assistant gains 50% Hijinks: A 0th level character may earn XP from perpetrating of the magical research XP he would earn if he conducted the hijinks. which is greater than his gp threshold of XP from domain and mercantile income. fines. In most cases. 1. he gains his will earn 56XP (250gp less his gp threshold of 25gp. The new 1st level character retains any general he’ll earn around 2. Assuming that their leader manages to bail them out of trouble everytime they get caught.000gp. advancing to become a 1st level earns 6. If the 0th level character earns 100XP from campaign by the number of months required to complete it (always divide activities.000gp. On average. nightblade. and saving by 25%). a 5th level mage. which takes into a type of class appropriate to the domain managed.) Characters do not character earns 100XP from carousing. Failing at mages. so he earns the difference. Quintus has earned 700XP. a sample scroll of sleep and supervises him in 6 months of consorting with unsavory sorts in dimly-lit taverns the creation of more.500gp.000gp. The character re-rolls his hit points using his new class’s about twice per month. The XP is earned A 0th level character may earn experience points from campaign when the research is completed. Monthly hijink income is the total gp value earned from hijinks by the boss.000gp. When he A syndicate boss may earn XP from his monthly hijink income. Divide the cost of the research activities. If this monthly cost exceeds the character’s gp characters are always considered to be followers or henchmen threshold. the character earns XP equal to the difference per and earn ½ XP. he When a 0th level character advances to 1st level. arcane spellcaster of 9th level or higher may become 1st level workshops. On average. This takes three weeks and 1. which is less than his gp threshold of penalty. modified by their INT bonus or minimum) is 500gp.000gp divided by two his father’s small domain (125gp per month) will earn 50XP per months is 15. so he month [(125gp – 25gp) x ½]. in practice. attorneys. followers will reach 2nd level in about 25 months (two years). keeping either his new hp total or his prior hp total if Quintus’ close supervision (and resources) for about two years. Success means the character advances to 1st level. every half-week at a cost of 250gp.

Chapter 8: Monsters .

g. Each are in addition to the number encountered. the Judge can alter Wilderness Encounter: This category details the typical the abilities and power level of any creature to fit the situation. and sometimes females) do not special abilities: automatic damage. the term “monster” generally the lair is ruled by a chieftain and that females and young equal refers to any being other than the player characters. and 10 young.The Adventurer Conqueror King System In Adventurer Conqueror King. fear. gaze attack. For monsters. A large- monsters. the additional movement will relate to movement of a different type. He rolls abilities of similar potency. 2d6 gangs. while 6-7 HD one orc champion is present. is usually a distinct number of monsters (such as “2d6”). as shown on the Monster A lair of orcs is defined as 1 warband. it means “-“. Monsters are usually present in greater monsters are either unintelligent or are simply unconcerned numbers when encountered in their lair. meaning that the orcs have been encountered in their lair. “average” specimen of a particular creature. or noncombatant asterisk indicates that the monster has one of the following monsters (juveniles. but the Judge is immunity to morale checks. The Judge now consults the text of the monster HD will inhabit the second dungeon level. and spell-like or other Judge first rolls 1d100 against the orcs’ % In Lair 35%. and how many experience points the adventurers receive when Except as a reference to the number encountered.. so he monster will be found on. Encountered) / [Collective Noun] (Number Encountered) If two different rates are given. Each of the standard type. immunity to normal weapons. Note that wilderness lairs are usually the same size as dungeon lairs. except humans and demi-humans. Refer to the Monster Attack Throws noun has no game mechanical effect. setting. The text of the monster description energy drain. bodyguards. Here he sees that for every gang encountered. sized wilderness lair is essentially an entire dungeon itself. 3. “1 warband”). splitting or summoning EXAMPLE: When a dungeon encounter with orcs occurs. 4-5 HD monsters description. typically populate the third dungeon level. and humanoid encounters. always the final arbiter. but sometimes is based on the ranges encountered outside the lair Hit Dice: This value is roughly equivalent to character level. and may have treasure about law and chaos.g. and 7. Use the second collective noun (“lair”) and not only the creature’s general agility but also its natural armor. These creatures are listed in this chapter in an encyclopedic format. the collective the monster is killed. 10 females. A monster will always have a minimum listed. (e. and are considered neutral. which are defined below. These special abilities increase the a 17. this value reflects creature’s lair. The entry indicates that gangs are 2d4 orcs each. Common movement types include flying or “Gang (2d4) / Lair (1 warband)”. Monsters of 1 HD or less will most rolls 2d4 for each of the 3 gangs and gets 5. and that for every warband monsters populate the fourth. If the category has “none” total hit points rolled. or a magical adjustment. one orc sub-chieftain is present. subsequent number encountered (“1 warband”) for encounters from tough hide. The number encountered in the lair man has an AC 0 while a powerful red dragon has an AC 10. The Judge rolls 2d6 for the number of gangs and Hit dice also are used to determine which dungeon level the gets a 3. spell-casting. Many the monster in its lair. Sometimes a value is given as a “+” or Monsters If the category has only one collective noun and range. encounter will include 15 orcs. above. or lawful. It encounter that will occur with this monster in a wilderness is assumed that all monsters. % In Lair: This indicates the percentage chance of encountering Alignment: All monsters are chaotic. the other creatures. The latter is common for monsters that have but for monsters it always represents a number of hit points a clan or tribal structure. the Dungeon Encounter listing. invisibility. Chiefs. which will be appropriate EXAMPLE: The Dungeon Encounter listing for Orcs reads to the creature. swimming. XP earned for defeating the monster. “gang”) and subsequent Armor Class: In game terms. Monsters to 50% of the number of males each are present. Note that number encountered applies to combatant creatures Some monsters have asterisks next to their Hit Dice. but occasionally MONSTER CHARACTERISTICS can be much larger. petrification. neutral. swallowing whole. determined by this number of d8s. 3 Though each monster listing can be considered to represent the champions. should explain this in detail where it matters. 1 warband is defined as Experience Points table in Chapter 6. Each entry will be listed as: [Collective Noun] (Number the monster’s combat movement. For example. Monsters of 2-3 encountered. which are in feet per round.. Monsters of 8-9 HD are found encountered. A normal unarmored inside the creature’s lair. so the overall lair monster has certain characteristics. demi-human. Chapter 6. Use the first collective noun (e. breath weapon. paralysis. Movement: There are two listings under this category. regeneration. The second value provided in parentheses represents setting. the AC of a monster means the number encountered (“2d4”) for encounters outside of the same thing as a character’s AC. Large-sized wilderness lairs are common The following terms are used to define the characteristics of for human. charm. appropriate to the type. a 2 HD monster will have 2d8 hit points. it means that the monster will not be encountered in this of 1 hp. poison. The Wilderness Encounter listing is read the same as have infravision of 60'. in which case this number is added or subtracted from the the monster does not make a lair. 1 chieftain. count in this number. 1 sub-chieftain. Hit dice also determine the attack throws of monsters setting unless placed there by the Judge for a special reason. 15 orcs are typically be found on the first dungeon level. The Dungeon Encounter: This category details the typical first represents a number in feet per turn that a creature may encounter that will occur with this monster in a dungeon move. He also notes that Monster Characteristics 149 . elderly. and is merely to help the table in Chapter 6 and the Monster Experience Points table in Judge envision and describe what has been encountered.

A character under the effect of or casting spells. value assumes a 7th level caster. etc. the Judge may impose a saving throw penalty of -4. continue to deal damage on subsequent rounds is required to make a saving throw versus Petrification or turn without requiring further attack throws. Any opponents surprised by the monster will meet constrictive attack of a giant snake. A saving throw versus Paralysis is allowed cannot make decisions. or greater. a dive attack deals double damage. To monsters are found on an atypical dungeon level their Number escape. lower class level.g. Monstrous charms function differently Blast & Breath. When a creature with rinsing it off with water or other non-flammable liquids (e. such as the 9th level mage ritual monster description specifically states otherwise. and damage is only suffered per attack. or Paralysis or Petrification). or if a character is swallowed its gaze. If the monster and charmed character cannot attack. It is safe to view a monster’s reflection in a mirror or other Opponents must be in open terrain for this attack to be reflective surface. wish. for the creature means it ignores the spell or effect. Combatants who attempt to fight the monster under what circumstances continuing damage will discontinue while averting their eyes suffer penalties of -4 on attack rolls and (usually upon the death of the creature). The character receives a saving Paralysis: When a character is paralyzed. For purposes of magic under Movement. The effect can only these special attacks. The paralysis attack of most monsters lasts 2d4 turns. the effects will disappear. including speaking he is confused and passive. but if the character fails the saving throw. All abilities. opponent. Most acid can be removed by immunity to spells and spell-like effects. as will those attacking it without averting their eyes or by a giant monster. The listed adjusted to reflect having no armor. The monster’s description will indicate using a mirror. the monster may grab the with a petrifying gaze is not immune to its own gaze. The most common of these are explained from characters and Hit Dice from other monsters. saving throws. All charm effects have a The cleric spell cure light wounds can negate the paralysis.. but if the monster is killed. An energy drain removes class levels monsters can employ. have an the damage listing. the character’s AC should be resistance throw is affected by the power of the caster. per round. The acid breath weapon employed by black creature may make a magic resistance throw. Examples include the to stone. Grabbed creatures may be carried off. as described in Chapter 6 for each level of the caster less than 7. and will not defend himself against the to avoid the effect. are affected as it does damage because it has made contact with flesh. If the monster is much larger than the gazes instinctively avoid mirrors or other reflective surfaces. There are a number of special attacks that energy drain attack. -2 to AC. he is reduced to the minimum experience points for his new level. When a creature is noted to have one of throw is permitted against an energy drain. magic resistance is affected by a spell or spell-like effect. Characters remain conscious and aware of a monster’s Charm attack cannot use spells or magic items. When acid successfully hits. Once a creature 1d6) see its reflection. once Petrifying Gaze: A victim that meets a monster’s petrifying gaze successful. Some monsters may be so large and powerful manage to surprise the monster with a mirror it may (1-2 on that they grab with no saving throw permitted. incapable of any movement whatsoever. A roll of 1d20 dragons performs differently in that the acid does not remain equal to or greater than the listed magic resistance (MR) value active round to round. powerful enchantments. If the suffers a penalty of -2 to attack and no penalty to AC. and they may communicate due to a language barrier or some other situation. Paralyzed characters are very vulnerable to monster’s attacks. than the spell charm person. to a monster. acid does not need to make any additional attack throws in order to continue doing damage in subsequent Magic Resistance: Some powerful creatures enjoy a partial rounds (unless otherwise noted). the beer or wine). or if the monster is killed.on dungeon level five. These will be listed in the same order as the appropriate damage in Energy Drain: Some monsters. but gains a +1 bonus Charge: Any monsters may charge. But certain monsters have natural weapons resistance. no hit points are healed when the spell is used in this way. These monsters deal magical effects that are resisted with a saving throw versus Spells double damage on a successful charge. No saving in greater detail below. Monsters with petrifying throw versus Paralysis. No attack throw to hit them is required. Like a charge. A creature that has been carried off will fall to earth if it escapes. has been grabbed. or that are especially suitable for charging. but if an attacker can -6. contact is made. the monster can automatically inflict damage 150 . The creature suffers a -1 penalty for each level of the caster greater than 7. be slain in one round with any weapon by any unengaged the charmed character will act in the interest of the monster character. A monster monster hits with both of its talons. throw versus Paralysis. even drinking with their eyes closed. and if its creature struck. or Staffs & Wands (but excluding effects that do not duplicate a Charm: Some monsters are able to charm characters with spell and are resisted with saving throws versus Poison & Death. including hit points. and it can avoid being grabbed with a successful saving Petrification or turns itself to stone. Acid: Some monsters employ acid. anyone using a mirror to fight a monster effective. to protect it. The creature struck must be smaller than the sees itself in a mirror it must succeed in a saving throw versus monster. spell-like effects are all effects that duplicate a spell. Grabbed creatures are helpless until they escape. the rules below will apply except where the be reversed with ritual magic. When a character is drained of a level. and the nature of the attacks. if Attacks: This listing describes how many attacks are available the monster releases it. Once appropriate for the character of the new. The magic If armor is destroyed by acid. he collapses and is throw versus Spells. Continuing Damage: Some monsters have attacks that. When escapes. their surroundings. Dive: Flying monsters with talons can make dive attacks. especially undead. while monsters of 10 HD or more are each round with no attack throw necessary until the creature typically found only on dungeon level six or deeper. even from his comrades. -8. the grabbed creature must make a successful saving Encountered should be adjusted accordingly. but duration.

skeletons. hobgoblins. if cast within 10 rounds of the character’s death. Beastmen include bugbears. The following abbreviations are used in the monster listings. and zombies. crocodiles. C. Some monsters may in fact employ weapons. and sleep spells against the character die and remain in a monster’s belly for 6 turns. T. Should a swallowed charm. weight against an opponent to deal damage due to its immense bats. Prehistoric animals. a saving throw versus Poison or be killed. wolves. The target value will be noted types. Constructs are a type of mindless. horses. boars. taking into account its HD monster. They are also vulnerable to charm represented by a number and kind of die that should be rolled. is cross-referenced on the Treasure Type table in Chapter 9 to determine the treasure that is found in the lair of a monster. protection. and undead monster. mastodons. cats. and any other creatures of sub- remaining times will employ any other forms of attack available human intelligence that occur in the real world. These of this type. construct. these treasures are found only in the monster’s lair. they are unaffected by charm. rats. Further. and titanothere are also animals. It is the adventurers will face. and XP neutralize poison can be used to restore the stricken character will need to be recalculated for more powerful monsters. may also attempt a trample attack. Swallow Attack: Some monsters are capable of swallowing a MONSTER TYPES character whole when their unmodified attack throw equals Monsters with similar characteristics are grouped into monster or exceeds certain target values. sleep. lycanthropes. rock baboons. have ENCHANTED CREATURE a listing of N/A (not applicable). constructs. BEASTMAN Save: Like characters. golems. Monster type determines the effectiveness of various inside its belly with an attack penalty of -4. and other A yielding the smallest hoards and TT R the largest. and are followed by a number indicating which CONSTRUCT level of the class a monster saves as: Cleric. been irrecoverably digested and cannot benefit from restore life and limb. Being swallowed may have other effects creature can belong to multiple types. this is the fighter class. Charm animal. or morale score to the total. Dwarven Vaultguard. bears. suffer the listed damage every round until they die. shadows. of this attack will do so 3/4 of the time (1-3 on a d4). herd animals. unliving monster that includes M. Monsters that never roll morale. Usually. E. and therefore part such as a herd of cattle. If a character who has been are undead constructs. all constructs are immune to to the Morale Rolls rule in Chapter 6 and add the monster’s gas and poison. and vermin. hold. of a level equal to one-half of the monster’s Hit Dice number. Morale: When losing a battle. just like weapon damage is rolled. The Treasure Types are lettered from A to R. Characters who are swallowed enchanted creature. centaurs. he may attack the monster from creatures. the opponent is human-sized or smaller. he has creature. shark. fish. in the monster’s description. beastmen. Large numbers (20 or greater) of normal sized animals. All constructs. and is items only work on animals. as are lycanthropes. Giant animals to it. monsters must roll morale to see (Note that skeletons and zombies are undead constructs. The Judge will roll 2d6 according Because they are not truly alive. detection. Note that if a monster has variable HD. A the monster is killed. dogs. are merely larger version of normal animals. must immediately succeed in and any special abilities. Thief. Enchanted creatures are a special type of monster that can be kept at bay by protection from evil and destroyed or driven off Treasure Type: This listing refers to the Treasure Type of the by dispel evil. fantastic creature. and related magic Damage: Damage is listed in the same order as attacks. See Random Treasure Generation in Chapter 9 for more details. mules. unless otherwise noted. retreats and never surrenders). This letter fantastic creatures that can only be harmed by magical weapons. A trample attack gains a +4 bonus to the attack throw if ferrets. and troglodytes. giant humanoid. gargoyles. rhinoceroses. or controlled undead. Morale scores range from -6 (for hold spells. kobolds. while efreeti are enchanted summoned swallowed has a sharp weapon. camels. skeletons also noted in the monster’s listing. shrews. summoned creatures. minotaurs. Monsters that are unintelligent often save as a fighter gnolls. squids. ANIMAL Trample: When a monster tramples. summoned creature. with TT are enchanted creatures. The 4th level cleric spell this total reflects a monster with the lowest HD possible. and the toads. lizards. monster and hold monster spells. Monsters Beastmen are a special type of monster that were created have saving throws that are the equivalent of a particular class through ancient magic by blending a humanoid with an animal and class level. monsters have saving throws. dinosaurs.) if they stay and fight or flee. bulk. ooze. undead. elephants. All constructs are enchanted creatures for purposes a monster that never fights) to +4 (for a monster that never of spells such as dispel evil and protection from evil. whales. A character exposed to the poison of a precalculated total for the monster. weasels. D. lizardmen. Mage. orcs. such as mindless vermin. Any monster capable octopuses. Fighter. rounded up. ogres. For instance. hawks. Unless otherwise noted. kinds of trample attacks deal 1d20 points of damage. goblins. trolls. F.The Adventurer Conqueror King System Poison: Poisonous monsters are among the most dreaded that XP: This abbreviation stands for experience points. mermen. any class. The monster types are animal. Elven Spellsword. it stomps or throws its Animals are a type of monster that includes apes. speak with animal. but it can be Monsters or fantastic creature. or until humanoid. Monster Types 151 . animated statues. snakes. saber-toothed tigers. such as cave bears.

152 Animal .

men. impossible combinations of body parts. All undead are inherently evil for purposes of detect If the ankheg is damaged after grabbing its prey. minotaurs. morlocks. ogres. A burrowing Summoned creatures are a special type of monster that can be ankheg usually does not make a usable tunnel. Vermin have such lammasu. griffons. It then burrows up to monster spells. ML 0. hydra. Fantastic creatures cannot be affected by charm person or hold person spells but are usually vulnerable to charm monster and hold monster spells. stirges. from 60' to 150' long ([1d10 + 5] × 10). dragons. and other creatures that would be humanoids hp. HD humanoids cannot be affected by charm person or hold person 1. and others. elves. doppelgangers. hippogriffs. All humanoids are vulnerable Armor Class: 8 to charm person and hold person spells. All escape by making a successful saving throw versus Paralysis on such creatures are immune to the effects of gas and poison. blink dogs. affect animals. until its creatures are usually vulnerable to charm monster and hold antennae detect the approach of prey. wyverns. magical powers. giant scorpions. The target must also save versus the hands of another undead type. and other lower life forms. it burrows at half speed when it does so. ettin. when monsters are indicated. were it not for their great size and 5 or more Hit Dice. have risen again as undead Paralysis or be grabbed. vampires. AL. dryads. HUMANOID Humanoids are a type of monster that includes bugbears. neutral. their GIANT HUMANOID characteristics are typically abbreviated in the following order Giant humanoids are a type of monster that includes cyclops. giant ants. It is about 10' long and weighs about 800 pounds. morale. giant killer bees. purple worms. Clusters of ankhegs share the same territory but do not cooperate. shriekers. Hit Dice: 5** Attacks: 1 Damage: 3d6 (+ 1d4) OOZE Save: F5 Oozes are a type of mindless monster that includes black Morale: -1 puddings. save. sprites. Summoned creatures include djinni. harpies. If an ankheg hits an opponent. They are usually vulnerable to charm monster sea serpents. cockatrice. backward down its tunnel at its land speed (not its burrow speed). and sleep spells. ABBREVIATIONS In written adventures. chimera. SV F1. gorgons. treants. HD. spiders. and format: AC. but are vulnerable to charm monster and hold monster Alignment is abbreviated as follows: C. giant beetles. Oozes have a variety of different XP: 500 immunities and vulnerabilities. #AT 1. any sort. Humanoids (other Wilderness Enc: Cluster (1d6) / Nest (1d8) than humans) with character classes are called demi-humans. dragging the victim with it. Most undead do not make a sound when moving. giant centipedes. mermen. and hold monster spells. These beings plus an additional 1d4 points of damage from digestive acid were alive at one time. owl minimal intelligence that they cannot be affected by spells that bears. An ankheg of detect evil and protection from evil spells. goblins. off by dispel evil. Move. efreeti. rocs. hobgoblins. leeches. wights. Giant ML. giant including basilisks. Movement. SUMMONED CREATURE An ankheg burrows with legs and mandibles. hp 5. spells. centaurs. AL N. spells. hold. Armor Class. MONSTER LISTINGS dwarves. rust monsters. Summoned in the rich soil of forests or farmlands. Fantastic Creature 153 . Grabbed victims are helpless until they horrors. invisible stalkers. L. The tunnel is a tube. Dmg 1d4. remorhaz. giant demon boars. 5' to 10' below the surface. lycanthropes. or both. UNDEAD The undead are a type of monster that include spectres. pegasi. insect swarms. % In Lair 15% pixies. number of attacks. Summoned usually lies in its tunnel. neanderthals. An ankheg has six legs. 5' creatures of Chaotic alignment are inherently evil for purposes in diameter. and yellow molds. it inflicts 3d6 points of damage skeletons.The Adventurer Conqueror King System FANTASTIC CREATURE VERMIN Fantastic creatures are a type of monster characterized by Vermin are a type of mindless monster that includes caecilian. but through foul magic or by dying at excreted by its mandibles. it will retreat evil and protection from evil spells. and similar monsters. Once an ankheg has grabbed its prey. rot grubs. giants. and troglodytes. chaotic. sleep. green slimes. they are unaffected by charm. Hit Dice. carcass scavengers. ANKHEG lizardmen. Dmg. and other creatures no larger than Dungeon Enc: Cluster (1d6) / Nest (1d8) an ogre and possessing 4 or fewer Hit Dice. gnolls. shadows. throghrin. For example: AC 3. lamia. damage. The ankheg is a burrowing monster with a taste for fresh meat. it will retreat Further. manticore. or hold spells of down its tunnel at its burrow speed. but all are immune to charm. lawful. hit points. wraiths. zombies. SV. cavern locusts. medusa. It often digs a winding tunnel up to 40 feet below the surface elementals. rhagodessa. crabs. kobolds. and salamanders. Move 90'. phase tigers. naiads. #AT. gray oozes. unicorns. trolls. ochre Treasure Type: M Monsters jellies. Alignment: Neutral Movement: 90' (30') Humans and demi-humans do not cease to be humanoids even AABurrow: 60' (20') if they achieve 5th level or higher. but can construct kept at bay by protection from evil and destroyed or driven one when necessary. attack. alignment. dragon turtles. gnomes. N. hell hounds. and varies in shade from yellow to brown. gelatinous cubes. their turn.

Giant ants eat Wilderness Enc: Bask (1d6) / Nest (1d6) almost anything. and will only be accessible if the victims are Morale: -1 restored to flesh. XP: 80 Giant ants are hardy and BASILISK adaptable insects. When not engaged in melee. Rock baboons are aggressive. White apes will vocalize and act aggressive if other creatures come near their lair. Any treasure in a basilisk’s nest will be on Save: F2 petrified victims. curved Alignment: Neutral horn atop the nose. They both bite and use sticks as clubs. where there will be Save: F6 as much as 1d10x1000 gold pieces worth of raw gold nuggets. more intelligent baboons are omnivores that often Hit Dice: 4 Attacks: 1 hunt for meat. 154 Vermin . they have lost all pigment. They tend to have incidental Hit Dice: 6 + 1** treasure around their nests. One such attack depletes the ankheg’s Dungeon Enc: Troop (2d6) / Den (5d6) acid supply for 6 hours. Armor Class: 3 Hit Dice: 2 ANT. but Attacks: 2 (bite. ROCK for 4d8 points of damage (half damage on a successful saving % In Lair: 10% throw versus Blast). an ankheg can spit a 30-ft. Basilisks often live in dense woods or dungeons. Morale: +1 Treasure Type: K XP: 980 APE. gaze) in some rare instances giant ants will inexplicably mine precious Damage: 1d10/petrify metals. Workers are % In Lair: 40% about 6' long. White apes may occasional be found as pets to neanderthals or morlocks. This occurs in about 30% of nests. Save: F2 strongest male. As such. only venturing to the surface to forage for food at night. Any Armor Class: 3 Hit Dice: 4 victim that meets the basilisk’s petrifying gaze or is bitten by the Attacks: 2 (claw. so it will only spit acid when reduced No. while the queen Dungeon Enc: Bask (1d6) / Nest (1d6) may be immense. since they are Alignment: Neutral Movement: 60' (20') omnivores. Like its Damage: 2d6 smaller cousin. left over from past opponents.If desperate or frustrated. A basilisk usually has a dull brown body with a Wilderness Enc: Band (2d4) / Den (2d4) yellowish underbelly. Treasure Type: None XP: 80 White apes are adapted to living in a subterranean environment. GIANT Attacks: 2 (bite. claw) or 1 (rock) basilisk is required to make a saving throw versus Petrification Damage: 1d4/1d4 or 1d6 or he turns to stone. club) % In Lair: 10% Damage: 1d3/1d6 Dungeon Enc: Scourge (2d4) / Nest (4d6) Save: F2 Wilderness Enc: Swarm (4d6) / Nest (4d6) Morale: 0 Alignment: Neutral Treasure Type: None Movement: 180' (60') XP: 20 Armor Class: 6 These larger. Some specimens sport a short. and are easily Morale: -1 stimulated to fight. While they do not have a true language. An adult basilisk’s body grows to about Movement: 120' (40') 10' long. line of acid BABOON. the rock baboon lives in packs led by the biggest. Enc (W): Band (5d6) / Den (5d6) Alignment: Neutral to fewer than half its hit points or when it has not successfully Movement: 120' (40') grabbed an opponent. WHITE A basilisk is a reptilian monster that petrifies living creatures % In Lair: 10% Dungeon Enc: Troop (1d6) / Den (2d4) with its gaze. and may attack. they Treasure Type: I plus special can communicate threats and warnings with simple screams. and will never retreat Armor Class: 5 if defending the nest (Morale +4). white apes can throw rocks for 1d6 points of damage per round.

the bear also squeezes the savor humanoid flesh. that will cause paralysis if a saving throw versus Paralysis is For this reason. bite) 3 (2 claws. with a bite able to navigate with a refined use of sound. When a bat swarm is rolled. usually by the than meat. They are able to follow wounded creatures character in a powerful hug that does an additional 2d8 points by the smell of their blood. blind an opponent will affect bats. but some kinds of bears Grizzly Bear: A grizzly bear may have red or brown fur. no spells or other influence that would normally not rolled successfully. Giant vampiric bats are worth can swarm in great number. Ordinary: Ordinary bats are small and do not attack succeed in a saving throw versus Spells or he will rise again as a for significant damage individually. a paralyzed victim. he must Bats. bite) 3 (2 claws. and particularly claws successfully strike in one round. They live in caves and caverns. dealing 1d4 points of damage per round from blood loss. bite) 3 (2 claws. or echolocation. in defense of their cubs.The Adventurer Conqueror King System BAT Ordinary Giant % In Lair: 35% 35% Dungeon Enc: Flock (1d10) / Nest (1 bat swarm) Flock (1d10) / Nest (1d10) Wilderness Enc: Flock (1d10) / Nest (1 bat swarm) Flock (1d10) / Nest (1d10) Alignment: Neutral Neutral Movement: 9' (3') 30' (10') AAFly: 120' (40') 180' (60') Armor Class: 3 3 Hit Dice: 1hp 2 Attacks: 1 (bite) 1 (bite) Damage: 1 1d4 Save: 0 Human F1 Morale: -2 0 Treasure Type: None None XP: 5 20 (29) Bats live in sheltered caverns or abandoned buildings. These large bears Black Bear: A black bear averages 6' tall. BEAR Black Grizzly Cave Polar % In Lair: 25% 25% 25% 35% Dungeon Enc: Sloth (1d4) / Den (1d4) Solitary (1) / Den (1d4) Solitary (1) / Den (1d2) Sloth (1d2) / Den (1d2) Wilderness Enc: Sloth (1d4) / Den (1d4) Sloth (1d4) / Den (1d4) Sloth (1d2) / Den (1d2) Sloth (1d2) / Den (1d2) Alignment: Neutral Neutral Neutral Neutral Monsters Movement: 120' (40') 120' (40') 120' (40') 120' (40') Armor Class: 3 3 3 4 Hit Dice: 4 5 6 7 Attacks: 3 (2 claws. black bears do not usually engage in combat unless they are forced to. and Bats. of damage. but the spell silence 15' Unless otherwise distracted. All bears are omnivorous. The morale roll does not apply to bats that are under another’s control. They attack with both claws and a bite. will give their lives They are adept at swimming and moving on ice and snow. and prefer flesh more than other kinds. They average about 11' tall and almost exclusively eat meat. foliage more frequently Polar Bear: These bears live in very cold climates. and are dangerous Cave Bear: These immense prehistoric bears are 15' tall and are predators. About 95% of giant bats are of this normal lifestyle has made typical eyesight useless to them. ordinary bats vampire one day after his death. but they are variety. If the opponent is killed by this attack. This paralysis lasts for 1d10 rounds. has black fur. and eats average 9' tall and are more aggressive and interested in meat a variety of fruits and other than black bears. but the remaining portion are vampiric. Ordinary bats are not particularly predisposed to fight. Vermin 155 . Giant: These bats are larger than normal bats and are are nocturnal mammals with leathery wings. Swarms later in this chapter for information. see 29XP. a giant vampiric bat will feed on radius negates their ability to echolocate. in older individuals it may be silver-tipped. bite) Damage: 1d3/1d3/1d6 1d4/1d4/1d8 1d6/1d6/1d10 1d8/1d8/2d6 Save: F2 F2 F3 F3 Morale: -1 0 0 +1 Treasure Type: None None None None XP: 80 200 320 440 Bears can live in many different climates. Though they sea. However. rather than 20XP. and if both vicious hunters. and as such they are susceptible to a morale roll once each round. Their nocturnal fierce carnivores.

magical flame. A bee that successfully strikes dies the following round per die of damage the attack would normally deal. They makes the opponent suffer a -2 penalty to attack throws for 1 produce light within a 10' radius. Two of these organs are on the day. It is typically 10' to 30' in diameter. When the and eat large mammals. A two Hit Die black pudding does only 1d8 damage. measuring Giant Bombardier Beetle: These 3' long beetles have immense up to 5' long. the limitation that neither pudding may have less than two Hit The queen will be guarded by 10 large giant killer bee drones Dice. Though they often hunt giant insects. is with 1 Hit Dice each. but will be split A giant killer bee hive will be ruled by a queen bee with 2 Hit into two puddings. in addition to a toxic spray of a tiger. They attack with a under the cracks of doors. round from the trauma of losing its stinger. the giant killer bees will attack any It is capable of moving not just on the floor. and takes full damage from torches.’ 156 Vermin . A queen bee can be as large as 4'. If attacked with normal or magical weapons. Failure results in death. the Judge should divide the original black Dice. A stinger always breaks off fire. growing This black gooey mass slithers about in dungeon corridors. but also on the wall creature they encounter. but the black pudding will be paralyzed for one removed. It digests through both metal and poisonous sting that requires a successful saving throw versus wood. The fire beetle is so named for the light. Giant killer bees make a special honey in unharmed by additional weapon or lightning-based attacks. BEETLE. it is extremely are about 2 ½' long. including humanoids. painful and causes chemical burns and blisters. One hive’s honey will yield 1d4 doses. or a inside the victim. and may compress itself through small fissures and is an underground labyrinth of tunnels. If attacked with cold-based attacks. but not stone. nocturnal beetles toxic fluid successfully strikes an opponent. or with lightning or electricity. their hive. If removed from the corpse of can be found above and below ground. Generally. and if the victim survives the poison he suffers flame tongue sword. the beetle they will continue to illuminate an area for 1d6 days. This effect producing organs it exhibits on its head and abdomen. A black pudding can be damaged only by Poison. GIANT Fire Bombardier Tiger % In Lair: 40% 40% 40% Dungeon Enc: Cluster (1d8) / Nest (2d6) Cluster (1d8) / Nest (2d6) Cluster (1d6) / Nest (2d4) Wilderness Enc: Scourge (2d6) / Nest (2d6) Scourge (2d6) / Nest (2d6) Scourge (2d4) / Nest (2d4) Alignment: Neutral Neutral Neutral Movement: 120' (40') 120' (40') 150' (50') Armor Class: 5 5 6 Hit Dice: 1+2 2 3+1 Attacks: 1 (bite) 1 (bite) 1 (bite) Damage: 2d4 1d6. have a carapace with markings resembling the hide horn-like jaws that inflict damage. smaller cousins. A character must spend 1 round to remove a stinger. If eaten. and one is on the abdomen.550 Although many times larger than normal killer bees. a black pudding suffers no injury. the honey acts as a half-strength potion of and cannot be split further. These beetles head. GIANT KILLER BLACK PUDDING % In Lair: 35% % In Lair: None Dungeon Enc: Flight (1d6) / Hive (5d6) Dungeon Enc: Solitary (1) Wilderness Enc: Swarm (5d6) / Hive (5d6) Wilderness Enc: None Alignment: Neutral Alignment: Neutral Movement: 150' (50') Movement: 60' (20') Armor Class: 2 Armor Class: 3 Hit Dice: 1d4 hit points* Hit Dice: 10* Attacks: 1 (sting) Attacks: 1 Damage: 1d3. giant killer bees behave similarly to their eating anything in its path. it will an additional 1 point of damage per round until the stinger is take no damage. especially if it is near their hive. or until the spell cure light wounds is used. they also attack that can squirt an opponent within 5' of the beetle. which and ceiling. and may sting multiple pudding’s Hit Dice between the two however he sees fit. to a length of about 1'.BEE. Giant Tiger Beetle: These fierce carnivorous beetles. see below Damage: 3d8 Save: F1 Save: F5 Morale: +1 Morale: N/A Treasure Type: Special Treasure Type: None XP: 6 XP: 1. see below 2d6 Save: F1 F1 F1 Morale: -1 0 +1 Treasure Type: None None None XP: 15 20 65 Giant Fire Beetle: These subterranean. healing (healing 1d4 points of damage). with times (her stinger does not break off with a successful attack).

The Adventurer Conqueror King System BLINK DOG These large. hairy beastmen were magically bred from % In Lair: 20% hobgoblins and bears by the ancient Zaharans. A bugbear lair or village will be led by a chieftain with mixture of barks. or if threatened. while young bugbears fight as never blink into the same space occupied by another object. These 30' long gray worms attack with wide tooth-rimmed Giant: These 15' long giant cousins to ordinary boars are much mouths. Wilderness Enc: Sounder (1d6) Sounder (1d4+1) Alignment: Neutral Neutral Movement: 150' (50') 120' (40') CAECILIAN % In Lair: 25% Armor Class: 2 3 Dungeon Enc: Clew (1d3) / Nest (1d3) Hit Dice: 3 5 Wilderness Enc: Clew (1d3) / Nest (1d3) Attacks: 1 (tusk) 1 (tusk) Alignment: Neutral Damage: 2d4 3d4 Movement: 60' (20') Save: F2 F5 Armor Class: 3 Morale: +2 +2 Hit Dice: 6* Treasure Type: None None Attacks: 1 (bite) Monsters XP: 50 200 Damage: 1d8 Ordinary: These cantankerous omnivores are generally Save: F3 encountered in wooded locations. and man size on an unmodified attack throw of 19 or 20. BOAR A shaman is equivalent to a sub-chieftain statistically. When blink dogs flee. 25 hit points. 37 hit points. Wilderness Enc: Route (2d6) / Den (2d6) Despite their bulk. 7+2 Hit Dice. Should a swallowed creature die and remain Alignment: Chaotic in the caecilian’s belly for 6 turns. but has Ordinary Giant % In Lair: None None Clerical abilities at level 1d6. certain additional again. A witch doctor is equivalent to a Dungeon Enc: Sounder (1d4) Sounder (1d4) champion statistically. but exist in many different Morale: +1 geographic locations and climates. whether Hit Dice: 3+1 wandering or in lair. The cramped quarters inside the belly of the worm prevent attack from the inside by any BUGBEAR weapon except a dagger. Movement: 120' (40') Armor Class: 4 Bugbears prefer to fight with morning stars. Movement: 90' (30') Because of their propensity to swallow creatures whole. Armor Class: 4 any encounter with caecilians may yield treasure. Damage: 2d4 or weapon + 1 Save: F3 Morale: +2 Treasure Type: L (per warband) XP: 65 Vermin 157 . teleporting. the bugbears will gain a “blinking” out of one location and “blinking” in close to prey +1 to morale rolls. kobolds. and a +4 bonus to damage complex information. so characters Alignment: Lawful encountering bugbears suffer a -1 penalty to surprise rolls. A bugbear village has a 75% chance of a shaman being present. They are sometimes found with that is swallowed whole suffers 1d8 points of damage every demon boars. They attack with little to no provocation. yaps. They blink again immediately after their attack. whines. They do not generally initiate Treasure Type: K XP: 570 combat. and this continues until either the caecilian is killed or native to cold climates. There are rumors of a shaggy giant boar that is round. or rolls. and a 50% chance of a witch doctor. and Attacks: 1 (bite) other throwing weapons before closing. Attacking a caecilian from inside its % In Lair: 25% belly is difficult. Female appearing 1d4x10 feet away from the opponent. but will usually hurl spears. a rolls. until the swallowed creature dies. As long as the chieftain is alive. and a +3 bonus to damage teleportation ability. they simply blink away and fail to appear When bugbears are encountered in a village. 29 hit points. Each bugbear warband will be led by a sub-chieftain The blink dog is an intelligent canine that has a limited with AC6. so the swallowed creature suffers a -4 penalty Dungeon Enc: Gang (2d4) / Lair (1 warband) Wilderness Enc: Warband (1d4 gangs) / Village (1d10 warbands) to its attack throw. They are quite Dungeon Enc: Pack (1d6) / Den (2d6) strong. A creature crave the meat of humanoids. They carry shields but Damage: 1d6 otherwise rely on their shaggy hides for armor. and receive a +1 to damage when they employ weapons. Caecilians are able to swallow whole creatures of up to more aggressive. and growls that can transmit AC7. Bugbear lairs and villages will have females for their attack. Blink dogs hunt in packs. Save: F4 Morale: -2 Each bugbear gang will be led by a champion with AC5. but has Mage abilities at level 1d4. Blink dogs bugbears fight as hobgoblins. 5+1 Hit Dice. The treasure (if any) is always found inside Attacks: 1 (weapon) the creature’s belly. but may do so to defend young. hammers. 4+1 Treasure Type: I Hit Dice. it is irrecoverably digested. swords. and young equal to 50% of the number of males each. and a +2 bonus to damage rolls from XP: 135 strength. and axes Hit Dice: 4* in melee combat. Blink dogs have their own language. creatures may be present. they are deceptively stealthy.

which includes mountains and high grassy meadows. and they may travel for a period of 2 a giant fat grub with multifaceted eyes. Their striped hides provide cover when hunting ground in wilderness settings. they may be found in nearly any habitat. 1 bite) 3 (2 claws. However. These cats will occasionally be found in dungeons. immense. Characters encountering the blood of humans and become a man-killer. 1 bite) 3 (2 claws. If not faced with more handle them. created from a giant maggot. typically living on savannah. hoof) Attacks: 8 (stingers) Damage: 1/1d4 Damage: Paralysis Save: F1 Save: F2 Morale: -1 Morale: +2 Treasure Type: None Treasure Type: None XP: 20 XP: 135 Camels are known for their ability to travel long distances The dreaded carcass scavenger is 4' tall and 9' long. the carcass scavenger will swallow the paralyzed can carry 30 stone character on the subsequent round.CAMEL CARCASS SCAVENGER % In Lair: None % In Lair: None Dungeon Enc: None Dungeon Enc: Clew (1d3) Wilderness Enc: Caravan (2d4) Wilderness Enc: Clew (1d3) Alignment: Neutral Alignment: Neutral Movement: 150' (50') Movement: 120' (40') Armor Class: 2 Armor Class: 2 Hit Dice: 2 Hit Dice: 3 + 1** Attacks: 2 (bite. he must succeed in a saving throw versus Paralysis kick or bite those who or become paralyzed for 2d4 turns. Sometimes a large cat will taste prey. 1 bite) 3 (2 claws. and with a weeks without water if they are well hydrated to begin with. 1 bite) 3 (2 claws. Paralysis may (300lb) and move at their be cured with cure light wounds. Camels opponents. head bearing 2' long insect-like feelers tipped with a poisonous They are efficient at traveling in the desert. and live in groups. 158 Vermin . They kill Tiger: These large hunters typically live in subtropical or cooler only for food or in defense. CAT. Lion: Lions are very social cats. LARGE Mountain Lion Panther Lion Tiger Sabre-tooth Tiger % In Lair: 10% 10% 25% 5% 10% Dungeon Enc: Litter (1d4) / Den (1d4) Litter (1d2) / Den (1d6) Pride (1d4) / Den (1d8) Solitary (1) / Den (1d3) Troop (1d4) / Den (1d4) Wilderness Enc: Litter (1d4) / Den (1d4) Pride (1d6) / Den (1d6) Pride (1d4) / Den (1d8) Solitary (1) / Den (1d3) Troop (1d4) / Den (1d4) Alignment: Neutral Neutral Neutral Neutral Neutral Movement: 150' (50') 210' (70') 150' (50') 150' (50') 150' (50') Armor Class: 3 5 3 3 3 Hit Dice: 3+2 4 5 6 8 Attacks: 3 (2 claws. well in their preferred habitat. When the stingers strike an and are known to often opponent. They have extremely large canine teeth. Panther: These fast-running predators are at home in grassy plains and wooded areas. small legs. killing him. preferring to tigers in wooded environments suffer a -2 penalty to surprise rolls. hunt humans over any other prey. which make Mountain Lion: These large cats are light brown and blend in them particularly dangerous killers. and does not heal damage. Camels are temperamental. and resembles without food or water. and will not suffer stinger. A mounted camel rider may not use a lance for a charge attack. and generally remain above environments. They prefer hot climates. Large cats will always give Sabre-tooth Tiger: These prehistoric hunters are fearsome and chase if an opponent runs away. and they are extremely stealthy. can carry up to 60 stone (600 lb) at half movement. but when used in this way it regular movement rate. 1 bite) Damage: 1d3/1d3/1d6 1d4/1d4/1d8 1d4+1/1d4+1/1d10 1d6/1d6/2d6 1d8/1d8/2d8 Save: F2 F2 F3 F3 F4 Morale: 0 0 +1 +1 +2 Treasure Type: None None None None None XP: 65 80 200 320 600 Large cats are some of the most efficient hunters. This creature is rumored to be a magical abomination movement penalties in this terrain.

but also takes up residence in dungeons. Failure indicates that the will engage larger animals and characters in combat with little victim is horribly sick for a period of 10 days. and red dragon. petrify) of damage with their hooves. and will seek escape if combat occurs. weapon) Hit Dice: 9* Damage: 1d6/1d6. but attacks These 1' long centipedes prefer dark. Centaurs avoid conflict if possible. They are reclusive beings. while young centaurs fight as 2 Damage: 1d6. goat. they saving throw versus Poison. Alignment: Neutral It is a small creature. but the upper body of The chimera is a magical hybrid of lion. It humans.The Adventurer Conqueror King System CENTAUR CHIMERA % In Lair: 5% % In Lair: 40% Dungeon Enc: None Dungeon Enc: Brood (1d2) / Den (1d4) Wilderness Enc: Troop (2d10) / Lair (1 troop) Wilderness Enc: Flock (1d4) / Den (1d4) Alignment: Neutral Alignment: Chaotic Movement: 180' (60') Movement: 120' (40') Armor Class: 4 AAFly: 180' (60') Hit Dice: 4 Armor Class: 5 Attacks: 3 (2 hooves. and no treasure found in a cockatrice nest will be on petrified victims. If the Damage: Poison cockatrice successfully attacks Save: 0 level Human an opponent. petrify Hit Dice monsters and inflict 1d2/1d2 damage. including dungeons. and a +2 bonus to damage rolls from COCKATRICE strength. The chimera may live in the wilderness. While sick. 29 hit points. They live in any climate. it will use either a bite or the breath weapon 50% wear leather armor and of the time. If forced into Save: F5 combat. including the wings of and live far from other humanoids in a dragon. the red dragon head can only use the breath weapon 3 Centaurs typically times per day. 3 heads. Morale: -1 Treasure Type: I XP: 350 CENTIPEDE. dragons. wet locations. the front portion of the body from a lion. with a saving throw well as attacking versus Breath allowed to reduce damage by half. Vermin 159 . GIANT % In Lair: 10% The cockatrice is a magical Dungeon Enc: Scourge (2d4) / Nest (2d12) creature that has the body of a Wilderness Enc: Swarm (2d12) / Nest (2d12) rooster and the tail of a reptile. 5 Hit Dice. is inflicted by the bite. females and young AAFly: 180' (60') do not fight. particularly hilly composite bows. but anyone bitten must make a and though they primarily eat small insects or rodents. see below) Save: F4 Damage: 1d3/1d3/2d4/2d4/3d4. Centaur lairs will have females and young Wilderness Enc: Flock (1d8) / Nest (1d8) equal to twice the number of males. about the Movement: 60' (20') Armor Class: 0 size of a natural rooster. the settings. legs at a time. Giant with a weapon. They are goat head may gore with horns. other physical activity is possible. No damage not risk petrification. Cockatrices are ill-tempered creatures. Each centaur troop will be led by a chieftain with AC6. A chieftain has a 50% chance of possessing Clerical % In Lair: 30% Dungeon Enc: Brood (1d4) / Nest (1d8) abilities at level 1d6. Any poisoned characters can only move at ½ speed. the opponent Morale: -1 must succeed in a saving throw versus Petrification or turn Treasure Type: None to stone. and will only be accessible if the victims are restored to flesh. Female Armor Class: 3 Monsters Hit Dice: 5* centaurs fight as 3 Hit Dice monsters and inflict 1d4/1d4 points Attacks: 2 (beak. and the dragon head can both able to attack by bite and use a fiery breath weapon that is a cone 50' long and 10' kicking with two wide at its terminal end. The lion head may attack with a bite. centaurs are unlikely to surrender. as This fire breath deals 3d6 points of damage. and the rear densely wooded sylvan portion from a goat. but has Hit Dice: 1d4 hp* a powerful beak that inflicts Attacks: 1 (bite) 1d6 points of damage. Usually. Like ordinary with a weapon. but the males will Movement: 90' (30') fight to guard their communities. until the breath weapon runs out and it may only carry oaken clubs and bite. see below Morale: 0 Save: F9 Treasure Type: L Morale: +1 XP: 80 Treasure Type: K x2 XP: 1. with an additional 5d6 Alignment: Neutral young. terrain. provocation. has a head of each of these creature types. weapon Attacks: 5 (2 claws.300 Centaurs have the body and legs of horses. prods with a 10' pole. Opponents foolish enough to lay bare hands on a XP: 6 cockatrice must also save or be turned to stone. or other maneuvers do centipedes attack with a poisonous bite.

saltwater shores. They but also throw rocks up to 200' for 3d6 points of damage. though powerful. They live in along fresh or caves. on average. DEMON BOAR % In Lair: 20% Dungeon Enc: Sounder (1d4) / Lair (1d4) CROCODILE Wilderness Enc: Sounder (1d4) / Lair (1d4) Ordinary Large Giant % In Lair: None None None Alignment: Chaotic Dungeon Enc: None None None Movement: 120' (40') Wilderness Enc: Bask (1d8) Bask (1d4) Bask (1d3) AABoar: 180' (60') Alignment: Neutral Neutral Neutral Armor Class: 6 (0) Movement: 90' (30') 90' (30') 90' (30') Hit Dice: 9** AASwim: 90' (30') 90' (30') 90' (30') Attacks: 1 (gore or weapon) Armor Class: 4 6 8 Damage: 2d6 or weapon Hit Dice: 2 6 15 Save: F9 Attacks: 1 1 1 Morale: +2 Damage: 1d8 2d8 3d8 Treasure Type: O. and submerged. and often cultivate grapes. but if they are fail they are utterly enslaved to the length of 25' – 50'. will usually attempt to catch opponents by surprise and dominate them before they can fight back. 160 Vermin . they can pass on within shallow water. Cyclops are loners. It delights in the taste of human flesh. They typically be found prowling keep flocks of sheep. Large crocodiles. while in boar form breathe air. Crocodiles are aggressive reptiles with fearsome bites. GIANT CYCLOPS % In Lair: 90% % In Lair: 20% Dungeon Enc: Clutter (1d2) / Nest (1d6) Dungeon Enc: Solitary (1) / Lair (1d4) Wilderness Enc: Cluster (1d6) / Colony (2d6) Wilderness Enc: Gang (1d4) / Lair (1d4) Alignment: Neutral Alignment: Chaotic Movement: 60' (20') Movement: 90' (30') Armor Class: 7 Armor Class: 4 Hit Dice: 3 Hit Dice: 13 Attacks: 2 (pinchers) Attacks: 1 Damage: 2d6/2d6 Damage: 3d10 Save: F2 Save: F13 Morale: -1 Morale: +1 Treasure Type: None Treasure Type: N XP: 50 XP: 1. but are unable to cast spells or use magical items due to being under mental domination. XP: 20 320 1.400 These giant cousins to ordinary Cyclops are 20' tall relatives to giants with but one large eye crabs are unintelligent. and watery subterranean caves. waiting for prey to come within reach. their form of lycanthropy (refer to the lycanthrope monster Characters encountering submerged crocodiles suffer a -2 listing). They In human form they are fat and grotesque. Thralls should be rolled up as NPC adventurers. When encountered in their lair. L XP: 2. Giant crocodiles are big. and centered on their face. but are aquatic and usually remain submerged or they are immense. Ordinary crocodiles are Demon boars have the innate ability to charm others 3 times about 12' long. A few cyclops have the ability to issue a curse one time have to remain fully per week (reverse of remove curse). grow to a length of per day.800 and will take residence and hunt near areas occupied by man. demon boars have a 75% probability of having 1d3 charmed human thralls.000 Save: F1 F3 F8 Morale: -1 -1 +1 The demon boar is a more powerful and much more malicious Treasure Type: None None None variation of the wereboar. Victims are allowed a saving throw versus Spells with 20'. marshes. and do not throws. merely exist to eat.CRAB. creature’s will. prehistoric beasts that can reach a a -2 penalty. They employ large clubs as weapons. They are found in any watery have reduced depth perception and suffer a -2 penalty to attack environment. Demon boars. Like other lycanthropes. and are only damaged by magical or silver weapons. They can live together in small numbers only on occasion. penalty to throws versus surprise.

300 XP: 15 35 Although they look like taller. gold lasts 24 hours command. Doppelgangers make excellent use of their natural mimicry to stage ambushes. and other kinds of softer dogs are usually equipped with leather armor and spiked collars. A doppelganger’s appearance is deceiving even when it’s in its true form. They may transport a maximum of Monsters Save: F10 120 stone for a period of 3 turns. and % In Lair: 20% is 20' in diameter at its top end. Doppelgangers revert to their natural forms when slain. majestic humans. gangly limbs and half-formed features. a doppelganger is 5 ½' tall. Dwarven lords commonly employ war dogs effect that is permanent until touched or dispelled). also take on a gaseous form or make themselves invisible. is 70' high. water (cast as a cleric of 7th level). However. create temporary objects of War Dogs: War dogs are heavy. Finally. When used in battle. hairless flesh. Djinn are very strong. bulging yellow eyes with slitted pupils. lean hounds trained to actually an intelligent kind of air elemental. It has a 10' diameter at its base. goods of 10 stone maximum). Djinn may only track and bring down prey by working in packs. create permanent their masters when properly trained. They will often try to kill the person they imitate. after this period a Morale: +2 djinni will have to spend 1 full turn resting.The Adventurer Conqueror King System DJINNI DOG % In Lair: None