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Janet Crautbetter

Coppngfjt 0 1980 <@ amelorbs, Htb .


This book is dedicated to the "Ratt Patrol *
ores can ' t spell very Hell ) , and to Shelley and
'
Ann * , without whon tnis effort would have been
uwossible ,> and with whon it was still dann
difficult I

Acknewleqenents :
To Hike Watkins ,
our resident magician; to Doug King and Lorry
Shode for starting os all onto this life of crime ; to Hike Dorey Gene ,
, , ,
Hoffman Bill Quick Rick kiether i John Semia and Tin Tyson fir , ,
playtestinq the concept in its various incarnations ; to Computer
,
Services by Arens on whose HP -3000 this entire book was entered and
typeset ; to Dennis Cooke , for much invaluable assistance in
,
preparation; to Haury Sykes our legal eagle; and to the all-night
- ,
Washington Grove 7 ii for supplying us with enough junk food to keep
going .
,
Finally an acknowledgment to the man generally credited with
starting the whole fantasy gaming concept Gary , fiygax .
Contributors :
hike Watkins
Dennis Cooke
Larry Richardson
David dortee
and all the others who have given
us many basic ideas

fhis *book was typeset using the LARC Editor / Scribe developed by
, ,
Los Altos Research Corporation Los Altos CA 94022; the material was
-
printed preparatory to offsetting by the HP 3000 belonging to Computer

_ .
Services by Arens , Q division of Arens Applied Electromagnetics , Inc ,
, .
Gaithersburg HD 26760 All of the material ofher than art and . one of
,
.
the graphics was done by computer The printer used was an Hf 63l dot
matrix line printer using a condensed type ( 17 characters per inch ) at
88 lines to the page .

i
FOREWORD

Many books have immortalized the exciting exploits of fanovs


and infanous bands of thieves ! Robin Hood and his Merry Men the ,
brigands and highwaynen of Elizabethan England, and the
,
buccaneers of the high seas os well os fantasy counterparts like
.
Fafhrd and the Grey Mouser In the fantasy role playing ( FRP)
, ,
.
rule systens and playing aids published to date however the
class of characters known as Thieves have been consistently
underutilized In nost adventures player thieves, occasionally
nove to tne forefront when a party needs a lock picked or a trap
,
disarmed; but the rest of the tine they function as second-rate,
,
fighters a role for which they have little natural aptitude By
developing roles to cover a wide array of thieving activities,
.
and designing sone different types of scenario situations , we at
Ganelords feel we have overcone these barriers, and have found a
way to capture the excitenent of connittinq the ‘perfect crine *
within the fantasy qaning context .
Thieves Guild is the first of a continuing series of player
and
nedieval underworld
^
'
CfTaiils provItfing rules and
scenarios for adventuring in the
.
Each scenario revolves around the
connission of a crine of sone type ( burglary arned robbery , ,
,
..
nurder , etc ) The player thieves nust 'case ' the scene of the
crine gathering infornation and fornulatinq the plan of attack .
During the actual robbery , they nust renain constantly alert to
avoid the potential perils posea by guards traps and unforeseen , ,
events .
Even after the crine has been committed, the adventure
, ,
is often not conplete for there nay be prisoners to ranson
booty to fence or avenginq pursuers to escape To further their
,
chances of success the thieves nay use gane rules governing
'
.
disguise or special conbat tactics .
The play testing- sessions for Thieves ' Guild indicate that
the scenarios presented herein are "a""IIvery“dnd entertaining
challenqe for snail ( 3-8 player ) playing groups Ue are pleased
to be a61e to offer a single package that provides both rules and
.
,.
scenarios for fantasy qaninq which allows the beginning ganer to
start play alnost immediately However we suspect that we have ,
only scratched the surface of the potential in this area The
additional playing rules provided are of a nature that they can
.
easily be nade compatible with other role -playing systens ( AD&D ,
, ,
C & S Runequest ) to add a new dinension to existing canpaigns .
,
Ue hope to receive feedback and suggestions fron our users so
that future editions can be nade even better .

n
TABLE OF CONTENTS

page
Foreword u

Section I; Roles of Ploy


Chapter 1 - Character Creation 1- 2
Chapter 2 - Roles of Play 1-17
Chapter 3 - Outfitting tne Character 1-29
Chapter 4 - Awarding Experience 1-33
Chapter 5 - Additional Rules ( reserved for
future editions )

Section II: The Scenarios


Chapter 6 - Bandit Scenarios and Highwaynen Adventures
..
A Earner Groups
B Merchant Groups
6- 1
-
6 3
.
C Traveler Groups -
69
.
D Warrior Groups -
6 17

Chapter 7 - Cat Burglaries and Second Story Adventures


..
A Heligor s Jewelry Shop

6 Magic Books and Scrolls
. 7-1
7-11

Chapter 8 - Arned Robbery Scenarios and Pursuit Adventures


A . Waylaying the Couriers 8-1

, ,
Section III: haps Charts and Diagrans

Appendices
- Character Conversion Instructions A -l
- Reference Charts for Players ....
Appendix A
Appendix B B-l
Appendix C - GanesMaster 's Aids C -l

in
dm

mm
I N0I103S
CHAPTER i

CHARACTERS
Their Creation i
Care ,
and Feeding

CHARACTER
(TEAT TOR' NOTE
magical artifacts If the
original system used for character
.
Throughout Thieves Guild and ' , generation does not provide a
the FANTASY SYSTER soving rolls will
Characters from any fantasy role
playinq ( FRP ) system may be used in
Thieves Guild
' , or players may use
be Frequentry -«entioned and used A
saving roll is an attempt to do
^ . separate rating
, for MAGIC
RESISTANCE use the character ' s
stamina rating for making MAGIC
tfTe“cfTarac ter "creation rules provided
below . something
requisite
involving an inborn
order to either prevent
RESISTANCE saving rolls .
in

In character creation, die rolls


something dire from happening ) avoid
, ,
its result or allow the character 4 ) INTELLIGENCE -
Measures of mental
are used to determine the physical involved to accomplish something capability take several forms .
and mental attributes if each
individual player character
Although the various FRP systems on
- . extraordinary ( far beyond his /her
normal capabilities ) All saving
rolls are made using a number of DIE >
. The ability to absorb knowledge
from books or teachers is referred
to as IQ in the Thieves ' Guild
the market ( Dungeons & Dragons ,
RunequestA ChivarFy 5 Sorcer » ,I etc 7)
~ " '
,
usually 2 although some situations
( such as breaking down a stoutly
scenarios .
,
An important second
requisite DISCRETION is used to ,
differ In the names dnJ'Tofdl number barred door ) might call for the total represent common sense and the
of requisites that are rolled all
systems provide information about
, of as many as lu or 12 The total of
the D12 is compared to the requisite
. character s ability to respond
calmly '
in tense situations,
several basic categories if human
. involved .
If the total is equal to
or lower than, the requisite , the
, TALENT, a third attribute ,
( and near human ) capabilities
categories ore :
These
saving roll has been made If the
total is greater than the requisite
. ,
represents the innate tragical
potential of a character and
determines his ability to learn
,
i) STRENGTH - This attribute defines
the player -character s ability to
the saving roll has failed ana
whatever dire consequences were about items.
spells and properly use magical
If the system originally
-
perform acts if brute force such ' ,
to descend upon the unlucky head of
the feckless wight involved are
used for character roll up does
not include one or more of these
as bending netal bars lifting a
, , descending .
The G8 must frequently ..
requisites IQ can be used as a
ja« ed
* door .
large crate or shoving open a
It nay also
infloence the ease with which
use his own creative judgment in
refereeing the outcomes of saving
rolls . If , for exanple i a plover
replacement

various weapons can be wielded , character attenpts to leap aboara a 5 ) ATTRACTIVENESS - This attribute
the anount of datraae done by a noting wagon , a COORDINATION saving
,
successful blow or the total load
( encunberance ) that the character
roll would obviously be required A
badly Kissed saving roll night cause
. represents both physical beauty
( APPEARANCE ) and the presence of
.
nay carry . the player to fall beneath tne wheels
,
of the wagon sustaining extensive
leadership qualities ( MAGNETISM )
These qualities govern a
character s sexual allure his ,
,
danage while a less severe failure '
ability tu hire and maintain
2) DEXTERITY This attribute
represents a character 's basic
night be interpreted as a headlong
crash into a nearby hedgerow
loyalty in followers and may even
greatly raise or lower his general
,
skills
agility
of
. manipulation and
It influences the
ability tu hit a foe , pick a lock >
( injuring
pride ) . only the character ' s believability when bargaining
, .
telling a lie etc If the system
used fur character roll up uses -
)

or dodge out of the wav of a only a single measure of


sprung trap . ,
In the Tn ieues
Guild scenarios a distincTIonTs' 3) STAMINA This attribute
attractiveness, use this value for
both MAGNETISM and APPEARANCE .
ma5i between actions requiring
"
represents a character s overall '
saving rolls against COORDINATION
( intentional efforts ) and those
constitution ,
his ability ti To assist in the process of
resist disease and absorb damage converting characters from other
requiring saving rolls against
.
from enemy blows poisons etc , , . systems t# Thieves > Guild
REFLEXES ( instinctive reactions ) The Thieves' Guild' scenarios ,
specifications a reference chart has
If characters from other FRP otilize an’aSditiondr and separate been provided, which may be found in
systems are being used, and such a
distinction is not made apply , requisite , MAGIC RESISTANCE to
indicate
) , ,
Appendix A CHARACTER CONVERSION .
a character s '
their single Dexterity rating to
both types of actions . susceptibility to spells and

1- 2
NEW FAMILY
CHARACTER BASWTOND
CKSTIir
Characters receive certain
Rules for character generation advantages at the start af their
for Thieves Guild are taken frin the
FANTASY '
SY5TETT a set of
careers ( in the fern of noney
, .
trainings etc ) as a resalt of their
,
conprefiensiul” gone rules designed by
Ganelords , Ltd .for
role -playing adventures,
fantasy
If the
fanily background , All player
characters ( whether newly rolled or
adapted ) should roll a D1808 and
reader of this book is new to fantasy
.
aaning or a new character is desired
tor tne play of these scenarios the ,
conpare the result against FAMILY
BACKGROUND .
next few pages outline a set of steps Sine races have restrictions
for character creation . placed on tthe types of famly
background they can have :
Initially > the player nust ELVEN - No Guld , No Rabble
select the race and sex of his DHARVEN - No Rabble
character . In the FANTASY SYSTEM , a
player nay choose fron'a"wide-nunoer
-
HOBBIT No Nobility
J8 - No Nobility , No Guild
of races , including those often
reserved for non -player characters
-
No Nobility ( except
Royalty ) No Guild ,
( for exanpie, nasties like koboids
. URUK - No Nobiiit y ( except
and ores ) A player nay choose to be
a nale or fenale nenber of any of the
" • ,Guild No
following races : PIXIE - No Guild, No Rabble
Honan ( HU ) CENTAUR - No Guild
Elven ( EL ) GOBLINN - No Nobility except (
Half -elven ( /E) ,
loyalty ) No Rabble
Dwarven ( DU )
Hobbit ( HO ) After fanily background is
Kibold ( KO ) ,
Ore ( OR )
Urok Hoi ( UH )
deternined the |player nay roll to
find his initia1 purse ( e g , a
nerchant rolls a 7 and a 2 on his
..
Half - ore ( / 0 ) 2D 10 then noltiplies the result by
,

Goblin ( GO ) SO GP /pip , equalling a total purse of


Pixie ( PX )
Centaur ( CE )
4 ) Calculate the total danage the
character can withstand before
9 x 50 or 458 GP ) He nay then
select his weapons and training
.
,
. ,
Each of these racial types is dying ( referred to as hits to kill
described briefly below . or HTK ) .
To conpute HTK add
adjusted strength and stanina
fields according to the procedures
set forth later in this chapter
social classes aotinatically receive
All .
1) Roll 3D6 to obtain values for ratings; conpare the total to the types of non-weapon training; these
each of ten inborn requisites:
Strength ( STR )
list immediately below . This is
the hit die tne player -character
skills are identified in the last
Coordinotion ( COT
Reflexes ( REF )
will use throughout his /her career
Now divide total adjusted strength
. colunn of the FAMILY BACKGROUND
table .
Stanina ( STM)
Discretion ( DSC7 '
and stanina by 2 ( rounding up ) and ,
IntelliaencedQr
Talent ( lAL )
die .
add a roll ot the character s hit
'
Magic Resistance ( MR ) TOTAL
Nagnetisn( MAG ) STRENGTH+STAMINA T DIE
b).04
Appearance < APPT tl or less
11 19 - D6
,
2 ) If an 18 is rolled roll D1000 28 -29 D8
to deternine if the character 38-35 D16
possesses a Super - Ability :
DIE ROLL EFFECT
36 45 -
45 or nore
D 12 + D 4
D29
rn-wr ’
Ro CEanqe
726-908 +1 to Characteristic ( Note : characters receive
981-97S 2 to Characteristic additional rolls of their hit
976-99S +3 to Characteristic die as they gain experience;
996-108 +3 as above
6 roll again
see Chapter 4 ) .
5 ) Identify any requisite bonuses
3 ) Make the appropriate Racial that the character receives as a
Adjustnents to initial die rolls result of his rolled attributes,
based on the FANTASY SYSTEM chartI> using BONUSES AND PENALTIES FOR
RACIAL ADJUSTMENTS: REQUISITES:

1-3
THE RACES OF GAIETY

HUMANKIND is the Most populous civilized race on HOBBITS ore the snail, furry footed people
the world of Gateway .
Mortal Men and wonen like
,
, .
described by Tolkien They naue exceptional natural
their Earth-dwelling counterparts cone in a vast ability in a nunber of thievish skills ( such as Silent
ossvrtMent of character types hovenent and Hiding in Shadows ) and also receive an ,
— froM Conan the barbarian
. autonatic +3 bonus to basic nit probability with
to SOM the librarian
thieves hunans possess no
inborn advantages
As
( or
thrown Missiles tsling
rocks knives bolos etc )
Hobbits are in sone respects
, , , . ,.
disadvantages ) i ni various quintessential thieves; they
thiefly skills . However the , survive by stealth and are ,
very coMMonness of htmankind often dooned when stealth
in itself a benefit ,
is
because o huMon thief can
appear alMist anywhere in ,
fails and they are caught up
in face to-face conbat In
nixed parties hobbits will
- , .
alMost any guise , without usually get along with alnost
arousing suspicion . everyone ; however because of ,
their snail stature, they

but
ORCS are sifiilar to hunans in height and weight ,
thev tend to have wolfish facial features and
seldon assune a leadership
role within a group Hobbits
are extrenely fond of food drink and pipeweed all , , . ,
-
Mean spirited dispositions Sohe legends contend that. of which they consune as nany tines a day as possible,
On any adventure ,
they will usually carry a
they are 'fallen " descendents if the ancient elven
kindreds, punished by the gods for their evil deeds - ,
well stuffed pack and will insist ( loudly ) on regular
through the loss of their iMMortality Whatever the . breaks for ssstenance ever, in the Midst ? f cri*i”a!
activity .
truth of such legendry , the orcish peoples and the
elven peoples share a Mutual hatred that frequently
erupts into war ,
and not oncoMMonly leads to
individual Murders and blood fueds Gres in general
disrespect all organized authority ( with the exception
. ,
DWARVES are a short $turdily -built people that
of the Military authority of the Uruk Hai ) and resent , frequently reside in iMMense underground caveri
,
those who live in "proper society " ) as a result Mony
,
becoMe thieves although they possess no particular
aptitudes for thievish skills A group of ores May . Mountains of Gateway
, .
cinplexes that they have constructed beneath the
The dwarves are a proud
artisan race who rejoice in crafting and owning fine
,
soMetiMes band with huMans kobolds or goblins to
create a formidable band of highwaynen; but orcish
, , , Material possessions of iron silver and gold It is
this love of wealth that
, , .
,
teMpers are short and internal squabbling is always a drives the dwarven tribes
into contact with other parts
threat if one or More feel
they are not receiving their of civilization as flght ers,
. ,
fair share of the booty
Ores do possess hypervisioh )
their other sensory abilities
as thieves .
Merchants and ( frequently )
All dwarves
.
are average Since Many ores
are socially outcast they ,
recieve an autonatic 301
bonus to their ability to
sense the presence of traps ,
receive substantial penalties
if they at tempt to disguise
in their vicinity They .
thenselves in certain roles . possess hypervision
receive a n to basic hit
and
probability
banners and axes
when using
All
dwarves autonatically receive
.
The URUK HAI were oriainally an interbred strain of two artisan trainings fron
the orcish peoples, designed to produce an evolved the Merchant category ( see Training fields below ) ,
warrior class .
The experiMent was successful to an
extent , for the Uruk are larger and stronger than
, regardless of their family social status Dwarves
Make good additions to alnost any theivinq band ; they
.
,
their lowly brethren the ores However , the uruk Hoi
tend to exe Mplify ( and intensify ) the orcish
. ,
are reasonably stealthy and often have the physical
strength and weapons ability to nake qood hignwaynen .
personality weaknesses They are terrible bullies . , ,
On the debit side dwarves ore notoriously greedy and
will usually denand extra shares of a treasure in
particularly in respect to ordering and coMManding
their SMalier cousins , in addition Uruk have sue , return for hazardous duties perforned during a
foul and quick teMpers that ores seeM patient in
contrast . Nonetheless , an Uruk Hai will grudgingly
robbery
,
.
Dwarves have a deep and abiding hatred of
horses and few can willingly ride even a nule for an
extended period of tine , the dwarven peoples have
coMpetence .
give respect to those who have proven their fighting
Urvk are not subtle or stealtny ; as
thieves , they function best as brigands on the open
shared a deep ennity with the goblins t or Many
,
thousands of years due to their perrenial struggle
,
road especially when there ore ores along to do the
.
Menial jobs The Uruk Hai do possess hypervision bit , for control of the subsurface areas of Gateway .
.
ore otherwise unexceptional in sensory or thieving
abilities

1-4
There are three ELVEN kindred present on Gateway : GOBLINS are a short ( about 4 tall) sturdy ' ,
,
the Sylvan ( wood elves ) the Sindar ( grey elves ) and , people with greenish skin and pointy ears , For
the Noldor ( high elves )
,
portray an elf he post roll a DIO to identify the
.
I f a player chooses to pillema , they have battled with the dwarves f i r
supremacy in the subsurface realns of Gateway and ,
kindred represented (i-6 = Sylvan 7-9 = Sindar , 10 = , these two races display an epnity that pay erupt i n t i
Noldor ). All elves receive on a u t o p a t i c +1 to their
basic hit probability with swords and bows; they have
.
a vicious fight ’on signt * Goblins have a patriarchal
society ( because of the great
a 302 chance of sensinq the presence of secret doors disparity in Magical ability
or panels, and a 601 chance between the pales and
of locating such objects i f a fepales; the goblmettes are

nip.
careful search ( requiring 1 m 'Jj unusually adept in arcane
® p a t t e r s ) , and a group w i n
Elves' are virtually
p i n u t e per S square area ) is
. $ usually nave a fepale leader ,
css
pade
to disease; they do
ippune Pm or at least , o fepale
l
aqe by hupan standards ;
not director , Goblins do hate
though they can be killed ? hypemsion , and receive
through copbat Misfortune , , noderate bonises to pany
etc .
They olso possess
hjfpcmsiin ( the ability to
\
thieving abilities ,
see up to 60 ' m nighttme
conditions ) Although the
elves portroyed i n Tolkien ' s
. CENTAURS are > as i n Greek p vthology , creatures
with the upper torso and head o f hupaniiind and the
,
trilogy are alpost uniforply high-pinded and noble
elven rogues are not at a l l vncoppon on Gateway
,
open terrain
.
body of a horse In outdoor odventores in relatively
centaurs have several advantages ,
( particularly apong the Sylvan tribe )
do, , ,
Elven thieves
however tend toward the pore subtle forps of
. )

to daylight vision ) ,
,
including great speed of povepent keen eyesight ( +2SZ
and an a u t o p a t i c 2 to hit
c n p e > such as cat -burglary ; they should not ( i f probability with bows ( i t i s rvpored that the bow was *
avoidable ) be played as COPPOO alley -bashers or hired
killers . All elves have great hostility toward
originally designed by the centaurs ) A centaur .
nepbers of the Orcish races and will rarely tolerate
their presence : conversely elves and dwarves , ,
although unlikely to becope boon coppamons have ,
l i t t l e difficulty co-existing and co operating i n the -
sape party . V
};
'
v:

I ••

PIXIES are s p a l l ( 18 B 24 * tall ) - ,


intelligent , V
*.
( though pany pay dispute this ) winged creatures who
are descended f r o p insectile ancesters With their
flying ability and dipmutive statore they are
., /J

physically suited for a nopber of thiefly tasks such


as trailing a potential v i c t i p Unfortunately pixies . ,, 'S
tend to have an extrepely short attention span and ,
i r e easily distracted; a band of thieves which sends a
pixie “Tfirouqh an open second story window to onlock
the back door of a
domicile targeted for a
rag y
i
?
burglary nay have a i
loooonnqgg wait .
They \\V
have a very limited
capacity while u
carryinq
airborne ( 51b
and are
. or less ,
well known as
)

regards their fondness


for tall tales,
partitvlarly concerning
their own exploits .
Because of this
propensity ,; they suffer
,
indoors ; however i s a walking disaster area and i t ,
is virtually ippessible for one to descend stairs
a 252 penalty to their
, without falling .Consequently centour thieves are,
general credibility and
lave substantial difficulties when trying to operate limited in the types of •jobs * they should undertake .
.
in disguise Positively , pixies receive an autopatic
<* 2 dodge added to their effective arpor class while on
They are well suited to the role of hiqhwaypen ) . and
can usually play a useful , even valuable part i n a ,
,
the ground , and 3 when airborne ; they also receive o
bonus to Silent Novepent * .
pursuit and robbery adventure ; unfortunately second
story work is effectively ruled out .
-
15
Noting between the various racial types on
KOBOIDS are a form of Cateway is a fairly common occurance ; not all racial
deqenerate hobbit , of similar combinations ,
however ,
can successfully produce
stature but with a offspring , The two most common products of
greenish -brown complexion, -
interbreeding are HALF ELVEN ( elves and humans ) and
Ki P S
' host kobold communities dwell
in underground complexes; as
HALF-ORCG ( ores and humans ) ; these half breeds inherit-
some characteristics from each of their parental
,
a result their senses of
)
races . -
Half elven children receive a limited ability
hearing and
normally
smell are
heightened while , to sense the presence of secret doors or panels ( 20 Z ) ,
and when carefully searching their chances of locating
%•
hi
'vWlSaW
their daylight vision is
decidedly poor .
Nearly all
. ,
-
such objects are 48 Z Half elves seldom have trouble
assimilating into society so they have reasonably
5
>'V,MwWv. kobolds are sneaky , skulking
who make excellent pickpockets , baexstabbers . good basic chances of operating in disguise
, ,
Half -ores > on the other hand are usually the product
.
etc*’ However ,> since virtually all inhabitants of , ,
,
Gateway know this kobolds are universally distrusted
( there is only a 2SZ chance that anything a kobold
of a forced union i and in these cases ) they are
usually outcast by their families at an early age;
, .
says will be taken at face value ) For the fantasy
gamer this race provides a rich opportunity for
many harbor deep resentment toward all ores as a
result .
Both half -breeds inherit all sensory
innovative role -playing , since they are capable of abilities from their fathers; in elven-human unions,
there is a 68 Z chance the father was human; in
minimal provocation .
committing extremely senseless acts of vandalism with ore -human ,> there is a 98Z chance the father was
orcish ,

RACIAL ADJUSTMENTS

RACE SEX STR CDN REF STM DSC INT TAl MGR HAG APP
: :
sssr:s
: srss
: sssr;ms
Human m
- f i 4 - +1 +t +1 +i -l ~ ~+2
-ir
Dwarf ”
TT+r +r w~r ~=r
"
=r =s
f : -2 +i +i +3 -i +2—-6 -•»
Robfuf m HI IT T?
f : -6 +3 +3
I F?
3
- =-44 +T22 --23 +FT3
,
EIF sylvan m”r r -fT”'fr ” T”- I
- - - ;r --r T2 ”

ETfr'frn35r m
-
f : 4 +i +2
2 i— ——
r= * *r =r =r~1

-m r -2-"?I—+1—-T -\
f : 5 +i + 2
-1 +4
2-
*r —TZ --=T~T?
+1
Erf ”noT3or
Ralf =e*lf — f_
”"
__
|-
5 +1 +2 :2
"

;2
T3
+3
—+2 ;1 "
+4
TJ
»5
IT
: -4 ft +i +i +i -t ~ ~+3
Cenfavr
f
s rT3-"fr -+2 ?r -T~2

f ' : -1 +2 +3 +2 -2 - 2
- — r f =r = _=
PTxIe m T=5
_ _
fT 6

-
4 - —- —
-2 - 1 +3
=5”
-6 +3

arc —
f 6 6 - 5
- r=2. rr„„r„.2—,f 2””' 4 2 + 3 + 6
3 ~Tr"”3 ”-T -
(JfuRial
f : -5
m”TT2“q—=T~-?Z —
+3 -3 -2
=
3 -3 S
— —
Z =2“TI = ~’=l
- —r -
-i * 3 -i1 -2T -2T ^
«—= —= —= — —=
f -i - 4
flarr-'o rc ” m'Tfl ? -3
-3
roToTtf" — +1 +2
;r -
-1 - 1
r6 r y fy
f 1 -5 +2 +2 -1 -4 -1 +1 +i -S -2
2 3 rj — - - -- --
Goblin m”T'
^^—
*
r fr
f i - 4 +2 + 2 +i +3
fj -2”-=3 W -~V ~-7
+3 -2 -5 -i
— —

1-6
BONUSES AND PENALTIES FOR REQUISITES

Strength Co-ordination Reflexes Intelligence Strength Co-ordination Reflexes Intelligence


Range Danage Hit Prob Dodge to EP Range Danoge Hit Prob Dodge to EP

wofl
* — * a*flo «> a w
a

-1e- -33DD16I - II -7 - 9ez


-7902
20 +1D12 +3 3 + 202
- D8 -8 -6 21 +2D8 +4 4 2SZ
i -2 -6 -4 --50SZZ 22 +2D10 4 4 +332
2
3
-1D12
-iDil
-5
-4
-3
-3 -33 Z
23
24
+2D12
+3D8
5
6
5
5
+502
+7SZ
S
4 -1D6
-1D4
-3
-2
-2
-1
-10
20 Z
- Z
2S
26
+ 4D6
+3D10
+7
+8
6
6
x2

6 -1D2 -1 -SZ 27 4D8 9 +7


7-13 28 +3D12
14 1D1 +1 29 6D6
15 +1D2 1 +1 SZ 30 + 4D10
16 +1D4 +1 +1 SZ 31 +4D12
17 +1D6 +2 2 10Z 32 +7D8
18 +1D8 +2 2 10Z 33 +6D12
19 +1D10 3 3 15Z

FAMILY BACKGROUND

Die Fanil Honey GP Weapon Training Avtonatic


loll Social evel? Dice /Pip Trainings Points Trainings!
NOBILITY (E)
99I:5iD High Nobility 2D6 100 6 10 ,
1, 3, 19 20 ( SQZ >
971-990 Nobility 2D6 SO 6 16 , ,
1 3 19, 20 ( 502 )
901-971 Aristocracy 2D10 25 6 20 1 3 19 20 ( 502 )
CUILD ( D ) ( all Quildsnen receive nastery of any 1 skill )
881-90(5 Ciildnaster 1D8 100 1 16 , , ,
19 20 31 M
, , ,
8S1-880 Joildsnan 1D10 25 1 12 19 20 31 !
HERCANTILE ( C )
SCT-B50 Herchant 2D10 5b 2 20 ,, ,, ,,
19 20 ( S 0 Z ) 31 +1
701-810 Shopkeeper 1D10 20 2 12 19 20 ( 502 ) 31 +1
YEOHANRY (B)
81T:70 B Teonan 2D6 20 3 8 , , , ,
26 19( 40 Z ) 20 ( 50 Z > 31( 20Z ) +2
SSl 600- Landed Peasant 1D6 20 2 6 , , , ,
26 19 ( 20 Z ) 20 ( 502 ) 31( 10 Z > +2
1S1-558 Peasant 1D10 10 2 4 , , ,
26 19 ( 10Z ) 20 ( 50 Z ) 3K 10 Z ) +2
RABBLE ( A )
131=150 Freednan IDIOO l 1 2 , , , ,
35 19 ( 20Z ) 20 ( 50 Z ) , 31( 8Z ) +2
121-130 Gypsy 1D10 5 2 0 , ,
41 42 31( 40 Z ) +2
001-120 Serf 1D6 5 1 0 35 , +1

(I The nunbers in this colonn correspond to the nonbers assigned to each of the
varioos training fields; percentages in parentheses indicate the chance of having
the training ; do not check for Writing 10201 vnless Reading [ 0191 has been given
or successfully rolled for ; ' •"Indicates fields Inorpointsl that nay be freely
chosen fron the applicable social listings ) .

1-7
WEAPONS
TRAININGS
b ) If the character has on
adjusted strength rating of 16 »r
For each weapon type the ,
following infornation is provided :
Thieves tend to favor snail ,
,
nore he autonaticolly receives an
additional weapon training If . 1) Basic Hit Probability ( KACO )
This represents"the abiTitijHof the
"
.
easily concealed and controlled the sane character is also a character to score a danaging blow
weapons and nechanisns that can snare nenber of either the Nobility on an unarnored foe ( arnor class 0
and entangle their potential victiits . class or veonanry subclass , he nay in the FANTASY SYSRN) HAC 0
stands forTIfs arnor class I, and
.
They will nornally seek to use expend this special one and one
stealth to attack with surprise and
will otherwise avoid potentially
, other ( a total of two weapon
,
trainings ) to becone an expert in
is used throughout Thieves' '
Gu 11d —
and the FANTASY . SYSM fo denofe
dangerous fees .
Highwaynen are
senewhat of an exception to this
.
any one weapon These provisions
reflect the fact that outstanding
the nininun roll on a D29 with
which a player character , an NPC - ,
general rule , as they will use nornal physical specinens of these or a nonster can cause danage to
fighting weapons ( such as broadswords
and bows ) i but even they prefer to
subclasses would be likely to
receive solid nilitary training .
an active but unarnored foe For
,
.
attack
hand- to -hand
^
froni anbush and avoid
whenever
each attack node the player rolls
.
a D 20 If the result is equal to
or
possible . conbat higher than his
,
probability after the effects of
hit
.
' , ,
an opponent s arnor dodge, etc
are factored in a danaging nit is
scored ( e g . .,
if a player has a
HACO of 7 with a broadsword and ,
is attenpting to hit a nan in
chain arnor ( AC61 he nust roll a ,
,.
13 or higher on D20 to hit )
Note ,
that with sone weapons
expertise will inwove a
character s hit probability by
For nissile
'
nore than the nornal bonus of 1
weapons three , .
separate hit probabilities are
,
listed representing the weapon s
effectiveness at snort , nediun ',
. ..
and long range For pole weapons
(e g spear ) used in close conbat
.
situations, two hit probabilities
are provided; the first is weapon
accuracy at initial contact while ,
the second represents the
Each character receives the Characters that satisfy both of effectiveness of all subsequent
nunber
associated
of weapons
with his
trainings
faml y
these conditions are the only
individuals who nay start the gone
attacks on the sane foe
.
.
.
background Additional trainings nay
be obtained in three ways:
.
with weapons expertise All other
characters nest start with nornal
2 ) Danage This indicates the
die foil used to deternine the
effects of a successful blow For .
a ) They nay be purchased in the
sane nanner as other training expertise only
,
weapons knowledge and can obtain
by gaining inflicted by a successful blow
,
nanv weapons the anoont of danage
,
skills through the expenditure of experience , increases when expertise is
training points .
It costs 5
training points to learn to use a
c ) After the start of the gane a
player nay learn weapons fron
, attained .
3 ) Mininun requirements for weapon
connonly available weapon at
. anyone who has both weapons use . Weapons" nay " rfqoTre “d
nornal effectiveness expertise and knowledge of the
.
training skill Teaching If such
certain nininun level of strength
co-ordination and / or reflexes in
,
NOR
a character is encountered, and a
deal can be arranged ( prices to be
order ta be wsed properly
Characters who do not neet the
.
Weapons expertise cannot be deternined based on the GM s nininun requirenents for a weapon
purchased with training points , with ,
discretion ) learning requires ’ nay still receive training and use
the exception of one situation
outlined below , Expertise is the
/
that the player spend B gane weeks
in intensive training sessions ( no
,
the weapon but will do so at the
effectiveness of an untrained user
ability to use a particular weapon at
nore than nornal effectiveness It . other activity pernitted )
noted above , a player nay only
As . ( see below )
4) _
Range Imitations
. For .
cones at the attainnent of certain
levels of experience ( 4 th 8 th 12th , , , attain nornal weapon effectiveness
as a result of purchased training . nissile trange3r 'wedpons the
"
,
accuracy of the weapon differs at
.
etc ) > and represents the additional
effectiveness learned with long
,
short nediun and long ranges , .
The list of weapon trainings
usage . All expertise includes a
bonus of 1 to hit probability
available to thieves is presented in
.
WEAPONS SPECIFICATIONS A player nay
Range Imitations define the
naxinun distance in feet for each
category of weapons fire A .
( particular weapons nay specify a choose either cfose range ( contact ) weapon fired at a tarqet outside
greater bonus ) , and, usually an , .
or nissile ( ranged ) weapons Weapons the long range Unit can never
increase in the danage inflicted upon narked with an asterisk ( < ) can be hit , regardless of the accuracy of
_ _
an opponent with tfie weapon in the
use of which # ne Jjas pec one expert .
^ ^
used for both contact or ranged
conbat , but each type of use is
counted as a separate training .
the user .
5 ) Special abilities, ( if any ) .
-
18
WEAPONS SPECIFICATIONS

Close Weapons Bosic Hininun


Hit Preb Dortoae Require« nts
Weapon
m V »
Type
It Y m
( HACO ) Nornal xgert STR CO RLF Notes
** M M#
** // * ft
** i

ii IDA 1D6 11 9
11 IDA IDS 8
Stiletto 18 1D3 IDA 11 a
Poimard 1C IDS 1D8 9
Bowie blade
Hain Gauche
Shortsword
* 8
9
9
1D 8
1D 6
1D 6
1D10
1D 8
1D8
6
b
S
13
13
11
9
b
c
lapier 7 1D8 1D12 3 13 13
Broadsword 8 1D10 2D 6 7 9
Hand Axe 9
Cudgel
Nace
* 8
8
1D6
1D3
1D 4
1D8
IDA
1D8
3
7
Hander
* 9 IDA 1D8 7

. '*
V

mn 'S '

• 1

: ,
tig
r *•
- #


» ,
;
*
>
. :1 *,
»
>

• *
J

PI 7'i
jjJi • « -
4
* %

»
^==538 ^ ' ffldAVdtvr
' £)

Ranged Weapons Basic Hinimm Range Limits


Hit Prob Danaoe Requirements ( m feet )
Weapon Type ( S/ H / L ) Nornal E * BSI :I STR CO ,RLF
//
Short Hedivn Long Notes
Short Bow 5 / 9 / 13 1D6 1D6 S 68 ISO 318
Horse Bow 5 / 8 / 13 1D6 1D6 8 68 180 AGO
Long Bow A / 8 /11 1D 6 1D6 9 100 250 6( 0
Sling ( with windup ) 3 / 8 / 13 IDA 1D6 13 50 100 2S 0
Hlinq ( flat ) 2 /i 8 / 13/ 17 IDA 1D6 8 13 30 60 98
Knife 3 / 2 5 / 9 / 14 IDA IDA 75
*
Bowie Blade!
Hand Axel
A / 12 / 17
6 /11/15
1D 6
1D6
1D6
1D6
6
3
8
13 11
30
30
15
60
A5
120
90
98
d
Hannerl 5 / 9 / 13 IDA IDA 7 15 50 120 e
Bole 1/ 2 A / 9 / 14 1D6 1D8 7 11 30 68 100 f
Boomerang 5 /11/ 16 1D6 1D1Q 6 11 A0 128 ZAO 9
Net 1/3 8/ -/ - Tangle 11 20
Blow< jin 3 / 2 S/ 10 / 15 1D2 9 20 A0 60
^ ^

Notes ; ( Weapons darked can be used as either a close weapon or a ranged weapon ; note
, *
however that if a weapon is osed in ranged codbat on a given delee round ( nr ) >
it will be virtually inpossible to use it for close conbat on subsequent nr ) .
a ) Expert has +2 to hit prob
b ) Expert has +2 to both hit prob and defense
c ) Expert has +2 to defense
d ) User has +2 for cnticals
e ) Expert has +3 to hit prob
f ) User nay elect to tangle
g ) ( CO + AQ ) Z return if mss

-
19
A character can use a weapon
, If a character possesses a high
strength ; he nay do additional danage
,
Sinilarly a character 's basic
hit probability with all weapons
without training in it but will
suffer a penalty of adding 4 to the to his opponent on a successful ( contact or ranged ) nay be adjusted
listed basic hit probability of the attack ; on tne other hand , characters as a result of a nigh or low
..
weapon ( e g , a character untrained
in dagger would have a HACO of IS
with low strength nay have a penalty
placed on the anoont of danage
.
co -ordination rating Refer to the
BONUSES AND PENALTIES FOR REQUISITES
.
rather than 11 ) A character who has inflicted on their opponents by their cliaft on the previous page to see if
had weapon training , but does not
satisfy the nininvn physical
.
weaker blows Danage adjustnents are
deternined by a special die roll node
a character receives any requisite
adjustnents to fighting skill Sone .
requisites for the weapon he/ she is once per nelee round ( regardless of character races also receive
using , suffers the sane penalty If
a character is both untrained and
. the nunber of blows successfully
landed ) , and are then added to , or
autonatic bonuses to their fighting
skills with certain types of weapons ;
physically inadequate for the denands subtracted fron . the nornal danage the character descriptions provided
, .
of a weapon the penalty to base hit
probability i s 8
inflicted by the weapon
bonuses
Danage
or penalties are not applied
. earlier in this chapter explicitly
note these inborn abilities .
fo nlssile atfacfs.
'

TRAINING OPPORJUNITIES

Die 3 or fron fron fron fron fron fron fron 18 4


Roil less 4 -5 -
67 All 18;il 12-13 -
14 15 16;i 7 over
i e o l
o
o
-
4 3 4 5 6
2 0 9 1 -4 3 4 5 6 7
A 0 1 3 4 S 6 7 8
4 0 1 *5
4 S b 7 8 9
S 0 1 3 S b 7 8 9 19
6 1 A
o
- 4 6 7 8 9 10 12
7 1 3 S 7 8 9 10 1? 14
2 4 6 3 9 10 12 14 1b
9 3 5 7 9 19 12 14 lb 18
10 4 6
n
8 10 12 14 16 18 20
11 4 •?
9 11 14 16 18 21 23
12 5 10 12 15 13 20 23 26
13 5 8 10 14 16 20 22 25 31
14 6 9 12 15 18 20 24 28 35

Note : although this roll is node on a D10 , discretion adjustnents can raise the result as high as 14 .

OTHER 2 ) Each character receives a die Once training points have been
TRAlNTfOREAS roll on the TRAINING OPPORTUNITIES
chart : a Dnris “rorie3T‘dn 3 f ITe
,
deternined players choose particular
" '
trainings for Their characters fron
Most players will also begin result natched against tne colunn the list of 44 fields provided below .
play wit n sone training in corresponding to the character 's Trainings are organized under the
non -nilitary skill areas , These
trainings can in sone cases enhance a
.
intelligence ( IQ ) The die roll
and / or the result nay be nodified
five najor social classes of the
feudal era , as described in the
character 's thieving abilities In
other coses , they nay provide the
. if the character possesses a high fanily background chart : Nobility ,
character with a knowledge of the
discretion ( DSC ) : Guild , Merchant , Yeonan , and Rabble
Each character can purchase trainings
.
value of various types of goods , or DSC ( 13 nornal roll fron his social class and below at
inprove his chances of disguising his
true identity . -
DSC 13 14 add 2 to initial die
roll
nornal cost , He nay purchase
training in skills connonly reserved
DSC 15-16 add 2 to initial die for higher social classes , but nust
Characters acquire skills
through the expenditure of training DSC 17-18
roll +2 pts to result
add 4 to initial die
pay double the nornal cost .
.
points They receive training points roll + 4 pts to result Characters fron the Nobility or
fron two sources : DSC 19-20 add 4 to initial die Guild classes nay also choose to
1 ) As a result of their fanily roll + 4 pts to result , achieve nastery of any Mercantile ,
background : the fanily background
chart indicates the training
and nove one colum to
the right
Yeonan , or Rabble class skill If
)

nastery produces special privileges ,


.
points received by each social DSC 21+ add 4 to initial die these are detailed in the
class . In addition all classes
avtonatically receive training in
, roll + 4 pts to result
and nave two colsnns
, .
descriptions of each field Uhere no
specific infornation is provided ,
certain fields , as detailed on the to the right nastery doubles all bonuses
chart .
1-10
associated with nornal training The . . .,
the Nobility ( e g i 1 for Guilds
, . ., amor if forge available When .,
cost of nastering a skill is double
the nornal cost of training ( Note :
nenbers of the lower three social
. x 2 for Nercantile
, etc )
However the nedieval Nobility owed
their positions in the world to the
working with plate or chain have
iSZ chance of producing arnor
a of
unusual strength (roll Dili 81-90 ,
, Add 1 to nornal amor class, 91-180
start of the gane ) .
groups cannot naster a skill at the fact that on horseback , they sot
taller than the rest of the world ,
,
Consequently they are not eager to
add 2 ) .
Have 38 Z chance of
recognizing nagical amor and ISZ ,
All purchases of training using
training points nust be done at the
teach connon riff raff to ride I
particularly to ride well )
- . chance of recognizing nagical
weapons .
Have 30 Z chance of
trainings 'are
start of the character s career If
additional
.
desired,
recognizing nithril or orichalcrun
in refined fom.
they can only be obtained by locatinq
a Naster willing to sell his
GUILD SKILLS ( D )
5kTCDNFCEZ~fltCHANICS ( 6) . . Can design
services . Costs run, fron 5GP to
1I8 GI’ per day ( depending on the
and consTrucf “ Intricate devices
* “

( GH s

MERCANTILE
llfDffiNC "
?SSZj$r ~
(C )
i) ye

rarity of skill ) The . ' discretion as to tine


required, color ?
fabrics to any
the
player -character nust roll 2D12 under
nis intelligence each day in order to
naterials,
availability
etc )
chances of picking locks or
.. of
Adds 10 Z to
judging value
chance of
of clothing or other dry goods ,
Adds 18 Z to sense of snell .
successfully absorb the training
For each successful roll knowledge , . disarning traps
85 ) CARPETRY ..
.
increases by SZ If for any reason
the training is interrupted before
, tapestries ,
( 9) Nake and judge the
udlue'-of rugs fine carpets and
1SZ
,
chance of
the character gains 1007
understanding, knowledge of the skill
. recognizing if piece is enchanted
.
!06 ) GLA §SBL 0UING ( 8 ) Hake and judge
.
decreases by 3Z each gane day of tfie value if glass itens . crystal,
interruption . etc . Can nake fake gens,

TRAINING
detectable by other characters at
SZ x their level Adds 40Z to own
chances of detecting fake gens
. .
Tirccr
-fisr 87 ) JEWELLERY ( 12 ) Nake and
varie' o ?' jewelerv and gens
. . TS
TRETP 60Z to chances of detecting fake .
12) TAIL 0RING ( 6 ) Nake and judge the
EFFECTS gens . ,
88 JCARTOGRAPHY ( 4 nust have Reading , value of clothing and quilted
arnor . Can judge general social
Nunbers parentheses ( 8 ) WrltlngTi Can draw clear ealily , status of others fron their attire ,
represent
Training Points
in
the nornal cost
,
of acquiring
FoIIowaETe naps
renenbennq path
.
25Z chance of
to current
if they are not disguised Adds SZ
to chances of any Disquise
..
lourneynan
desired field
level training in the
.
Training Fields in
location if without nap . 13 ) PERFUMERY ( 18 ) .
Hake and judge
valui of perfunes and other fine
..
parentheses ( Reading ) indicate skills scents Adds 2SZ to sense of
that nust Tie known before a
"“

particular field can be learned . snell


14 ) CALLIGRAPHY ( 8, nust have Reading
UrTtlngT? Can produce docunents
'
,
'
fine script. Recognize any written
in

NOBILITY SKILLS ( E )
UITREEjORT tt ,.
autonatically
language .
correctly
Have 88 Z chance of
infornation
copying
received by nobles ) , Gives SIZ ( including spells ) fron books.
chance of knowing identity of
person fron his coat of -arns; if - 15 ) SILVERSMITHING ( 8 )
judge vaTue of household and
.
Can nake and
known , 2SZ chance to know sone decorative itens node fron gold ,
background on person ( While this
is a Noble skill , it is not United
. silver i bronze or
Expenditure of an additional 4
pewter ,
only to those of the Nobility; any points adds GOLDSNITHING abilities;
player -character nay take tnis as the player can then nake loans to
one of his /her trainings , providing other characters , charging interest
the training cost is paid )
02 ) ORATORY ( 16 ) .Adds iSZ to base
. of 10 -60 Z ( roll D6) per nonth
Defaulters nay be placed in prison,
.
chance' for successful Disguise . with liens placed on their estates .
Adds 20 Z to response if plead mg a
cose before the court
83 ) H(JRSEHANSHIP ( 8,
. Can judge general wealth of other
characters
.,
if they are not
autonatically
recelved'Ty nobles ) , Gives 7 BZ
89 ) ARCHITECTURE
Reading, Writing) Can design and . have disguised Adds 18Z to chances of
successful Herchant disguise .
supervise conltruction of build
. .
chance that aninal will obey sinple dings 16 ) CAPIAINCY ( 8 ) Learn proficiency
,
connands 75Z chance of renaming
on horse in a crisis situation -
ana fortifications Have 38 Z
chance of guessing purpose of
. at cohnahd Add + 4 to Hagnetisn
when giving orders while in charge .
,
sudden stop rearing etc ( without, . ruins; if successful have 15Z , Adds 10 Z to chances of successful
horsenanship, chance of renaming
on horse during a crisis is 25 Z ) . chance of deducing floor plan of
the structure .
Adds 20 Z to a
Nilitary disguise
17 ) LOCKSHITHY (9) .
.
Can construct
This skill nay be learned by any
player -character .
at a cost
character ' s chance of locating
secret doors by searching . sihpIe'Tecks and traps Adds 1SZ .
nvitiplier equal to the nunber of
degrees he / she is socially below
ifl )FINE ARMORY ,
( 4 requires Arnory )
Can naEe"or repair any “type of
"
. '
or disarn traps In addition to.
to a player s chances to pick locks

doubling these bonuses to thieving

I-li
abilities > enables elapsed since tracks were node; RABBLE SKILLS ( A )
..
(taster ?
construct high have only 15Z chance of tracking 3fTCYPHERIRG ( ZT Can perforn sinple
character to
conplexity locks and traps ( See
section on Thievinq Abilities for
during or after storns ,
Underground - Base chance 30 Z, add 2Z
arlthietlc calculations Without
,
cyphering all SUMS of Money over
.
explanation ) . .
“'"
for * each extra Menber of tracked
,
group subtract 10 Z for each hour
SuGP represent countless treasure
.
32 ) COOKING ( 1) Can prepare hearty
.
18 ) BuOKKEEPING
Cypheringf .
Enables character to
Feep'Tasic business accounts, if
(4 Must have
elapsed .
Have 10Z chance of
following trail that leads through
Meals both in a kitchen and on the
road, given proper utensils fire ,
Master ,adds iZ per character 's
level to Z of total value he will ,
slides etc Have SOZ chance of.
secret or trap doors , chinneys or and foodstuffs Mastery adds
banquet preparation Knowledge of
. .
stolen goods .
receive when selling or fencing identifying found tracks os that
of Man - type or Monster ; have 25Z
chance of identifying found tracks
cooking adds 1SZ to the success
chances of a Cook disguise
33 ) NETTING ( 2) ..
Make , weight and
.
as to exact type if successful on , balance nets May increase hit
— B)
YEOMANRY SKILLS ( '
TCTREfflJTNG U)7
. Can previous roll. probability of nets by +1
. .
serf:=speken language ,
20 WKIT1,NG ..
i.

read any
.
26 ) HUSBANDRY ( 3) Can train and
Manage Most MOMMQIS of SMaller than
.
34)NEAVING (1) Make blankets and
simple articles of clothing Have .
Urlte
)
wrne any self -
any '
( have Reading )
spoken language ?'
2i( CARPENTRY ( 4 ) . Make and judge
Must hunan size 40 Z chance of having
aninals obey siMple conMands
Hostery increases chance of
. 26 Z chance of judging the valve of
cloth or clothing
35 ) SERVICE ( 1) . .
Learn to perforn
•value of furniture , other wooden
.
11EMS Have 15% chance of knowing if
piece enchanted .
Mastery brings
understanding to 69 Z and adds
ability to train larger MOMMA Is
( bears , ,
lions etc ) Tnere is a 5Z .
housekeeping or Maintenance chores,
to the specifications of an
enployer .
Adds 1SZ to chances of
knowledge of cabinetnakinq and fine
woodworking . . chance that a player will die
atteMpting to learn Mastery of
Servant disguise Mastery pernits
character to learn a specialized
.
22 MANNING ( 7) Make leather goods
an?' amor fron skins recognize ,
husbandry ..
27 ) B0MRY' ( 4 ) Can nake and recognize
role - butler nanny etc and , , .,
value of leather itens Have 10 %
chance of recognizing enchanted
. value of bows and crossbows Have
15Z chance of recognizing enchanted
. adds additional 5Z to disguise
chances
36) TRAPPING
.
( 2) .
leather . Mastery adds
leather boots
ability to bows and arrows Master bowyers . Can construct and
conceal" outdoor traps ( snares
, . ,
*.
nake and other can balance bows to inprove base pits cages ) Have 20Z base chance
footwear . hit probability by i of capturing desired aninal
( adjusted by GM to reflect rarity
of aninal ,
appropriateness of
terrain,i etc , ) For successfully
concealing trap fron hunan- types,
have base chance of 90 Z ( 5 x DSC
of potential victin) . -
37 ) SHIMMING (2) Can successfully .
currents .
navigate' caln waters or nornal
Maxinun distance in
Miles that can be covered without
rest is = , 2S x STM of character
Mastery doubles distance linits
.
,
and adds lifesaving and sone
ability to SWIM against the
current
38 ) DIVING
. (1 ,
have Swinninq ) Must .
Enables to TtoTil nis
character
231BLACKSM1THRY ( 6 ) Can forge
neTars7'Mafe'and recognize value of
. 28 ) FLETCHING ( 3)
aniT otfier nissile devices fron raw
'
. Can nake arrows .
breath underwater for i/ 2 x STM
nelee rounds There is a 2Z chance
netal tools and weapons Have 26 Z
chance of recognizing nagical netal
. Materials
recognizing
.Have 10 Z chance of
nagical arrows .
that the character will die
attenQting to learn this skill
39 ( MOUNTAINEERING ( 2 ) Con follow . .
arnor .,
weapons 10% chance for nagical
Mastery adds heln Making ,
Mastery provides skill to balance
arrows to +1 hit probability
path or find easiest route through
rough terrain Adds iOZ to players.
and the ability to nake weapons of
unusual sharpness ( Roll D180 01-90
add H to weapon hit probability ,
,
( non-nagical )
..
2? ( COOPERY ( 3) Make and recognize
,
ability to dinb sheer surfaces
without falling There is a SZ .
valve of chests barrels and other
.
'
chance the character nav die
91-99 +2, 09 +3 )
. . .
containers Add -t- 20% to chances of ottenpting to learn this skill
40 > BREUERY .
24 ( ARMORY ( 6 )
?
Make and repair
uITfeJ ) leather and scale amor ,
an repair chain arnor Have 15Z . itens .
sensing and locating traps on these
Mastery gives +20 Z chance
of locating secret panels on such
( 2) Can nake and judge
vaIue'“of beers ales and stouts
Mastery adds wine-naking
,
. .
chance of recognizing nagical arnor
,
and helns and a 10 Z chance of
an iten ,
30 ( MAGISTRACY (4) Repres nt 5 . 41( ENTERTAINING ( 2) Skill teaches
ch'dracfer sfaqe presence and the
. ,
recognizing nagical weapons
2S) TRACKING ( 4 ) Can follow the.
. knowledge of the common low , Add
' *"

20 Z to the reaction of judges when


ability to attract a crowd by
perfuming .
Adds 1SZ to chance of
trail reft by nen or aninals
Success chances vary by situation :
. representing oneself or another
before the c o u r t . producing a diversion Gives 607
chance of judging profession of
. .
Outdoors -
Base chance 45% add 2Z , others . Adds 10 Z to chance of
. ..

for each extra nenber of trocked


group, subtract 10 Z for each day
successful Disguise .

M2
42 ) HUSIC (3) .
Can competently ploy
any '"
common musicol instrument
Adds iSZ to the chances of charming
.
( if Bard or Troubadour ) , Hastery
adds ability to compose music ana ,
another 10 Z to charming
43 >FIRST AID ( 5 ) Can attempt to . .
assisT offier wounded individuals
( cannot heal oneself )
, For normal
damage can heal 1D 4 hits per set
.
of sustained wounds ,» provided aid
is given within one hour of gome
time . Can successfully splint
and / or reset broken bones Have .
40 Z chance of knowing how to save Q
life emergency situations
cure
in
( including bleeding )
1D6 hits
Hasters can
of dam )
.
automatically know now to stop
bleeding , and have a 68 Z chance of
lifesaving in other emergency
situations .
They also recognize
naturally occurring drugs
44 ) TEACHING ( 5 ) .
Character can teach
.
any weopon he has learned to others
'

( and receive payment for such


services ) .
Hay also teach any
skills in which he has a mastery .
Adds 161 to chances of disguise m
any Field the player is qualified
to teach . r C) r 80
\ '.

THIEVING ABILITIES 2 ) Trap ‘ Handling .


Tffere are two distinct phases
"”
to NOTE
In addition
weapon and to this activity : Only master locksmiths or those
general trainings, thieves also a ) locating the trap characters knowmq complex mechanics
receive ratings for several skills b ) disarming it . can construct Level to Level 6
that are especially useful in their
.
activities There are eight Thieving
The thief nust first «ake a
successful Trap Location roll to
.
locks or traps Where such locks or
traps are included in the Thieves '
Abilities used in the Thieves ' Guild find the precise location of the
. ,
Guild Scenarios ) their complexity
scenarios :
trap sensing , trap Loch player character may-
roll only once per trap to attempt
levels will be clearly specified .
trap handling
( locating and disarming ) )
to locate it; however any
character may attempt to locote the
,
3 ) Lock Pickina .
lock picking i trap , wnether he originally sensed First IeveFthieves have a 20 Z base
pickpucketing ,
,
.
it or not Similarly once one of , chance of openinQ a lock without
moving silently tne memoers of a party has located
, the proper key .
This base chance
hiding in shadows )
climbing, and .
a trap anyone can try to disarm
it
may be reduced , however If the .
listening . A thiet moy keep making rolls
to disarm until he is successful or
thief does not own a set uf
lockpicking tools ( see Outfitting
A thief s ability in each of these
' sets off the trap .
Each trop ,
the Character ) his chances of
areas is expressed in terms of a
percentage chance of success ( rolled
handling roll accounts for 1D 10
melee rounds of game time , whether
success are halved Success .
on D100 ) . for location or disarming A 1st . chances are also reduced when a

i) Irap Sensing . level thief has a 10Z base chcnce


of locating and / or disarming a
1 is being picked .
lock greater than Complexity Level
For complex
locks , adjusted success chances are
~
IF’ sgccessful i the character is
aware if there is a trap set
trap . Any thief ( regardless of
level ) has a SZ chance ( 96-108 in c
equal to the thief s base ability
'
divided by the lock ' s Complexity
somewhere in the 16 foot cubic area
may focus
.
around him If desired, the player
trap - sensing
D100 ) of settina off a trap when
attempting to disarm it This . Level ( hence a 1st level thief with
proper tools would have a 10 Z
his chance of error may increase in two chance of picking a Level 2 lock , a
abilities on a single object like a ways :
door ,
chair or chest . All Trap
Sensing rolls are made secretly by
a ) add lSZ chance of misfire for
SZ chance on a Level 4 lock and sc
on ) , As in the case or^ traps,
each previous unsuccessful complex locks will be clearly
,
the Gh so that the player will not attempt made ( reflecting identified when they oppear in tne
know the difference between a
failure to sense traps and a
general abuse tc the trap
setting mechanism)
scenarios in tnis book .
successful determination that no b ) add St chance ef failure for
trap is there , At 1st ( or each level of Trap Complexity
starting ) level a thief has a SZ
base chance of Trap Sensing
,
. ( expressed as a scale of 1-6 ) .

1-13
4 ) Pickpocketing
Tffis a&ITity
. the governs
armor he is wearing as leather
armor reduces chances by 5Z and
position ;, if he fails to do this ,
he falls , taking 1D6 damage for
-
player character ' s percentage chainmoil by 39 Z . eoch 10 teet fallen A 1st 1level .
chances of picking outer pockets ) thief has a 7SZ chance of climbing
slitting open purses , or removing
. 6 ) Hiding in Shadows . each 10 foot section successfully .
loosely worn jewelry items A Tfils represenTs fhe ability of the
“ '

first level thief has a iSZ base thief to conceal himself from 8 ) Hearing, .
chance of success in these others . A thief may attempt to A tfuef consciously uses his

endeavours .
Whether or not the
thief is successful , the intended
hide himself in any area with
readily available cover
hearing ability to try and detect
noises down a corridor , behind a
victim may discover the attempted underbrosh , shadows a roomful of , closed door , or the sounds of
. ,
theft To determine the chances of
detection subtract the thief 's
furniture . While hidden , a thief
may make minor movements shift - approaching animals or other
hunanoids in the wilderness If .
Experience Level from the victims position slightly , fire an already successful , the player will be
Experience level If the result is . loaded weapon , or reach into a belt aware of sounds within a maximum
a positive number , square it and
this is the chance of discovery ,
pouch. More significant movement
will reguire the thief to make a
ranoe of 60 feet indoors and 2S 0
yards outdoors . However his ,
. ..
(e g a fifth level thief attempts ? hove Silently roll >, or lose the ability to clearly distinguish what
to slit the purse of an eighth
. benefit of his concealment A 1st . he has heard nay vary according to
level trader His chances of being level thief has a 5Z base chance of circumstances ( volume and duration
detected are 3x 3 » or ?Z ) . hiding in shadows . of the sound , thickness of the
intervening walls , etc , ) A 1st .
level thief has a 28 Z chance of
successfully osing this listening
m'J
gf
ability .As in the case of trap
sensing , the GN should always make
I hearing rolls so that the player
w does not know whether he has failed
to hear sounds or successfully
determined that there is nothing to
-
• ki
'5V . be heard .

\
e
fw •I

u
i 2
-J K
A
chances of
-
player character ' s
performing
base
thieving
if A\[ [ & jj .- abilities may be adjusted to reflect
Mil
any applicable racial or requisite
.Dwarves , for example , are
urn*
bonuses
yj born with a substantial Trap Sensing
ability , while hobbits and kobolds
* r,
can Hide in Shadows more easily than
II U',
their taller colleaques Similarly , .
M, f
VS thieves who have rolled a high

m rer% i
I

I fl Coordination ( CO ) rating will also


K & -bji oossess better than average ratings
for manipulative thieving skills,
i
if

IH \
\
such as Lock Picking See RACIAL
REQUISITE THIEVING BONUSES "
.
AND
These
•it
T T/ *
y'
adjustments sSouItf applied to both
be
B $ i
\
newly created characters and to those
being converted over from other FRP
\i •
>
s
nit
fi
i> L
i
V*
v systems .
i * ' In addition to these initial
adjustnents ,
a player character 's -
jU
2) / ffl. Thieving Abilities also mprove as he
m
,* 4
gains eiperience in his trade In .
& the FANTASY SYSTEM ( as in nany other

FuTesT , characters grow by
*

FRP
m
m earning Experience Points for certain
actions . At certain specified
intervals ( 1SI 0 EP , 25810 EP ) , the
5 ) Moving Silently . 7 ) Clinbinq . character is considered to have
This represents the ability to wove This represents a thief 's ability advanced to a greater Level «f
quietly for the |purpose of sneakinq to scale a substantial height expertise . The experience chart for
up to or away fren opponents . If through the use of ropes and / or thieves ( including the effects of
soccessful 1 a thief 's novenents hand and footholds Clinking rolls . advancenent on Thieving Abilities )
will be undetected by others , should be node euery 10 feet of will be found in Chapter 4 of this
their hearing vertical novenent alenq sheer or book , along with roles governing the
regardless
.of
ability A first level thief has a
52 base chance of Moving Silently .
relatively sheer surfaces
unsuccessful the thief has an
If
)
? . award of experience .
A thief 's ability to Move Silently opportunity to nake a saving roll
nay be hanpered by the type ot against reflexes to naintain his

1-14
PACIAL AND REQUISITE SIEVING BONUSES 2 ) Night' Sight .
Nlghf iisfon obilities refer to Q
character s chances of identifying
, '
shapes movement , etc , in dim .
Intelligent Sense Pick Locate Disarm Pick Silent Shadow Climb Hear firelight )
( all
.
light ( such as moonlight or
Many character races
bet Humans, Hobbits and ,
Race Traps locks Traps Traps Pocket Notion Hide ( ifl ) Noise
' Centaurs) possess 'hypervision *
Uruk Hai which permits then to see op to 60 i
Half -Ore in any conditions except absolute
Dwarf 302 +5 Z
10 Z *+tOZ
5Z
+15Z
+51 +5Z
+5Z
+2SZ
+5Z
+25Z +10Z
darkness . Characters without
hyper vision have a 30 Z chance of
Hobbit
Elven +5Z +10 Z +152 identifying shapes within a SO '
Half -Elf 5Z +5Z radius , a 10 Z chance of
Ore + 5Z HZ +10Z identification at a range of 50 -
Centaur +10Z +5Z -IOZ -29 Z -98Z + 10 Z ISO , and only a 1Z chance at
' .
kobold 5Z +18 Z +15Z +15Z +20 Z further distances For those with
Pixie IOZ -20Z -20 Z +15Z +15Z - 40 Z +20 Z ,
hypervision success chances at
H+ 15Z these ranges are 80, 30 and iOZ, ,
Goblin +102 -10 Z +5Z +102 +10Z +15Z +15Z +5Z respectively .
Racial Adjustments : races having
Talent Coord Coord Disc Coord Coord Reflex Reflex hypervision are Elves,
^ — --
Reouisjte
3'orress -302 -45Z OZ =35Z "<02“ 02 202' 8worves Kobolds , Ores,,
4-5 - 202 20 Z -3IZ -
20 Z ^
20 Z - 20 Z 10 Z - - Uruk -Hai .
( Half -elves
6-8
9-12
-
-10 Z iOZ -152 -10 Z 10 Z -IOZ 5Z - - end half - ores inherit
night sight abilities, if
13-14 ,
from the father of
15
+ 2Z
+ 4Z
5Z
SZ SZ
5Z
+ 5Z
SZ
SZ
+1Z
2Z
iny
the union ) .
»
18
19
+ SZ
6Z
8Z
+10 Z
SZ
+SZ
+102
IOZ
10 Z
+15Z
+15Z
+5Z
SZ
SZ
+10Z
+5Z
SZ
+10 Z
+ iez
SZ
+102
+10 Z
15Z
SZ
+10 Z
+1IZ
+15Z
4Z
SZ
+7Z
+3Z Training Adjustments: None
3 ) Shell
Prayer characters begin their
28 +12Z +10 Z +202 102 +15Z +15Z +1SZ +9Z careers with a 102 base chance to
21 152 +1SZ +20 Z 15Z 15Z 20 Z + 20 Z +11Z identify nearby smells , The
22 +18Z 1SZ +25Z 1SZ 20 Z 25Z +2SZ +132 character receives a 28Z bonus + o
23 22Z +20 Z 30Z +20 Z +25Z +30 Z +38 Z +1SZ these chances when attempting to
24 27Z 25Z + 402 +252 +30 Z +35Z +35Z +282 identify a smell he / she has
25 or more +35Z +30 Z +58 Z +382 +35Z 40 Z + 40 Z +25Z successfully recognned in the
past . Chances of smell
identification should be adjusted
to reflect the number of sources of
the smell ( the smell of ten ghouls
is more pronounced and easier to
If the player desires to use an also be affected by circumstances recognize than the smell of one ) ,
existing character from another fRP arising in the course of play wind direction , etc .
system, he should recalculate ( weather effects such as changing Racial Adjustments : Centaurs +10Z
wind direction or fog effects of , Dwarves +18 Z
Thieving Abilities to FANTASY SYSTEM
.
equivalents Methods for rndflng this camouflage , etc ) .. kobolds +30 Z
Training Adjustment : Dyeing +18 Z
character conoersion have been
designed for four comparable fRP
,
J

i) Daytime Sight .
Sighting abilities refer only to
Perfumery + 25Z
Husbandry +20Z
systems ( Advanced Dungeons 6 Dragons _ '
Cnivalry " Sorceryj Huneguest and ’
persons or objects within the
Tunnels 6 Tron|TJ and ffiese methuds player 's current line of vision ( as 4 ) Taste .
Player characters have a base 152
are Sescrl&eJ” in Appendix A of represented by facing > stated
Thieves' Guild . to SO '
,
away ,
..
intentions etc ) At distances up
the average
chance of identifying a substance
hrough taste analysis A 20 Z .
-
player character can identify such
. bonus to these chances is given
a previously tasted
NQKhAL objects V 0 Z of the time Between whenever
SERSHY .
50 and 158 ' this percentage chance
drops to 68 Z: over 150 ' to 30 Z , . substance is tested .
taste analysis
Chances of
diminish if a
ABICOTES
Players should receive pluses to character attempts to sanple
A -
player character s sensory ' these percentage chances when in several different substances in a
.
perceptions can alert him to familiar surroundings , or if single sitting
,
potential danger allow him to get looking for a person or thing known Racial Adjustments: Dwarves 10 Z -
his bearings in unfamiliar to be in the area ; conversely , Ores 10Z -
,
surroundings or enable him to locate penalties should be assessed if the Uruks 10Z -
-
a sought after item Base sensory .. sought object has been deliberately Hobbits +10Z
, ,
% .
abilities for siqht smell taste camouflaaed Training Adjustments : Cooking +15Z
and hearing ore listed beliw , along Racial justments : Elves +102 Brewery 10 Z
with any racial or training modifiers kobolds 201 - *
that should be applied to these Centaurs +201
.
skills Base chances may of course Training Adjustments : Tracking +102

1-15
S ) Hearing .
Player ” characters have a base 10 %
chance of identifying nearby sounds
within 60 ' infloors and 250 '
' .
outdoors ) Note ; Thieves receive
an autonatic 10 % bonus to hearing
chances at 1st level ; their hearing
abilities also inpreve with
experience , as described in Chapter

Racial Adjustnents : ( See THIEVING


BONUSES”"table
above ) ?
Training Adjustnents : None

1- 16
CHAPTER 2

RULES OF PLAT
Movement Conbot >
^
Hagic , Disguise
and ether Thievish Pursuits
,

HOVEHI: NT terrain .
Host riding aninals that In Helee situations , novenent is
neasured In lS second intervals, and
" '
will be used in the gone can travel
During the various Thieves / about 30 rules a day in relativel the hexes on a nelee grid are 5 feet
Guild scenarios , players will ~finffTt
ftecPSsary to nake novenent on three
clear terrain , half that in rough
country , but nay be slowed to as
across .
different scales: overland, little as one tenth that when Individual character novenent
encounter and nelee . traveling in nountainous areas It
is suggested that the GH handle
. rates are prinarily based in size and
the type if arnor the character is
Overland novenent is Measured on
,
a daily basis and rates are nornolly
overland novenent on his basic nearing .
The MOVEMENT RATES tables
canpaign naps by having each hex below indicate nofnal Encounter and
'

about 12 niles a day for an unarnored


character walking through relatively
represent a S nile grid . Melee Novenent Factirs fir the
various character races used in the
clear territory; travel averages
about half that in rough territory ,
Encounter novenent is Measured
.
in one nlhufi'turns On an encounter
'
Thieves' Guild scenarios .
and about one quarter in Mountainous ,
grid a hex Measures 20 yards across .

MOVEMENT RATES

ENCOUNTER SCALE MOVEMENT FACTORS MELEE SCALE MOVEMENT FACTORS


"
Tin fiem ’
per turnlT "
Tin"?7 hexei~ pef " turnT " "“

Ar « or worn Arnor worn


Race = > CLO LTH CHN SCA PLT Race *~' CLO LTH CHN SCA Pl.T
ffunan, Elven , Orcish rr " "
8 ”
5 “
T T
Hunan , Elven , Orcish
Dwar ven
Hobbit , Kobold
3
S/ 2
2
2 S /3
S/ 3 3/2
3/2 1
3/2 1
4 /3 i
2 /3 1/ 2
Dwarven
Hobbit , Kobold
Pine f
7
6
18
S
12
6
1
5
3 .-
4
0
>
0
3
i
Pixie f 6 3 1/8 6 0 w S 4 2 11
w 3/ 2 1 1/ 2 1/8 1/8 Centaur , Riding Amnal 18 16 12 9 5
Centaur , Riding Amnal S 5 3 S/ 2 3/ 2 Draft Horse , Mule 12 16
,
Draft Horse Mule 4 4 N N N
N N N•
EFFECTS ON EMF RATES FOR :
KFor fractional EMFs , use the specified pattern , and TYPE OF TERRAIN 2-LEGGED 4-LEGGED FLYING
repeat each set of turns ; (ToughTRilly rocky ) "172”"
' -
374 UT”
^

S/ 2 Move 3, then 2; Steep Incline 1 hex / turn NAdl 3/ 4


S/3 Move 2,1,2; Heavily Wooded NE 1/2 NA ( 2 )
3/2 ,
Move 2 1; River ( at ford ) 1/ 2 3/ 4 ME
4 /3 Move 1,2,1; River no ford )
( 1/ 4 1/ 4 NE
2 /3 Move 1, 0.1 :
1/ 2
1/ 8
Hove 1 8
Move Q , o ; » ,1, 1, 0 , 0 , 6 )
,
ME - No Effect
.-
Key ; 1/ 2 3 / 4 , etc fraction of nornal EMF pernitted .
NA - Novenent thru this terrain not pernitted
( 11 Burros are exenpted fron this restriction;
.
nay noue 1 hex / twrn
( 21 Pixies are exenpted fron this restriction ;
.
nay noue at 3/ 4 nornal rate

1-17
The various scenario aps in the
back of this book are keyed to either * character attenpts to
slower he will nove . carry the, CQMEA1
The Fantasy
Encounter or Melee noveHent , Systen" rules try to
depending upon the locale
daily activity is represented by
Most . these effects without
elaborate calcalations 9
incorporate
introducing
? At the end of any novenent
,
phase characters can participate in
encounter scale novenent , encunberance Assune that each conbat if the character has either a
particularly the initial nanuevers of race can carry the following ready close range weapon ( and a foe
a chance meeting ( or a GM planned naxmun weight load in addition to is positioned in one of his three
not - so -chance neeting )
, On the
encounter grid several characters
. ,
arnor weapon and shield and one
snail backpack full of food and
, adjacent front hexes ) or a ready
nissile weapon ( and a foe is within
can share the sane hex during the
Movement and / or conbat phases of a
eqvipnent :
Hunan , Uruk -Hai 120 lbs
his range and line of vision )
( Spells nay also be thrown during the
.
turn . Movement should be transferred
fron an encounter scale grid to a
Elf , Half -Elf
Ore , Half -Ore
100 lbs
100 lbs
conbat phase of a nelee round ) All
conbat is assuned to occur
.
nelee scale grid whenever two groups Dwarf 160 lbs iiSSilSDSilSlii thu 5 Qch character
are within two encounter scale hexes Hobbit , Kobold 60 lbs
~
or "nonster entitled to nake an attack
of each other ; when transferring to Pixie 10 lbs nay do so even if he has suffered
the smaller scale ( appoxinately 12 Centaur 300 lbs fatal danoge during the course of the
nelee hexes across an encounter hex )
place each character on a nelee hex
, If a particular character has a
natural ( before racial adjustnent )
current conbat phase Sone weapons
nay be fired nore than once during a
.
at or near the center of the STR rating of 15-17 increase base , ,
appropriate encounter hex . carrying capacity by 251; if STR is
,
18 or higher odd 50 Z to encunberance
single conbat phase ; however all
shots in a round nust be directed at
a single foe .
On the nelee scale arid only , linits .
one character nay occupy a nex at the
end of a novenent phase If two
characters fron opposing sides are
. Uheneoer a character is carrying
nore than 1/ 2 of his naxinun load ,
All attacks are resilved through
the roll of a D 20 . Each character or
adjacent to one onother at the end of
a Melee Movenent phase , they are
nove tne colunn to the right on the
HOVEMENT RATE charts ( that is a nan ,
nonster is assigned a base hit
probability ftr each weapon he uses
Base HP (called HAC0 ) represents the
.
considered engaged for conbat In reafher arnor carrying 70 lbs of
'
die roll that nvst be equalled or
,
purposes provided that one of the extra load would note at the sane
two is focing the other It is
difficult for two enenies who are
. rate as an unencunbered nan in
chainnail ) .
If a character carries
exceeded ftr the character to
successfully strike an unarnored nan
( Arnor Class 0 ) .
The HAC 0 for a
back to-back to fight , but it is not
- nore than 3/ 4 of his naxinun load > particular weapin nay differ anong
totally inpossible . adjust his novenent rate two colonns player -characters, due to differences
Adjustnents to basic Movenent
to the right . in their inborn physical capabilities
Factors nay be node to reflect three
circunstances :
1) running ,
2 ) terrain effects , and
3 ) excessive encunberance . Lessee ... *.
/ ioi 4- P,C 0 c
1 ) Running
Running
. doubles t i*^ cr-c o* a. ? , one Jd
g
the nomal '
Encounter or Melee novenent speed
of a character .
A character nay > >v < * uoco *“ » /> o cfTCun uvrt : c r, £ ) 0 '

^
.
I t /1 6 , U u^ c l U J I o T k Q a. eld
run no nore than a nunber of Melee m
novenent phases equal to 2 x his Ter I ‘ A tneed
STM rating ( and i/2 as ncny
.
, so a- 16
y\v
Encounter novenent phases rounded
up ) .Thus a character with a STM
, h’ rfo , buc 4 r n LA
has CL 12. 5 benus ^
ot 16 can run for up t 32 r <-S
* rf
consecutive Melee rounds ( or 8 * so I ccr\ clob \ ch a. oivyy

totally exhausts his stamno in


.
Encounter turns ) If a character / criAicft! Vu r
* , or a r
X; -
l i*

,
runninq away he nust innediately
\ Or, a f vttvi ti'c cr. o H • • 0
3 7
spend on equal nunber of turns in M A u to l ’ •
complete rest ( no other action / K
possible ) .
A
2 ) Terrain Effects"
Certain
.
types of
terrain limit
f
i

Encounter novenent speed for sone


or all character classes These
effects are identified above
. ,
described separately for 2- leqged >
,
4 - legged and flying creatures . &
3 ) Effects cf encunberance
If Is "an obvious general""
.
conclusion that the nore weight a

1-18
or beginning trainings and skills
HACO will also inprooe over tine as a
. CRITICAL HITS AND FUMBLES
character gains experience and / or
acquires weapons expertise .
To determne whether a
-
player character has successfully hit
<1 foe with an attack , the opponent s
CRITICAL HITS

effective arnor class ( hereafter ' DAMAGE


abbreviated as EAC ) is added to the DIE ROLL TYPE Of HOUND MULTIPLIER OTHER EFFECTS
attacker s HACt for the weapon he is

I JTnocTeOredThless” T StinneiTTM nr
using . ’
EAC represents both the
defined protective value of the
2 linb Dancqed l .S If weapon arm , HP -4;
if leg ,. MA 1/ 2
,
arnor shields and heln worn by a 3 Linb Broken 2
.. Linb useless
,
character and the added protection 4
S
Internal Injury lS HP 2 -
provided by the player s instinctive Massive Internal 2S Make STM savmq roll or
’ Injuries unconscious fron shock
.
reactions ( referred to as his Dodge
ability ) If the attacker s die roll
'
6 Gash l Lose 1 pt of STM every 2
nr fron blood loss
equals or exceeds his HACO +
opponent 's EAC i, a hit has been
scored.
n
Severe Gash lS . Lose 2 pts STM each nr
fron blood loss
Example : Dwonn a 1st level , 8 Instant Death IB Foe dies at end of nr
dwarven thief with no HP bonuses
for coordination has a HAC8 of 9 ,
with a shortsword
, He attacks
Sledge a hunan fighter wearing
. FUMBLES
leather arnor ( arnor class 4 ) , DIE ROLL TYPE OF FUMBLE EFFECTS
carrying a snail shield ( +1 to
AC ) ana possessing a 2 Dodge r
~ '~ DropUeapotT ~ TaEes f‘nr to retrieve
2
7) .
( totalling an EAC of 4+1+2
Dworin needs a 16 ( 9+7 ) or
greater on a D 20 to hit Sledge
r
.
* 3
Break Heapon
Hit Ally
Must draw new weapon ( takes 1 nr )
Roll to hit os for opponent ; do
normal damage if successful .
If a hit is scored the successful
player then rolls to determne the
, 4
S
Hit Self
Stumble
Automatic hit ; roll normal danage
Lose next nr regaining balance
anount of danage inflicted by the 6 Fall Lose 1D6 nr getting op
blow . All danage is measured as
numbers of HITS which in turn are,
7
8
Sprain Ankle
Dislocate Shoulder HP -2
Reduce MA by 2 -
compared against a character s total
HITS TO KILL ( HTK ) The dice rolled . ' key ; HP = Hit Probability
to determine danage differ according MA = Movement Allowance
to the weapon used the degree of , nr = Melee Round
training the character has received
in that weapon, and the character s
STR ratinq ( see HEAP OHS '
SPECIFICATIONS and BONUSES AffD
PEWCTTES FOR SE OTSTTES for
dletallsT
,
. Armor and shields if
worn will absorb a portion of this
^ ,
, .
damage as described in Chapter 3
under Arnor Once it has been determined that affected player survives , STM loss
a critical wound has been scored,
Critical Hits .
If'Q plQuer -character ’s die roll
'
roll a D8 on the Critical Hit table
to identify the type and effect of
recovered at a rate of 1 point per
is
game day ; while STM is below normal
reduce the character s total HTK by
,
on an attacx is 16 or more points the damage inflicted , If a limb has the ratio of : '
8 reater than the minimum needed to
it the foe being attacked, he is
,
been injured roll a D 4 to identify current STR + STM
the lino affected ; 1 * weapon arm , 2
considered to have inflicted some
sort of "critical * wound , In the
,,
= shield arn 3 4 = legs
result indicates a loss of blood
.
Where the
,
nornal SIR + STM
If bones have been broken , they will
,
case of Dworin the thief in our such losses continue until a require 4-6 gone weeks ( 3 1D3 ) to
,
earlier example he would score a character knowing first aid can heal .
If a character is forced to
critical hit using his shortsword successfully administer emergency use yet unhealed linbs in a stress
. situation, there is a 60 Z chance of a
against an unarnored nan on a die
roll of 19 or greater
Sledge , Against
his foe in the example ,
. treatment If a player s STM rating

drops to 8 as a result of blood loss
he dies , If a character s STM rating
, refracture .
Dworin would need a 26 ( 16+10 ) for a '
falls to 1/2 its original level he , hjnbles .
,
critical hit a die roll dearly
. nay only attack once every 2 melee Just as a character can have
"“

impossible on a D20 However Dworin


still has some chance to critically
, melee rounds . ,
rounds; at i/ 4 STM > once every 3 above average success on a given
,
attack he nay also conmt awkward
wound Sledge , If Dworin rolls a 26 ( and sonetines ultinately fatal )
on a D20, he rolls an additional DIO
and adds this result to 20 If the . Effects of critical hits
frequently last far beyond the
errors .
A character or nonster is
considered to " fvnble * if the roll of
result exceeds 26, a critical hit ,
immediate battle even when ( if ) the
would occur .
1-19
this is precisely the type of fight
that a thief wants to avoid since it ,
gives the other party such a fair
.
chance to win The foilowing tactics
nay therefore be employed by any
thief to attenpt to improve his
advantage.
1) Backstabbmq

.
In “'order to stab an opponent in
the back with a bladed weapon , a
thief nest make Hove Silently rolls
until he reaches a hex adjacent to
the rear of his opponent
,
Having Silently the thief nay move
.
While
his entire novenent allowance Once
,
in position the thief may strike
.
with a +3 to basic hit probability
and a further +4 to Critical Hit
Probability , A successful
backstabbing attenpt does double the
nornal weapon danaqe .
Example: Gudjdrn, an average 1st
level thief , is attempting to
backstab a victim with a dagger ;
he has a HACO of 8 ( instead ot
the vsoal 11) and scores a
critical hit on his onarnored
victim ( ACO ) with a 14 or greater
(rather than the usoal 18 ) He
is successful ( rolling a 12 ) and
.
,
the blow does double the normal
damage for the weapon used;
scored .,
however no critical wound is
For the next melee round ( if the
victim is still alive ) , the thief
loses his special hit probability and
damage bonuses , but his oppinent
the die is II or nore points below movements made during the healing cannot strike back due to surprise
the minimum needed to hit the foe
. , period should be made at the adjusted
. ( even if he has a weapon reody ) .
being attacked
. In the case of
Dwonn vs Sledge the dwarf would
fumble on any die roll of 6 or below ;
rates indicated in the Fumble table

.
Recovery fro_ m Hon—Critical wounds
2 ) Coshinq .
Rosfflnq is a specialized form of
,
thus he actually has a slightly " After a baffle situation
""
rear attaclc designed to temporarily
better chance of fumbling than he
does of hitting Sledge ( which
resolved, several player -characters
may be alive but injured . Each
is
disable rather tnan kill a foe The
weapon used is often a blackjack , or
.
some other relatively soft blunt
*
suggests that if this tight were character who has sustained damage
,
Dworin 's idea he should have his
head examined if it hasn ' t already
during that combat may receive me
( and only one ) application of firsf
weapon ( such as a sock filled with
,
sand ) which is intended to concuss
been handed to him by the end of the
.
battle ) Regardless of a character ' s
, ,
aid from any one ( and only one )
character witn training in this sfITl
the victim rather than kill him As
in the case of backstabbing a player , .
effective hit probability however a
character or monster will always
fumble if he rolls a 1 on a D 20 If .
for a given set of wounds ( one
battle 's worth ) . -
Non critical hits
that are not healed by first aid are
must successfully hove Silently to
get into position for an attack
blow is then aimed at the back of the
A .
a character is using a weapon that
enables him to make multiple attacks
recovered on the following basis :
each player -character naturally heals
.
opponent ' s head If successful the
victim is knocked unconscious ( no
,
,
and fumbles at any point no further wounds at the rate of 1/ 2 his current
. . .
saving roll) The chances of success
phase .
attacks are permitted in that combat STH per day until fully recovered
Healing ability may be temporarily
reduced if the player has suffered
depend almost entirely on the
headgear worn by the opponent Base
hit probabilities are identified in
.
As in the case of Critical Hits , damage to his STH from poison » blood the chart below ; they already include
characters roll a D& and consult the
Fumble table to determine the exact
,
loss etc . the +3 bonus thieves receive for
striking from behind , but may be
fate that has befallen them . If
melee rounds ( nr ) are indicated to be
ADDITIONAL
CQflBATTACTTCS
further improved it the player -
character has general bonuses to hit
lost as the result of a Fumble , the probability received for high
character may not move or fire during
those rounds .
Ankle or shoulder
injuries sustained from Fumbles are
The general rules of combat are
designed fo deal with situations of
coordination or gained experience
( Note : In Thieves
* Guild
assume all non-player
scenarios ,.
characters wear
"

assumed to take 1D12 game days to


properly heal; al ) of the attacks and
.
face - to -face combat In many cases, the helms normally associated with
the type of armor they wear - Norman

1-20
,
heln for chain Ronan heln for scale ) SAVING ROLLS Spells used i n these scenarios
and great heln for plate arnor ) are taken fro the FANTASY‘ SYSTEM
COSH1NG
In the Thieves ' Goild~ scenarios
-
player characters and NPts alike
"
, .
nagic rules *These riles are not

printed fully here due to lack of


PROBABILITIES often face potentially fatal dangers


-
other than nan to -nan conbat i n the ,
space. However , a l l individual
spells that appear in the scenarios
forn of sprung traps nagical , will be fully described so that the
,
,
enchantnents etc In nany of these
situations characters nay have a
. GH can incorporate Magical conbat
into these adventures and so the,
Headgear Base
of Victin Hit Prob specified opportunity to avoid or thieves have sone opportunity to
None “
5 reduce the severity of adverse acquire sow arcane assistance i n
Cloth coif 6 consequences by successfully naking a their activities , for the purposes
Hat 6 s a v i n g r o l l Isee also the first note of balanced play when experienced
Leather heln 10 In'^StCTIOH' I) against one of their characters fron other FRP systems are
Nornon heln 14 basic requisites ( REFLEXES, STAMINA , ,
being used i t i s desirable to Unit
Ponan heln 17 MAGIC RESISTANCE etc ) ,
Saving .. the nunber of enchanted itens they
Great heln 20 rolls are nade on 2D12; to be
,
can bring into these adventures .
successful > the die r o l l nust be
equal to or lower than the A thief nay also choose to sell

3 ) Use of Poison- Tipped Weapons .


'
character s adjusted rating for the
requisite being tested . through theft .
scrolls or other nagic itens obtained
These itens have a
base value of 10 OGP x the level of
to
8nen poSsFole * tnlevis nay want
inprove their fightinq
These sane principles are
enployed in situations where a
spell squared ( e a ..a 4 tn level
)

scroll i s worth 180 x 4 x 4 or 1680 GP ) .


effectiveness by applying a sv stenic character voluntarily atxenpts an Spell levels for the enchantnents
poison to the cutting edge of their
.
weapon Assune that each application
action requiring above average skill
Exanples of actions that mqht
. contained i n the scenarios are
indicated in their descriptions .
of poison will be totally injected require savinq rolls would include
into the v i c t m on the first leaping aboard a novinq wagon or RANSOMING
successful blow struck by that junpinq fron rooftop to rooftop to FTCSOFeS
weapon , Poisons will retain their elude pursuit ( both r e q u i r i n g saving
potency for 4-48 ( 4 D12 ) gone hours; rolls aqainst coordination ) , When the fortunes of war clearly turn
wasted .
i f unused i n that tine , they are
No nore than 1/ 4 ounce of
attenpting to batter down a locked
door ( STR saving r o l l ) or dodging ,
against a character or party nany a
traveler ( including hired guards )
,
poison nay be placed on a weapon at out of the way of a falling object will surrender to the nercies of his
one tine : i f this constitutes less
than a full dose of a particular
( REF saving roll )
pluses or Minuses to the saving
.
The GM nay assign
.
opponent rather than fight to the
death I f you the player are bold
poison ,renenber to reduce the
effective level of the poison
to reflect the relative difficul ty of
the action attenpted ( e g a slender . ., and successful in planning your
,
thieving activities you nay have the
accordingly .
Danaqe produced by
puson i s subtracted directly fron a
elf unencunbered by a great deal of
weight night be given pluses when
opportunity to decide the fate of
vanquished foes .
This section
'
character s stanina rating; i f this
,
value falls to 0 the victin dies . attenpting to leap between rooftops
under nornal circunstances but night ,
describes sone options for dealing
with prisoners .
I f a character s stanina falls tc i/ 2
' receive substantial Minuses for the
its uriginal level he nay only , sane action on an icy windy winter s , ' A character ' s social status and
attack once every 2 nelee rounds : if
,
1/ 4 every 3 nelee rounds, I f a
night ) . financial position will deternine
whether or not he can possibly be
character dies fron being poisoned ,
the thief responsible receives 25Z of
THE ROLE
onwGrc
ransoned . There are s i x levels of
ransonability :
nornal conbat experience ( see Chapter -
Level 1 worth 1 100 000 - ,
4). Althoughthe player -characters ( DiOO x 1080 )
generated t o r use with the Thieves' -
Level 2 worth 2-28 , 000
4 ) Striking
~
fron Concealment
Tn ~’sone ~situations ~d"t)uef ,
. nay
build scenarios are not designed
primarily to be spellcasters , thieves
nay use nagic in the forn of scrolls
( 2010 x 1000 )
-
Level 3 worth 1- 10 000
( DID x 1001)
,
be able to wait for a potential or enchanted artifacts ( potions , -
Level 4 worth SOO 2500 -
v i c t i n in an area offering natural
cover - ia dark alleyway , behind a
,
rings etc ) ..
At 6 th level , a l l
thieves with Q TAL rating of 9 or
( DS x S 80 )
- -
f u l l - length curtain ) etc I f the
thief successfully nakes o Hide i n
. better can use scrulls without threat
-
of user induced backfire ( although ,
Level S worth 100 1000
( D10 x 100 )
-
Level N never ransonable
Shadows ability r o l l he gams the
advantage of surprise on his first
, like a l l other nagic -users they nay
suffer adverse consequences i f the
, The status of each social
nelee round of attack
surprise , the thief receives a 2 to
With . spell has been incorrectly copied
the scroll ) Lower level .
subclass in the ransoning structure
i s indicated as :
his nornal h i t probability and his
does not get a return
, * onto
thieves nay also use scrolls but , SOCIAL FINANCIAL
opponent there i s a 1QZ chance of backfire per CLASS STATUS
.
strike Note that i f the v i c t i n does
not already hove a weapon drawn when
level of experience lackmq (i e a
5 th level thief has Q 10 Z chance if
. ., NOBLE
WEALTHY Mm
r ~
3
POOR
T
attacked, he will be unable to ready ,
that weapon until the 2nd nelee
round, and unable to use i t until the
..
failure
etc )
a 1st level thief 50 Z GU1LDSNAN
MERCHANT
YEOMAN
2
3
4
4
S
N
5
N
N
3rd nelee round , RABBLE N N N

1-21
Although a captured individual .
b ) On a" roll of ’
8- 9 circunstances include attenpts to
fin assassin will be hired
-
" "
nay belong to Q class that is to entrance to a building in order
generally ransonable the percentage
chance that his family or associates
. nurder
of
His period
the captors
will be 1D3 qane
service
. gain
to case the prenises attenpts to
confuse or elude pursuit etc The
,, .
will actually pay out such a sun nvst Months ( depending on wealth of chances that a particular disguise
be deternined on a case -by -case
; victin) ,
and his chances of will be successful are principally
basis, Sone characters wi be locating he thieves will be SOX dependent on a character ' s IQ but ,
,
beloved by all while others will be if they ire in the sane area , are also influenced by the
social outcasts whole loss will be
grieved by none ( and perhaps welconed
202 if connittmq highway
robber in another location, and
individual ' s nagnetisn appearance ,
,
racial background and the type of
.
.
by sone ) For relevant characters in
the scenarios presented in this book , .
102 if they are in a city or
lying ow
role being attenpted .
the percentage chances of successful
ranson are identified,
c . ) On

a roll of 10
The pflsonef'or a nenber of the
"
The initial success chance of
any disguise attenpt is 58Z the sane ,
s famly enbarks
personal '
prisoner on a as the percentage likelihood that any
I- or pnne ranson targets such as
Merchants or traders tne scenarios , vendetta that will story will he believed .
Adjustnents
continue until the death of are then node to this base
also indicate whether the non-player either the thieves or the probability:
characters are local or long- vendettist .
His chances of
distance travelers If large
distances nvst be covered to bring
. locating the thieves will be 52
per nonth .
1) Add or subtract 52 for each
point if difference between the
individual' to whon the disguise
character s IQ and the IQ of the
the prisoner to an area where a
ranson denond can be delivered the
thieves will have to obtain adequate
, Other Alternatives
Even for tfrose captives who are
' '
. is
reflects
being presented
the rile
lhis
thot
.
supplies to nake such a tourney
seleLt a neans of transport and a
, not ransonable it is generally not
wise for thieves to leave a widening
, intelligence plays in nakinq a
person aware of the inportant
reasonable disguise for the prisoner
etc . Renenber that the thieves 1
trail of death behind then
runors begin to circulate that
If . details of an inpersonation;
. ,
( e g , proper insignia , knowledge
party should also be subject to Merciless killers stalk the highways of local courtesies, fanilianty
rondo encounters ( with other this can have nany negative -
with well known nanes or catch
travelers * or wanoenng nonsters )
while they travel . consequences .
Posses nay be forned
to hunt down the villains , and the
.
phrases * ) When dealing with
qroups, character intelligence is
The Revenge
"
Factor
There ” Is”~always a possibility
. rate of Mercantile and other traffic
throuqh the innediate area is likely
to be reduced .
Those qroups intrepid
conpared to the average IQ
( rounded down ) of the group
This is done namly for the
.
that a prisoner ( or his fanily ) nay enough to travel will probably hire a purpose of sinplifying the nunber
decide to seek revenge against his greater nunber of guards and these , of die rolls required, but also
captors .To deternme whether travelers will also 6 e nore likely to sinulates the fact that a
revenqe is sought roll a D6 after
the prisoner 's release and conpare it
, fight to the death if attacked For
all these reasons other options , . disguise gains credibility once
it is believed by a few 'known *
to his ranson level If the die roll
is greater than the ranson level )
. should be considered where possible . individuals .
For purposes of
this die -roll, all crowds are
revenge will be sought
. Certain . ,
Poor folk such as low class or assuned to have an averaqe IQ of
conditions r ay nodifv this die roll
If the captive is a tenale , add 1 to
. be released unless they have ,
,
peasant farners should probably just ,
8 ( below nornal reflecting the
decreased opportunity for close
.
the die roll For each gone nonth
that the prisoner is held captive , unusually good physical requisites
Sone of the stronger or nore
. personal interactions that night
reveal flaws an
odd l to the die roll If the
prisoner was well-cared for (i e ,
. . . beautiful captives can be sold QS
,
slaves either privately or though a
inpersonaticn ) .
in

2) For every point cf MAGNETISM


red well and regularly exercised, not .
slave trader The base price for a
, above 14, add 52 to the base
physically tortured or sexually slave is 10-200 GP ( D20 xi 8 ) , However success chance . Since MAGNETISM
abused ) during
his
subtract 1D2 fron the die captivity i add the roll of an additional D20 for
each of the following outstanding
reflects a character s general
ability to favorably influence '
requisites : ,
people a high personal MAGNETISM
If the die roll indicates that STR > 14 enhances the believability of any
revenge will be souqht roll a D16 to
deternme the type of action taken ,
, STB > IS
DSC ( 7
disguise
MAGNETISM
.
Similarly a very low
( less than 5 ),
.
a . ) (Jn a roll of i-7 BAG ( fc indicates that a character will

ID? "flqhters’ will be hired to APR ) 14 be disliked on sight ) and
bring the captors to justice
( dead or alive ) Their period
of service will be i gane nonth l
. If a character fulfills all
these requirements his /her price #r
the trading block would be MH2 B 0 GP
, . receives Minuses of 52 per point
( All MAG bonuses and penalties
are doubled in situations where
.
and their chance of locating the
thieves successfully will be 302
( &D2 xl 0 )« .
If thieves conduct slave
sales through a trader they will ,
the disguise requires the
character to act in a connand or
if the thieves renain in the
sane area where the prisoner was
receive S 0 Z of the final sales price . leadership capacity . )
3 ) For every point of APP above 14 ,
taken 102 if they are still add 52 to the chances of
practicing highway robbery in DISGUISE successful disguise whenever
another location and only c 2 if , dealing with nenbers of the
they are residing in a city or
laying low . in
There are a nunber of situations
which a thief nay wish to obscure
opposite sex
physical
.
In this case )
attractiveness
his true identity Such . is
presorted to reduce the subject s '
1- 22
interest in finding favlt with 5 ) Adjustments nust also be made to
your disguise .
Conversely
subtract 5Z for every point of
, inappropriate
self -esteem in his bearing
Basic success percentages are
amount
.
of
reflect the compatibility of the role
selected with the racial background
APP above 14 when dealing with downwardly adjusted 30 Z whenever of the character Hobbits and pixies .
members of the sane sex such unfamiliar roles are do not make realistic captains of the
( reflecting the likelihood of a .
( Family background ,
4)
jealous reaction ) .
The family background of a
attempted
can also have positive impacts on
the credibility of disguise Add .
guard and centaurs or Uruk hai are
unlikely jewel appraisers
Non-humans wiL1 almost always have
.
character nay restrict or enhance 1QZ to the success chance more difficulty
the types of roles that he can
. whenever the role chosen is from
representing
themselves as local officials The .
sucessfully play Host peasants the same class as the character ' s adjustments made in any particular
are totally unaware of the
rituals of daily court life , and
upbringing Additional!
members receive a 1
. bria case should be subject to the
descretion of the GH The table . .
almst none can feel conformable merchants a 5Z, bonus to their BASE SUCCESS CHANCES FOR DISGUISES,
impersonating nen of station , chances of successfully designed to provide general
conversely i a nobleman
impersonating a peasant or serf
portraying any non-military role ,
because of the wider range ot
is
guidelines for this purpose .
will almost always exhibit an contacts they have made ) .
BASE SUCCESS CHANCES FOR DISGUISES

ROLE \ RACIAL HUMAN DWARF HOBBIT ELF ORC URUK KOBOL.D CENTAUR PIXIE
ATTEMPTED \ TYPE GOBLIN 1/2ELF 1/ 20RC
esssr :x :r = ==rrzrrr
3 ' M
'> mm
^•mm mm mm ^ « » mm^ mm mmtmimm mm
^ mm mmmt mmmrn^^mm » «•» <
mm . - ~ mm
mm
M
mm
»"mm^
M
"
"
mm mm
« ^ »^ mm « M «. •~-
mm *m mm
w
m
M
mm » w^
mm a mm
* • = === -==
rs :;
BEGGAR +11 -38 -30 50 +S 0 -3« + 40 30 30
SERVANT +10 -SO +20 40 - -
SO -SO - 40 +10 -30
CONSTRUCTION WORKER 0 +2S -3040 -IS +15 +25 -3030 20 -50
COOK /CHEF 10 -
40 -10 -30 -40 - - 40 - 40
CONS!ABLE +15 +10 -25 fc 15
/E 0
- 0-50
/ 0-10
-30 -SO 10 -50
PRIEST 9 -20 0 -30 0 0 -30 0 0 -10
/ 0- 20
ENTERTAINER +5 -+30 +5 +25 -
30 -50 -10 0 0
COMMON GDS MERCHANT +15 20 +20 -IS - 20 - 10 -IS - 10 - 40
FINE GDS MERCHANT +10 + 2S -10 0 -40 -30 -40 -30 -25
MLDICAL ( HEALER ) 10 0 0 20 -30 -35 -30 - 10 - 20
ARTISAN
MAGE
+10
0
25
-IS
0
-40
+20
20
-30
-
30
-15 -30
-30
+15
-25
- 40
+ 2S
MILITARY ( WARRIOR ) IS IS -30 0 -10 IS -40 IS -SO
NOBILITY +10 0 -
SO +20 -SO I -30 - 10 -10

Once all adjustments are made MAG rating ( ability to take control This disguise if believed should , ,
,
)

the CM makes a D1O 0 roll secretly to of a situation ) based on the enable him to enter all rooms of the
determine the effectiveness of the formula ; house i ,
including the upstairs
.
player s disguise If unsuccessful
'
the NPC may openly indicate his
, 10 ( base chance )
Steach pt DSC ) 8 )
bedrooms most likely to contain the
jewels .
He comes to the house late
,
disbelief or nay ‘play along ' with 5( each pt MAG > 11) in the afternoon when only Lady ,
the impersonation to learn what is This gives the percentage chance Catherine and her servants are
.
really going on If soccessful the ,
I. .
( roll D100 ) that control of the
NPC will believe the disguise impersonation can be reestablished . resent
1
The Lady s IQ rating is '
completely until and unless a crisis
situation occursT A sample application of the Damien ' s chances of convincing
disguise rules is provided To clarify the Lad"* 1
of his disguise are 80 «
A “ crisis situation * may result
through circumstances beyond the
.
their use Damien the dwarf wants to
gain access to the upper floor of
( base _ Iz
4 xSZ for the difference
in intelligence between Damien and
,
player ' s control or may be due to a
. Baron Egbert 's urban townhouse to Catherine 10 Z racial bonus ) He . ,
misstep made by the player
event of such a situation t it is
presumed that
In the
the character ' s
.
determine the location of his wife ' s
jewelery box Damien ' s relevant
attributes are as follows : 1 15, DSC
receives no bonuses for HAGor APP
and does not receive the 5 Z bonus
assigned to Merchants
disguise has been challenged Ihe . ,
IQ , HAG 8 APP ii Family Background ,He
.a member ^ normally
because the role selected is military
,
effectiveness of a player s response
' Herchant decides to in nature . The GH rolls a 54 ana
to such a challenge is a function of impersonate of the city Damien is inside ,> methodically
his DSC rating ( representing common ,
guard searching the house for an examining each room .
sense m a panic situation ) and his escaped convict seen in the vicinity .
1-24
After ten ninutes * Danien is
,
,
ainost ready to depart having noted
.
robbery His haul consists of :
1OO 0 GP in coins ; 5000 GP worth of
case jewelry weaving and
glassblowing ) in order to have an
a nvhber of potential hiding places snail gens ; 2 enerald bracelets worth accurate concept of the value of his
for valuables and having unlatched an
upstairs window to facilitate his
100 GGP each; a dianond-encrusted
tiara , engraved and custon-nade for
booty .
If no character in the
.
later reentry Just at that nonent
however the Baron returns hone
,
.
,
bundle of tapestries worth i20 uGP
,
Lady Catherine valued at 1S 000GP : a
thieves' party has training in a
particular siill area they will
believe that the iten is worth
,
Encountering the dwarf and his story ,
the Baron expresses puzzlenent that
he was not informed of the search ,
worth 250 OGP .
total ; and a set of crystal glassware anywhere fron iflZ to iflx its actual
-
value ( GH rolls a D6 high low and a
DIO. ,
If high Multiply actual value
since he had spoken to the chiet Does this nean that Danien is by the result of tne DIO roll; if
constable less than an hour earlier
,
Ihus this confrontation represents a
. 26,700GP richer than yesterday ? Not
bloody likely ! Hith the exception of
,
low by the DIO roll x 10 Z The
result is the thief ' s estinate of an
.
crisis
-
situation that Danien is
.
ill prepared to face He has only a
the coins and snail gens he has
,
taken all the other itens fron the '
iten s value ) .
202 chance of rescuing the situation robbery nust be converted into cash To sell stolen goods , ( or any
( Base 10 Z
. 512 pts of DSD 8 J 0 pts
for HAG ) Luckily for Danien the Gh , througn resale .
Whether he takes
these qoods to a reputable trader or
property ,
including treasure fron a
,
dungeon ) the thief nust locate one
roils an 07 and the dwarf is able to fences the itens through underworld
1
or nore potential buyers The
fabricate an acceptable excuse for contacts Danien nay actually receive chances of finding an appropriate
.
the Baron As he pauses to coin his
jangled nerves in a nearby alleyway , nar let
^
only a traction
value
of an iten's stated
.Furthernore a, individual increases according to the
size of the town in which the thief
Danien soothes himself with thoughts personalized ,
highly recognizable is attenpting to fence his goods , and
be his ...
of the great treasure that will soon iten like Lady Catherine ' s tiara nay
be considered so "hot * that few will
nay be enhanced by Thieves build
nenbership ( see next section ) If ' .
FENCING
STOCEN GOODS
'
any price .
purchase the iten fron the thief at the GH using these scenarios does not
have a pernanent canpaign with cities
and towns already designed , die rolls
Let s
'of Danien on the
rejoin
Hatters becone further
conplicated by the fact that the
can be used to lay out situations
Poll a DiOO and consult the chart
.
norning the following day after
the successful conpletion of the
-
player character nust have received below to identify the size of the
training in various skills ( in this nearest town; then nake a second BiOfl

1- 24
roll end read across that row to AVAILABILITY OF TRADERS AND FENCES
deterhine the nuhber of traders i n
the town .
For each trader
characteristics Must be established:
six . INITIAL SIZE OF t nf TRADERS PRESENT
1) What is the s i z e of his total DIE POLL "T 0WN ( POP ^) . I 1 'i 3 4 5
purse ? ( These assets nay be i n the
,
forn of coins gens , or letters of
irr- iff
-
i i 3 (J
s i nrr
101-250
- 0 \ -75
01-21
76-9S
21- 4S
%=9? mo
46 -80 81-95 96- 99
- ^100.j s #

credit fron Moneylenders i n the 31-60 251-500 01- 10 11-20 21-35 36-50 51 70 - 71- 100
confionity ) . 6i -Q 0 501-1000 01 - 02 03- 05 06 - 10 11-15 16 25 - 26- 110
2 ) What trainings does he have ? 1001-5000 01-02 03 05 - 06- 110
( This identifies the types of 100 >5900 01-100
goods for which he can accurately
estimate value )
3 ) For these known coMMedities
. ,
what i s his i n i t i a l offering price
for nornal itens ( expressed as a Z
of true value ) ? His noiinim
offering p r i c e ( also expressed as TPADEP CHARACTERIST ICS
Q 2 value seldon greater ,
4) Will the trader deal in goods
from outside his training fields ?
,
I f so what Method does he enploy None
Total T Qimnq
Purse Fields
.- __ _ Dealinq Hininon hauHon 'Hot *
Outside Offer Offer Goods
to arrive at a price for these j
. .
jf j - Sting
aoods ?
5 ) What is the trader ' s reaction to .
l Bnqqs
Tanning
84 , 000 Silwersnithy
Outraqe -
obvuisl •hot *, 122 202 402 Mill call N
notorious Fine ArHory
property ?
*
6) Will t he trader try to rob the
. ,
PerTtmery
Calligraphy
constable

thief i f he thinks he can get away


with i t ? I f yes, will he attenpt
2 farnth 8 600 Weavinq
Coopery
iOZ 20 Z 401 Fearful
No deal
- N
to do so by
force or by deception ?
( This usually occurs when the iten
~
5r QrneJa
~ '
TSffrcfal ibfornT '
Mr ~~
5K~TK7ffect ~ Tr
Rerfowery
or itens beinq sold are of
extraordinary value )
A snail nunber of prerolled trader
. 4 . Belwyn 490
Biwry
Silversmthu 5Z 5Z 39 Z No effect N
Tanninq
characters are presented for the GM' s Jewelry
convenience , GHs should use Merchant *
5”5fien"’m;wrjewiiFyi SI HaxlMun’"r
_f « chamcs _. IK 511 IT "

or trader characters fron their own


canpaiqns as well if desired or a , , "
67 Xfa en _ _ _ _?2lfWIGI
' 5ss|Io5rni3I WI ffiTeffect TT ~
GN nay develop traders and fences if
his own using the Method below . *
TT'TannQ SffOriioryf 151~ IS! — TO HKxIjw

” TT “

S8 Z
T~

Tailoring '’'

Precedurally ,
the GH plays the
.
E Avon ,
7 100 Calligraphy 202 20 Z 80 Z haxinvn - Force
prospective buyer and Makes his , "
he chan ics
Tailoring
40 Z m
i n i t i a l offer
-
.
The Gfl and the
player character then nay dicker ouer
9 . Locioen 410 Caroetry 1SZ 30 Z 70 Z Fearful N -
No _ deol _- -
a final p r i c e .
The trader will
.
’"
Pertuner
Jewelry
4 ,600 Fine Arnory
^ T
continue to haqgle until
a ) aqreenent en a p r i c e i s reached ,
10 Thrush
Glassblowing
12Z 1SZ 58 Z haxiMUM
80 Z
- Guile)
I?
b ) the trader ' s price reaches the ’“
51Tversniffyf
naxinuR offer indicated i n the
table , or .
i t Papi 6 , 200 10 Z 10 Z 70 Z
Outrage -
c ) the Gh rolls a 98 or above on Will call N
owing constable
percentile dice , indicating a Herhamcs
negative response to the player ' s Carpentry HuTrage 1 "

bargaining tactics . 12 , Britt ,


7 589 Jewelry 10 Z 151 S0Z Silence N
The player nay then Gccept or refuse Coopery for bribe
the NPC ' s offer , ending the fencing ~ ’
f lnjrcates ffastery i r the sfiTr
" “ ’

process . The p r i c e actually paid to (i l Avon eMploys three fighters ; there i s a 65Z chance he
the player i s the treasure '’ value " will order an attack if they outnunber the thieves .
Chapter 4 ) .
used in calculating experience ( see ( 21 Thrush will attenpt to substitute glass and paste fakes
on hot iteMS of jewelry , or QCMS, that are brought to
hiM for appraisal; thieves Must r o l l Locate Trays
TRADER CREATION percentage to detect switch ( only one t r y , fron the
The creation process for traders
highest percentage i n the group ) .
and fences expands the questions
posed above for characteristics .

1 25-
' network of connections for selling
1) betermne famly background and
financial status:
40 Z Guild
6 ) Deternine the trader s reaction to
obviously *hot ‘ nerchondise ( roll
D12 ) :
stolen quods .
ft thief nay pass
his goods to the Guild for resale
30 Z Wealthy 1 Outrage - will call for and inprove his chances of
SGZ Average constable receiving top value .
20 Z Poor 23 - Outrage - offers silence for 2 ) The Guild has access to nany of
60 Z Merchant bribe the local Magistrates and nake ,
20 Z Wealthy 4-5
-
6 7
Fearful -
-
refuses deal
reduces naxinun
regular payoffs to insore leniency
for their nenbership when on
48 Z ftveraqe
46 Z Poor
8-9
Blase 1
offer by i/ 2 trial .
Blase 1 - reduces naxinun 3) The Guild can usually provide
nenbers with a safe fiFJing place
'
2 ) Deternine the size of the total offer by 1/3
Blase ' - Mo effect
purse :
--
Wealthy 1060 x iDIBO GP
Average ICO x 1D100 GP
ll-ii
12 Piqued - raises naxinun
offer by 5-30 Z ( 5Z
or passage out of town when they
need to escape pursuit
4 ) In najor cities ( pop > 5860 ) the
.. .
Poor -
16 x 1D100 GP
( Guild receive 2 rolls )
) x 1D6 Guild will provide free of charge
inproved sets of burglar tools as
7 ) Deternine whether the trader or they becom necessary through
character advancenent ( at Levels
3) Determine number of Training
Fields in which the trader or
fence is knowledqable ( rill DIB ) :
thieves .
fence will attenpt to " sting’ the
Roll a D12 ; on a 1, the
trader will attenpt to do so by
5,9 ,i3 ,etc ) .
5 ) Perhaps nost inportantly Guild ,
4 4 fool /4 f «n n r a. •) ,
9 tUhl o n t t a u n 1t 1 i ho MOtthorchin o l m i n n>«t A C^ »o«
t» h
.
ein n ui
* * V AW AW • UV VI
* V b b W 1Ib
IIJI ** * * * w w ••w • w *
tv w
* * O O *I I i% w

2-4 2 fields through trickery or guile possibility that the character


5-7 3 fields will be harassed by both sides of
8-9 4 fields
THIEVES GUILD
.
the law Although a thief nay be
able to operate independently
10 4 fields and
roll again MEMBERSHIP ’ within a city for a long tine if
Deternine which Training Fields; SS he plans carefully , is not seen
if a field is rolled twice the, ADVANTAGES does not brag about his
acconplishnents excessively , etc * >
trader or fence is a naster in fiflD
that field (roll D20 ) : DISADVANTAGES there is always a chance that the
Guild will becone aware of his
-
1 Tailoring 12 13 Glassblowing >
In any sizable town ( population
,
SOB ) thieves Gre likely to be
.
activities The Guild s response
depending on the anovnt of revenue ’ ,
2 Carpentry 14 Weaving organized into the equivalent of a it believes it has lost nay range ,
3- 4 Tanning IS Conplex Guild or secret society The Guild . fron threats to beatings to
-
S 7 Jewelry Hechanics will seek to control all thievinq
activity going on in the city and , assassination .
The player nay
wish to avoid these risks through
8 Coopery 16 Perfunery
9 Carpetry 17-18 Silversnithy will view those who operate nenbership .
10 Bowry
11 Arnory
19 Calligraphy
20 Fine Arnory
successfully outside if their control
as targets for destruction Guild
nenbersn ip therefore ,nay oe a , . Guild Organizational Structure
The sffictore o7“eacS local
"
.
desired iten for player -character guild is likely to vary according to
4 ) Deternine the percentage chance
that the trader or fence will deal
thieves to obtain . the size of the nenbership, the
anount of revenue being taken m, and
jn goods outside his nornal fields
of interest ( this is based solely
Entrji
"
Requirements
~' ~
GuIId wIIl
. Nornally
not be interested in
, the the general heirarchical tendencies
of the society However ,> all
on the DSC rating of the recruiting a thief for thievinq Guilds are likely to be
nenbership until he has reached presided over by a naster tfiief who ,
character ) :
DSC less .
3rd level Exceptions are node with the assistance of one or nore
,
than 11 201 chance
DSC tl
DSC 12
1SZ chance
12Z chance
for individuals
extraordinary
with
coordination
ond / or reflexes 016 ) , who will
trusted lieutenants is responsible
for overall decision-naking
Naster will set down the regulations
The .
DSC 13-14 102 chance be accepted at 1st level The . that his subordinates nust follow ,
DSC 15 16 -SZ chance initiation fee for all is nete out punishnent to those that
betray the Guild , and plan thefts and
DSC 17 or 1SOOGP , which nust be paid
nore JZ chance during the first nonth of other activities to enrich the
5 ) Deternine the size ( percentage of
.
nenbership The thief nust also
agree to give the Guild 2S2 of
coffers of the group The location
of the Guild treasury will be his
.
actual value ) of the nininun and the total value of any theft well -guarded secret , and its contents
naxinun offers the trader or fence node in the city , and to will be well protected However . ,
will nake : undertake specific jobs for the conspiracies and coups are
Hininun:
Naxinun :
SZ x 1D 6
10 Z x 1D8
Guild if requested . connonplace in the underworld and
the ttQster nost be ever vigilant if
,
Obvious inconsistencies ( nminun Advantages of Guild Nenbership. he hopes to avoid challenges to his
greater than naxinun) should be
.
either re -rolled or adjusted It
fis oufliried'above "" joining the
"

Guild will cost you sone of your


leadership .If player -characters
becone Guild nenbers we reconnend ,
is possible for the offers to be freedon of action, and quite a lot of that the GN develop sone concept of
exactly equal; this neans he nakes
only one offer Qnd does not
noney .
Against these disadvantages
Guild nenbership does offer a nunber
, the organization of the local Guild ,
as this can serve as a source of
haggle . of benefits:
i) The Guild has a well-established
additional adventures ( as players try

1-26
to neve up in the ranks to positions
of importance > or are sent out on
Guild missions ) .
GOTCHA, THIEF !
SIHULATING
— TRr ~


MEDIEVAL
JUSTICE
sfsrer
Even for successful thieves ,
there are times when the best laid
,
plans at astray and the players find
themselves face to face with the
,
local constabulary a posse or some
,

other defenders of law and order In


,
such a situation the thieves may try
.
to make a run for it or fight their ,
be
.
uay to freedom These responses can
handled through the normal
movement and combat riles
thieves may also try to gain their
The .
release by bribing their captors
The GM should use nis own discretion
.
in deciding the effectiveness of
bribery attempts , based on the number
,
of lawmen present their greed and / or
their sense of responsibility to
their job
, . the amount of money
offered and whether or not there ore
other witnesses present Remember of . -
course that a quick thinking
guardsman can pocket a bribe and then
continue straight on to prison with
his captives .
The thief ' s final option is to t
lake his chances with the medieval
.
courts Under this option the thief
pleads his case before one of the
,
Tines levied by the
,
by a bribe attempt while others may
court are become insulted if the bribe offered
.
local magistrates The trial can end usually very miderate , ranging is low by their reckoning .
However >
with any of five resolts:
1 Death Sentence
-
from SO liOOGP ( SO x D20 )
Those without the necessary
. in some cases a player with large
capital reserves can virtually
Carried ouf'wlthin seven days in capital either went straight to guarantee his freedom through a
the manner customary in the the local Shylock to borrow it generous bribe since for some
province ( hanging
quartering, etc ) There is no ..
drawing and , at 69 Z interest per month , or to
result 3 above ( Debtors
judges, the positive effects of a
appeal , but for nobles the
sentence is normally carried out
, Prison )
5 Acquittal
.. * ' bribe increase incrementally with the
total amount being spent .
without torture : commoners
usually get displayed for the

Complete exoneration . JUDGES AND JUSTICE the table ,
presented on tKe next page , contains
edification and enjoyment of the
mob . Very rarely the ruling , -
Player characters may attempt to
improve their odds of a favorable
all relevant data for 12 NPC judges
To simulate a court proceeding , roll
.
noble of the region may step in
, verdict in three ways .
Two of the
,
a D12 to determine the magistrate
.
usually
2 Mutilation
. .. .
with a last minute perdon but training fields available to players
oratory ( +20 Z ) and magistracy ( +20 ,
or + 41 for mastery ) improve a
presiding ( Note : the higher the die
,
roll the more lenient the judge )
If the thief is a member of the local
.
fis'TnTsTamic custom ( ask your character s m
local Ayatollah ) .
The accused ' reaction dice
pleadings before the court If the . Thieves' Guild
additional
he receives the
advantage of rolling a DIO
might lose c hand or his , player -character belongs to the local
,
tongue or
3 Imprisonment
.. . . ' ,
Thieves Guild the guildmaster can
often exert favorable inflvence on
and addinq 2 to that result
( consequently ,
they can only draw
.
judqes 3-12 ) The thief then makes
SenTences'Tanae from 10 days to the decision through his contacts any attempts at influencing the
ID years, depending on the with local judges .
Finally judges , .
judgement he wishes A D100 is then
rolled and appropriately adjusted,
severity of the crime and the
nature of the judge If a
player is poor , prison may prove
. also may be offered bribes by the
confederates of the captured thief
Bribes are the riskiest method of
. and the verdict is handed down .
a cruel fate since prisoners, influencing the judicial process;
while in jail ...
had to purchase their own food some -
judoes ( 10 2SZ ) are totally
honest and would be deeply offended

1-27
RESULT OF TRIAL
Magistrate ' s Luild Lffects of Type of Death hotilation Prison fissessnent Acquittal
None Contacts Bribery Offers Cn«e Sentence ler of Fine of Charge
“• — rs 5
= rsss:sssr.
= ssr=: :
25rssr srs=ssr» s:srrsss sxsrz:s=:
5 2 s sr s:
3 :
sssz s r sssrzsrs rssssss
2 2 2 :
53ss5s3s2 * :
sssssssss52 :
s:ss
: s35== rr:s:
2
. Heydnch
•*» “ • •«•
••mm mm mm « mm
* A mm mm mm mm mm •

1
* the H H Fraud 01-10
01-25
11- 40
26-70
41- 65
71-80
66- 80
81-85
-
81 100
’ hangman " Theft 86- 100
Violence 01-50 51-75 "6-90 91- 180
01-05
*2Jan. Sr’ yeah
Majinufl * N -20 reaardless of
size of bribe
Fraud
Theft 01-25
08-60
-
26 70
61-75
-
71 80
76-100
81-100
Violence 01-25 26-40 41-80 81-85 86-100
ti . Agon Stern N N Fraud
Theft 01-15 -
06 25
01-35
26-60
36-65
61-75
-
66 100
-
76 100
Violence -
01 30 31-40 41-70 71-80 81-100

* 4. Onnesaab G+10 -20


size
reaardless of
of bribe
Fraud
Theft 01- 20
01-30
21-50
31- 65
51-70
66- 100
71-100
Violence -
01 25 -
26 40 41-65 66-75 76-100

LU
CJ *5. Harddelyn N 10 for any and all
bribes over 508 GP
Fraud
Theft
Violence -
01 25
01-05
01-25
-
26 35
06-35
-
26 45
36-65
36-65
46-70
66-75
-
66 100
71-100
-
76 100
£ i
S
*-> ! . 01-35 36- 65 66-100
=» l
C

-
<X
6 Bertrand
Fairueather
G +15
.bri..5 per
under
be
200 qp of
( noi 25 ., if
,)'
200GP , -20
Fraud
Theft
Violence
01-05
01-25
06-25
26-35
26-58
36-65
51-70
66-75
71-100
76-100
OS
CJ


CO I
k iI

li .
07 De Scayls Gt 5 8 Fraud 01 -30 31-60 61-100
*-* I Theft 01- 20 21-45 46-65 66-100
Violence 01 28- 21-30 31-55 -
56 70 71-103
08 . Evridai H +10 for any and all Fraud 01 -25 26-55 -
56 100
bribes over 2S 0 GP Theft 01 -20 21-40 --70
41 60 -
61 100
Violence 01- 20 21-30 31-55 56 71-100
09 . Oannd G+ 20 5 per 100 GP of Fraud 01- 25 26-58 -
51 100
bribe ( nai 30 ) Theft 01- 10 11-30 31 -45 46-60 61- 100
Violence 01 15- 16-25 26-50 51- 65 66- 100
010 . Kraatr N +10 for any and all
bribes over 500 GP
Fraud
Theft 01-15
01 - 20
16 -35
21-50
36-60
51-100
61-100
Violence 01-15 16 - 25 26-50 51-65 66-100
111 . Roibien G + 20 5
bribe
per 200GP of
) , if
Fraud
Theft 01-15
01-20
16-35
21 45
36-55
- 46-100
56-100
* 50
( iw
under 280 GP , -c 8 Violence 01-10 11-25 26-45 46-60 61-100
U2 . Travis Tee G +10 +10 for any and all
bribes
Fraud
Theft 01 - 10
05 -20
11-30
21- 40
31-50
-
41 100
-
51 100
Violence 01-10 11-20 21-45 46-60 61-100
t
CHAPTER 3

OUTFITTING
Arnor
and Assorted
Paraphernalia

OUTFITTING
THf “
'

its
,
unornanented non -enchanted weapon of
type ( nore elaborate or better
li but has no effect on CO
arnor absorbs one point of danage
The .
PLAYER -CHARACTER crofted pieces nay cost fron 2 to 108 fron each successful blow , up to a
Once the attributes and talents
tines this basic anount ) There are
two ways i n which players can obtain
. naxinon of 40 hits Danaqed arnor
nay be repaired at the cost of 5
.
of the player -character have been
deternined , the final step
weapons without purchasing then I f
the character i s a nenber of the
. SP per p o i n t restored An 8 layer
leather heln i s usually worn with
. -
character generation i s to provide
your thief with basic supplies by
in
,
Nobility he r e c e i v e s any one weapon
he chooses as a legacy fron his
this arnor .
Quilted” cloth arnor ( AC2 ) does not
spending at least a portion of the
funds i n his initial purse For ease . famly . ,
Also i f the character has
taken training in skills that involve
reduce character CQ or REF I t
'

absorbs one point of donaqe fren


'
.
,
of presentation supplies have been weapon -nakinq ( blocksmthry , bowry , each successful blow , up to a
broken down into five basic
,
, .,
netting etc ) he i s assuned to have naxinun of 10 hits Danaged arnor.
, -
categories Weapons ) Arnor , node one weapon of that type for his can be repaired at the cost of 3
Equipnent Clothing and Food . personal use . CP per point of danage restored
A cloth coif or cap i s usually
.
Arnor . worn with this arnor
cloth can also be worn under
( Quilted .
,
plate scale or chain arnor i f ,
Thieves
stealth to
require speed and
be successful;
desired .,
When worn in this
fashion the cloth has no effect
consequently they will never wear on a player s AC ( which r e n a i n s
heavy arnor ( plate or scale) and will , '
S ) but the player i s able to
seldon wear chainnail or carry block three hits of danage per
shields ,
characters
In purchasing arnor ,
nay either purchase
blow ) .
conplete sets of body arnor or nerely A character nay , because of
torso protection Heins are sola . financial constraints or preference ,
separately . wind up wearing different kinds or
The effects of arnor on
arnor on various parts of his body
In this event , the character ' s
.
character attributes and conbat effective arnor class is:
results are as foilows: 1/2 < AC of torso )
Although the player thief will not + l/2 ( average AC of other areas )
hinseir wear Scale (”Arnor Class or Thus , i f a character has purchased a
AC 8 ) or PlateTfiClO ) arnor “Te ” nGy chain shirt and nothing else he i s ,
encounter ’ Foes’" tfiat 3 o " i n the considered AC 3 < 11/2 x 61
"
11/ 2 x
course of his adventuring Scale
reduces a character ' s coordination
. .
01 ) All other effects of arnor are
.
also recalculated In this case , the
( CO ) by 2 and reflexes ( RIF ) by 4 character ' s CO and REF would be
hits
.
while worn The arnor absorbs two
of danaae fron every
reduced by 1 each ( always round any
,
fraction up ) and the chain shirt
successful attack Plate reduces
CO by 3 and REF by 5 ; i t stops
. wouid absorb 7S total hits During
nelee , a D6 would be rolled hioh - low
.
three hits per attack , on each successful attack to
ChainnaU ( AC 6 ) reduces CO by 1 deternine which portion of the
~ ~
and R £F bv ? while worn The

arnor absorbs two points of danage


. character ' s body ( nore
arnored ) was struck
or less
,
and the nornal
fron each successful blow struck
Weapons . by on opponent , up to a naxinun of
ISO hits .
Danaged arnor nay be
protection anount for that amor type
would be absorbed .
host players willhave to repaired at the cost of l GP per I f a character i s not wearing an
purchase the weapons they will use m p o i n t repaired .
A Nornan heln i s appropriate heln ( for the najor amor
the gane fron the p r i c e l i s t s at the
. usually worn with this type of type of his ensenble ) subtract i ,
end of this chapter These prices
represent the cost of a standard )
arnor .
Leather arnor ( AC 4 ) reduces REF by
fron his arnor class , this reflects

1- 29
the probability that blows will be falls below 0 the character dies. . cloak ,
, whilerough
rabble would
woven breeches ,
have only
particularly amed for one 's craniun
if it is inproperly protected . Poison wears off at 1 stanina point
per 24 hour period While a
character 's stanina is below nornal
.
,
ragged
,
sanaals and a shirt Additional
itens nay be purchased including
.,
Shields are also available for his total H1K are reduced by the clothing designed especially for
close conbat and the use of a shield, percentage ratio of current strength unusual dinates ( desert gear ,
odds 1 to a character ' s arnor class
( exception : add 3 to the arnor class
+ stanina to the original STR STM
(For exanple, if a character with 20 * . nountaineering boots parkas , etc )
If the character has taken training
, ..
of a character using an 8-layer HTK I, a norna1 STR of 15 and a STM of ,
in tailoring he nay nake his own
leather shield against nissile 15 takes 9 points of poison danage > ,
clothing sinply purchasing bolts of
attacks ) .
A snail shield absorbs 1
point of danage per blow , but costs 1
his adjustnent factor on the first
day of recovery would be 15 + 6 /15 +
cloth . Renenber that appearance
particularly in the natter of dress
,
,
fron CO to use A large shield
absorbs 2 points of danage per blow ,
. 15 = 701 of nornal HTK or 14 , Note
that the character will gradually
, nay be an essential where it cones to
disguise .
but costs 1 fron both CO and REF to regain the lost hit points as his
. .
use

Lquighent .
recovery continues) If only partial
doses of a poison are used nake
appropriate adjostnents to the poison
.
potency level Three sanple poisons
,
.HD
fjfcim t, t ]
are indicated in the Eguipnent Price *'*
Lach player -character
should
supply bin/ ner self with a nunber of -
List. Since the second scorpion
venon , can only be obtained fron
,
useful everyday ltensi, such as defeated ( usually defunct ) scorpions , r
utensils and cookmq gear a reliable , its availability would be extrenely
source of illunination sleeping , United , and the price subject to the iM,

l ,
ear a length of sturdy rope , etc
variety of equipment is provided in
. GH 's discretion Note also that.
henlock is an ingested poison , and
the price lists below Three of the
categories > containing ,
special
. since it tastes bitter it will not
be the easiest task to induce a
,
:
,
eguipnent require brief explanation . potential victin to consune a full
In order to disarn traps and
ounce willingly .
pick locks at full effectiveness, a A character nay purchase a
thief nust have a proper set of tools riding anmal if he desires ( and for
( picks ,
wires skeleton keys etc )
Each set costs S 00 GP and a new nore
,
,
, . . hiqhwoy robbery a swift and
reasonably trustworthy neans of
, n
&

j
advanced set is required for each escape can be a great factor in <'

four additional experience levels the ,


saving one ' s life wnen the situation
y

thief attains (i e , at levels 5 9;


, .. .. , ,
goes sour ) of nany varied types and *
[V *-

13 etc ) Without proper tools, a


thief functions at half nornal
ability when picking locks or
list. ,
dualities as identified on the price
Unless a trained warhorse is
purchased , however a character will ,
Foodstuffs .
disarning traps . suffer a large penalty to hit Last ) but not least
hobbits ) characters ,
probability while trying to fight ( particularly to
Thieves nay want to purchase
poisons to give thenselves an
fron aninai -back :
30 ( CO RfcF ) -
nost eat .
When in town or villages,
neals can be bought at inns or fron
alternative to neetinq an intended is added to his basic HACQ if the street vendors ,
or fresh food for
victin in face - to - face conbat . character is a trained rider hone preparation can be found at
Poisons are classified on a scale of
. 40 ( CO REF ) - reasonable prices in the local
.
1 * o 50 If a full dose of a
particular poison is introduced into horsenanship .
if the character is not trained in
All untrained aninals '
forners narket When one ventures
'
onto the King s highways however it , ,
a character s body whether by
' are prune to panic in Q battle is usually prudent to carry one s own '
ingestion or injection ( by arrow i
,
)

, . situation ( 6 # l chance of rearing


, , supplies .
Although pre -packaged
rations and travelers
blowgun dart daqger point etc
the poison level is deducted fron the
) i attenpting to bolt
.,
etc )
throwing rider i
and a character untrained in
dungeon
rations ore available they are , '
character s stanina ( if a STM saving horsenanship has only a 2SZ chance of designed for energency situations ]
roll is 'node , only half the poison
level is deducted ; STM saving roils
ore nade against current stanina ,
nount .
successfully controlling a panicked havinq earned the none iron rations
since they are as hard as iron and
taste equally bad with the wax
' ,
before any new deduction ) , If the
character ' s stanina is reduced to 0 , Clothing . wrapping on or off Purchased
supplies nay be supplenented by
.
, ,
i or 2 he falls into Q deep cona , filching vegetables fron the fields ,
and will die unless he receives Each character is assuned to or by trapping aninalsI or even ,
energency first aid within 4 nelee
rounds ( 1 mnute ) if at 6 stanina 20 , start with one full set of clothing
consistent with his or her social
foraging .
Renenber however ,) that
freshly slaughtered neat nust be
.
nelee rounds ( S ninutes ) if at i
stanina or 120 nelee rounds ( 30
.
background Thus the son of a noble
night have garnents of velvet or
, salted down quickly i or it will
,
spoil usually by the second day .
. satin ) dress boots, and a fur edged
;

ninutes ) if at 2 stanina If stanina

1-3!
THfc STORE OF HANY BARGAINS

WEAPONS
SHORTSWORD 25 GP RATTLEAXE , 1-BLAPF. ? 9 G? STAFF Si INS 4 GP
RAP ICR 60 GP RATTLEAXE , 2-BLADE 111 35 GP BOLO 5 GP
BROADSWORD CUDGEL ! GP SHORT BOW
DAGGER
STILETTO 7 GP
CLUB
CLUB , BRASS BOUND 12 )
1 GP
S GP
HORSE BOW
LONG BOW
M40 GPGPGP
POIMIAPD 10 GP CLUB , SPIKED t 33 9 GP LIGHT CROSSBOW SO GP
HAIN GAUCHE IS GP MACE 20 GP COMPOSITE BOW 100 GP
BOWIE BLADE 40 GP ,
MACE SPIKED HEAL [ 31
'
"
O GP BLOWGUN i GP
THROWING KNIFE 8 GP SHALL WAP HAHHEP 25 GP NET 8 GP
HAND AXE 8 GP THROWING HAHHEP 20 GP
THROWING AXE 15 GP CLING 2 GP
WEAPONS ACCESSORIES
ARROW , STEEL HEAD 3 SP BLOWGUN DARTS ( BAG Of SO ) 3 GP SHOULDER BELT 2 GP
APROW , SILVER HEAD Ml 2S SP BOW CASE , WOOD 3 GP KNIFE BELT ( HOLDS 8 ) 2 GP
ARROW , FIRE ( 41
ArRim . riKtuunD i} j
1 GP
8 GF
,
BOW CASE LEATHER
QUIVER ( HOLDS 4« ARROWS )
2 GP SCABBARD , LEATHER 2 GP
25 S? SCABBARD HF.TAL 20 GP
CROSSBOW QUARREL , STEEL 2 GP BOWSTRING 15 S? SHEATH LEATHER 1 GP
QUARREL ;, SILVER - TIPPED 141 10 GP QUARREL BELT CASE ( HOLDS 30 ) S GP SHEATH; HF.TAL S GP
SLING STONES ( POUCH Or 10 » i GP CROSSBOWSTRING 25 SP
THROWING DART l GP SWORD BELT 2 GP
U) If first attest to hit Hissts , receives chance to hit on return swing in sane weiee round
,
.
( 21
13 )
If not brass-hound club has 252 chance of shattering on each successful blow
Suikes add 1D 3 to normal weapon demage . .
[ 41 These special Missiles do normal amounts of dQMaqe ,
but Mat* p necessary to affect certain topes of
creatures ( trolls, vanpires , etc ) . * )

15 ) On a hit , firebonb does 1D8 of damage that Melee round , and 2 D8 of dQMaqe m the succeeding Melee
round .
ARMO? AND ACCESSORIES
CHAIN ' U1T 500 GP QUILTED SUIT 5 GP SHALL SHIELDS
CHAIN SHIRT
CHAIN PANTS
200
2S 0
GP
GP
QUILTED SHIRT
QUILTED ACCESSORIES
3 GP
3 GP
LEATHER
OAKEN
* S GP
3 GP
CHAIN ACCESSORIES 100 GP STEEL 25 GP
LEATHER SUIT 60 GP NORHAN HELH 1« G? LARGE SHIELDS
LEATHER SHIRT
LEATHER SKIRT
25
IS
GP
GP
LEATHER HFLH
QUILTED COIF
7 GP
2 GP
LEATHER
OAKEN
* 8 GP
S GP
LEATHER ACCESSORIES 2S GP STEEL 3S GP
Shields of the two nay absorb appropriate amounts of danaqe aceordinq to the Material of wtuch
*far
•hey asareanynode . When
sizes
this danaqe Has been absorbed the shield
concerned . Leather
considered destroyed and useless as
,
, i? ,
bonus to amor class is obsorbs 12 and 20 oaken 20 arid 30 and steei 3S ,
and SO ,

HOUNTS
( The prices ,
below are for unbroken overage quality horses ; for poor quality subtract SOX ; for ,
good quality , add 100 X ; for excellent , ada 200 X ; for superb add 400 X ) , .
LIGHT HORSE 40 GP HEAVY HORSE ISO GP
HED1UH HORSE 80 GP SUPERHEAT HORSE 350 GP
EQUIPHENT AND TRAINING
SADDLE 25 GP BREAKING TO SADDLE ( takes l week ) 35 GP
PACK SADDLE 10 GP BASIC TRAINING ( takes 1 Month ) 100 GP
TACK 10 GP GOOD TRAINING ( takes 6 Months ) S00 GP
SADDLEBAGS IS GP COMBAT TRAINING ( takes 2 years ) 2SOO GP
BOARDING ( one week ) Nomal care S GP ( All training requires paynent of boarding
Quality care IS GP costs , for whatever period of tine , )

1-31
THE STORE ( c o n t . )

EQUIPMENT
MALLET ( workman ' s hawier ) III 2 GP
3 GP
.
LANTERN CANDLE
ANTERN, OIL
8 GP
SLEEPING.
BLANKET , WOOL
BAG , WOOL
3
12
GP
GP
BELT NIFE 111 i
HATCHET m 10 G? ( 1/ 2 hour per ounce ) 12
5
GP
GP
SLEEPING BAG , FUR LINED
CAMPSTO'. E
- 40
15
GP
GP
CANTEEN ( 1 quart
WOODMAN' S AXE 111
.
SPIKES IRON ( 1 do ten )
12 GP
2 GP '
BACKPACK , CANVAS ( 25 pounds ) 3 GP '
RACK and SPIT 6 GP
MARBLES CLAY ( baa o 1' SO ) 8 SP BACKPACK , LEATHER ( bO pounds ) 8 GP
,
,
KETTLE COPPER ( 3 gallons ) 5 GP
MARBLES , GLASS ( baa of 20 ) 5 GP BACK , SMALL ( 10 pounds ) S SP POT IRON ( 2 quarts ) 4 GP
CALTROPS , SMALL ibaq of 30 ) 3 GP SACK , MEDIUM ( 40 pounds ) 1 GP Set uf UTENSILS 2 GP
CALTROPS , LARGE ( bag of 10 ) 5 GP BACK , LARGE ( 100 pounds ) 2 GP CARVING KNIVES 15 GP
SALIH: (; applications ) 121 50 GP BELT POUCH 1 GP ,
VIAL GLASS (1 ounce ) 2 GP
OPIUM S use $ ) 150 GP MONEY BELT 3 GP BOTTLE , GLASS ( 8 ounce ) 4 GP
BANDAGES ( for 20 wounds ) 4 SP MIRROR , STEEL 5 GP ( 32 ounce ) 8 GP
SPLINTS ( for 10 hubs ) 5 SP MIRROR , SILVER 15 GP CONTAINER , LEATHER < 6 ounce ) 6 SP
NEEDi.ES ( packet of 10 ) 1 GP ROPE , HEMPEN ( 50 feet ) 131 1 GP ( 32 ounce ) 1 GP
,
THREAD < :pool 100 yard« ) 2 GP ROPE, ELVEN ( 50 feet ) 131 5 GP FLAGON . METAL ( 32 ounce ) IS SP
,
HEMLOCK ( l ounce level 32 ) 2S 3 GP ROPE; SILKEN ( 20 feet ) 131 10 GP CORKS ( 20 assorted sues ) 3 SP
SCORPION VENOM CHAIN ( per f o o t ) 2 GP COFFER ( 1.5 cubic foot ) 141 4 GP
,
( 1/ 1 ounce leuel 20 ) It GRAPPLING HOOK 8 GP ( 3.8 cubic foot ) 14 ) 8 GP
,
BELLADONNA ( 1 bunch level 8 ) 10 GP EIRE KIT 1 GP CHEST ( 16.1 cubic feet ) 141 28 GP
TORCH ( lasts 2 hours ) 1 CP LIQUID SKIN ( 2 quarts ) 1 GP SCROLL CASE LEATHER ,
( holds 2 scrolls )
CANDLE ( lasts 1 hour ) 3 CP ( 2 gallons ) 2 GP 4 SP
CANDLE ' lasts 8 hours ) 4 SP PUPTENT ( 2 person ) 10 GP SCROLL RACK
MhftSSMSH’ ; ? i!
> it $ nusMInSsKStrisi h*
( 11 These ileus are not desiqned to be used as weapons; if they are so used in an emergency apply a ,
penalty of 0 to the normal HAC 8 for that type of iten,
iZJ une application will relieve 1D4 points of non-cntical danaqe , including danage fron burns,
131 , ,
Breakage chances ; henpen rope - 32 per use cumulative ( on lflth use chance is 302) elven rope 12 , -
It ]
, ,
per use cumiiative silken rope - 12 chance on any given use
' ,
Apply additional costs ( at GH s discretion ) for locks traps binding etc , ,. ,
.
LSI ' ,
GM s ' discretion depending on type desired ( bagpipes should cost a snail fortune )

CLOIHING
BUMMER WEAR 2 GP SANDALS 1 GP
WINTER GEAR 5 GP BOOTS , SOFT 5 GP
DFSERT GEAR 18 GP WORK 4 GP
COLD LANDS GEAR 25 GP MOUNTAINEERING 8 GP
CLOAK , WOOLEN 10 GP WAR IS GP
«1» EUR
VELVET 6 FUR
‘M
ISO GP
200 GP
BOLTS Ol CLOTH ( 1
-WOOL
-COTTON
sin )
6
10
GP
GP
GLOVES . WOOLEN 2 GP -SATIN 50 GP
LEATHER 6 GP -VELVET 280 GP
-
EUR LINED 8 GP -SILK 350 GP

FOODSTUFFS
FLOUR ( 28 pound sack ) 4 GP HERBS , DRIED (l pound ) 28 GP
ONIONS ( 28 pound sack ) 1 GP PEPPER ( 1 ounce ) 7S GP
DRIED BEANS < 10 pound sack ) 1 GP ,
SALT ROCK ( 1 ounce ) 3 GP
LENTii.S ( 10 pound sack ) 1 GP SUGAR , BROWN ( 1 ounce ) 6 GP
BREAD DARK ( 1 pound loaf ) 3 CP WHITE (1 ounce ) 10 GP
WHITE ( 1 pound loaf ) 2 SP HONEY ( l pint ) 4 GP
VEGETABLES , DRIED ( 25 pound sack ) 10 GP GARLIC ( 1 clove ) 1 GP
! FRUIIS DRIED < 10 pound sack ) 10 GP BRANDY ( 1 quart ) S0 + GP
SAUSAGE , SMOKED < 10 pounds ) 2 GP WHISKEY (l quart ) 75+ GP
: HAM SMOKED ( 15 pounds ) 8 GP WINE ( 1 quart ) 1+ GP
BACON , IDE ( 20 pounds ) 4 GP TEA ( 40 cups worth ) 20 GP
I1EAT CALTED ( 25 pounds ) 6 GP COFFEE ( 20 cups worth ) 25 GP
FISH, SALTED ( 10 pound'- 3 GP LIME JUICE (l g uart ) 48 GP
'
CHEESE ( 30 pound wheel ) ' 10 GP IRON RATIONS ( f neal ) 1 GP
'• HARDTACK ( 10 pounds ) 1 GP TRAVELER ' S RATIONS < 1 mean 7 SP

1 32-
CHAPTER 4

EXPERIENCE
Methods)
Awards;
and Advancement

AcquisinoN Damage inflicted by missile weapons based on the player's 2 chance of


earns EP at 1/2 normal rates. Damage success , calculated by the formula:
EXPEBTF-NCE inflicted to unconscious or otherwise
helpless foes is worth no EP. -
liOb success 21 = EP award
No character may receive less than S
Although the scenarios in this EP for a successful use of abilities,
book provide player -characters with Thieves receive some special not even if his adjusted success
immediate objectives , the long term
goals of the players revolve around
- bonuses and penalties to normal
combat experience awards. Because
percentage should be greater than
1052; however , it is recommended that
the accumulation of Experience thieving places soch a high premium the GM apply EP penalties to those
Points, so that their characters may on stealth , thieves receive only 1/2 players whose characters continually
advance to hiqher levels of thiefly the normai EP value of damaae done in use abilities when not necessary
skill. The table on Thieves' Levels, --
face to face combat ( Exception
: (such as moving silently in one's own
Abilities and Experience provIJecTon
TTfe nexT ^page lnaicafes fhe number of
'

Experience Points (EP) needed to



Hiahwayman adventures, where this
rule does not apply). Conversely ,
thieves receive double the normal £r
bedroom))
awards.
experience
ri > to occroe the EP
player may collect
for the first five
attain each successive level of for damage inflicted by a successful successful ability rolls he makes per
thieving expertise , and identifies backstabbinq or attack from shadows. day in each skill area (e .g ., he may
the rewards received at each level. If thieves can convince a foe or foes receive credit for up to five Hearing
Experience Points may be obtained to surrender to them , each member of rolls, five Lock Picking rolls, five
from four basic sources: the successful party receives EP applications of emergency First Aid ,
1) from participation in combat equivalent to twice the combat EP and so in. but will not get EP for
situations, that would be awarded if the making additional Hearing rolls later
2) through the aeg uisition and vanquished foe had been killed . in the same day). Players do not
resale of loot trom thieving (Thus, if an Intermediate fighter receive EP for successful saving
activities, with 32 total HTK surrenders to a rolls (against REF , STH , or other
3) from the successful party of thieves, each member of the basic requisites). The game
accomplishment of Ability rolls > party receives 32 x 9 x 2 or 576 EP). designers believe that the effects of
and making these rolls usually constitute
4) through encounters with 2) Experience Awards for Stolen sufficient personal reward . If,
-
non player characters.
EP awards in each category are
Goods. however, a player's successful saving
roll saves the lives of other party
summarized below . Thieves receive EP from the sale members, the Gh may choose to make a
of goods acquired through theft. The special EP award .
1) Combat Awards. EP awarded is equal to i/4 of the
price actually paid for a stolen 4) Encounter EP .
In the Fantasy System , each item ) rather than its stated value.
player receives EP for the wounds
he/she personally inflicts on foes -
Thus if four player characters steal
a bracelet worth 2000 GP , but sell it
The award of “encounter * EP is
designed to reflect the fact that a
during combat . The points owarded for 1200 GP , the party receives 386 decision NOT to fight or try to rob a
for each hit inflicted differ EP to distribute among themselves. particular group ot NPCs may often be
according to the rating of the NPCs EP for stolen goods is collected at the wisest choice . Therefore , eoch
or monsters damaged , as follows:
'

the moment of sale rather than at the member of a party receives encounter
time an item is stolen. EP for loot EP equal to the total hits to kill of
that does net require "fencin each group of characters and monsters
EP
per
NPCs
by
Monsters
by
(i.e., coins and smoll qens) nay 6e
awarded at the time of theft and is
? encountered . For Veteran humanoid
characters, multiply HTK x 2 to
hit experience total based on the foce value of the cash calculate encounter EP ; for Elite
dealt
~~" . leuel HTK stolen. characters, multiply HTK x 4. Some
E MEET '

monsters may hove special abilities


9
14
INTERMEDIATE
VETERAN --
21 S0
51 90
3) EP fer .
‘Ability (fire breathing , stone gaze , poison
-
or disease carrying , etc.). In these
21
30
ELITE -
91 175
>175
Donnq the course of
character nav attenpt to enpioy lus
cases, calculate encounter EP by
multiplyinq HTK x 2 for each speciol
thievinq abilities, or other sxills talent possessed .
acquired as a result of traininq . EP
is awarded for successful attenpts)

-
1 33
LIMITS ON The simplest nethod the
NOTES CHflPSCTO? designers have discovered is to
In addition to normal awards > AWMCEHEft require the player -character to have
GH ' s nay make discretionary EP awards at least one encounter on an
to reward players who show The Fantasy System rules do not ,
adventure and then return tu a city
solve a difficult restrict the number of experience or town to qualify for a raise in
initiative )
,
problem or do a particularly good
. Points thot can be accumulated during
. experience level .
This will usually
-
job of rele playinq The key is to
flexible so tnat yoor
a sinqle
player -character
adventure No
allowed to
accrue some additional EP for the
,
character to set him /her on the road
remain
campaign can reflect Qnd reward the
is
advance nore than one experience to the next higher level .
interests of yoor players
At various levels on the
. level per adventure , however As as
,
example assume that a 2nd level
.
,
Experience Table below there is an
In "TReToluSTTabelled Hit Die At
,
these levels the player receives the
. * thief with 2008 EP goes adventuring
and accomplishes acts worth 8010
additional EP . His new total of
opportunity to hisincrease 10,000 EP qualifies him to be a 4 th
character 's own Hits ,
level thief ; however he may only
to Kill with an
additional roll of his Hit Die ( see
,
Character Creation Chapter 1 for
., rise to 3rd level at the end of the
adventure . To attain 4 th level the ,
thief must go out on an additional
.
determination of the hit die to be
used ) adventure ana return alive although
he need not collect any additional
,
if .

IHIEVESi LEVELS * ABILITIES AND EXPERIENCE


*

Percentage Abilities
EP Hit Hit Prob Dodge Sense Pick Locate Disarm TIcf ffooT7n“‘HIde in Hear
Level Needed Die Bonos Bonos Traps Locks less Trajs Pockets SUence Coeer Climb Noise
1 0.8K 5 20 10 10 IS 5 5 75 20
2
3 ..
1.5K
3 OK +1
10
15
30
35
15
20
IS
20
2S
35
18
15
10
15
77
79
4
5 .
6 OK
12 OK
+2 20
25
40
45
25
30
25
30
45
55
20
25
20
25
81
83
30
6
7
<3
..
25 , OK
50 OK
100 OK +2
+1 30
35
40
50
55
60
35
40
45
35
40
45
65
75
85
38
35
40
30
35
40
85
87
89
40
9 200.8K 1 45 65 50 50 95 45 45 91
..
18 20 » 0K 50 70 55 55 185 50 58 93 50
11 400 OK 55 75 68 60 115 55 55 95
12
13
.
500 OK
S 00.6 K
+2 +1 60 80 65 65 125 60 60 97
65 85 70 78 135 65 65 9V 60
14
15
+1
..
708 OK
800 OK
100 . OK no 2/ 4
+1
+1/3
70
75
+5
90
95
+5
75
80
75
80
145
155
70
75
70
75
99
99
* +5 +5 +10 +5 5 no +10 / 3

1-34
J30 Umi3 J <j
^
II N0 I103S
GENERAL 1NFQRHATI 0N FOR IKE SCENARIOS
In this section of the book a , jewelery shop or a number of the note of some specific aspects of the
veritable smorgasbord of criminal highwayman encounters are designed , presentation format , for Host roe
*
opportunities i s presented - a varied to satisfy the needs of beginning and / or NPC encounters * two separate
.
! -
layer characters Other adventures ) descriptions are provided , The first
'

set of adventures designed to line


the pockets of the wily and brave ike the Armed Robbery scenario identifies what can initially be seen
with riches, while swiftly and surely ,
presented herein are best suited for or sensed by the placers Qnd can be ,
exacting their t o i l on the foolhardy . intermediate level thieves and s t i l l , read directly to then; the second
The scenarios presented in this and others ( the Hagic Books and Scrolls provides a wore complete description
subsequent Thieves Guild books will ,
robbery I a few of the travelin of the situation to be privately osed
be organized under a common format ; caravan groups ) should be attempte
only by rather advanced characters
3 by the GH in refereeing the course of
. Me also recommend that the GH
chapter headings will represent
various categories of
activity , and individual adventures
criminal ( and even then may prove lethal ) . play
carefully read the character sketches
This mix i s provided so that both provided for key NPCs before
each category will be experienced players with beginning play ; these descriptions
within
alphabetically keyed . For
i n i t i a l volume , scenarios have been
this lohg-standinq thiet characters from
other FRP systems and newcomers to
often contain details on the
character ' s reactions to different
developed of three types : Highwayman
Adventures ( Chapter 6 ) , Second-Story
or Cat Burglary Adventures ( Chapter
fantasy gaming each have suitable
tests to face
-
Ideally .
some
player characters will be able to
,
circumstances ) his /her tactical
preferences > and ( i f applicable )
his /her relationships with other
7) ,
Adventures
and

Pursuit / Armed Robbery
( Chapter 8) . Future
grow i n experience through play of
the scenarios and gradually advance
companions .
editions will not only add new through this entire proaression ;; Finally , the GM should
adventures i n these categories , but , '
however GH s may permit players to familiarize himself with the contents
also add other types of criminal set up experienced characters i f they of the CHARACTER DESCRIPTIONS tables
venture ( such as Tomb Robbinq t
, . wish to undertake a difficult
before other
that are provided with eacff scenario
A sample line from these tables i s
.
Citpursino / Assassination etc ) for their
player ana GH use . scenario
characters have
sufficient experience
accumulated
. ,
shown below alonq with a list of
abbreviations used and instructions
The follow vary
scenarios that for interpreting the various
greatly in complexity and risk , In using the materials provided information presented ,
borne , like the robbery of Heligor s
' in this section, the GH should take
CHARACTER DESCRIPTION FOR TORBAN THE TURBULENT

CHARACTER HEAPON ARMOR RIDING


NAME CLASS ST CO RF SM IQ MR WEAPON HACO DAMAGE NOTES CLASS HTK ANIMAL
TofBon CETHU FTR 100 re is is n i rr FUSHDe ~“T IDS ”
C7S 7 W WHOT “ '

L BOUe 2 / 2 / 6 - 1D6
SPEAR 3-b 2D8
~*rr
i

( 1) (2) ( 3) ( 4) ( S) ( 6) (7) ( 3) ( 9)

1) The Character Code provides that Torban can be fooled by listed i s used i n missile combat ,
information on a ) the character ' s
,
experience level b ) his /her race )
disguise attempts . like Torban ' s longbow the HACft
column contains three separate
,
and c ) his /her character class , 3 ) This column lists the various ,
ratings for accuracy at short ,
The experience level of the weapons carried by the NPC . ,
medium and long ranges , Pole
. .,
character should be used m Unless otherwise specified in the weapons ( e g spear ) receive two
determining the amount of scenario ,
the first weapon listed ,
HACu ratings one for first attack
experience points awarded for will be the character ' s primary and the other for subsequent
killing or vanquishing such a foe
( see Chapter 4) The .
weapon ; i f he i s identified as
having a weapon ready , i t will be
attacks .
abbreviations used in
Character Code are described i n
the
in identifying
.
this one The abbreviations used
weapons are
5 ) This column indicates the dice
that should be rolled after a
the table below . indicated in the table . successful attack to measure the
amount of damage inflicted to the
2) These columns represent the 4) The values in this column target .
These values incorporate
racially adjusted values of represent the die r o l l result that any damage bonuses that Torban
Torban ' s requisite characteristics must be equalled or exceeded on a would r e c e i v e for high STR ratings
for strength ( ST ) , coordination
,
( CO ) , reflexes ( RF ) stamina ( SH ) ,
D20 for Torban to successfully hit
an unarmored foe with the listed
or weapons expertise .
intelligence ( 19 ) ) and magic*
resistance ( HR ) , These values
.
weapons These values include any
bonuses to hit probability that a
6 ) This column identifies any unusual
features of the weapons listed .
should be used by the GH whenever character receives as a result of I t i s used to indicate tactical
Torban attempts to make saving high COORDINATION ratings , weapons ,
notes changes to frequency of
rolls; the 19 rating should also expertise ]
’ ’
weapon quality , or attacks, or special weapon
be used in calculating the chances accrued experience I t the weapon . abilities ( such as built i n -
or Since the travelers i n the ,
current location as follows :
bonuses to
, damage
probability or embedded spells )
hit
. Highwayman adventures
intended targets of the thieves the
are the
,
CHARACTER
CLASS
ADJ
FACTOR
.
7) This column indicates both the contents of their purses are Fiqfffers "
TT
type of armor worn by specifically identified < at the end Wizards 4
character
( effective
and his /her
armor class )
EAC
.
In
the
of their Character Code ) In other .
s c e n a r i o s , i t i s less likely that a
Rogues
Merchants
1
12
combat situations , a player would thief will have a chance to discover -
Non Combatants 1
add Torban ' s LAi of 9 ( which
includes both armor and dodge
abilities ) to his own HACO to
exactly what an NPC i s carrying on
.
his person Should such a s i t u a t i o n
a r i s e ( i f an NPC i s vanquished or
EXPERIENCE
LEVEL
ADJ
FACTOR
.
determine his actual hit killed by the thieves , i f a thief Elite "
T
probability , Abbreviations used attempts to pick an NPC ' s pocket , Veteran 3
i n this column are explained i n .,
etc ) the GM can use these simple Intermediate i
.
the table below

8 ) This column represents the total


amount of damage ( in hits ) that
-.
rules to determine the contents of an
NPC ' s "purse : a ) First identify the
basic value of the purse throuqh the
r o l l of a DiOO
Green
CURRENT
LOCATION
ADJ
1/ 2

FACTOR
.
Torban can sustain before being DIE ROLL PURSE Rural W
killed . w City Streets
On Road i
9) This column ,) used only in the
Hi ghwayman character descriptions,
-
81 9?
4

1UU
A A . 100 GPur
A A A
IUUU
A A
In Shop 10
indicates the type of riding c) I f the character i s c a r r y i n g more
animal a character possesses , if b) Multiply this base amount by than 1000 GP on his person , there
any. The abbreviations used for
v a r i o u s types of riding animals
adjustment factors for character
class , experience level ,> and
i s a 30 Z chance that i t will be i n
the form of a letter of credit or
are indicated i n the key below . sight draft rather than cash .
LODES AND ABBREVIATIONS FOR CHARACTER DESCRIPTIONS

Experience Level : Class : Weapons Armor Type :


TK ’
- "
Green ” FTP Tighter nror- Battleaxe , wnone mi
( i s t -2nd Level ) ARC Archer single -bitted CLO Quilted Cloth IQ )
INT - Intermediate CEN Centurion 2BBAX - Bat 11eaxe , LTH Leather IL )
( 3rd-5 th Level ) PAL Paladin double -bitted ( Cuirbolli )
VET - Veteran
( 6 th-8 th Level )
FOR Forester
SAM Samurai
BDSWD
BLWGN
-- Broadsword
Blowgun
CHN Chammail IC1
SCA Scale IS )
EL - Elite MAG Mage BMRNG - Boomerang PLT Plate ( PI
( 9 th-i2 th Level ) ILL Illusionist BOWN
CPBOW
- Bowie blade knife
- Composite bow
/ S with Shield
ANH Animal Hide
ENC Enchanter
Race ; PRI Priest CTLSS - Cutlass
R0 Human

PRM Priestly Mage DGR - Dagger Mode of Transport
^ Horse
EL Elf HLR Healer e - the
expertise with GTHOR 1 Svperneavy
"

/E Half -Elf SCH Scholar weapon DS1RR - Destrier


HO Hobbit THF Thief GR AX - Two -handed axe )
double -bitted
( Superheavy Horse
barded and
bW Dwarf ASS Assassin
CE Centaur TRB Troubadour GRSWD - -
Two handed sword -
combat trained )
PX Pixie BRD Bard HFSWD - Bastard blade or , HVHOR - Heavy Horse
UH Uruk -Hai HET Hetaera -
hand -and-a half WRHGR - War Horse
,
-- -
( Courtesan ) HEBRD Halberd ( Heavy Horse
OR Ore
/ 0 Half -Ore TRD Trader 2HHMR Two handed warhammer barded and
GO Goblin NON Non -Combatant HMR - Warhammer
-
combat - trained)
KO Kobold HXBOW - Heavv crossbow MDHOR Medium Horse
JAVLN - Lonq
Javelin CHRGR - Charger
( Medium Horse ,
L BOW - Two bow axe
LG AX - -handed > combat - trainel )
single -bitted LTHQR - Light Horse
LXBOW - Light crossbow PONT - Pony
MGAU - Main gauche MULE - Mule
QSTF - Quarterstaff BURRO - Burro or Donkey
RAPR - Rapier PEG - Pegasis
S BOW - Shirt bow ( Winqed horse )
SHSWD - Short sword GRIFF - Griffin
SM AX - Hatchet , tomahawk ( Winged Eaqelioo )
THRKN - Throwing knife
THROW - Previous weapon
when thrown
WDSAX - Woodsman s axe
BANDIT SCENARIOS
AND
HIGHWAYMEN ADVENTURES

GENERAL Players then nake their These sanple encounters


INSTRUCTIONS preparations for the day 's represent only a cross-section of the
activities ,i including identification traffic Moving along the
I his nodule is designed to of the tiMe of day they beqmi their thoroughfares of the kingd OM . To
sinuiate outdoor encounters between
thieves and the connon sorts of
observations .
Die rolls are then
Made to deternine when groups of
increase the realise of
highwayMan adventures
these
the Gone
Merchant and other traffic travellin
the rends and trails of the Medieval ? travelers are encountered
should Make a die roll each 28
The GM . Master should also Make die rolls for
ether randoM encounters ( with local
landscape .
The player characters Minutes of daylight ,
or each two ,
aninal l i f e wandering Monsters or ,
auenpt to devise assaults on these
groups that will produce the MQXIMVM
hours during nighttine
percentage chances of an encounter
The . other
characters
player
fron
ana
his
non player
regular
-
profit while resuitinq in the lowest
risk to the nenbers of their outlaw
will vary according to the terrain
and the tiMe of day 'roll DlOO ) :
canpaign ) .
band ( Qrovps of 4 to 8 characters ore ReMeMber that i f there are
the Most
scenarios )
practical for these
.
To be successful , the
escapees fron anbushed parties or i f ,
there i s a large anount uf wreckage
piayers Must learn to take advantage TERRAIN DAYLIGHT NIGHT left Qbout ( or unrenoved or unburied
of available terrain features use , near" “
HT -2S (fPlD
bodies ) ) future traveling parties
anbushes and traps to inprove their Wooded 81-20 01-03 will probably be wary and nore likely
,
fighting odds and Most importantly , Mountainous 61-12 01 to sense an anbush i n the Making .
develop good judgnent about which Add 2SI to the anbush s e n s i n q
traveling r
ones to care
s to attack and which
y avoid . I f a group of travelers is
abilities of groups entering known
dangerous areas U f parties do not
nornoily have an anbush sensinq
Once the characters i n the band ,
indicated a second die r o l l i s nade ,
ability use 252 as their success
of thieves have been established , the
players should select the terrain
to deternine . the type of group
. chance in such a situation ) .
where the scenario will be played
Three t e r r a i n naps have been provided
. encountered Traffic i s divided into
four basic types of group : farners >
,
Merchants , travelers and w a r r i o r s .
Travelers of neans nay also choose to
hire on additional guards for
protection .
in Section I I I of this book as
sanp ’ es; others can be created by the
Again, the percentage chances of
Meeting each particular type of group
GM or the players i f desired I f the
sanpie naps are to be used and the
.
,
differs according to the type of
terrain used ( r o l l DlOO ) ;
players have no particular
preference , terrain selection can be
ranaonly Made by rolling a DIO where , sc
-
i5 indicates relatively dear
-
terrain . 6 8 a heavily wooded area ,
GROUP
FarSers
CLEAR WOODS
ITI-TS
BNTNS
ur- nr //
w .

-
and 9 10 Mountainous terrain Each
sanple nap contains a nunber of GM
. rterchonts
Travelers
41-65
66-90
26 -60
61- 05
11-30
31-65
notes that should be kept secret fron Warriors 91- 00 86- 00 66- 00
the players until they cone into
lay . I f the nap area i s assvned to
V

located near the outlaws


ernanent " hone base -,
those terrain
eatures narked with an asterisk will
' Once the various encounters have
been decided for a day ' s banditry ,
•vtoVlifcr . ...
probably ( 602 ) be known by the roll an appropriate randonizinq die
.
piayers All ether features can only
be found i f a careful search of eaefi
to decide which uf the encounters
fron each type will be used I t i s . ,
particular area has been undertaken
The GM s copy of the nap indicates
. seldon a good idea however to ,
th
' chances that each
repeat the sane encounter twice in a
reasonably short period ( a week or
* percentage
particular iten will be revealed by .
less )
searching .

6- 0
HIGHWAYMEN ADVENTURES
CATEGORY A
FARMERS

,
Groups of farmers on their way
'
I f the weapon s use i s known
to
, -
or from the open air markets of
medieval towns were a common sight . i t will be carried by the farmer
who i s trained with i t ; the single
, exception i s broadsword - there is
However there was l i t t l e difference
from one group to the next Most
farmers were simple folk untrained ,
. only a 1$Z chance that a farmer
who i s trained with broadsword
i n weapons use and carrying no wore
than a few gold pieces worth of
will be carrying one with him I f
no weapon is known , the farmer
.
cargo . ,
Because of this no specific will fight only with bare hands or
,
TARMING caravans have been rucks providing, of course , that
.
constructed Instead , the GM can use
the following five step procedure to
he i s sticking around to fight and
not running i n sheer panic ( 802
determine the composition of each chance i f weaponless or untrained
passing group of farmers . i n any weapon s use ; 1SZ chance i f
'
close weapon trained ) .
.
1) Roll a DIO to determine the number
of farmers i n party The fighting morale of
farmers i s never hiQh . There is
2 ) Roll a D180 to determine the race always a 45Z chance that an entire
the same race ) .
of party ( the whole party will be party will surrender after any
member of the group i s killed
Additionally , each man must make i
.
saving throw against discretion
01-75 Human ( HTK = 10 1D 6 ) ( assume racial average value f i r
76-85 Hobbit ( HTK = 8 1D4 ) DSC ; human = 11, hobbit = 13
86-92 Centaur ( HTK = 12 1D8 )
-
93 97 Half -Elf ( HTK = 10 1D4 )
.
etc ) after being wounded for the
,
first time or he will panic and
98- 00 Half -Ore ( HTK = I I 1D 6 ) run .
4 ) Roll D 100 to determine the mode of
3 ) Roll percentile dice ( D 100 ) to transport being used:
determine weapons training , i f
on
01-60
61-75
Foot Qnlj
Foot with
. Handcarts
know spear ( can hold up to 800
( HAC 0 on a 7 )
i f know spear :
. lbs )..
76-95 Open Wagon w / 2 Mules
25 Z also know short bow ( can hold up to 8001
( HAM on 5 / 9 / 13 )
10 Z also know broadsword
. .,
lbs ) rest
foot .
of party on
( HAC 0 on 8 )
i f do not know spear :
. -
96 00 Open Wagon w / 4 Horses
rest of party on light
,
30 Z know slinq
( HAC 0 on 3 /8 / 13) . horses .
60 Z know club 5 ) Roll D100 to determine type i f
( HAC 0 on 9 ) . cargo beinq carried ( see chart
i n addition: below ) , Roll D6 to determine
70 Z know quarterstaff direction that the caravan i s
,
( HACfl on a 8 defense + 2 to
AC against dose weapons ) .-
traveling ( 1 3 toward town 4 6
from town ) Then cross-reference
, -
i f know quarterstaff : these results with the result of
50 Z are expert i n use Step 4 above to find the actual
( HAC 0 on a 4 defense
4 to AC against close
, quantity of goods being corned .
weapons )

6- 1
POSSESSIONS Of FARMERS' GROUPS

WEANS Of TRANSPORT
TYPE Of CARGO
CARRIED FOOT HANDCART WAGON
GRAIN
Hn? TO
..
i SOib sock barley per
farner
.
1 5001b cart oats per
each 3 farners . 2-1/ 2 tons wheat .
Value ( 8 SP / sack ) Value < S GP / cart ) Value < 35 GP )
FROM 102 of above value in 202 of above value in 382 of above value in
cash and 402 in qoods cash and 302 in qoods cash and 302 in qoods
fro Market Basket A
* . fro Market Basket A
* . fron Market Basket C .
=
r =s sss==r = r=:r
VEGETABLE
3Y =$5 TO .
i 501b sack onions per
farmer .
.
1 1501b cart beans per
each 2 farmers .
3 tons corn .
Value ( 1 GP / sack ) Value ( 25 SP / cart ) Value ( 50 GP )
FROM 181 of above value in 281 of above value in 38 Z of above value in
cash Qnd 401 in goods cash and 301 in goods cash and 301 in qoods
frort Market Basket A . fron harket Basket A . froA Harket Basket B .
ANIMAL PRODUCTS
55r?r ““TO .
1 501b sack of cheese i 2501b . cart wool per Wagonload of crean ( in
per farAer .
Value ( 8 GP / sack )
each 2 farmers
Value ( 20 GP /cart )
. Aetal cans )
Value ( 105 GP )
.
FROM 101 of above value m 201 of above value in 38 Z of above value in
cash and 401 in goods . cash and 301 in qoods cash and 301 in qoods
.
froA harket Basket A , froA harket Basket B frcA harket Basket C

LIVESTOCK
75-75 1 goat per farAer . 3 sheep per farAer ( no Wagonload of fish .
TO
Value ( 5 GP /qoat )
carts )
Value (
.12 GP / sheep ) Value ( 158 GP )
FROM 101 of above value in 201 of above value in 301 of above value in
cash and 401 in goods
fran harket Basket A . cash and 301 in qoods
froA harket Basket C . cash and 301 in qoods
froA harket Bosket C .

7F&r TQ * '*

PURCHASING TRIP TO TOWN
3 GP per farAer . 10 GP per farmer . 50 GP per farAer .

FROM 1 sack nixed food per


famer . 2 sheep per farAer . Large farA lApleaent .
Value ( 25 SP / sack ) Value ( 12 GP / sheep ) Value ( 175 GP )

Market Basket A harket Basket B Market Basket C


r r
Foodstuffs ( 601of
total ) Foodstuffs ( 40 Zof total ) Foodstuffs ( 201 of total )
SiAple wool clothing SiAple wool clothing Dress clothing ( silks )
-
Candle naking Aaterials
iihple tools ( hoes picks ) , Bolts of cotton cloth Bolts of cloth
SiAple tools Quality kitchen tools
Lanterns 4 flasks of oil SAOII jewelry iteAs
Pot and pans Spices
Shall leather goods Leather goods

6- 2
HIGHWAYMEN ADVENTURES
CATEGORY B
MERCHANTS

Partv B-l first wagun contains th main cargo , the walking guards will attempt to
,
TEXTILE
MERCHANT
and is driven by one of two elite
fighters ( see guards table at the end
of category B ) who have been in
board the rear waqon and the
party will try to noe away ( They
will also attempt this course 1
. f
service to the merchant for several one of the guards senses the
What the Players See :
Two “covered'wagons, each pulled
years ( the other elite guard covers
the rear of the caravan ) As . ambush before it occurs )
2 ) If this first option is not
.
,
bv1 a team of four mules move slowly
. experienced guards these two men, ,
available the four green guards
along the road Five human warriors have a 3SZ chance of sensing an will be sent toward the attackers
on foot accompany the wagons with a, ambush and a 551 chance of detecting ,
with orders to skirmish while the
pair of guards flanking each wagon
and one scoutinq the rear of the
snares , pits or other outdoor traps
The second wagon driven by the , . elite guards take up positions in
party. The guards are armed with
swords or spears , and the rear guard
merchant houses personal possessions
the entranceways of the wagons and
provide covering missile fire .
carries a crossbow . Each waqon has
openmqs front and rear and one ,
and serves as a living quarters for
the party .
Four young fighters
recruited for this trip flank the ,
, Possessions
’“
and Cargo :
In'flie first "wagon , the Merchant
.
hvman driver No cargo or mercantile
. wagons. They have no special carries a large nunber of bolts of
emblems are visible abilities in encounters against
. cloth - 50 woolen ( worth b GP each ,
highwaymen each weighing 40 lbs , ) . 2S cotton ( 10
Gh' s Description :
, .. «
GP , 5 lb ) 5 silk < 3S GP , 7 lb , ) , 5
B fexfire "Merchant on his way to velvet ( 200 GP , 20 lb . ) , and 2 cloth
'
If attacked the party will
Market , carrying both bolts of cloth
and finished itens of apparel The . 17"!! one of two main tactics :
the road ahead is not blocked I
of gold ( 1000 GP , 10 lbs . each ) He .

-
6 3
also carries
items of dress wear , as follows 5
a number of finished
-,
check the status of their Morale ( 3 QZ
chance they will become demoralized
sons . The four dwarves i all
,
brothers are experienced fighters
-
sets fur lined boots ( 20 GP per p a i r and attempt to flee ) The half ores . - and dungeon delvers from the
. .
3 lbs ea ) , 10 fur trimmed velvet - will frenzy ( HP +2 no . silversmith ' s town who have answered ,
cloaks ( 200 CP , 3 lb each ) and 10
,. ,
. . demoralization ) i f the attacking
party contains ores or Uruk -Hai ( This
his advertisement for help to defray
silk gowns ( 208 GP 5 lb each )
Also i n the f i r s t wagon are a large
selection of workman ' s garb ( worth
i s because the half - ores , a product
of the forced onion of male ores ond
their own expenses on a longer
journey to on abandoned r u i n s
nave seme wilderness skills ( lOi
They .
,
500 GP total total weight 100 lbs ) . ,
female humans have been socially
outcast because i f that heritage ) . sense ambush ,
30Z sense outdoor
traps ) and are fearless fighters ( no
Living quarters for the merchant
and guards are set up in the second
The party will not dismount until
,
attac ked but then the fighters will
morale checks needed ) I f the party
i s attacked by missile fire they
. ,
wagon . Items included are 6 wool
sleeping bags ( 10 GP and 10 lbs ea ) . attempt to move directly toward the
source of the attack since they can , will seek cover and try to find an
indirect route to their attackers;

.,
1 folding cot with cotton blankets
( 7S GP .
8 lb ) 60 lb of assorted .
only engage i n Close Range combot . ,
otherwise they will immediately try
to confront their foes and melee .
foodstuffs ( 300 GP worth ) , and 2 Possessions and Cargo:
candle lanterns ( 25 GP , 1 ID each )
There i s a 9 cubic foot brassbovnd
. . r W i t e H i s f T T the cargo i n
this wagon i s bulky and i t will ,
Possessions and Carlo :
As ~preiTously noted the first

,
chest in the rear corner of this take a substantial amount of time wagon contains raw materials and
wagon . I t appears well crafted, and
i s very heavv t o l i f t . The chest i s
- to “dean out * the contents of the
wagon. )
equipment
trade .
for the silversmith's
IEquipment includes four
,
a ruse " c o n t a i n i n g 2 lead bars and 50 Cargo includes 20 assorted crucibles ( used i n melting metals ,
cooper pieces ( SO lbs ) ..
A trap i s untanned hides ( worth 10 GP each , worth 400 GP total each weighing 10 ,
,. . ,,
, lbs ) several small anvils ( 200 GP
released when the l i d of the chest i s
lifted ( Level 1 trap a blast doing
,
2D10 damage STH saving r o l l means
-
weigh 30 lbs each ) and 50 tanned
hides ( 25 GP 30 lbs each ) He carries
the following finished goods 8
. -
)

.,
total 15 lbs ) > a large assortment
of hammers and mallets ( 100 GP ) and ,
1/2 damage ) .
Concealed under the
floorboards of the second wagon i s a
suits
-
of leather
,
armor
human sized 2 hobbit -sized , worth 60
(6 .
200 lbs of wax used in creating
molds for casting items There are .
small flat case containing the GP and 12 lbs each ) , iu sets of . , .
28 coffers partially filled with
merchant s valuables
' 12 high bowman s leathers ( 5 bP 1/ 2 lb
,'
various metal ingots 6 gold ( 1500 -
quality gems worth 5500 GP Players . each ) and an assortment of leather , ,
GP total 15 lbs ) , 10 silver ( 500 .
must make a successful search for goods ( flagons, belts , shoulder
., .
GP , SO lbs ) 8 bronze ( 1500 GP 28
. ,
,
secret doors or they have only a 1GZ
chance of noticing the hiding place
during a careful search of the wagon .
,
total ) . .,
straps e t c

( stretching
worth 250 GP and IS lb
A set of tanning equipment
racks sharp cutting ,
. lbs ) 3 brass ( 400 GP 10 lbs ) and
1 of platinum ( 660 GP 4 lbs ) ,
,
..
Guards : See lists at end of
knives ) i s available There are also
four small leather sacks filled with
. The
household
second wagon contains
items including a ,
. gold and silver pieces ( S 00 GP total ) rough -hewn dminq table with 2
Traders:
cateqory
See
category .
lists at end of ..
weighing 10 lbs ) benches ( 250 GP ‘ 30 lbs ) a set of
cast iron pots and pans ( 380 GP , 25
, ,
Guards: See lists end of ,
lbs ) 8 wooden serving bowls ( 40 GP >
Party B-2
cateqory .
Traders : See lists
at

at end of
,
S lbs ) i double bed with frame ,
,
straw ticking a goose -down mattress,
,
category .
THE
RASTER
and cloth canopy ( 500 GP 38 lbs ) 3
folding c o t s ( 90 GP ) > 2 matching ,, ,
TANNER chairs of fine quality with inlaid
Party 6- 3 desiqns and upholstering ( 1500 GP , 40
What the Players See : THE ,
lbs ) and 3 large brassbovnd chests
AfTopen fFeiqtff wagon pulled by , SILVERSMITH filled with clothing ( 1 eoch for
two draft horses moving at a AND ,
father mother , and children totol ,
moderate pace , iwo
human-sized FAMILY value of dotning 250 GP , mother 's
w a r r i o r s ride in front of the waqon , chest also contains a small jewelry
and another rides behind the waqon
They wear leather armor and carry a ,
. What the Players See :
Two ” Muferdrawrr dosed wagons move
box with small gold and silver items
worth 700 GP ) A cashbox holds 500.
variety of dose -range weapons , the
wagon appears to contain Q number of
slowly alonq the road > followed by
four walkin dwarven quards in
GP in coins and small gems .
.,
animal skins in various stages of chainmail . l
grey -haired man and a
younq lad s i t behind the r e i n s of the
The guards i n addition to
normal camping aear carry a casquet
,
,
preparation

GN ' s Description
two waqons and appear unarmed
dwarves carry axes and swords , and
The . with a Level 1 lock ana a double
trap . The first trap i s a pin on the
A ~masTef ~fanner , carrying both
'
two also have large sacks slung over hasp coated with a potion of
raw materials and finished leather
. He plans to set up his wares
one shoulder . paralysis -
make STN saving r o l l or
2D6
goods cannot move for 2I)i2 hours
i n a bazaar in the c i t y and c a r r i e s , GN s Description : damaqe from system shock When the .
his equipment and unfinished hides so
that he can do additional work while
^ TKe ’silversmith i s moving to a

new location carrying his entire


l i d i s lifted a pinkish dust i s
-
released i f inhaled does 3D10 burn
,
,
.
there The auards are three half ore
fiqhters; they are not experienced
- household
his
.
the first wagon contains
professional equipment and
damage to respiratory system ( no
damage i f character successfully
guards , and have not worked for the supplies , lhe second driven by his , holds breath , make RLF saving roll
tanner before .
Because of this i f
things are going baaiy for the party
, eldest son, contains his personal
.
belonginqs i his wife and two other
- .
2) The casket contains 3500 GP i n
c o i n s and gems , and a flask of fluid

6- 4
of magic detection ( 12 uses fluid a , , -
SPICES Pepper ( total value 1608 ,
themselves i n order to exploit their
,
deep brown and smells like almonds
When poured on item, will give off a
. GP t o t a l neight 2 lbs ) ginger
root ( 1000 GP , 10 lbs ) , cinnamon
, comparative advantage with missile
weapons , Two of the trappers will
luminous glow i f object is magical ) . bark ( 1600 GP 10 lbs ) , cloves . stay with the pack train at a l l
,,
( 2500 GP , 25 lbs ) licorice root , hobbling the horses and
Guards : See
category ,
lists at end of ( 800 GP
.
,
5 lbs ) sesame seeds
( 400 CP 20 lbs ) , and garlic ( 201
times
tethering them to trees i f possible
The others will take initiative ,
.
Traders : See lists
. at end of GP , 20 lbs ) . using any available cover to gam
category BEVERAGES
, -
Selection of teas
( 1500 GP 28 lbs ) , and plow wine
strategic positions and then
attempting to drive their attackers

Party §-4
( 25 1 quart bottles with waied
corks , 200 GP ) . i n t o open ground .
THE OTHER FOODSTUFFS - 20 lbs of . All the trappers carry
SPICE peanuts and pine nuts ( 120 GP ) non - enchanted bows which increase h i t
MERCHANT .
50 lbs of dates ( 500 GP ) , some
dried shark fin ( 500 GP 5 lbs ) , ,
probabilities due to their s u p e r i o r
.
craftsmanship Any character trained
What the Players See :
Two ~FiguFes ~ on horseback . a
human and Q hobbit ride slowly along
'

,
GP , 25 lbs ) .
and smoked spiced sausages ( 100 in bow will recognize the quality of
these weapons i f he picks them up .
the trail , legdinq a pack t r a i n or Other possessions include 4 Possessions and Cargo :
two additional horses with f u l l leather -bound books , handsomely Tnf'Trapprer ? iedd 14 pack horses
saddlebaqs .
Both men are w e a r i n g calliqraphed ( The Savinas ! ,
( worth 100 GP each ) and each c a r r i e s
loose flowing robes of bright blue
,
As they approach there are sounds of
. Cufvcinos , H j s t o r i e s of the Monkan
Ghols, a text on esoteric
800 GP worth of pelts ( 50 lbs ) Each
trapper c a r r i e s a canvas backpack ,
.
music ) as the hobbit sings along to weaponmaking, and the Bhiddust Way of filled with a 2 quart canteen , a belt
the accompaniment of the larger man ' s Enlightenment ) Each text i s worth ,
knife i 20 lbs or salted meat a t i n ,
flute . Neither man openly displays
armor or weapons . -
500 1000 GP to a scholar or
collector .
The hobbit c a r r i e s a
plate and leather flagon and two
bottles of stronq home -brewed
,
sketchbook with crude maps i f the
. whiskey . (I f winter each will also,
GMJs Description : route taken There are also a number be wearing a hooded fur coat worth
~
A spTce merchant and a hobbit
scholar >
’“

returnma from a lonq


of extra small pouches and sacks and
a magical scale that will measure the
, .
200 GP ) Trapper # 3 carries a good
medical kit with bandages splints , ,
.
journey through distant fabled
lands Both are extremely pacifistic
,
lbs placed on i t .
approximate value of any item under 5 and surgical knives He i s a master
. .
of f i r s t aid Trapper 44 c a r r i e s a
i n nature and will not taie l i f e even
-
i n self defense .
Their cargo of rare Guards : See lists at end of
large cooking pot and a tinder box .
delicacies i s protected i n three
ways :
category . Trapper i has a belt pouch which
Traders : See lists at end i f contains a few gold and silver c o i n s
1) Their strange appearance ( which
should be emphasized by the GM)
category . ( 16 GP worth ) and a small scrap of
parchment with a list of names
will convince some potential
robbers that they are Party B-5
( potential buyers of furs ) I f the
thieves v i s i t any persons on this
.
magic -users ,
bards or some THE list without being effectively
other potent figures who do not FUR disquised as the trappers , there i s a
need additional protection i n TRAPPERS 601 chance that the •ouyers " will
the form of guards . What’ the ’
Players See :
summon the constables or threaten to
expose the thieves i f not bribed
,
.
2 ) Both characters wear bracelets Five men on horseback , with bows

that contain a Permanent slung ever their shoulders , ride at a


Missile Pepulsor spell ( tvrns
aside op to 12 points of
leisurely pace along the road Each
man leads a number of pack horses
. Guards : See
Traders:
category
lists
. at end of

missiles per melee round ) . ,


laden with furs yet the entire party
See
category .lists at end of
3 ) The merchant has been trained
i n judo .
This means that i n
moves with a minimum of n o i s e The
men are ruggedly dressed heavily , .
close combat , he has a 402
( 52 x 18 - opponent s CO rating )
,
bearded and solidly built . Party B- 6
chance of throwing ' a foe i n GM s Description :
DROGANN
close combat to the ground I f
successful , opponent must make
. ' ff group of
transporting
fur trappers
their season ' s catch .
THE
WEAPONSMAKER
STM saving r o l l or be stunned All are crack archers , and can shoot What the Players See :
for 1D6 melee rounds
,
I f attacked they will attempt to
. while on horseback ( at a -2 to their
basic hit probability ) They have a .

6 dwarf In cFdinmail helm, and
"

a dark blue cape walks down the road >


,
ride away from the trouble They are
excellent horsemen , and have a 602
. 452 chance of sensing a potential
ambush .
I f sensed , there i s a 402
carrying a two -bladed battleaxe over
his right shoulder and a wooden case
chance of finding a safe path through
wooded i r rough terrain i f the
chance they will investigate the
source even i f not attacked These . under his left arm
behind him i s a human in leather
.
About 50 feet
roadway
. has been blocked by the trappers are very self confident of - ,
armor leading a pack mule The mule .
thieves
Possessions and Cargo :
their fighting anilities: they never
have to make morale checxs and will
fight to the death i f attached When
.
.
pulls an open wooden cart covered
with a canvas tarpaulin
mercantile symbol i s painted on the
A .
LoaJed on tfie packhorses are a
’ ’
fighting they will t r y to keep ,
front of the cart along with a coat
wide variety of s p i c e s , luxury foods ,
and exotic beveroges :
distance between their opponents and of arms .
6 5-
( thus they can only be effectively
a
used by
.
fighter who i s
ambidextrous ) The daggers are worth
2000 GP to a person who can employ
them , but only SO GP otherwise
,
Finally the dwarf carries Q letter
.
of credit from the Baron entitling
him to free lodqinq food and drink ,
at any establishment within his
realm .The degree to which this
letter i s honored by local innkeepers
and merchants i s highly dependent on
the amount of loyalty each man feels
for the Baron ( GM - s discretion ) .
Guards : See lists at end of
Traders:
category
See
.
lists at end of
category .
Parti 8-7
THE
COPPERSMITH
What the’ Players See :
"

A lone wagon ” pulled by two ,


.
draft horses The wagon i s open , and
i s divided down the center by a long ,
GH' s Description : Possessions and Cargo : 6 foot t a l l wooden rack from which
”~ ‘"
DroGann s ” pFIncipal cargo i s a
TRe dwarf
DroGann and his
- ’sword with hang a number of small items ( At
,
apprentice are both weaponmaker
enchanters ( Weaponeers )
an enchanted weapon ordered by d
,
del i v e r i n g '
two handed
in the pommel
embroidered
carried in an
leather sheath and
rubies inlaid closer range these are revealed to
be pots ana pans of various sizes )
A lone unarmored man drives the
.
nearby baron , They each carry wrapped i n a velvet cloth The Baron
Tarkanian has ordered this piece to
. ,
wagon and no other riders or guards
are visible .
several imagical items for their
,
personal use as detailed in the
descriptions at the end of this
be used during the ceremony of
initiation for knights m his GM' s Description :
category . Neither traveler has any
special skills i n sensino traps or
fiefdom . The sword serves as a sort
of Ordeal by Fire * as i t is ,
* ”
TRe coppersmith i s a local
traveling salesman who hawks his
,
ambushes but both will automatically embedded with tne following spells: wares every week i n the streets of
the city and the manor houses near
sense any magic use within 100 feet Befuddle Detection Gluex Sight
of them . The two have very
contrasting personalities The human . Blockage , Illusion ^ of ""Sound ” anJ
Trutfisqy .
"

'
Once tRe sword i s removed
, "
town. He i s a relatively p oor
merchant and a rather heavy drinker ,
c a r r i e s only defensive spells , and ,
ffom“‘fne sheath i t s holder cannot QS indicated by the half empty jug of -
would prefer to avoid a fight i f
. ,
DroGann on the other
,
move release the sword or see All
around him r i s e the sounds of
, . .
ale by his side He carries a rother
battered broadsword i n a wooden
possible
hand , is rather egotistical about his ,
restless s p i r i t s their disembodied sheath beneath his seat , but he i s
,
fighting skills and will try to use
his enchantments to bring him into
voices relentlessly questioning the
courage and loyalty of the holder . quite unwilling to use i t In fact ,
there i s a 50 Z chance that he will
.
close contact with his attackers I f
,
possible he will capture and torture
. These illusions are so real and
menacing that there i s a 5 Z chance
immediately surrender i f attacked
and an additional 2SZ chance that he
,
any who dare to assault him; however
he will not pursue thieves that
, that the candidate will die of fright
.
during this ordeal The market value
will try to ride away at top speed .
escape him beyond the immediate area
DroGann ' s reputation for cruelty i s
. of this sword is about 14500 GP ;
however , the sword i s virtually
Possessions and Cargo :
Rung ~~from spikes on the center
, impossible to sell within 100 miles rack are 31-50 ( r o l l D20 ) bronze pots
widespread i n this region ; therefore
any thief recognizing h i s heraldic
symbol will be aware of DroGann ' s
of the Baron ' s lands . and pans ( worth 20 GP each 2 lbs )
On the floor of the wagon are i-100
, .
profession and methods . The mule cart also c a r r i e s raw
materials to repair chain and scale
( r o l l D100 ) sets of oewter utensils
,
( 5 GP each 10 sets=l lb ) , iOfl GP i n
I f any player manages to reach armor ( up to 100 pts of damage ) a , ,
c o i n s and gems and SO GP worth of
the loaded cart and remove the , hand turned sharpening wheel ( worth bartered goods ( wool milk eggs , a , ,
magical sword from i t s sheath he has
a bZ chance of immediately dying from
, ,
125 GP weighing 35 lbs ) , a small
sack of metal scraps ( mainly i r o n and
, ..
stool etc ) He c a r r i e s a partially
f u l l 5 quart container of ale and a ,
fright as his senses are assayIfed by , ,
bronze worth 100 GP 20 IDS), a set loaf of wheat bread .
the spells embedded in the weapon
He will be incapable of action until
. of cast i r o n tools ( hammers tongs
.
etc ) , and a small sack of gems
, , Guards : See lists at end of
the weapon i s again sheathed , and
will suffer 1D6 of STM damage each 10
( wortn 500 GP ) .There are also a
pair of matched throwing daggers , Traders ;
category ,
See lists at end of
MR he holds the sword unsheathed . which are +5 to hit when thrown
simultaneously at the same target
category .

6-6
SPECIAL HEPCHAHT INFORMATION
Porti B-8 lHt i
JtWEl
SPECULATOR PARTY RANSOMABLE RANSOM l CHANCE PLACE OF MEANS OF CARGO
What’ the Players See :
I CHARACTERS LEVEL _
OF RAN$OH RESIDENCE TRANSPORT JJSED
Four hen orThorsebaek ride in
" "
B-i Textile Merchant 2
.
single file The third wan in line
wears a chain shirt and leads an
Guards i-2 4
80
60
LD
LD
2 Closed Wagons
8 Mules
additional pack horse The other men
are dressed in full scale armor and
. , B-2 Master Tanner 4 60 L 1 Open Wag in
2 Heauji Horses
all appear to have canvas backpacks
and weapons slung over their backs
They wove cautiously and little or , . B-3 Silversmith 3 20 LD 2 Closed Waqons
Guard 2 2 10 LD 8 Miles
no conversation passes between then
Only the pack S . Guard 3 5 28 LD
orse appears to be
carrying cargo ) in the fern of two B- 4
saddlebags . Spice Merchant
Scholar
3
s
18
80
L
L
2 Nediun Horses

'
GM s’ Description : B-S NONE
A j?0EI flffchant , accompanied by l Pack Mule
Ihree inexperienced guards
vounq men are eager to make a name
These . B -6 DroGann mm
>
*
W

! _
, Human Enchanter S
for themselves ana if attacked will , 40 L 1 Pack Mule
immediately charge into the fray
They will not hesitate to fight , even
. 6-7 NONE 1 Open Wagon
if apparently outnumbered Since
they are not disciplined guards , and
. 2 Heavy Horses
6- 8 Gen Trader 4 60 LD 2 Pack Mules
have no great loyalty to their
employer , they may leave the horses
and cargo unprotected to pursue their
attackers .
The merchant will always
.
remain with the horses He will supplies for four peop le ( 108 GP ) , velvet lining on the coffer s '
fioht if attacked while alone , but
will surrender if he is obviousl y m
cooking gear ( 25 GP , 10 lbs ) , and an interior .There is a 7SZ chance that
an inferior position If the guards
have left him and he sees an
. of oil < 15 GP ) .
oil lantern with a full 5 quart flask
There is also a
SMII brassbound coffer packed in the
these cot stones ( worth 5000 and 2400
GP each ) will be discovered if the
coffer is 1searched carefully by
opportunity ,
he will attempt to take saddlebags . The coffer has a Level 2 ,
tooch ; howeverr there is only a 10 Z
the pack horse and flee . lock on it ; its key is concealed chance that they will noticed withoot
Possessions and Cargo :
inside the nerchant s belt pooch If
he has surrendered , ' the nerchant will
. a careful search .
'"
TKe'saddTebaQS and packs contain
an assortment of camping equipment
reveal the key s location Inside

the coffer are two drawstrina
. Guards : See
. lists at end of

,
,
and provisions including i tent ( 40
-
GP , 5 lbs ) 4 fur lmed sleeping bags
pouches .
In the pouches are 2u
assorted gens , worth 1400 GP total . Traders: See lists
category .
category
at end of
,
( lb GP each 5 lbs ) , 1 week of food
i There are also two high quality gens
that have been concealed within the

CHARACTER DESCRIPTIONS FOP MERCHANTS AND GUARDS

CHARACTER
NAME CLASS GP ST CO RF SM I(J MR WEAPON __HAC 0 WEAPON ARMOR RIDING
DAMAGE NOTES CLASS HTK ANIMAL
.
Bl The Textile Merchant
Gvard ~T ETHU FTR 150 11 13 "
V 15 12 13 BDSWDe 3 2D6 LTH 6 34 NONE
Guard 2 EL HU FTR 180 16 18
L BOWe -3/ 2 /5 1D 6 ( 1)
8 10 13 13 GRSWDe 1 4 D6 LTH 8 33 NONE
Guards 3- 4
LXBOWe -2 / 2 /7 1D6 ( 2) ( 3)
GR HU FTR 28 8 11 10 16 9 10 BDSWD 8 1D10 C /S 7 18 NO
Guards 5-6 GR HU FTR 20 9 12
DCR
9 12 10 8 SPEAR
11
6 /9
1D 4
1D8 CHN 6 22 NO
*
Merchant VET HU TRD 75 6 10
THROW
13 12 14 10 FISTS
4 / 10 / 18
8
1D 8
1D 4 NON 1 19 WAGON
*
B2 . The Master Tanner
Guard“I TNT / 0 FTR ISO 7 IS 8 8 13 15 SHSWD 6 IDS L/ S 5 15 LTH0R
SLING 2 /7 / 12 1D 4
Guards 2-3 INT / 0 FTR IS 14 11 12 8 tS MACE 5 2D 8 (4) LTH 4 20 LTHOR
Merchant 1 INT HU FTR 2S 13 9 12 8 18 7 BOWKNe 1/ 9 /16 1D10 LTH 4 IS WAGON
.
(cent ) ~

6 7-
CHARACTER DESCRIPTIONS < cont . )

B3 , The' Silversmith and family


Guards ll WMTtt ( 5 ) 11 15 9 9 10 13 LG AXe 3 1D10 (6) CHN 7 33 NOME
Guards 3- 4 VET DU FTR 14 9 28 18 10 17 HFSUDe 2 2Di 0 ( 6) CHN 7 48 NOME
Merchant i VET HU TRD 10 9 12 11 16 10 RAPR S 1D8 CLO 2 22 UAGQN
B 4 , The Spice Merchant
Merchant i TNT HU TRD 8 IS 15 8 12 12 JUDO ( 7) STUN CLO 3 16 LTHOR
13 PONT
Scholar 1 INT HO SCH 15 5 13 16 12 17 11 DART 4 / 8 / 12 1D 4 ( 8) CLO 4
BS , The’ Trappers
Trapper T' VET HU ARC 7 13 13 15 12 10 15 CPBOU
BOUKNe
-3/2c/6 1D 6
1D10
(9) ANH 12 32 MDHOR
( 10 )
Trapper 2 VET HU ARC 15 16 16 9 17 7 12 CPBOU -6 / -1/3 1D6 ( 11) CLO 3 43 MDHOR
CLUB 3 2D 4
Trapper 3 VET HU ARC 10 13 14 14 8 13 9 CPBOU -5 /1/ 4 1D6 ( 12 ) CLO 3 29 MDHOR
BOUKNe 3 1D10
Trapper 1 VET HU ARC 10 12 1 11 11 9 13 L BOU
° -5 /1/ 3 1D6 ( 13 ) ANH11 34 MDHOR
BOLD -5 / 0 / 5 1D8 ( 14 ) ( 10 )
Trapper S VET HU ARC 25 14 17 14 13 9 8 CPBOU - --4
6/ 1 /3 1D6
1D12
( 15 )
( 16 )
ANH11
( 10 )
43 MDHOR
RAPRe
==^=
y

Bo , The Enchanters
DroGonn EL DU ENC 800 11 15 13 20 16 18 2BBAXe -1 4 D6 ( 17 ) CHN11 32 NOTE
FLAIL
t

a 1D 6 ( 18 ) ( 19 )
Cletus INT HU ENC 100 13 15 13 15 15 15 RAPR 6 IDS LTH 6 21 HUH
SLING 2 /7 / 12 1D 4 ( 20 )

B7 . The Coppersmith
Merchant I INT HU NON 9 9 u U 9 9 BDSWD 1? 1D10 NON 0 17 WAGON
.
B8 The _
_ Gen Trader
1D 10 SCA 8 16 MULE
Guard”! GR HU FTR 50 IS 10 10 9 10 15 1BBAX 8
Guard 2 GR HU FTR 50 li 9 7 13 12 13 IBBAX 8 1D10 SCA 8 15 MULE
Guard 3 GR HU FTR 50 10 8 7 8 6 8 SPEAR 6 /9 1D8 SCA 8 11 MULE
Merchant 1 VET HU TRD 250 8 11 14 16 12 8 DGRe 7 IDS LTH 4 26 MULE
THROW 4 / 10 / 16 1D 4
( 1)
( 2)
,
60 Z chance of having 1D10 +1 sharpness arrows 2SZ chance of 1D4 +2 arrows ( non -naqical )
.
Crossbow can be fired once every 2 melee rounds 8IZ chance of 1D6 +1 sharpness quarrels 20 Z chance
.,
of 1D3 +2 quarrels ( non-magical ) .
3 Armor has been magically enchanted; adds +2 to normal leather AC ,
( )

< 4 Mace is a two -handed weapon with a spiked head .


'
( 5 ) Guards treasure is listed under Possessions and Cargo for this carouan
'
( 6 ) 252 chance tnat these weapons are ”of ”TT sfiarpne’ss ”tnon-magical )
"
magical . .
( ? See GH s Description for discussion of how to calculate judo abilities .
‘ '-
' ,
3 ) Darts are codfeawlfh a potent sleeping potion; if strucx by one character must make STM saving roll
3 or sleep 2D6 hours ,
.,
( V ) Can fire 5 shots every 2 melee rounds ; has bow balanced to + i hit prob ( non-maqical )
( lfi ? Armor is from the tanned skin of a gryphon Treat this armor as leather when measuring its effects
.
, .,
on wearer s movement etc but as plate armor ( AC 10 ) in protective ability
'
< il ) Can fire 5 shots every 2 melee rounds; has +3 balanced bow ( non -magical ) .. .
( 12 ) Can fire 5 shots every 2 melee rounds ; has +2 balanced bow ( non -magical )
( 13 ) Can fire 2 shots per melee round ; has +1 balanced bow ( non -naqical ) ,
( 14 ) Bolo mav be thrown once every two melee rounds , It may be used to tangle the legs of an opponent in
lieu of domq damage ( will tafce 1D3 rounds to get free from the bolo no movement or dodge allowed ,
, -
while tangled altacks at 3 while tangled ) .
( 15 ) Can fire 2 shots per melee round ; has 2 balanced bow ( non-magical ) .
( 16 ) Magical weapon with +3 sharpness , *
- ,
'
,
.
17 ) Axe is double bitted; if DroGann 's first blow in a melee round misses he gets a second chance to
hit on the return swinq Battleaxe has three spells permanently embedded m it ; Accuracy - adds 4 to
base hit probability Intensify Damage - adds 2D6 to normal damaae and Detect Invisible Presence , *.
(
18 ) Cham flail has one ”"speirem5 e <5ded in i* : Influence” Emotions ( Fear7 ‘r ’If strucfTy'weapon 7 any '

character must make DSC savinq roll or will revear or do”anyffiing to avoid being struck again ( 18
.
" "

uses )
' .
15 ) Armor is magically enchanted to +3 ( permanent ) The helm also contains a permanent Missile
,
Repulsor
(
spell that will turn aside op to 6 missile points ( arrow 1 quarrel 2 spear 4 ) per melee'roundT
20 ) Armor is maaically enchanted to +2 ( 20 uses , one per melee round ) .,

6 -8
HiynyAYHEN ADVENTURES
CAIECORY C
TRAVELERS

Party C -i Otherwise , they will look for an ragged clothes on their backs a
THE
ESCAPED
opportunity to escape ( using their
concealed weapons if possible ) . knife stropped to each leg
posse members carry
. The
a few scattered
and

PRISONERS coins m their purses ( see below ) and


Forty melee rounds ( about 18 very little other gear , With the
What the Players See : Minutes ) after the kobolds appear a , exception of the sheriff s riding
'

Two ” ToEords ~ ~on light horses sheriff ' s posse of six humans on ,
horse the other animals are of poor
gallop rapidly alonq the path The
horses are unsaddled
.
and
horseback will arrive .
All but the
sheriff and his burly young deputy
quality ( worth only 30 GP each on the
open market )
well-lathered, Ihe riders carry no ,
are crudely armed inexperienced
visible weapons or packs and fighters , the posse will stop and Party Ci2
periodically look back ever their investigate if there are any obvious
shoulders at the road behind . visual signs of the kobolds or the
highwaymen (people in the roadway , lew
THE

Gft ' s Description


Ter
MIC
Lcrrn: J
K U U V i U-
5 are escaped
bodies , dropped items )
only a 30J chance that they will
.
There is
What the Players See :
prisoners who have stolen horses to
.. notice less obvious signs ( like ~~
,
fi “human “asTflde a grey riding
try and make good their getaway footprints, narks of a struggle , ,
1hey are desperate and frightened
They will not stop their headlong
.
etc ) and stop . The posse will
ursue any thieves seen ( either
horse holds a 3 long wooden pole in
his right hand'and carefully scans
his surroundings . About 58 yards
,
. E
flight , even if attacked vnless obold or player character ) , unless behind him are two open wagons ,
their horses are wounded or hobbled
,
If the horses are somehow halted the
they are plainly outnumbered
attacked by a superior force , there
If . garishly painted and each driven by a
team of four medium horses A mixed .
kobolds will run for cover or if , is a 60 Z chance that they will group of 4 male humans 2 female ,
attacked in force, immediately to flee after one posse humans , and a single male elf sit in
surrender .If kobolds are in the
thieves ' party , the prisoners will
attempt
member has been killed . the wagons; some are garbed m
brightly colored costumes .
explain their plight and would be Possessions and Cargo.:
receptive to joining the group . ’"
Tffe foboI3sTdve nothing but the

^ VG>V•* A
*
i

,
s
GM' s Description :
Tfils d traveling theatrical
is
” ^
4 ) a supply chest
The contents of each are :
. carrying
staves . ornately
( Fron
carved ivory
close ranqe , the
troupe , blessed with a fair sanpling 1) The costune trunk contains sone
good quality cotton and silk SSRershawk
can see that the head of each
is carved in the shape of a
in flight ) . There are
of the entertainnent orts , and not
above a bit of Modest theft itself . outfitsi sone obvious paste
- , great
fifteen followers, sone
The conpany includes an elven Male
and huMan tenale troubadour 2 Male
acrobats ( one of when is riding as
, jewelry ) nake up and sone
wooden helns and swords There
is also a feather boa of
. red robes and others i n rags None
of these followers carry visible
wearing
. plain
the forward lookout ) , a strongnan 2 ,, strangulation ( i f worn nake STM
saving r o l l or death ; i f nade )
, weapons .
The leader whose hood i s
drawn back to reveal a young nan with
,
puppeteers ( who drive the wagons )
and the leading player who is also a
Marksnan and trick shot artist Most
,
. take 1D6 danage amor does not
absorb ) and a bronze Medallion
that enits a greenish glow when
-
.,
long blond hair c a r r i e s a mice slung
fron his belt The front of his robe
is enblazoned with a white hawk ' s
have excellent coordination and
reflexes ,
which are reflected in
bonuses to their hit probability or
worn ( no significance , worth 10
GP ) . head.
dodge . 2 ) The strongbox has a Level i
.
lock on i t The box i s trapped , GHis" Description:
Tfie scarTet robed priestly nage ,
'

the outrider i s attacked


If i n the forn of a Level b poison ,
Alderon and a large portion of his
first ,
or sets off a trap he will , applied . to a pm on the hasp of followers are on a pilgrinage to the
leap fron his horse and sonersault lid Inside are an high cliffs of Edaenere the hone of ,
toward the nearest available cover assortnent of coins < 440 GP in the giant hawks they worship , The
{ -C i• n tnfiA nont c ^^ h i t* n r A h n h i l•
i t»i t finlM £ . ronnor
i l u £ r . nnH cult believes that ordinary nen can
, Y• • • • • y •
V VTf % «l t » p « »
'1 A
learn to fly by achieving spiritual
% A A W M 4 V
^
and ^ seven snail
i

while nanuevenng thus acrobat Must pieces of


nake REF saving r o l l to successfully jewelry ( collectively worth 2D20 unity with the hawk On these .
occonplish this Move ) The other
nenbers of the conpany ( except the
. x 100 GP ).
3 ) The box of puppets contains
periodic pilgnnages the cvltists
neditate and observe the habits of
,
drivers ) will prepare for battle but , eight puppets five of which are , the birds -
they learn their song ,
their nesting pattern their hunting ,
will keep the waaons Moving forward conpleteiy nornal facsiniles of
as long as possible
, I t conbat
continues only the strongnan and the
. a constable a king and queen ,
and a p a i r of wizards
,
The . Methods
the
.
Inevitably , one or nore of
followers declare their
acrobats will attenpt to get close to sixth i s a jester whose head , attamnent of 'oneness * and leap off ,
their attackers Jhe bownan and the . can be renoved to reveal an the c l i f f s to soar well actually - , ,
troubadours will use the wagons for enerald worth 5000 GP A snail . , plunnet would be a nore apropos
.
cover -
( 3 to opponent s HP ) and
' hand puppet of a naiden when description of what occurs As a
Maintain steady Missile fire The
at a l l
. ,
worn has a spell pernanently
enbedded in i t those who loolc -
result of this heritage the cult is
not very popular with sane people
,
,
puppeteers will not fight
unless there i s close conbat aboard upon i t nust nake a MR saving and those wearing the synbol of the
or near the wagons . r o l l or be " Befuddled“ for iDlfl
nelee round5 fwfuIe Befuddled ,
white hawk are shunned by connon
society .
The cult ,) unlike nost
if the n a i n party i s attacked no active novenent "possIFTe
"
. ,
sects does endorse the virtues of
first the thieves will have an defend at 1/ 2 effectiveness i t single conbat as a test of
additional nelee round of uncontested attacked ) .
Finally there is a , righteousness ; they pernit killing i n
f i r e due t o surprise . Sinilar conbat 4' t a l l Marionette wearing
chainnail and wielding a
, self -atfense .
Enulatma the daws
and talons of the hawk they use two ,
tactics are used ) except that the
Jeod rider will disnount ond Qttenpt
to circle around close to the source
broadsword He can be activated
5 tines by saying the words
. principal types of weapons
First , a nace with hooked steel
The .
of attack bvv both Moving Silently and •Serve ne \ to serve as a 1st spikes on the head i s used by .
-
v ^w

Hiding i n !Shadows ( nust successfully level fighter for 10 nelee several w a r r i o r followers in the
nake both abilitu rolls each neiee
. rounds ( takes 12 hits of danage
before destroyed no r e p a i r , pilonnage .
The second is q leather
qaurttlet with four snail blades inset
round t o avoid p o t e n t i a l detection )
the thieves send one or nore
If
possible ) .
4 ) The supply trunk contains 3-5
on the back of the hand The effects
of both weapons are described below
. .
- days of food for the group ,
player characters down to the road to
talk to this party ( to obtain
infornation ,
set up a diversion
bedding , lanterns and rope
There are two large tarpaulins
. I f attacked , a l l energies of the
group will be exerted on fanatically
, .
denond a toll etc ) , there i s a 752
chance that the troubadours will
used to cover the waqons i n bad
.
There i s also a bow
protecting Alderon ' s l i f e
case of Missile fire , for exanple
In the . ,
attenpt to cham these characters . weather
packed i n a wooden case ( i t i s followers will use tneir bodies to
.
I f successful , they will subdue and
rob their v i c t i n( s )
tied up by the roadside
and leave then
.
for trick shooting : adds +S to
living flesh of any kind )
.
nornal HP .* but will never h i t
.
shield their Master
,
As long as
Alderon lives the grove will not
pursue thieves outside ot mnediate
range . Alderon will use his
spell -casting
Possessions and Cargo : Party C-3 abilities in the
The wagons are well- stocked with THE following basic Manner :
both theatrical paraphenalia and
booty fron previous thefts In .
PILGRIMS
cast a Circle
.
I f attacked Alderon will first
of Safety around
addition to a large nunber of wood
planks ( used to erect a snail stage
What the Players See :
ft’”sSaIi crowd~of nen and wonen
"
.
hmself " Tie ’wifT “ then use his
spell points Healinq Serious
area ) there are t o u r storage places : m i l around a nan in flowing scarlet Danage on those around fun wfro
1) o costune trunk )
2 ) a strongbox ,
robes. The procession i s led by
three priests garbed conpleteiy i n
have been wounded .
3 ) o box filled with puppets and , black ,> with large houds gloves, and ,

6- 10
If approached by a member of the
thieves party , he will cast a
Detect Orientation spell , If
tRe player Is “revcQied to be "

hostile , Alaeron will cast Magic


Missiles at hin and any other
-
non pilgrim seen.
If Alderon is killed , there is a
401 chance that the remainder of the
party will frenzy , and charge the
thieves at HP +2, fighting to the
death; otherwise, all will try to
flee. In any case ) any thieves
captured will he ceremonially
murdered at the next dawn if not
rescued .
Possessions and Cargo:
Tfie ~~three priests each have a
"

small coffer strapped around their


waist and concealed beneath their
i' U U e b . UT UltSe LVTTKfb LUIHUlli
religious paraphenalia incense , an
altar cloth, four carefully wrapped -
white gold chalices, and several
medallions. The chalices are worth the first weapon is pointed. They with a gold trumpet on the front.
-
3U 0 500 GP each , but they are very
difficult to sell becouse of the
will try anything imaginable to save
their ill-qotten gains. If the
Six of the men carry spears or
halberds that rest on tne stirrup of
unpopularity of the sect. The third thieves actually use physical force their saddles. The man in the center
coffer contains the sect's treasury
about 350 GP in gold , silver or
- on them , however , the beqqars will
yield their cash rather than forfeit
of the party carries a long wooden
staff with a small white banner tied
copper coins. None of the coffers their lives. to the end ; he also wears a wreath of
are locked or trapped . laurel branches around his forehead .
Possessions and Cargo :
Party C 4 - IKE
"
Tacfi beggarl of course , keeps
his small stock of funds hidden
GM's Description:
’ ”
The rcyaHierald is journeying
BEGGARS somewhere in his meager belongings
perhaps in his sack , or in a hidden
- to a neighboring province ,
accompanied by his six veteran
What~ the Players See: pocket in his shirt or cloak. Roll guordsmen. These men are haughty and
proud ; they believe themselves to be
^
Over a ozen males of assorted percentile dice for each captured
'
" " "
'

-
races humans, kobolds, and ores
trudge down the roadway in scattered
- beggar to determine the amount of
money he has:
above most mortals, and indeed they
do normally receive this sort of
.
groups Most of these men ore clad
in dirt y raqs; at closer range , many
deference. As a result, the guards
have only a 1OX chance of sensing
appear to be covered with sores, DIE ROLL MONEY DICE ambushes or outdoor traps. If any if
bandaged , or carrying crutches. 11-5r ~
2P2«-rTn> the thieves party know heraldry ,
Several carry cloth sacks on their 51-65 2D10 V ISP there is an SOX chance that they will
backs. At the front of the group are --
66 88 2D10 X SSP recoqmze the trumpet symbol. L
-
.

two half ores dressed in faded ; 81 5 2D10 X IGP they wi 11 know that these men are
-
dust covered military uniforms, and 96-80 ° sum of all to be trifled with.
carrying a large club and woodsman's above rolls
axe , respectively. The herald is the central figure
in the party ; his wreath contains a
GM's Description: Other than this money , the only potent Missile Repulsor spell (can
A HJncfTof beggars, just driven turn aside up to T6 points of
”"" '
'

items the beggars carry are of little


out of the nearest town. As the
players' description implies, most -
value battered plates and utensils,
a threadbare blanket , or a few moldy
missiles per melee round ; arrow 1
= =
point , quarrel 2, spear 4). His
=
are not truly ill or lame , but add crusts of bread. staff is a staff of Blasting (fires
these touches in the nopes of once every 2 melee rounds , does 6D10
increasing their income . The two men Party C-5 damage to anyone or anything Qt the
men",
-
in uniform are so called " upright
former militia men who believe
THE
ROYAL
point that is attacked , 5D10 to
anyone within 10' of that point , 4D10
society now owes them a living for HERALD to those within 20', and so on. The
their service , They are hostile, staff fires in a straight line and
will openly demand money from What the Players See: will automatically strike the first
strangers they encounter , and will procession of seven humons on object in its path , including
threaten to use their weapons if horseback , moving at a brisk canter. people). The staff has 80 charges;
turned down. They will fight if They ride on beautiful white horses but may only be activated by a secret
attacked , but will yield if seriously
wounded . The others will all -
in three files 2 riders, then 3
then 2. All wear chairimail armor
word command ) in other words, few
ethers will ever be able to use this
abjectly plead for mercy as soon as covered by a green sleeveless tunic staff.

-
6 ii
I f attacked frow a distance the , GM ' s Description : Party C -7
herald will retaliafe by firing 2 or ,
Jar ok an 8 th level Fighter i s , THE
3 Blasts in the qeneral vicinity of an orphan who was raised in the ANIMAL
the " ofTack , and the group will ride
.

off ( The Ch should q i v e the Dlayers


wilderness by bears He i s truly a
behenoth of a nan 6 ? * tall and
.
, ' TRAINER
a warning by having the herald fire
somewhere i n front of the party on
weighing alnost 300 lbs While his . Wnqt’ the Players See ~
:
Eight rules pull two covered
trenendous strength will be no
his first shot so that they have 2, surprise to the players his freight wagons : Two Hen sit in the
neiee rounds to t r y and run away , ) incredible aqility nay cone as quite
)

driver ' s seat of each wagon and a ,


The guards will enter the fightinq a shock .
Despite his awesone
,
f i f t h hunan rides about 50 yards
only i f the thieves attempt close physical abilities > Jarok is behind the group on a roan riding
cohbat . The guards can also be
protected by the Missile Repulsor
childlike ,
sinple -ninded ,
good -natured ( until angerea )
and
H:s . horse .The Hen a l l wear leather
breeches and jerkins; the horsenan
spell i f they are pos iTIoned yitturTS c a r r i e s a long whip coiled around one
'
actions are often taken out of
feet of the herald , The group will but nisread as evil hand while the others have no
not surrender
the fight i s going
,
ino natter how badly
.
curiQusity
intent .I f Jarok has sensed the
thieves in anbush he will attenpt to ,
/

visible weapons except belt knives


Occasionally , loud ond gutteral
.
locate then by Moving Silently ( 80 Z growls rise f n n within the first
Possessions and Cargo :
The "fierdrds and‘his guards carry
"
chance ) while Hiding m Shadows ( 70 Z
chance ) .
I f successful he will ,
wagon .
( Note : The GH nust roll a D100
no Hore than a few go la and silver suddenly appear i n their mdst . before describing a last detail
-
pieces in
Hiscellaneous expenses ,
purses to cover
their
This i s
because their uniforns are recognized
giving then a booning greetinq ot
Whatcha doin ' ?
,
respond so will Jarok
-.
As the thieves
I f they .
on a Qi-60 , t o u r wolves are
visible ,i walking unleashed b i t
wearing studdea collars, a
, ,
alnost everywhere in the kingdon ond
they can usually obtain free Heals
and lodging while they travel .
react defensively he will be on his
guard . I f they try to surround bin
or reach for weapons he will attack ,
short
horsenan
distance
. fron the
On Q 61 80 , three
wolves are visible ; 81 95 two
-
- ,
Consequently ,
i f the thieves can
successfully disguise thenselves as
,
first using his nassive dub as
either a close ronge or mssile
wolves ; 96 00 no wolves See- ,
below for details on the unseen
.
this party
Honetary
,
there are substantial
advantages that can be
weapon .I f the thieves mnediately
,
attack Jarok he will becone berserk
wolves ) .
obtained . The herald does wear
several fine pieces of jewelery : 2
Qnd revert to aninal fiqhting
techniques using, bare hands to
GM s Description
' * ‘
:
Panjan , ffte aninal troiner , and
"

Hatching gold bracelets ( worth 600 GP


each ) , an enerald ring ( worth 400
batter or " bear hug * his foes I f
however ,the thieves respond in a
. his four assistants are transporting
a black leopard ordered by Erinyue ,
GP ) , and a gold siqnet ring engraved
with the insignia of the reigning
friendly nanner ( which i n Jarok ' s
case neans abundant onounts of food , the witch wonan The four nen are . ,
a l l mternediate level characters
Duke ( worth 2100 GP but highly , drink and wonen ) Jarok will share , skilled in the use of weapons that
notorious within the region )
thieves
I f the . their conpany for as lonq as they
. subdue rather than k i l l ( bolos darts ,
,
attenpt to disguise like He has no noral objections to coated with tranquilizing drugs
thenselves as this party , add 20 Z to thievery or nurder . and i s incredibly nets ) , A supply of these weapons i s
their success chances i t the signet
ring i s worn . loyal to those he likes I f Jarok i s
enjoying your hospitality he will
. ,
available inside the first wagon To
,
these skills Panjan adds expertise
.
Party C -6
JAPOK
fight on your side against guards
ether trave lers , or the authorities ., in the use of a 25 foot long wnip and
an ability to soothe enraged beasts
through tne spoken word ( This acts .
Possessions and Cargo : like a bardic charn , base chance of
What the Players
(NoFe'
See
- Fefore
"‘
:"
describing the
~
JdroFlIvesTiy fiTuntinq his food ,
and his sinple intellect does not
success 60 Z ) . )

scene , the GM nust nake an ccnprehend the true value of coins Pan ian i s also acconpanied by
anbush
chance )
sensing
for Jarok
roll ( 65Z
I f the .
and gens
possessions
.
Consequently
are United to his
his ,
respond 6- .
four f u l l y trained wolves that will
of the tine ) to his
thieves presence has been weapons and a few sinple tools His . voice connands The wolves are free
sensed, they will not see Jarok club i s an enchanted weapon with a to hunt for food while traveling and
unless he fails to Hide in pernanent danaqe bonus ( 2D10 ) ; the frequently one or nore are searching
Cover while aapproaching then -
.
see below Li f Jorok d oes not
club cannot be wielded b y anyone with
a STR r a t i n g less than 19 His belt .
for available gone off the road
1here i s a 4 uZ chance that any
.
sense the thieves i n the area > knife has been honed to a +2 hunting wolf will encounter and
the players will see : )
A nassive sandy -hoired hunan,
sharpness ( non-naaicai ) In his
sack , he c a r r i e s a tew snail itens ( a
. attack the thieves even i f the
tmeves have not attacked the
,
walks alone down the road
brassbound club rests on his left
A heavy , . hatchet , a whetstone , sene salt for
preparing neats ,
and a canvas tarp
travelers or are successfully
concealed ( since wolves find prey by
,
shoulder and a larqe sack i s slung
over his right , He wears a k i l t nade
for protection i n bad weather )
These goods are all well - worn, and
. sneil rather than sight ) .
fron a wolfskin and a nountain lion could not cennand nornal narket value I f the party i s attacked , they
cape ( with the head s t i l l attached as i f sold to others . will respond in kind The wagons .
a hein ) .
A lonq knife ond short
length of chain protrude fron a
will be halted , and the drivers will
Hove into the first wagon to pick op
.
shoulder belt Fron dose range ., a
lonq facial scar i s visible across to attack
.
weaons Panjan will order his wolves
,
and follow then on
his forehead and cheek . horseback , His horse is
well - trained t so that he nay use his

6-12
whip while ndinq at no Minus to hit
proLability .
The party will try to
not surrender if attacked They are
good woodsmen and have a 301 chance
. of the cabinet has a different set
of traps .
Traps will not be
subdue the thieves , and will sell any
captives taken into slavery .
of detecting traps or ambushes They
will always stay near the wagon to
. activated until a key or picklock
has been inserted so that trap ,
Possessions and Cargo :
Tfie supply ~of “ weapons carried
"
defend the Lady and will not pursue
the thieves if the latter should give
.
up the attack They will use their
sensing
presence nn
detect the
not
these protections
The traps will be set off , if the
.
by the group includes: six bolos a
dozen darts which can be coated with
. bows unless engaged in close combat ;
each carries Q quiver of 40 arrows . drower key and the cabinet top key
are not turned simultaneously ,
-
a tranquilizinq drug ( STM savinq roll Traps and contents are :
- 4 or sleep 2-12 hours ) four large , , Lady Feanon knows a number of Drawer !" Poison as ( IDS
-
well balanced ( +1 HP ) nets ,> and
.
Panjan s whip Living quarters have
'
been set up in the second wagon
spells and will defend herself
readily if attacked
If attacked by missile fire
. damage to stamino
roll for 1/ 2 damage ) Contents
J saving
are IS sheets of parchment ( all
.si!
,
consisting of a two -week su
v.i only she will cast one or two are partially enchanted for
food ( worth ISO GP weighing
for the party , five folding cots and
blankets ( 60 bP each , 12 lb s ) two
large kegs ( 30 GP 20 lbs each )
pots and pans, and a firekit
>,
,
*.
.
.,
Sleep. spells in the direction of
tffat fire .
If the thieves begin to close in
on the wagon she will cast a
Clumsiness spell on the nearest
,
spell embedding
percentile dice to determine Z
success ) , three quill pens two
bottles of ink , and a packet of
ersonal letters .
roll
,
, FflFJ then cast a Charm
.
B rawer _2 - Cold Blast ( does 3D10
The principal cargo of course > Humanoid at him If the fo e
' ''
fflts to person opening drawers ,
is the leopard, who is in a 10 ' x 10 ' successfully resists the charm , 1D10 to anyone within 20 feet of
cage with a Level 2 lock The
leoQQrd is not toned; if released it
. , Feanon will hurl a Hot Shot
the thieves each meTee round
”"
at the blast area HR saving roll
for i/ 2 damage )
.
.
Contents are
will attempt to immediately escape , until she exhausts her spell 36 full potion bottles ( roll on
.
attacking anything that tries to
restrain it Delivered to Erinyue ,
points .
If the party is approached by
chart
included )
below
. for spells
the animal is worth 3,500 GP ; it it one of the thieves she will cast a , Drawer 3 - Releases sharp blades
escapes, however there is a 20 Z, Detect ’Alignment and if successful , , ffia‘t “move horizontally from each
chance that Erinyue will be able
( through use of second sight ) to seek
irrrtry to CKarm Humanoid . side of the cabinet , ( HAC 0 on
,
-3 do iD6 damage each REF .
revenge on those responsible for its Feanon has one other important saving roll for 1/ 2 damage ) .
release . spell-casting ability Charm
Animals . Small
There is a 40 Z cfiance ~tfiat
~
Contents - two scroll racks with
10 scrolls containing spells
Party C 8 - “"
tfie movements of the thieves have known by Feanon (rill on chart
THE
HOUSEHOLD
been observed by woodland creatures
under Feanon ' s control If so she . , below for spells)
_
Drawer 4 - Hists of Sleep ( make
.
STfT saving roll r sleep 2- 12 •
'
OF will be expecting an attack along the
LADY FEANORI road but will not know the exact
location . hours , no other damage )
Contents - several small curios ,
.
What the Players See : "
including a small wooden model
Toor heavy " horses pull a Possessions and Cargo : of a sailing ship ( no
covered wagon .
Two male elves on , Tne wagon carries ail of significance or value ) and a ,
light horses and carrying bows and
,
shortswords ride in front of the
Feanori ' s personal belongings , as
well as a number of enchanted it ems . piece of driftwood
driftwood is actually a jewelry
The .
,
wagon one on each flank A male and . Included are : box , disquised through an
female elf ride m the wagon ; the
reins are in the young woman ' s hands .
( 1) Three larqe chests filled with
clothing , addition to a
Illusion ot Sight
upT tile box wiTl be revealed
If picked . in
All members of the party are well variety of daily wear ( worth 200 its form It contains a
true .
.
dressed; the men wear leather armor GP total, weighing 25 lbs ) , there . necklace of 20 pearls ( worth
,
as well
GfTs Description :
are four dress gowns ( each worth
480 GP and weighing •4 lbs ) , a
velvet cloak ( 150 GP , 7 lbs ) , a
.. 8000 GP ) a gold ring embossed
with the shape of an eagle s
head ( worth 1000 GP but has , '
Tfie Lady 'Feanon, a 5 th Level woolen hooded cloak ( 16 GP , 7 high notoriety in the elven
,
mage is moving east to live with
relatives .
Her father is an 18 th
.
lbs , but containing a Haste spell
whicn triples normal movement rate
community ) , are emerald bracelet
( 7 stones worth 560 GP ) a very ,
Level mage of great renown among the for 50 melee rounds, 12 uses ) , a >
large pink pearl on a pendant
.
elven kindred ( Add 20 Z to the base
chances of recognizing the party if
flowing blue satin robe ( 60 GP , 5
.,
lbs ) and an assortment of shoes
( worth
assortment
1760 GP ) and
of otner rings ,
an .
elves are present in the thieves '
.
...JJ
band If the family crest is
and sandals ( 80 GP 10 lbs )
( 2 ) Several large furniture items :
. .. earrings , and bracelets, worth
1000 GP total ) .
recognized, the thieves will also
know that there are several men
a dressing table with a triple
mirror ( 500 GP , 60 lbs ) , four .
( 3 ) The party carries one week of
food supplies ( 30 GP , 10 lbs ) .,
living out the remainder of their
lives as toads for even having had
thoughts of harming Feanori ) .
carved wooden chairs ( 300 Gr each
and 15 lbs ) ) and a large .
four -drawer cabinet ( 600 GP , 150
end a full array of bronze pots
and pans ( 140 GP , 40 lbs ) ..
The three males accompanying
..
lbs ) Each drawer of the caoinet
has keyhole ; there is also a
NOTE : The spells that Lady Feanon
may'use or have embedded in artifacts
Feanori are trusted kinsmen,
intensely loyal to this family They . keyhole centered on the top of the
cabinet , A set of five keys is in
are indicated below She has 38
spell points to spend on spell
.
never need to check morale and will Feanon ' s belt pouch Eacn drawer . casting per day .

6-13
SPELL CHART SPECIAL TRAVELER INFORMATION
(If used fof“ifen generation i
roll DIO ) .
1 . Shield ( 9 spell points ) .
.

Sdds +3 to nornal amor class of
"

2 . Hot
target Lasts 10 nelee rounds
Shot ( 4 spell points ) . . PARTY RANS0MA8LE
# CHARACTERS
RANSOH
LEVEL
l CHANCE
OF RANSOH
PLACE OF
RESIDENCE
HEANS OF CARGO
TRANSPORT USED
'
Does'flJ6 points of danage to the
3 . target .
Sleep ( 8 spell points ) .
C-l Sheriff 3 60 L
dill put up to ISO hit points of C-2 Thespian 3 10 LD 2 Open Wagons
Hinstrel 2
characters to sleep for 2 24
.
hours ( 2D12) Spell is cast as
- Strongnan
4
2
SO
60
LD
LD
8 Hediun Horses

a 15 degree cone and has a C -3


naxinun range of 100 feet ( HR
Alderon 3 68 L
saving roll = no effect )
Affects victims fron the weakest
. C- 4 NONE
,
first up to the strongest ( in C -S
4 . terns of HTK )
Read Hagic ( 2 spell points )
. ..
Herald
Guards 1,5
o
3
too
80
LD
LD
'
Ray read'any nagical language -
Guards 2 4 ,6 5 80 LD
5 . ‘
Detect' Hagic ( 1 spell point )
Ray determine whether an ites
. C-6 NONE

. has been enchanted .


6 Cham
"
Hunanoid ( 8 spell points )
,
If'successful victin will treat
. C-7 Panjan 4 80 L 2 Closed Wagons
8 War Horses
caster as his closest and nest
trusted friend He will not
place his own life at risk while
. -
C 8 Feanori
Guards 1 3-
1
4
90
30
LD
LD
1 Closed Wagon
4 Hediun Horses

7 . .
charned ( DSC saving roll = no
effect ) Lasts for
Cham Snail
hours
Aninals ( S spell
U .

points!
Sane as Cham Honanoid, but
.
works on woodland creatures ,
uernin etc
aninal = 12 )
, ..
( DSC for snail

.
8 United Invisibility
points!

Coster becones invisible to the


. (8 spell

nornal eye as long as she does


. not nove .
Clunsiness < 4 spell points)
9 '
If successful target receives
'
, .
-5 to hit probability for 10
nelee rounds ( HR saving roll =
, .
no effect ) If consuned as a
potion affects the consuner in
. this fashion
II Fly ( 8 spell points )
. .
Caster nay flv at the speed of a
pixie for 2u nelee rounds ( HR
saving roll nust be nissed or
spell does not take effect ) .,
CHARACTER DESCRIPTIONS FOR TRAVELERS AND GUARDS

CHARACTER WEAPON ARMOR RIDING


NAME CLASS GP ST CO RF SM HJ MR WEAPON JJACf DAMAGE NOTES CLASS HTX ANIMAL
Cl . The Escaped Prisoners
Prisoner -!-
Prisoner 2
Sheriff
T TO THF
i^. XU THF
INI HU FTR 20
.. 7 9 11 12
14 13 16 S
8 10 8 10
7 13 DGR
9 11 DGR
8 6 BDSUD 10
1
9
1D 4
1D4
1D 10
NON
NON
L/ S
1
0
S
IS LTHOR
13 LTHOR
1? LTHOR
Deput y GR HU FTR 1D8 15 13 12 16 7 lfa SPEAR 6/9 1D 10 CLO 2 20 LTHOR
Posse 1 - 4 GR HU NON 1D6 11 7 10 9 9 12 CLUB 12 1D6 NON 0 12 LTHOR
C2 . Ihe Plajiers
AcroBat'I 1NT HU THF 80 10 19 18 8 12 9 flTRST 6 1D4 ( 1) CLO S 14 LTHOR
< 2> FOLOe -l/ 4 / o IDS ( 3)
Acrobat 2 1NT EL THF 110 10 17 14 9 8 11 QTRSTe S 1D 4 CLO 3 18 WAGON
BOLO 2/7 / 12 1D8
Thespian ( 4 ) VET HU ARC 25 12 17 13 13 13 9 L BOW - 1 /3 / 6 1D6 LTH 5 21 WAGON
Stranqnan INT HU FTR 18 7 8 12 6 12 lBBAXe 6 3 D6 LTH 5 34 WAGON
FISTS 5 2D6
u;
I I I I I3
1
VI C l
4
X
/C\
\ J / XI l

_
1U T C l
t U
TOD
I rs
y
4 ft
"T V
4 A
XM
41 4 *7
i/
4 ft
xw
44
n
4 L
xu
i_ ony -
i puWc
f t 4 / *;
/ i r.i
LUO
ITU t
Lin o '4 lAu
-
tiArnXi
pmjun

hinstrel 2 ( 5 ) INT HU TRB 65 8 14 14 10 16 16 S BOWe 0 / 4 / 8 1D6 (6) LTH 5 24 WAGON


Puppeteer 1 INI HU NON IS 13 17 15 13 9 4 THRXN 3 /7 / 12 1D 4 CLO 3 23 WAGON
Puppeteer 2 INT HU NON 15 9 13 15 11 13 16 DGR 11 1D 4 CLO 3 18 WAGON
C 3 . The Pilgrimage
AldgrorrT7T INT HU PRM 11 12 4 10 12 8 SPELLS CLO 1 19 NONE
Followers i- 2 INT HU FTR 12 13 12 10 7 15 MACEe 4 3D 4 (8) CLO 3 24 NO
Followers 3-4
Priest l
INI HU FTR
GR hU PRI
10 8 13 11 9 6 MACE
8 9 8 14 12 5 GLOVE
*7
9
3D 4
1D 2
(8)
(9)
CLO
CLO
3
2
20
16
NO**
NONE
Priest 2 GR HU PRI 8 6 13 12 10 10 GLOVE 10 1D2 (9) CLO 2 17 NO
Priest 3 GR GO PRI 15 11 7 11 7 11 GLOVE 9 1D2 (9) CLO 2 28 *
NONE
C4 . The Beggars
ijprlgfinianr GR / 0 FTR 16 7 13 12 8 10 CLUB 8 2DS CLO 2 16 NOME
Upnght Man 2 GR / 0 FTR 9 9 13 11 10 12 WDSAX 10 1D8 CLO 2 13 NOME
Scon 1- 13 GR MX NON 9 8 8 9 9 8 XVETCH NON 0 15 NONE
CS . The Royal Herald
herald "
EL HU SCH 20 10 14 15 8 19 9 STAFF ( 16 ) CLO 3 22 CHRGR
Guards 1- 2 VET HU FTR 3 13 12 13 12 11 16 HLBRDe 2/ S 2D8 ( 11 ) CHN 6 28 CHRGR
Guards 3- 6 V! T /E FTR 5 11 10 9 12 9 13 SPEARe 2/ 4 1 D 10 ( 12 ) CHN 6 23 CHRGR
C6 . fhe Mountain Man
JaroE "
VET HU FTR < 1 25 17 20 17 4 11 CLUB 6D8 ( 13 ) ANH 8 52 NO
FISTS
HUG
1
c
2 D8
2D 12
*
.
C7 The Aninal Trainers
Pan Jan 7ET HU FTR 80 10 12 IS 9 10 10 WHIPe 0 /5 1D 12 ( 14 ) LTH 6 29 LTHOR
RAPR 2 1D 10
Asst Trainers 1-2 INT HU FTR 10 14 10 13 10 10 13 BOLOe 1 / 5 /9 1D8 ( 15 ) LTH 5 27 NO
Asst Trainers 3- 4 INT OR FTR 20 11 15 11 17 11 15 DART
NET 9
2 /5/ 9
TANGLE
IDS ( 16 ) LTH 4 20 WAGON
*
BOWKN 6 1D 8
Waives 1- 2 LG WOLF 12 111 19 12 5 14 BITE A 1D 6 ( 17 ) ANH 7 55
Wolves 3- 4 SM WOLF 10 14 17 13 5 9 BITE 6 1D6 ( 17 ) ANH 6 40
CS . The 1 ady in Transit
Feancrl'" '
1ST FL MAG 20 6 9 11 17 11 SPELLS CLO 2 24 WAGON
( 18 ) DGR 11 1D 3
Guard 1 EL EL ARC 75 11 16 11 10 13 14 L BOW - 3/ 2 /5 1D6 ( 19 ) LTH 6 25 LTHOR
SHSWDe 3 1D6
Guard 2 EL EL ARC 7S 11 14 9 7 10 12 L BOW - 3 / 2 /5 ID6 « 19 ) LTH 6 23 LTHOR
SHSWDe 7
1D6
Guard 3 hi EL FTR 75 12 9 7 13 12 8 BDSWDe o 2Dfc LTH 5 29 WAGON
L BORit - 2 / 3 / 6 1D 6

6- 15
NOTES FOP CHARACTER DESCRIPTIONS

\ ) Ouarterstaves can be used soie y for defensive purposes , I f so used add 2 to character ' s effective , *
arnor class ( M i f expert )
,
. ’ ,
( 2 * This thief who rides point for the group has a 4SZ chance of Moving Silently and a SOX chance of
Hiding i n Shadows .
( 2 ) Bolus nay also be used to tangle the legs of a foe ( 60 Z chance use of option nust be declared by ,
player before conbat die r o l l l s nade )
'
.
( 4 ) Thespian c a r r i e s 3 vials of a brownish fluid i n a belt pouch ( healing potion cures 2D6 hits per vial ,
i f swallowed ) .
( 5 ) Troubadour ^ both carry Mandolins in wooden cases .
The nale elf has a 7SZ chance of charmng others ,
and a 50 Z chance of lore knowledge .
The hunan fenale has a 60 Z chance of both char and lore
*
success . ,
( 6 ) Troubadour 2 c a r r i e s 2 vials of greenish foul -snellinq fluid i n her vest pocket ( contain level 10
,
poison each vial good for 8 applications on an arrowhead or weapon point
( " ) Alderon has 30 spell points to use per day . .
His spells cost and do the following thinas: Circle of
, _ _

' ,
Safety ( 4 pts ) - For 4 nelee rounds protects the caster fron any non-nogical attack provided he
coSnlts no offensive act hmself ; Detect Intentions ( 1 pt ) -
Makes caster aware of basic Intent Ions
, , ~
of others ( hostile neutral or tnendTy ) ; faqic flissile
“ ( 7 pts ) -
May hurl two nagical projectiles
,
that act as 4 neauy crossbow bolts Cnii on i/ 4 / Y iD8 damage ) ; Heal Serious Damage 18 pts - Can
-
" ( )
*
heal 2D6 of sustained domge . ,
( 8 ) I f weapon scores Q critical hit victin will lose i pt of stanina per nelee round in blood loss i n ,
addition to nornal danage sustained .
( V ) Each gauntlet r e c e i v e s four attacks ( 1 per blade ) each nelee round .
There i s a 28 Z chance that each
priest possesses 10 applications of Level 6 poison to. snear on the gauntlet blades
( 10 / Accuracy and danage potential of the Staff of Blasting are discussed i n the GM ' s description of this
.
caravan .
l l ) 10 Z chance that the weapon i s of *2 sharpness; i f not , 20 Z chance of +1 sharpness ( non -nagical ) .
'
( 12 ) 40 Z chance of a weapon of + 1 sharpness ( non -naqical ) .
( 13 ) Club r e c e i v e s 2D8 danoge bonus ( Magical ) .
( 14 ) First ualue listed under HACO represents accuracy when opponent is 5 -20
character ; second value refers to striking ability when engaged i n close conbat
' feet awoy fron the .
( 15 ) Fires once every two nelee rounds .
May be used to tangle the legs of a foe
( 16 ) Fires three tines every two nelee rounds; are coated with a tranquilizing potion as described i n the
.
.
17 Receive three attacks per nelee round.
GM ' s description
(* 13') List of spells available to Feonori ( and their costs ) is provided in the GM ' s description of this
group .
( 19 ) Fire five shots every two nelee rounds .

6-16
HIGHWAYHtN
^VENTURES
CATEGORY D
WARRIORS

Party D-i
THE
days uorth of i r o n rations , a
pavilion, torches and lanterns ,
necessary .
Tactically his lancers ,
will r e n a i n on their Mounts and
COMPANY
Of-
Mountaineering equipment ( strong
,
rope spikes wallets etc ) , , ..
charge in a line whenever possible
,
.
1? anbushed a few will r e n a i n
FANAGAR THE RECKLESS Great treasures see 2 ) below - . Mounted and t r y to roily and control

What the Players See :


Magical treasures 1) A never enpty
water canteen
2 ) Snail box containing a pouch
., - the horses ( who
significant mvestnent )
represent
while the
others ( especially the bownen ) seek
a
,
slowly
An ” eTf on ’a grey horse rides
,
"

glancing fron side to side . of modelling clay , 2 sculpting


tools ,
Miniature replicas ot
out a safe defensive position .
.,
About 50 yards behind hm walk 12 several pieces of furniture and Possessions:
hunans . They are Moving in two ornately carved bowis I f a [ arge Vass-bound chest ( Level 2
disorganized clunps rather than a
tight Marching order All are . Cloy iten i s renoved fron box
i t will transforn itself back
. lock , no troo ) holds the connunal
wealth - i/ 51 GP i n gens , tach
reasonably well-arnored and two carry
iorge backpacks . As they draw
into the original To wake a
,
new replica a character Must
. fiqhter c a r r i e s a notched , enbossed
beer stein ( worth 125 GP each but ,
nearer > , tne players can hear have a coordination of 16 or have high local notoriety ) , General
fragnents of argunents anong the Men , wore , and nust wake a CO saving stores contain a good Medicine k i t
and can see that their faces and throw on 3D12 or itew cannot be, ,
with bandages surgeon s knives and '
clothes are sweat -soaked . duplicated .
Worth of itens in v a r i o u s natural ( plant ) antidotes to
box ( i f renoved ) : 3 chairs - connon poisons ( but no healing
GM's Description”:
Fanagar a 6 th level hunan
1800 GP , 1 dresser 1500 CP , 1
table -
7S 0 GP 2 bowls 4500 . -
potions ). They are carrying three
good tents that sleep six each Two .
, ,
..&W
Centurion has jost suffered a GP , pack Mules carry food supplies a
disastrous defeat while attenpting to ,
beseige a nearby castle He i s
leading the rennants of his conpany
. Parti D-2
bundle of good kindling wood a
su of oil lanterns and other
to the r u i n s of a teMple sone THE
distance away , i n an effort to regain COMPANY Party D-3
,
sone prestige ( and hopefull ? sone
replacenent recruits ) . M orale
however , i s very low particularly , . Of
KULLODEN CRULAK ' S
BAND
anong the lower level fighters I f
an attack i s nade , and things appear
. What the Players See : What the Players See :
to be going badly , these 8 nen nust
~
A “ traIn ’oF 2(f horsenen riding , A >ixid group of Uruk -Hai and
nake a DSi saving throw ( 2D12 less
thGn 12 ) whenever they are wounded ,
in poirs on nediun warhorses ( with
,
bardinq ) and led by a captain , Each
, ,
ores on foot are naking their way
cautiously up the road There appeor .
flee .
or they will panic and attenpt to
The GM should note the
following special characteristics
nan ' s heln and saddle are enbossed
with a red eagle displayed against a
black background , The nen are
to be sixteen i n the total party
( four Uruks ,
twelve Ores ) About
half are arned with battleaxes and
.
about the conpany : heavily arnored and carry a variety
. the rest with short bows .
1) Fanagar has a Shield spell that
adds +S to his arnor class He . •f close and long-range weapons
GITs Description :
will activate this spell ( unless GM s Description": This i s a fairly typical band
confused or unconcious ) i n the
nelee round after being attackedi
^ "
,
KilTiden the Centurion is i n
the early stages of his career , but ,
, .
of ores The group as a wnole i s on
the lookout for sonebody snail and
g i v i n q hiM an EAC of 13
,
2 ) The elf Arrek the Honeless, i s
. as a result of his noble upbringing , weak to beat up .
The GM should note
has already learned the value of that the plovers ' snail band of
intensely loyal to Fanagar , who
. naking a good appearance His nen . highwaynen mant be the answer to an
once saved his life He has a 40 Z
chance of sensing an anbush I f . are well -drilled
well -disciplined because
and
their
ore ' s prayers ? I f anbushed a l l the
ores will fight on ( although
,
the conpany i s attacked i n wooded leader has been able to obtain unhappily ) until a i l the Urok Hai -
terrain Arrek will attenpt to nove
off the road into the woods . relatively
enploynent
easy
. and lucrative
Tne notoreity and
,
have been killed whereupon they will
either flee i n abject fear or
There he will activate his cloak
,
of stealth which enables hm to
respect his conpany has i n the area
greatly exceeds the actual fighting
surrender . I f the thieves do not
attack but also do not retreat away
hide ( 881 chance ) and aives hin a
5 dodge against attacks He nay
conpetence
,
of this group
result i t will be very difficult to
As a . ,
fron the road there is a 30 Z chance
that their presence will be detected
attack while wearing the cloak
without revealing his position .
sell or fence goods with Kulloden ' s
insignia i n the innediate area but ,
.
by the ores I f discovered there i s ,
an 80 Z chance that the ores will
Possessions:
very easy elsewhere Because Morale
i s high ,
denomination i s not a
. attack the thieves Tactically , the
Uruk -Hai let their snaller brethren
.
( earned i n the backpacks and i n
Arrek ' s saddlebags )
, problen; however Kulloden i s by
nature very cautious
,
and i s l i k e l y ,
do the bulk of the actual fighting
When initially attacked the Uruk Hai , -
.
-
General 800 GP in coins and gens , 60 to withdraw his troops i f i t appears

-
6 17
will tend to hold their positions and SPECIAL UARRlQR INFORMATION
respond defensively ; however if they ,
believe that thev have the superior
force ,
they will drive the ores
forward in reckless pursuit of the
fot . PARTY RANSONABLE
CHARACTERS
RANSOH
LEVEL
Z CHANCE
_
OF RANSOM
PLACE Of
RESIDENCE
MEANS Of CARGO
TRANSPORT.USED
Possessions:
D-l Fonagar 2 3 LD
rcarrled
sacks > . backpacks
in various
- there
etc
centralized location for the
no is
)
Arm
Fiqhters 1 -3
9
<-
4
*
10
70
LD
LD
group ' s goods )
General r
-
Stronqbox ( Level 1 lock ) D-L' Fulloden
Fiqhters 6 9 IS ,, 4
2
5
CO l
contains a few silver and copper
coins (15 GP worth ) Few days . " L

rations of dried vegetables and D-3 NONE


salted Heats Fire kit One
ore with first aid knowledge
. - . D- 4 Garrett S 4P L
carries sone slightly soiled
strips of cloth ( for bandages )
- ,
and a flask of harsh tasting -
liquor ( nust wake STH saving Possessions : qualified teacher of both spear and
tnrOw iu
* WUIAUW , win iieui IUO TaeS recruit carries one day s
' hanouxe , and if taken alive nav teach
, rations, a player -characters these skills in
of damage if swallowed 23
.
drinks left ) One Uruk carries
two shrunken elven heads and
clothes on their back Their boots.
canteen , weapons and the

are strong workboots ( worth 15 GP


.
exchange for his release There is a
snail chance ( 20 Z ) that the local
sone defaced personal itens of each ) , the uniforns are a scratchy , guard nay be willing to pay a ranson
the couple who had fornerly been unconfortable wool ( 5 GP each ) , Tne ,
for his return but there is an equal
attached to the heads . ,
sergeant , Garrett also carries a nap
of the surrounding area a standard , chance that the nilitia will be
called out in force to find the
Party D-4 ,
first -aid kit and a good belt knife
.
and whetstone Garrett is good and a
captors if such a denand is nade.
THE
iULITIA
ON
MANUEVERS
What the Players See :
S Human In ~”a uniform, colored
-
sort of greyish brown is leading a ,
ragged fornation of sixteen nen and
,
youths sinilarly dressed The party
nakes a substantial anount of noise
.
as it noves along between the ,
clatter of loosely carried weapons -
and the frequent corses of tneir
.
leader All appear to be arned with
spears end handaxes .
GN s Description _
^ :
A " loca!H squad of nilitia in
"

the first stages of their training


, .
All but the sergeant are completely
untrained in weapons use , so that
their basic hit probabilities, as
indicated below are below nornal,
Each recruit has a 50 Z chance of
. i

beconing demoralized if wounded I


whereupon he will stop fighting and
.
try to run away This chance renains
regardless of how well the overall
battle is going .
The GH should
renenber that the recruits know next
to nothing about fighting, and are
likely to do any nunber of stupid
things while in conbat The sergeant
will undoubtedly try to keep the men
.
organized if they are attacked but ,
will have little chance of success
( 25 Z probability that any order he
gives will be foil owed ) .
CHARACTER DESCRIPTIONS FOR WARRIORS

NAME
CHARACTER
CLASS
CfTFanagar the Reekie ?'
CP ST TO RF SM I § MR WEAPON _ __ HAC 0
WEAPON ARMOR RIDING
DAMAGE NOTES CLASS HTK ANIMAL
Fanaqor OTTHU CEN 2S0 15 It ? 9 12 15 iBBAXe 2D9 (1) SCA 8 32 NOME
Arrek
CPBOW
VET EL THF 800 7 l 7 16 15 10 10 SLING
-12/'3t // ll
" 1 D6
104 ( 3)
(2)
LTH 7 ?7 LTHOR
RAPRe 4 1 D12
Fighters 1-2 MET HU FTR 100 11 10 6 15 9 11 HFSWDe 3 3D3 CHN 7 30 NOW
Fighter 3
Fighters 4-8
VET HU FTR 100 9 14 12 14 11 7 L BOUe
INT HU FTR 20 10 17 10 13 9 8 BDSWD
-1/ 4 4/9 1D6 LTH 5 23 NOW
lDlO L /S 5 21 NOW
Fighters 9-11 TNT HU FTR 15 15 8 10 11 11 5 SPEAR 4 -7 2 D6 LTH 4 21 NOW
.
D 2 KuHorten the Coit i # t« s
Kuili3efi TNT RU CEN 150 15 11
'
9 11 10 14 GRSWDe O
5D6 (4) SCA 3 26 WPH0 R
Fighters 1-8 INT HU FTR 40 14 3 9 12 12 9 LANCEe 2- 6 2D8 SCA 8 2 l WRHOR
-
Fighters 9 16 I.B NII PT 9 ?D r> 9 u
i* ? in it
BDSWD
Rircyn
0
u
1D1D
mm < 5) i /Q Q \A AI gouno
Figh ers 17-20
«« 4U

' GR HU FtR 20 § 10
'
8 12

8 14 LXBOW 4 /8 / 13 1D8 (6) m0 l? WRHQ9

.
D2 Grulak s Bond
GrularT7T ’ VET UH FTR 75 15 11 9 14 11 li IBBAXe 0
1D12 ( 8) CHN 6 44 NOW
Fighters 1 3 - L BOW
VET UH FTR 50 10 14 6 12 8 14 1BBAX
-1/ 4 /4 7 1 D6
1 D10 CHN 6 ::8 NOW
Fighters 4-9
9) L BOWe
INT ' OR FTR 5 11 7 12 12 7 9 1BBAX
-3 /26'5 1 D6
1D 10
( 10 )
LTH 4 22 NOW
Fighters 10 -15 INT OP FTR 3 10 in 8 10 8 5 S BOW
) 3/ 3/12 1D6 CLO 2 13 NOW
DGR 9 1D 4
D 4 . The Militia on Mamevers
GarreTT TPT ROTTR 15 14 15 12 14 13 8 SPEARe
'
1 4 - 1D10 LTH 4 . NOW
Recruits 1 16 - GR HU FTR 12 ) 8 10 10 9 10 SPEAR
SM AX
10 -13
13
1 D8
1D 4
CLO 2
A /

IS NO *
-
1 '» Battleaxe adds 1 to nornal hit probability due to sharpness of blade ( non nagicaD ,
2 Fanagar has a +5 Shield spell embedded in his amor ; when m use , his effective amor class will be
-
' 13
.1 )
«

-
Arrek carries a never enpty pouch of sling stones .
4 SOX chance that weapon i s of +1 sharpness ( if so , there is a 2 2 chance that it i s also enchanted ) .
' ^
:• ) 302 chance that weapon is of *1 sharpness ( if so , there i s a 102 chance that it i $ also enchanted ) .
6n ) Fires once every two nelee rounds
) Grulak wears a twisted piece of bronze around his neck ( no value or significance )
and carries a snail
pooch of gens ( worth 151 GP ) .
3Q ) 15Z chance of a 1D6 danage bonus ( naaicai ) embedded in battleaxe .
> Fighter 2 wears a jade ring ( worth 100 GP ) that also contains a permanent spell of protection fron
fire donage .*
10 ) All three bownen have a 1S 2 chance of having IDS arrows balanced to +1 occuracv ( non nagical ) - .

-
6 19
-
6 28
-
CAT BURGLARY SCENARIOS
AND
SECOND STORY ADVENTURES

A. HELIGOR 'S ,
staff as well as the l i f e styles of N r those with but a few silvers
the other denizens of the Street ( to ,
to spend there are a plentitude of
in the qreat trade city of obtain information in this manner , independent young businesswome n and
Haven just south of the Plaza of
Iroubadors ,
there exists a byway
thieves moy want to utilize the
Disguise Rules outlined i n Section I ,
happy amateurs .
Their quarters
usually consist of a straw mattress
known as the Street of Silk Veils , ,
Chapter 2 of this book ) . and a candle in one of the many
their prices ) .
where the women are fair ( and so are
Though the street
lies at the mouth of the Labyrinth ,
On
Gameshaster
the next
will
few pages a
find charts
,
,
rooming houses near the southern end
of the Street , and in these
,
surroundings a man must often keep a
that teeming den of thieves where no
sensible businessman would walk
descriptions , and suggestions for wary eye on his sword, and a hand on
construction of a thieving adventure his purse ( a position hardly
unouarded after dark the traffic in on nr n where the law i s not as conducive to the pleasure viic «vun
strongly ^or fastidiously observed as .
,
* r AAA I A

flows along Silk Veils i n a steady seeking ) Because of the greater


stream from noon to the midniqht
watch ( and frequently beyond ) , and
i t might be i n others These aids
allow Q great latitude i n the
. ,
risk most of the trade with the
streetwalkers takes place between
includes both peasant and princeling , planning of ' such a playing session ) noon and dusk .
the w a r r i o r just returned from and i t i s not expected that any two
distant battles , and the local GMs will run the scenario in The Street
merchant thankful for a peaceful
afternoon of dalliance far from the , precisely the same way I f the
players read these sections i t will
., , is patrolled
erratically i f at a l l , by the local
constabulary .
As i s the case with
attentions of a shrewish wife . greatly diminish the enjoyment the most of the byways bordering the
,
w i l l be able to reap since they will Labyrinth, regular patrols seldom
Yes , the lovely ladies of the
Street of Silk Veils are a treasure
lose out on the entertainment of
figuring
pass through the area However , more .
to many .
But , as i s often the case ,
these flesh-and -blood jewels yearn to
themselves .out everything for than a few members of the variovs
companies of the city guard hove a
lover or mistress on Sill! Veils , and
have their beauty augmented by they will occasionally stop oy to
,
emeralds , rubies silks and pearls , . check things out when they have an
Many lovers are eager to indulge the
whims and caprices of their
LIFE ALONG THE STREET OF SILK VEILS opportunity .
,
paramours and frequently bring a There are two distinct p r i c i n g
gift when they come to call
Heliqor ,an elderly human merchant >
. alternatives for those seeking
adventure on the Street of Silk Veils
The tables on the following page
indicate the percentage chances that
the thieves will encounter non -player
has a shop strategically located not -
( so called because of the custom that characters while they are on the
far from the northern end of Silk
,
Veils designed to cater to this
a woman seeking to earn a l i t t l e
extra income i n an easy and pleasant
Street of Silk Veils and provide a ,
.
trade He sells a variety of jewelry
, manner usually dons silk veils to
guide to an NPC ' s probable reaction
to people they encounter in the
items - necklaces bracelets, n n q s,
and the like - and keeps a fairly
advertise that fact -woe betide the
man who propositions a bare -faced
course of play .
Reaction dice
large stock of goods in his shop
Although he has lived and worked i n
. woman ) , hen of means can qo to any
results in particular should be
adjusted by the GH i f the thief
of 6 large bordellos located towards player -characters are acting i n a
the same simple two -story wood
structure for over 2S years there , the northern end of the Street one
of which , the Blue Lantern stands 2 ,
, ,
soge or indiscreet manner , .
ore abundant rumors that he hoards a
vast treasure somewhere on the
doors south of Heligor s
lorger establishments try' to maintain
.
These 6
premises . regular patronage
security and comfort
by
,
offering
as well as
ttm pleasure - they provide meols for
their patrons, a well l i t and -
The objective of this scenario decently furnished common room for
i s to commit a successful burglary of drinks and conversation , and strictly
that
'
Heiiqor s jewelry shop , i n a manner
avoids detection Qnd provides
enforce prohibitions on pickpocketing
by their girls . These perfumed
maximum profit to the player palaces normally open about an hour
characters . I t i s designed for a before dusk , since the heaviest
party of 2 to 5 thieves of beginning traffic a r r i v e s between 6 and 10 in
or intermediate level
preparation for the burglary
In
the
., the evening
^ men and a reasonable
fraction of the stay as late as 2
thieves will need to observe the
habits of Heliqor , his family , and
to 4 i n the morning .
\

7-i
RANDOH ENCOUNTERS ON THE SIREEI OF SILK VEILS

JLATIOW
POP" REACTIONS
' .

^
Ho «rs
"
presence of a conpanion of the opposite sex )
4aii "i'lnoon
Streetwalkers House Girls Custoners
. d? r tlTZ C HZ C
(feac FTorT
C“*InJIFferenee
observe
Streetwalkers House Girls
80Z
20 Z
—K 7
30 Z
12no # n - 4pn
uz
381 C
A iez A
5Z C
21
20 Z
A
C
A indifference ( if fenaie )
invitation ( if nale )
58 ZI"
]
20Z1
I
-
- 1SH A 10 % A 10 Z A indifference 40 %
4 p« 8p«- 25« C SZ r 20 Z C observe 20 % 30 Z
15« A 5Z A 30 % A suspect /Mlow 15Z
8pn -12md 10 Z C 65% C IOZ c fear / rvn 15Z 10 Z
28” A 0Z A 20 % A
12md 4 a« SZ c 20 % C 2% C CUSTOMER REACTIONS
VS A oz A SZ A React Ton Everpan
(T indifference
suspiaon /challenge SZ
A ( if thief is «ale ) r\ A fee
fk indifference BU
fnendliness/ drink offer 16 Z*
drunkenness /hostility IOZ
A ( if thief is fenalei particularly if veiled )
U proposition 602
t/
* * ( 202 hostile if rebuffed )
'll
£ indifference 202

CONSTABULARY LANDMARKS of thee waior points of


Sowe
interest on the LStreet are ( refer to
5 daily patrols are scheduled to
pass through the northern blocks of
STREET OF STLK VEILS -
the wap for key lettered locations ) :
the Street of Silk Veils - at lpw , In the diagraws at the end will (a) THE TROUBLED TROUBADOR is a -
4pw, 7pw ,
lOpw and law In . be found a wap of the Street of Silk pawn shop; wany a wan has left his
actuality , only the first 3 of these Veils i, and a set of floor plans for harp at the top of the Street of
appear with any regularity ( 902
chance that the patrol will appear as
the
should
shop .
While players
lowed free access to the
Silk Veils to get the woney to go
down the Street of Silk Veils .
scheduled ) .
There is only a 602
chance that the lOpw patrol will
wap of the landwarks on the Street
( since this mforwation can be easily '
( b ) KAMI S SWEETS 6 FLOWERS Karki
lives in a house across the plaza;
-
,
show and a were 2S2 chance that the obtained through casual observation ) , his shop is open frow noon to
law patrol will wake its appointed
. they should know nothinq about the
, .
10pw and prices are reasonable .
round inside of the shop initially and ( c ) BUfiGALLO S APOTHECARY
' he sells -
Other than these 5 scheduled
should garner as woch knowlege as
possible thewselves by infiltrating
hairs of the dog winor wedicines,
and wany coswetics for the Qirls;
,
rounds, there is a 57 chance that a
lone constable or quardswan will be
. the shop and spying out ’the lay of
the land " . Overly suspicious
a bell hangs near his front door
to suwwon hiw in ewergencies It .
sowewhere along the street , at any behavior will probably warn the could also be used to sound an
given tiwe , Check no wore often than
. shopkeeper or his assistants that
, alarw ( waybe soweone will answer )
. .
--
once each half -hour of gawe tiwe sowethmg untoward is afoot but HELIGOR b wore later
BE TUNA 'S does seawstress work
( d)
casual observations wade in the (e)
’ ,
CONSTABULARY REACTIONS process of purchasing a piece or two and clothes design and fitting ,
of costuwe jewelry will provide a for wany of the girls of Silk
indifference
5 top / question
S 02
202
reasonable source of mforwation . Veils; she stays out of the
affairs of others .
suspect / follow
observation
152
152
( f ) MAMA ROSA S ROOMING HOUSE
' is a
cut above the norwal for the girls
-

7-3
of the Street : i t i s dean and , (k ) THE RED ROOSTER another of the - there is a rumor that the madame
relatively wholesome s i n c e Rosa , 6 major establishments . who currently runs i t , i s the same
will take a broom to whomsoever
makes a disturbance in her home ;
(l) HEAVEN S GATE
' -
a competitor of
the Red Rooster , i s favored by (q)
woman who originally founded i t
THE PERFUMED GARDEN - i s almost
.
at present , eleven g i r l s ( just Samurai for the delicious teas as old as Ambrosia ; i t i s renowned
short of hoose g i r l class ) l i v e
and work there .
they serve their customers
( m ) AVRODEL S WINE SHOP
. i n even far lands , for both the
beauty of i t s walled garden and ,
( q ) THE BLUE LANTERN i s one of the - many
'
wines » and even some
carries
the beauties within ,
6 major pleasure palaces on the ,
brandies priced from as l i t t l e as (r ) MADAME RUTH S - i s run by a gypsy
'
Street .
( h ) ENOS 1 LIVERY AND SMITHY - caters
3 coppers the skin ( a medieval with a gold capped tooth; for a
,
to the carnage trade on the
Street ; Enos i s a rock of a man
equivalent to Dago Red ) to as much
as SOI gold the bottle ; the shop
i s open from about noon t i l nearly
s
rice she w i l l provide any of 9
ove potions
( s ) THE SILKEN CHAIN
.
has been run -
who works from shortly after dawn 2 am . by Potiphar the Phat for nearly
t i l dusk and who will usually, (n) THE BLACK WHIP i s an forty years ; early i n l i f e he ,
answer a call for help with establishment ( not one of the 6 suffered a misfortune which makes
-
sledqe hammer i n hand
(i) THE FOX AND GOOSE i s a bustlin -
. majors )
be said
,
about which l i t t l e need
. him useless to
,
consequently he cares l i t t l e for
women ;i
tavern considered safe an 3 ( o ) THE MUSTARD AND FENNEL is a - ,
them but much for the profits
pleasant for a quiet flagon with
one ' s amour . very seedy bar .
( p ) AMBROSIA - i s probably the oldest
they can bring
( t ) POTIPHAR S HOUSE
. -,
i s f i l l e d with
- , '
( j ) WENCHES WALK
' is a i e f and
shady r e s t i n g spot for working > of the major establishments
having supp lied the Street of Silk
many valuable items and many very
deadly traps f o r those unfamiliar
g i r l s with sore feet . ^ ^
Veils with a luscious p o r t i o n of
i t s reputation for ever 300 years;
with the inside ; he guards the
collections which are his pride
i > ond joy with the best which the
,f
(u)
money his girls earn can afford
THE HOUSE AND SURGERY OF
.
•• ...
,
MORDECAI HEALER i s available at
any hour t o those who have been
-
injured m one of the many loud
i
* “ discussions " which breok out on
the Street of Silk Veils ,
( v ) THE LOVER S NOT
' i s as the name - ,
' 7/tj suggests, a hang - out for those
whose quest hos been unsuccessful .
> i

Vi '
fine.
w t
'
A
N
\
..
\
*
w. ,
;V I,’ i w* JfJ v
I
i

£ v
i
t
•V

7/ !* \ ^ i >
i
V

J
> «•
''71
1
* r\ s \
* / /
' \
ti »
f
/

; u * !
Mi
*.
•I A t
\
V .

*
'
.
t
•A
' 4 |' \
i
A

WDx
’ •*

!,
\
#

i
fi .
i
iM


ir ’ fri
)
fT
f »

'r i,
'

\i

tl
, !
• i
M »•
i * -1 \\
: t
» •
*
,v

.
I
tl ,r
t,

s i
•I i i !
s

Jr f i \\
ftl
**

\
,i ©

mate
a
h
i
i
\ \

tl * ..
#**
I i I
' \ )

/ r j u Ti / c **f r
!

u
t MLL
- -.— ^_
i
. 7;
1 7
•7
- rU *

-
7 4
< w > THE VIRGIN'S FLUTE opens out - knife ) , 2 assistants, and a and there is a 2Z chonce per point of
onto the Plaza of Troubadors . -
niddle aged warrior who acts as a a thief ' s HAG and APP that she will
< x ) VARIOUS SEEDY TO NOT -SO SEEDY
CRIBS AND R 00H1 NG HOUSES are
- mid deterrent to the petty criminals
of the area . attempt to seduce a wale intruder
If she does , there is also Q 35Z
.
scattered along the Street , and
its offshoot alleyways; the closer Heliqor is in his late fifties
chance she will help bin to escape .
to the north end of the Street , having warned late ( one of the girls The older of the 2 assistants,
, ,
the cleaner and less risky they
tend to be; chances for being
,
Hugged robbed , and / or nurdered
fro the Blue Lantern ) and is in no
*
particular condition for conbat He
is intelligent ,
and is a sharp
. Ferqus
'
has strong desires for
.
Heliqor s daughter This is the only
reason he stays on here > since he ,
vary fro 99Z ( ia at the south
* * ,
bargainer who will usually price considers that he has learned
end ) to as little os 3Z ( 4pn at itens at 1S 0 Z of their value , to let " everything that old fool Heligor
,
the north end ) depending wholly hinself be haggled down to lOuZj only .
on tine and location
( y ) IROD S THEATER - is an inposmq
. rarely will the final price dip to
.
could possibly know " If the
dauqhter screans, there is a 6 QZ
chance he will wake up , grab a club >
'
edifice which provides culture and
even 95Z of the value of the piece
The hours of najor business for and charge up the stairs to her
entertainnent for the denizens of
the entire surrounding area
Heligor are between 4pn and 2an , and
this is when he will be round
rescue . He works prinanlv fro 8a
to 6pn , although he is frequently * *
( currently playinq is a sparklmq
cowedy entitled "Our hurkm
downstairs in the shop Heligor is a
relatively sound sleeper but
. ,
around in the evening nooning over
,
harissa ( as it happens Ferq us is not
Cousin " ) ; it lies just at the advancing age has weakened kened his one of the "nost nen " nanssa is
entrance to the Street of Silk
veils , and it is not unconnon to
,
kidneys and there is a iSZ chance he
% %

win awaken to use the cnawberpot


attracted to ) . He is a reasonably
,
sharp bargainer although nowhere
see a stately and beautiful
haetero beinq escorted here by one
of her favored custoners .
while soweone is in the room His
nain defense consists of a loud
bellow ( he hopes his assistants will
of what Fergus thinks . ,
near the class of Heligor regardless

(:) THE BLUE HARPER - is not actually awaken and hear ) and cowering onder Hailey > the other assistant ,
on the Street of Silk Veils, but
is well known throughout the city
the bedcovers thereafter . works fron 4pn to 2an with Heliqor >
and is genuinely interested in the
,
as a quiet place for an excellent
weal . Part of its appeal lies in
,
His wife Harushka is a sound
sleeper who will probably not awaken
, .
jewelry business Unfortunately > be
is basically unsuited for alnust any
wide and Lbalcony which under Host circunstances ( 10 Z chance > ,
the airy
overlooks the Plaza of Troubadors
Patrons way dine and drink here
. if there is nuch noise none
otherwise ) .
She is alnost never
,
business career being possibly the
worst haggler in the known world If
one approaches hi« for a price and
.
while being entertained by the found m the shop and Hakes her , ,
bargains well there is a 35 Z chance
juqglers and jongleurs who ply exits fro , and entrances to the
* , of getting a piece at a price only
their trade in the spacious Plaza
below . upstairs livinq quarters via the back
steps into the snail alleyway which ,
.
half its oalue Heligor knows his
tendencies and seldon lets tun work
HELIGOR ' S SHOP
runs behind the building . with any jewelry of real value .
The boy -child sleeps the sleep The warnor -guard, Harm is an ,
PEOPLE of the innocent , like a log
However , if he is awakened ( 10Z
. ,
old canpaigner who took this job to
be near a lovely who works on
There are ? individuals found chance ) , he nay elect tc threw knives the street , considers the work
during various ports of the day or ,
( 65 Z chance ) with which the little ideal since it leaves bin normngs
night in or around the 2-story wooden beggar is distressingly quick and and / or evenings free to pursue his
building housing the shop ono accurate ,> particularly at close dansel fair , However , Harios is an
H e l i g o r h o n e - Heligor his wife 2
children ( a girl of 16 who is
,
, , ranges . ,
extrenelv honest nan and will defend
his enployer to the death feeling ,
practicing studiously in the hopes
of getting a place in one of the
, The daughter Hanssa , is a ,
light sleeper , and will wake up ( 8SZ
duty -bound since he has been paid
.
Harius works fror nidnight to about
.
grand establishnents on the Street
and a boy of 9 who is a typical, , chance ) at virtually any noise on the
upper levels of the hoose However , . 8an, when Fergus opens the shop .
,
street urchin but very handy with a she is easily attracted to Host Hen ,

CHARACTER DESCRIPTIONS FOR THE PEOPLE OF HELIGOR ' S

CHARACTER WEAPON ARHOR


NAME CLASS ST TQ RF SH IQ HP WEAPON HAC9 DAMAGE NOTES CLASS HTK
ffeTigor CET HU TRD 10 fi 8 f! is 15 POT "
' "
IT 75!" '
NON 5 22
'

Haruihko
Bov
IMT HU HET
CR HU NON
-
9 i ; ID 12 12 10 POT 10 1 D3 NON I) 16
7 14 19 8 10 16 KNIFE 4 IPi NON 3 9
THROW -3 /l/S 1D 4
Narisca ( R
HU HET 9 13 12 15 7 8 PIN n 1D 4 NON 0 16
Fergus 1NT HU TRD 14 11 11 9 i4 J 2 CLUB IDS CLO 2 21
Hailey CP HU TRD 11 9 ? io 3 it CLUB 'i 1 D6 NON 0 19
Harius VF.T HU FTR 13 14 10 16 11 18 BDSUDe 2 D8 CHN 6 31

7-5
RQQH DESCRIPTIONS 4 .- Traffic through the mam sales 3 , - Th« itens of jewelry in the
shop at the beginning of the week
area ebbs and flows substantially
Four types of information are during the course of the day
Check for each type of occupant by
. nay be randomly determined by the
roll of o D20:
provided in the area descriptions
that follow : chance if the thieves are in the 01) A golden dragon with emerold
shop during the given time period .
..-
1, What the player sees ) eyes and lapis lazuli inlaid
2 - GH 's description , 8am to noon body > on o chain of small
3 - Special furnishings
and contents .
ART! streetwalker

iQZ 1 constable
golden links 2508 GP
02 ) A silver tiara with a spray of
-
-
4 , Population if any , . 5Z 1D2 couples
1II 0 Z Fergus
golden spikes set with diamond
Chios 1000 GP -
Furnishings and their noon to 4£m Qi ) A silver pendant of a
arrangement seldom change but the , '
51 Tstreetwalker

5Z 1 constable
griffin s head upon a heavy
'
silver chain - 250 Gt
population of an <area normally
changes with the hours , and is so 15Z 1D 3 couples 04 ) A pair of earrings in the
noted . 100 Z Fergus
4pm to 8£«
shape of butterflies with wings
inlaid with tiny rubies - 850
A . ) Entrance and Displays IDT Tstreetwalker
2Z 1 constable
GP
05 ) A golden ring with a setting
.
1 - Double doors leod into a room
20 wide by 25 ' long There are 2 . 100 Z 1D4 couples
50 Z fergus
of jet ( the stone lifts to
reveal a small cavity ) 4SQ GP -
lonq '
open topped velvet lined 50 Z Halley 06 ) A carved rosewood jewelry
r
L U HO , SMA
¥i l C •V l l l f.l H G
I
HAM nA 4 Q7
XV
A A •I M
UVWI
A /1 A
CUwH
k C
jv
f l V IIW
*
UAI inon
igvi
r h n. e t\
cm « )
tho
HIU
ton
% Vp
utrw4
8J 8 I M
fmmmt
•V W»t 1
of
V

side wall fron the front wall , with 8pn to nid which are inlaid with
nany rings brooches necklaces > , , "
5Z TD2 streetwalkers mother of pearl - - in floral
etc .
set out , 2 8 cases in the
center appear to have slightly nore
' 10 Z
100 Z
1 constable
1D3 couples
patterning 1200 GP
07 ) An ankh ( looped cross ) of
-
valuable trinkets in then . 75Z
75Z
Halley
He 11gor
beaten gold on a heavy chain
300 GP
-
2 .-
This is the nain display area
of the shop Host of the trinkets . nid
*
to 4an
iZ [’streetwalker
08 ) A ring of carven white jade
with the silhouette of a
and baubles immediately visible are 10 Z 1 constable maiden ' s profile inset in green
of snail value although a large , 25Z 1 couple jade 3000 GP -
09) A set of 3 silver hair combs,
nunber of then could produce a tidy 50 Z Halley
sun .
There will 1D6 XS 8 itens in
the 4 front cases . The 2 cases in
50 Z Heligor
100 Z Harms
set with chips of sapphire
606 GP
-
the those itens of
center contain 4an to 8on 10 ) A collar comprised of many ,
nore value ( above 25 GP ) , and have linked squares of finely beaten
'
lUffZ Harms
glass tops and a conplexity 1 lock . gold ; on the central squares ,
The 2 cases along the walls contain
nothing worth nore than 50 GP
B . ) Sales Counter and Displays of
Valued Itens *
the shape of a phoenix in
flames is set in opals rubies , ,
( rarely ) , and nost prices are and amber chips - 8500 GP
narked at 158Z of valve . i .-There is a heavily built 11) A
size-graded
triple strand
,
matched pearls,
of

3 .-1Itens are valued


D6 Bracelet
( )
by type :
1D28
counter stretching 10 ' across the
wall .
,
back of the shop about 3 fron the
In the counter is a special '
'
which have a delicate rose
tinge - 1900 GP
2 ( D6 ) Ring lDioe case , in which is kept the nost 12 ) I set of golden “ slave
chains , with collar and key -
3 ( D6 ) tarnngs 1D10 valuable iten currently in the '
4 ( D6 ) Necklace 1D100 shop . In the case across fron i ; 808 GP
5 ( D6 ) Anklet lDie are kept other special itens o 13 ) A pair of matched filigree
6 ( D6 > Brooch 1D26 lewelry , There is a curtained
door , through which the sales
brace lets in silver each with
an inset of polished rose
,
people in the shop occasionally quartz - 480 GP
To the left is a heavy 14 ) A heavy platinum chain with a
disappear ,
chair . pendant of a teardrop in
scarlet crystal 750 GP -
2 .-
The sales counter is usually 15 ) A stiletto with a silvered
,
blade golden wired hilt and ,
nanned by either Heligor or Fergus
-
)

depending on the tine ) ( 85Z chance > small gems set into the guard
otherwise i t 's Holley , The iten 500 GP
kept m the special display cose in 16 ) A golden signet ring inset
the front of the counter is the with an emerald carved as a
most valuable of the 2D 4 items wolf ' s head - 2000 GP
brought to the ship on the first 17 ) A ring in white gold , inset
doy of each week by the couriers with ruby chips in tne snape of
from the House of Owen ( see Armed flames 1000 GP -
Robbery Scenario A elsewhere in 18 ) A massive silver ring 200 GP -
this Section ) . 19 ) A set of spixed cesti
( knuckledusters ) in gold 300 -
Gf

76 -
20 ) A tableau of a faun and a
nynph ganboling over sward of
2 .-
bookkeeping .
In this area Heliqor does his
Books ledgers and
,
, 4 .-Heligor will be found here 252
of the tine between 4pn and
eneralds near a pool of various business papers wake up the ,
nidnight and 752 of the tine fron
turquoise - 1S 000 GP
There is an 301 chance that one
2 stacks upon the desk The lunp
of leaden wetal is a souvenir of
. .
nidnight to 3an There is a 102
chance that Holley will be hanging
( 1! ) of these itens is sold each bygone traveling days , as is the about Heligor ' s shoulders trying ,
day after it is delivered; consider
this as GM, when indicating the
crystal; they both hove value to
Heligor , , other tthan as
to " learn the business " .
D . ) Assistants living area
value .
actval nunber of itens in the shop paperweights but one is of real
at any given tine ,
1, - ^
As one enters through the
4,- for area
As but with
A,
additional chances for both Heliqor
3 .-The crystal looks immensely curtained door ,
there is a toble
wore valuable than the lunp ;
and Fergus as noted above . however , while the crystal is a
with 2 chairs to the innediate
,
left along the wall A hearth and .
C . ) H« ligorJ_s
^office "
pretty qewaaw ( sinply pyrites )
which should be described in
glowing terns as if it were really
fireplace with a kettle crane
( fron which hangs a kettle usually
with boiling water in it ) occupies ,
,
i An.- alcove S * wide
and about 8' worth sonethma , the lead lunp is a a aotdly portion of the leftnand
deep contains a
and a sturdy .
solidly built
desk
The
, 3 pound chunk of nithral worth
about 15,000 GP , and should be
, wall . At the rear of the area can
covered
chair desktop is
with papers
and
which appear to be arranged into 2
, ledgers Mentioned only in passing as if
Cm r A 1 n Oh « lianrn inO i JP .EP?.r .UT!ffloor

.VTUIJ .
be seen a stairway ascending to the
On the right hand
the area is a door The .
. Between the hours of noon
* i *

,
piles one held down with a lunp of
»

desk
v i W A V
' All OIIC UCT I
^ ipikVIl « UIC
area is 10 wide, and 15 to the
'
dullish lookinq lead the other ,
with a chunk ot clear crystal shot
and nidnight , the lefthand drawer
of the desk contains a cashboi , in
,
stairs uhich are 5 wide ' .'
through with golden veining and which will be found 10100 x 10 GP in 2. In this area, Fergus and Halley
-
snail glints of red and blue . snail coins and gens In the . take their neals, and d » their
There are 2 drawers, one on either
side of the desk . papers on the desk can be found IDO
letters of credit or sight drafts
nornal everyday activities
kettle ef boiling water allows
The .
( the equivalents of cashier s
,
checks ) worth 10100 x 25 GP each .' Heligor to offer a friendly nog of
tea or coffee to a prospective big
spender . mugs
There are a number of
and steins on the
legible , and the map is partially
-stained only
,
first attack on any a luen victin
of knocking that victim to the
ceramic
mantel of the fireplace , along with
an old sword in its scabbard , which
water
half -legible
and
. .
ground If Wurff scores a critical
hit , there is a SOI chance that it
is hung on the stone facing of the
chimney . 3 .-
The book tells the story of a
great people of days of eld who
will be to the throat ( triple
normal damage ) , otherwise as
boned their dead with fabulous
,
nornallv rolled .
He will accept
,
3 , - The sword dull , the edges ofis treasures of gold gens and food only fron Hanssa and petting
the blade chipped and broken ; it jewelry ,
and many fine nagical only fron the family ( Halley is
appears to be totally worthless,
and it is; it ' s an old souvenir
devices ; the nap snows the way to
the fabled Val ley of the Dead *
•family * : Fergus isn t and avoids
the dog like the plague ) The ball
' -.
that Hanus gave Hanssa , and she although the part that warns about of fluff belongs to Harushka; he ' s
hung it on the_ fireplace chinney
chinnev the guardian dragon is where the a typical lap dog all courage and ,
to give the roon sone character * ;
'
water damage occurred ( these will no brains .
be covered in a future scenario ,
the sword is so badly preserved it
has a penalty of 6 on hit prob ,
HALO 14 .
If used properly and
The Tonbs of Shalae-Chuun * ) . 3 .- In the cabinets of the hutch
are kept sone of the fanily ' s
carefully , the sword nay succeed in 4 .-
The 2 assistants are usually treasures : silver tableware worth
cutting soft butter . found here between 2an and 8an;
Fergus snores loudly .
800 GP and a set of enbroidered
table linens worth 500 GP On the .
.-
Fron 8an to 6pm, Ferqus is shelves of the hutch are displayed
4
found here 1SZ of the tine ; fron
,
6pm to 2an about 60 Z of the tine . F . ) Faniyas living area a set of 8 natcneo steins with
silver handles , worth 50 GP each .
Hailey is found here 402 of the 1, -
As one ascends the stairs to and a grouping of a dozen crystal
tine between 6an and 2an Heligor
will be sitting at the table ,
. the upper landing , a nassive hutch
can be seen on the left wall A . goblets, worth 40 GP each ( the
entire set is worth 1008 GP but ,
drinking with a customer about 192 , trestle table with 6 chairs 2 of , only if all twelve of the matched
.
of the time from 4pm to midnight . which are heavy deacons ' chairs
,
goblets are there ) There is a 452
chance of breakage of these goblets
There is a 152 chance that Hanssa ( one at each end ) occupies the
will be teasmq Fergus ( provided center of the area; 2 snaller if not handled with reasonable
Fergus is present ) and if so a , , chairs and a parson ' s bench care but only 52 if they are
752 chance her brother will be conplete the arrangenent The . wrapped m somethinng soft and
sitting on the stairs watching . hearth and fireplace are to the far
,
right and extend along nost of
carefully ttreated The 2 chests
contain bedding , including a goose
.
E . ) Assistants sleeping quarters
^ .
that wall There is an oven door
built into the stone facing on the
down comforter worth 400 GP and 2
exquisitely sewn quilts worth 250
,
1 .-
The entryway to this room opens
out into the living area There is . right of the fireplace , and 2
kettle cranes attached to the sides
GP each .
a chest of 4 drawers on the left tf the fire pit On a flat iron . 4 .- During the hours from 8 am to
wall , and another door just beyond griddle built into the left side 4pm , there is a 402 chance 1D3
,
that which opens into the room A . sits a teakettle ( full of hot water members of the family not
including Hehgor , will be ' in the
pair of bunks occupy most of the and whistling merrily during any
,
.
right wail The top bunk is made
neatly but the bottom is a welter
tine members of the household is in
the area ) .
A large lupine doq
living area preparing meals doing
housework or needlecraft ( or
,
of rumpled blankets
cudqel lies atop the dresser
A heavy . . lazes about on the rug ( a braided
rag oval ) whenever members of the
stropping knives ) From 2pm to
4pm , Heligor will be there for his
.
family are present and appears to , main daily meal ; other than this ,
2 .-The top bunk is Halley ' s :
Fergus is a slob The cudgel . tolerate a second dog ( a snail
yappity ball of white fluff that
'
he eats down in the assistants
.
area There is a 102 chance Halley
'
belongs to Ferqus , and is constantly harasses his feet and will be there at any given time
.
weapon he will grab if trouble
brews The other door leads to a
.
ears ) 2 padded- top chests sit one
on either side of a door in the
during daylight hours From 4pm to
,
midnight there is a 60 Z chance of
.
catchall closet , which extends ,
opposite wall to the right of an 1D3 family members not including ,
under the stairs, and is a jumble opening which appears to lead into Heligor . From midnight ti 8am
of odds and ends in which live a
number of rats ( these bite on HACQ
.
a hall The stair well is guarded
by a solid yet ornamental railing ,
- ,
Wurff is there normally stretched
out in front of the door between
4 ( for surprise ) , but take only and there is a door on the back the 2 chests ; occasionally , he will
4H1K each , At 6 ) . there is only one
thing of real value in that closet ,
wall
outside
, .
which appears to lead rise and make a patrvl down into
the shop to visit Hanus ( 152
a book with a story of a great chance ) , but these patrols only
treasure and an accompanying . map; 2 . - Hehqor ' s family is frequently last 10 minutes or so ; Wurff will
there is a 352 chance of not icinq found in this area The large . warn any approaching the door he
the book on a casual glance and , wolf -like dog, whose name is Wurff guards with a low growl the volume ,
1082 if the closet is searched ( Hanssa doesn' t have much rising with the nearness of the
( it s the only thing that could
'
possibly have any value ) The book . imagination ) belongs, to the girl
body and soui , and will protect her
approach -
if the approach is
within 5 ' of the door , he will
is sittinq on the top of one of the
piles of accumulated life ' s history
to his death ( or more likely , to
the death of anyone Wurff thinks is
attack with no further warning .
( archeologists would love this
closet , pot -sherds and all ) , and is
trying to harm her )
, ,
47HTK ACS and attacks 1D3 times
.
He is HAC 0 2 , G . ) Back entrance and stairs
totally visible ; the book is each melee round He has a 352. i . -
- The door leads to a
,
slightly rat nibbled , but still - chance on his first , and only the porch landing with a set of stairs

7-8
leading to a dirt alley Across
the way is the entrance to a
. -
3 , Only Uurff thinks there i s
anything of value i n the bedroon i
scene
wagon
, indudin
a vendor with a
full !
flowers and 3
reasonably well kept rooming house
, . and only i f Harissa i s there . custoners 2 children playing a
Up and down the Qlley which i s
about 6' wide , can be seen other pane i f narbles, a pair of young
entrances and occasional sets of
-
4 , During the hours fron 8an to
nidnight ,
there i s a 152 chance
lovers in a doorway , and
hobbling along with a cane The
> ld nan
.
steps to second story landings . Harissa will be at her vanity street leads to the wall of a
prmping ; otherwise the roon is garden , over which hang the linbs
2
way
.-
The rooming house across the
Hana Rosa ' s There are . usually untenanted Fron mdnight
,
to 8an both beds will be occupied
. of a tree; i n the wall is a gate ,
is which conceals an additional secret
chances > depending on the tine of ( occasionally Harissa ' s will have 2 panel which i s a trap for the
day or mont ,
that sone of the people m i t when she sneaks a , unwary -
this panel is relatively
girls who 1i v e there and / or their
customers will be either at the
lover i n through the back door ) . easy to locate ( there i s a iSZ
chance of i t being spotted by a
windows or walking down the alley . .
I ) Bedroon for He 1lqor and Harushka person who i s looking at the nural ,
I f the thievino party i s caught
attesting to force an entrance to 1 .- rather than smply glancing and a ,
,
the backdoor i t i s unlikely that
A 10 hall leads to the '
bedroon, which is 15 deep and 20
802 chance of i t being found by a
,
the girls or their customers will .
Along the left wall i s a' ' casual search ) and the catch i s
interfere directly , but the watch
will alnost certainly be sunnoned .
wide
large nirrored vanity , the top of .
concealed as the lock on the garden
gate I f a person reaches his hand
,
3 . - There is nothing special here .
which i s covered with a litter of
cosnetic pots and bottles
is a large wooden jewelry chest on
There . into the cavity behind this panel
i t requires a 4 die saving throw
against reflexes to remove i t
the right end of the vanity ; its before the razor sharp blade
4 .-Fron the hours of mdnight to lid i s lifted to reveal a nunber of
,
8an there i s only a 152 chance of
.
pieces of jewelry Innediately
beyond i s a wardrobe cabinet , along
. concealed i n the cavity anputotes
that person ' s hand at the wrist .
notice m the alley

to mdnight
Fron 8an to
noon , the chance i s 252 Fron noon
,
the chance of being
. the opposite wall , facing the door
To the mnediQte right i s a long ,
. There i s a snail box concealed
within this panel which contains
spotted i n the alley i f engaged i n
nefarious activities i s 602 . but very low ( 2.5 ) dresser A
-
very large 4 poster bed i s centered ', . 250 GP in snail coins and gens;
Heligor naintains this as a ruse
hoping to convince thieves and
,
.
H ) Bedroon for Harissa and her
on the r iqht -hand wall upon which
i s painte d a nural of a street
, birqiars that they have found
whatever they were seeking ( he has
broTBer ' "

scene leading to a wall centering a ,


been robbed burgled and held up ,
gate; tree linbs hang over the wall
1 - .
The door opens into the roon; shading the gate which has a snail
on an average of once a year for
.
it 10 ' deep and 15 ' wide
Directly ahead
is
i s a cedar chest
. ..
lock on i t The nural covers the
entire wall In the far right
the last 15 years ) The actual
hiding place i s nuch nore difficult
with 2 large cushions on top lo
.
. corner i s a chair On the opposite .
to locate; there is only a 12
chance of noticing i t ,
and
each side i s a bed the left one
for the girl ; at the foot of her
wall , centered, are glass paneled
double doors which lead to a , - searching has a 202 chance .
bed is a snail vanity with a
,
mrror the top of which is covered
balcony .
There i s a large blanket
chest with a padded top at the foot
Heligor has been tortured by
robbers twice in the past ; both
tines they concentrated on Heligor
with various snail jars and pots of
. of the bed . ,
hmself and learned nothing except
cosnetics
2 .-The nural conceals a secret
that Heligor
, faints easily
However i f Harushka is tortured
.
2 . - The boy sleepsi n the nghthand hidinq area in which Heligor hides ( actually ,
not sinply a threat ) ,
bedd
pillow )
{
.
( with
2 knives vnder h:s
He sleeps like a log
there is only a 10 Z chance he will
the special itens and the cashbox
each mqht when he closes the shop ;
the area i s about 1 thick , but due
Heligor will reveal the hiding
place ( first the fake one i f i t .,
wake in anything less than a to the nural the roon appears to be
' has not already been found then
the real one ) .
general uproar ; however , he wakes a full 28 ' across , the secret
with a knife in his hand ) Harissa
sleeps on the left ; she is a light
. panel i s concealed as the third
window on the first floor of the
3
a
.- nunber
In Harushka' s jewelry case are
of decently valuable
sleeper ( 852 chance she will waken
and investigate i f Hurff growls ) ,
second building on the left side of
the street ; the catch looks like a
itens , which she keeps
i n the
bottom i n the top are kept sine
ana i s attracted to nost nen ( there snail cat sitting on the lesser pieces, which she wears on a
i s a chance of
( { HAG + APP ) x 212
wmdowledqe ( since i t would be a
dead give - away to describe the
reqular daily basis .
The botton
contains a 5-strand pearl necklace
that she will be intrigued by the nural i n detail at the beginning , (i486 GP ) , notched golden coiled
idea of a thief and will attenpt to
.
seduce hin Refusal of seduction
will bring screons of femnine rage
i t i s suggested that i t smply be
1 Jj as described above ; i f
nentioned
the players ask specific questions ,
snake arnlets with enerald eyes
( 800 GP ) , a single
sapphire i n a
silver setting on a chain ( 2500
and an attack with a hatpin; i f the use the full description whicn
thief allows hmself to be seduced ,
there i s a 352 chance Harisso will
.
follows ) The nural shows a street
which has 4 buildings on the left
GP ) , a p a i r ot hairconbs in silver
witn carved ebony handles and the
initial "H1 inset in
conceal hin i f trouble erupts and side of 3 stories 1 story 3
, , . ncther - of -pearl ( 600 GP ) , and an
Qttenpt to snuggle hm out at a
later tine .
I f Harisso i s not
stones and 2 stones , and 5 on
the r i g h t of 4 stones 3 stones . , 8-strand gold chain set ( 400 GP )
The mnor pieces include a
.
intrigued m the first place , she 3 stones , 4 stones , and 2 representative selection of ipper
will begin to screan innediately ;
in all cases, i f she screons, Wurtt
stones . *
There are 14 figures
people and annals included i n the
of
will attack ) .

7 9 -
, bracelets, necklaces, -
3 , Anything of value hero would be tnos will ,
i f he s op and '
from the shop ' s stock . In the
value
etc. rings

chest at the foot of the bed can be


totally visible from the street , ,
around respond to any cry for help
.
that he hears He a r r i v e s clad i n
4 , - People on this balcony are leather apron , and carrying a length
found a blue velvet cloak with
light blue satin lining ( 400 GP ) ,
127 of Tyralian lace ( 1280 GP ) , and
completely visible during daylight ,
but those i n the street below will
of hot i r o n and a 9 pound sledge .
a bolt of light green silk ( 350 seldom pay much attention unless , There i s a 151 chance that a
GP ) , the people on the balcony are being player will be one of Lefty ' s
loud and / or acting suspiciously , ,
attempted victims i f they are on the
- From 2am to 10 am, Heligor and
4, harushka puts i n a daily appearance street between 2pm and 2am Lefty i s .
Harushka will be found here , •n the balcony at about noon to , ,
a speedster and i s quite capable of
sleeping .
Harushka will be found
here 252 of the time from idam to
survey the action on the street
below . outdistancing any pursuit , I f caught
,
i n the act he will break and then
noon , straightening up or primping , run for the nearest alley .
at her vanity . There i s a 402 ADDITIONAL
chance that the yappy ball of fluff ftfSOWTC
'
Hurfi simply likes to show off >
will be here during daylight hours : and enjoys the applause he r e c e i v e s
i f anyone enters, he will attack There are a number of additional .
for his tricks However , i f he i s
( worrisome only ,
not dangerous ) , people who may or may not get bothered to excess by a qiven person
and bark at a furious rate Dunnq
the night ,
the l i t t l e doa sleeps
. involved in
include fcnos ,
the scenario These
the blacksmith who is
., he i s quite likely to put that one to
Sleep : i f he i s attacked , he i s
between Heliqor and Harusn ka , and up and workinq at his forge ( just a capable of delivering 2 blasts of
"

will awaken only i f both Heligor


and Harushka are awakened . short ways down the alley from
Heligor ' s ) by Sam each day Lefty ,
,
Ihunderbflt each doing 4D8 damage .
the -
one handed pickpocket ) who The constables are generalized
J . ) Balcony circulates through the street mamlv
dvrinq the busy hours ( he has a 662
representatives of the guard forces
of the city , This i s by no means a
- , ,
1, Seen from the street the
balcony i s semicircular 5 radius ,
with a i r o n railing following the
, '
chance of picking pockets or cutting
,
purses but otherwise functions as a
)

4 th level thief ) ,> and Hurfi the ,


Rlum of a patrol route given the
iqh incidence of violence and crime
,
Consequently unless a constable has
.
circumference .
Glass-paneled
double doors lead into the house .
trickster who wanders down from the
i
Plaza of lroubadors to do juggling
a special paramour on the street < 20 Z
,
chance ) he i s likely to be somewhat
and other prestidigitative tricks lax in his peace - ieeping efforts
2 .-
This balcony i s easily reached
fren the roof , and the doors are
( he s actually a 6th level naqe with
'
a penchant for the stage ) and the 8 ,
while i n the area .
not particolarly well locked ( a
dagger slipped Between the 2 doors
will l i f t the latch on the inside
assorted constables who occasionally
appear on the Street of Silk Veils .
with hardly any effort ) .
CHARACTER DESCRIPTIONS FOR THE PEOPLE OF THE SJREEI OF SILK VEILS

CHARACTER WEAPON ARHOR


NAME CLASS ST CO RF SH 19 HR WEAPON HAC 0 DAMAGE NOTES CLASS HTK
Enos ‘.'ET HU FTR 20 12 11 14 16 9 MAULe
POKER 16
2D8
1D10
LTH 4 12
Lefty EL / 0 THF 10 16 18 11 12 13 DGRe 3 1D6 NON 6 20
THROUe -1/3 /" 1D6
NON 8 29
Murfi VET H HAG 12 13 14 14 16 19 SPELLS
DGRe <? 106
THROUe 1/E /10 IDE
Constable l VET DW FTR 14 12 13 12 8 10 SHSWDe 5 1D10 CHN 6 1<»
Constable 2 ET
"INT HU FTR 13 14 9 12 9 lb BDSUDe 4 IG10 CHN 6 25
Constable 3 /E FTR 11 13 14 11 11 8 BDSUD 1D 10 CHN 6 17
? SHSWDe •7 1D9 CHN 6 20
Consioble 4 1HT EL FTR 14 11 11 14 9
Constable 5 INT HU FTR 13 12 15 11 12 13 SPEAR 5 8
3-6
- 1D8
1DIO
LTH 4
LTH 4
19
28
Constable 6 VET HU FTR ID 12 11 IS 10 12 SPEARe
Constable 7 VET /0 FTR 12 14 9 15 9 HLBRDe 3-6 3D8 CHN 6 17
Constable 8 INT HU FTR 13 10 13 14 12 HLBRD S -8 2D8 CHN 6

7-10
CA1-BURGLARY SCENARIOS
AND
SECOND STORY ADVENTURES

.
B MAGIC BOOKS 4 SCROLLS magic items are not priced cheaply
and wizards are notoriously inpatient
, Magic Books 4 Scrolls is a well
established shop which lies Midway
A few blocks to the north and ( and dangerous ) creditors ( the number along the left side of the first
west of the Street of Silk Veils lies of well -dressed toads seen in the block north of Caravan Street ,» the
Magic Street
lane is a
.
By day this colorful
bustling center of
, sewers near
incredible ) . Magic Street is great east -west thoroughfare that
extends the full width of the city .
commercial activity where Many , It has been in existence for over a
exotic ,fantastic ,
and diverse ,
After nightfall Magic Street is century , and is well known for the
enchantments are displayed and sold ,
the clientele of the shops on Magic
rarely traveled by outsiders Many
nages spend their evenings engaged in
. quality and
transcriptions
accuracy of its
and translations .
Street are also quite varied ranging
froM middle -aged Merchants seeking
, conjuration
,
research experimentation , or potent
( occasionally with
Just across
, .,
the street
Enchantments Ltd the largest item
lies
‘Medicines tor Melancholy " to disastrous results) in ,
their creation and sales emporium in the
adventurers covetously eyeing the personal laboratories; these city, with which HB4S does vouch
latest in Magical dungeon aids individuals tend to become rather business; it is rumored that the shop
( cloaks of invisibility , rings of testy if disturbed .
Those not so is better protected in arcane fashion
*ii iue

will
weening , UIIU
iccQSionally even include the
spurned lover seeking sone diabolical
me line / ; unu LiDbciru
local
miy
taverns
vntn ue
, an unwary
where
onlooker may become the target in a
muiiu in me
of that business connection .,
than Must Others in the area because

-
revenge .
device capable of wreaking a suitable
All serious shoppers are
nen and wonen of weans however for , ,
contest of spell casting prowess or
the victim of a sorcerous practical
joke.

-.
** **

YOUR MISSION
( SHOUCITTOO'CROOSE . .. ) RANDOM ENCOUNTERS
DinWGirSTCEET '
Q 102 chance that a patrol will not
appear at all; anc an additional 1S2
chance that it will appear 3D 12
is to penetrate the
,
In this scenario the objective
NBAS shop and , The practice of nogic is
officially sanctioned by the High
mnutes later than schedoled .
successfully nake off with as nany ,
Coonselors of Haven so that wizards CONSTABULARY REACTIONS
valuable books and scrolls as tolerate and are tolerated by their
possible . This attenpt presupp oses
sone experience on the part of the
fellow townsmen to a greater extent
than in nany snalier villages . indifference
stop / question
102
HI:
group of thieves so engaged as the , Nonetheless, nages in general cone by suspect / follow 152
scenario is designed for thieves of their reputations for eccentricity observation 682
internediate to high level ( 5 th to honestly ) and as a result their detain / arrest 5Z
9 th levels of experience ) No player
should believe that this will be a
. reactions during encounters with
player characters or other NPCs nay In addition to the city ' s
sinple break and enter ; after all . not follow nornal expectations All . ,
guardsmen Magic Street is protected
after dark on a rotating schedule by
the shop is located in the niddle ot NPCs encountered on Magic Street have
one of the nost sorcerous streets in separate reaction patterns when one of several high level
all the wide world , and it would be
foolish to suppose that the owner has
nagic -users are encountered ( if the
thieves are reconnoitenng the Street
" watch-wages " .
These people are
provided with a nuwoer of itews which
not availed ninself of sone of the in the guise of nagic -users and have , will aid then in the capture of those
nagical help available in the area been noderately successful in their attenpting criwes alonq the street
for protective purposes . inpersonations , use the nagic -user
colunn for deternining the NPC s
( the Council of Mages prefers to nake
horrible examples " of those unlucky
In the next few pages are responses ) . ’ enough to survive being caught in the
charts,
and even sone nagic scrolls ana
spells to help the CM develop an
,
,
descriptions suggestions ,

interesting possibly profitable , and


CONSTABULARY
Magic Street and its environs
-
act on Magic Street ) , so the
watch -«agesB will at first attewpt
to sleep , iwwobilize
entrap . or otherwise
If the prey appears to be in
,
- ,
.
definitely dangerous adventure for
his players There is a wide range
of discretion available to the GM >
are we ll patrolled by the local guard
both day and night
-
.
Patrols
consisting of 3 6 guardswen appear at
process of escaping , however they
will 'shoot to kill with whatever
iwplenent or spell of destruction is
*
.
and he can nake the venture as easy
or as difficult as he wishes It is
, ,
suggested however that a nedian
. the southern end of Magic Street
every 96 winutes during daylight
, ,
hours starting at 7 aw and every 2
at hand More detailed descriptions
of these characters are provided at
the end of this scenario .
difficulty will prove to be the nost
fun for all concerned .
hours between 7pw and 7aw There is .

RANDOM ENCOUNTERS ON MAGIC STREET

Encounters
~
Reactions of Encountered NPCs
"
rZ Cfiance of encounter each 10
"
winute period ) f 7~ fo "HagicIaff{
line \ IC Non - werchant Other Maqic Non - werchant Other
of dGy \ er Magician NPC: Reaction ', Buyer Seller Magician- NPCs
Sairltaw 15 II Id'
Indifferent n=rr •
(ir -i n rr-n
iiaw - Spn 19 15 10 cunoui 01- 20 31-45 11-30
Spw-3ow 5 friendly 21-40 16-75 46-85 31-50
Bbw-iSpw hostile -
41 50 76 -80 36-90
12DW -8OA barter 51- 00 91 -00
deferent 51-90
fearful 91-95 91- 00
attack »6- 00
2 . f
to non -Magicians
— Magic Non -«erchant Other
Reaction \ Buyer Seller Magician" NPCs
inJIFFepent ff- 55 51-75 '
jr- Tir ff-7 0
curious 61-70 41-50 71-80
friendly
hostile
-
71 80
81- 00
26-45
46-60
-
51 70
71-80
81-90
barter 61-00 81-90
fearful 91- 00
attac » 91- 00

7-12
OR —
LANDMARKS (f) FARSPEAKLR S ' is a shop
specializing in Magically sending
hour and the statuary frequently
stand up to change positions .
MAGIC'STREET and receiving nessages to and fron ( k ) GUILD OF MAGES is the largest - “

nearby towns ( serving as a sort of Guild Hall on Magic Street , The


In the naps in Section III a
diagraH of a goodly portion of Magic
, Medieval wireless service ) The
cost of sending such a nessage is
. guilds serve several purposes - as
Meeting places repositories of ,
Street will be found ( it runs up into substantial ( 206 GP and up ) but , ,
infornotion and as suppliers of
the Dwarven section of Haven , but the of successful adjudication in cases of dispute
only the blocks near Caravan Street
are inportant in this adventure ) ;
rate
transnissions is very high ( )90 Z ) ,
( g ) THE PENTACLE - is a burned- out
between
evening
naqes
, During the
the local watch nage
. -
there also will be found the floor
plan for MBfcS. Free access to the
shell of a building The charred
sign is barely readable ; beneath
. waits here ,
Monitoring the
activities along the street ,
MOD of the street lcndnarks should be it a new sign has been tacked up: ( l) THE COLLEGE OF MYSTIC ARTS - is
allowed the players and they nay , an establishnent for the training
wish
reconnoiter
to enter
. the shops to
Renenber that nagic PROPERTY TO LET .. of young ( 1st
naqic osers- . 3rd level )
The proprietor is a
-
itens are quite expensive and that ,
,
EXCELLENT LOCATION fenale Elven nage , Zinfandel who ,
loitering inside the shops CHANCE TO RENOVATE is only a Mid-level ( 7 th ) wizard ,
particularly by rag-dad beggars
would not only 6 e frowned upon > but
AS YOU WISH
.
CONTACT R THOR GOFREE )
. but a natural teacher Total
enrollnent fluctuates between 6 -
.
would likely cause a sunnons for the
Guard to eject such undesirables fron
13 RUNE LANE . 12 students: the premses include
a large lecture hall, and snaller
the prenises .
The Major points of interest of It is connon knowledge that this
practice roons and lab facilities
( M ) THE SCRIBE S GUILD is the Guild -
.
the lower sections of Magic Street was the forner workplace of a trio
'
Hall for those involved in the
are ( refer to the Map for the of denonologists, now ( hopefully ) practice of transcribing both
locations which are key -lettered ) :
( a ) MYSTIC VALLEY TAVERN AND INN - is (h )
deceased .
EYE OF NEWT is a spell
Magical and other docunents In
the rear of the building , a snail
.
a popular eatinq and drinking ingredient store , for those who papernaking shop (Rapallo s ) is '
establishnent facing the Street of still use ancient ritual in their operated to defer naintainence
Caravans
tavern ,
. Downstairs in the
the ganbling and song
enchantnents .Older naqes can
often be found on the premses (n )
costs for the Guild Hall
THE INVISIBLE SHOP
.
often last until dawn The weary
can retreat to the inn; the public
. sitting and swapping stones
,
around a huge sinnering cauldron
appropriately naned ,
is
Window
shoppers peering into this corner
roons downstairs cost 5 SP /night , in the back of the shop . store are frequently astounded -
while private chanbers upstairs
( shaded portion of building ) cost - 1 M

-
3 S GP /night
( b ) GROUNDSKEEPER S COTTAGE
. -
BS jl|
<=s=>=

residence of a 'young deaf and dvnb


is the
lad , called Willian by the local 4
folk ; he tends the grounds of the l
tavern and public square for his
.
roon and board He wandered into
the tavern one day five years ago;
"f . '
¥
no one knows where he cane fron v • « I . r*\ n A
( c ) PUBLIC SQUARE -
is a snail park , -icr * .•
'
functions
in the
.
used as the site for local civic
On a raised platforn
forefront captured , m
SSI Wtk
-
rf KX
£
iflv
wrongdoers are displayed as a grin / K vi
the price of §
exanple
.
unsuccessful
of
cnne on Magic i i J\
I
55 14 y
Few of these hapless
m
Street • I
rv V
rogues die fron the pvnisnnent
inflicted ( but nany wish for death
before they are freed ) . -
( d ) Yt APOTHECARY SHOPPE
one -nan operation run by a howan
is a
Vr,L . V
alchemist na«ed Thaddeus
Chiselwick .
The sales area in
front is primarily stocked with (i) STARKINDLER is a tavern for although the cltrks here seen
otions in various sized bottles , frequented by naqes particularly , to be doing a brisk business the ,
8 ut dried herbs and spices are
.
also available In the back r oo«
the young students fron the nearby
College of Mystic Arts ,
shelves that line the shop walls
appear totally enpty ! The shop
-
is a well outfitted laboratory
where Chiselwick works extensively
, ( j) ILLUSIONISTS PARK
'
triangle of landscape
is a snail
in which the
- deals solely in invisible itens of
all types - fron the sobline
after closing hours
( e ) HAGIC BOOKS AND SCROLLS
. -,
laws of reality are pernanently
. ,
( weapons and cloaks ) to the
, ,
target of this adventure about
which «uch wore will be said
is the revoked A popular resting place
for visitors since the water fron etc ) ..
ridiculous ( teacups ashtrays
The apprentice clerk in
later . the fountain changes color every the shop occasionally switches the
contents of the shelves around so ,
7-13
that a buyer can never be quite contain only a few uses of a spell
sure i f what he has actually rather than being permanently
purchased .
( o ) THE ENCHANTERS GUILD -
PROPERTY TO LET . enchanted ) .
< y ) HECATE 'S CIRCLE A wild tavern -
i s the
Guild Hall for the Enchanters, a ' ESTABLISHED CLIENTELE
WAITING TO BE SERVED . frequented by maqie - osers of a i l
sub -class of magic users that may
only cast spells through the use
CONTACT R THOR GOFREE
18 RUNE LANE
. .
types . The outer building
surrounds a circular open a i r , -
of pre -encnanted items ( wands ,
, .. ,
garden where Bacchanalian parties
scrolls etc ) As the buying and
selling of magic items i s a major (t) UNUSUAL PETS -
i s a favorite of
are frequently thrown
( z ) HOME OF THADDEUS CHISELWICK - The
.
industry i n Haven the Guild Hall
is a fairly busy establishment
,
. characters stockinq dungeons The
shop offers young griffins
. , residence of the alchemist who
owns Ye Apothecary Shoppe As .
(p) shimmerkittens f and other rare ,
beasts . mentioned he i s seldom at home
before midnight , for he spends
R . JHOR GOFREE ( u ) HIRE-A - HAGE
of over 58 wizords for jobs
-
rents the services long hours working in his lab
While in the lab he will seldom ,
.
ranqmg from fireworks displays at notice external disturbances ( like
TALENT SCOUT
parties
( " Tell me
to major house cleaning
,
sir ,
just how bia i s
noises i n the alley )
when at home
However
,
he sleeps lightly ,
. ,
the Balrog in your basementVT7 and i s watchful of potential
is what the notice on the door The shop will on occasion provide danger ,
says; Gofree i s a schemer who recruits for dungeon expeditions OQMC flP mi rMKTtft TTRBTTQ -
tries to get a cut of every ( but only to parties with a good
. Tibbits, a human maae is a genial ,
possible monetary transaction on
Magic Street .
Principally he
looks for people with high magical
,
reputation for survival )
( v ) ENCHANTMENTS LTD , ,i s owned and
run by Lady Rowena Geronde , a wily
-
man and a pillar
community
apprentices,
.
Carmella
of
He has two live -i n
this
( human
>
aptitudes ( TAL 12 ) and attempts lith level enchantress who female ) and Verdian ( half -e l f
to convince them to enroll in the
College of Mystic Arts which pays , combines business sense with
magical ability , Housed i n a
male )
9pm-2am
..
Between the hours of
there is only a 302
Gofree a commission on each large former warehouse , this firm hance that he will be home ( since
student brought in He employs a
band of local urchins as
. provides the majority of the magic
items ( about 6 $2 ) produced and / or
he i s a reoular customer of
Starkindler ' s ) ; i f home however , ,
information gatherers and does
have some latent psimic a b i l i t y
,
. available in Haven
( w ) THE HOUSE OF HEALING i s a large
. - there i s a 702 chance that he will
notice any peculiar a c t i v i t y
Gofree also boys up vacant monastery -like residence whose around the shops on his block and ,
properties on Magic Street for
resale. - inhabitants provide
assistance to all who come to
medical investigate .
At other times of
the day these chances are 602 and
(q ) PIPER ' S i s a shop that sells ,
their doors under two conditions : .
302 The apprentices can be found
musical instruments embedded with 1) No weapons are allowed on the at Tibbits 1 home 802 of the time .
Charm spells; these items are v e r j premises and , I f Tibbits i s not home there i s ,
expensive . 2 ) A donation for services only a 152 chance that they will
( r ) THE HOUSE OF ILLUSIONS
named because the exterior of the
- i s so rendered
( however ,
is required
no amount i s
note and investigate a local
shop changes appearence every day
Inside , the two remote
. The
specified )
healers residing here can
disturbance of the peace ; i f
Tibbits i s home and alerted , they
will accompany him 802 ot the
,
proprietors Melisandra and Cara > even mortal damdqe , i f they
sell sleights - of -hand perform
shape -seeming transformations , and
,
repair
can be reached in time
Characters are welcome to stay in
. time ,
( bb ) HOME
Faraday
OF APTEMUS FARADAY -
,
a human mage i s a ,
can be contracted to construct a semi -private room on the second
major illusions at sites selected
by the buyer .- floor of the structure during
their period of convelescence ;
his house .
recluse who virtually never leaves
He spends most of his
time i n his raised tower , working
( s ) EMPTY SHOP has a sign above the however , attendance i n chapel i s on experiments to grow strains ot
door : mandatory . intelligent plant life Faraday
-
has a man servant Lukas who runs , ,.
,
errands purchases supplies and
FERDINAND ' S keeps watch over the premises .
Lvkas is not interested in traffic
Qlonq Maqic Street unless someone
trespasses directly i n Faraday ' s
FINE MAGIC ITEMS
property
( cc )
.
MISCELLANEOUS SHOPS A
ALL NOPK GUARANTEED ' Cv ' ''V
, '‘v
collection of small shops selling
y non -magical , essential goods On
this block ,> shops include a
.
which has been whitewashed out and green - grocer , a blacksmith and
hardly ( just only barely ) carriage-maker
is

is
.
legible The interior or the shop
a shambles , with shattered
(x) HEAVER ' S PLUS sells garments
embedded with magical qualities
-
. candle -maker
ond
.
( dd ) PRIVATE RESIDENCES OF VARIOUS
a

glass display cases and the ashes Items containing Shield or Limited MAGES are a miscellaneous
floor .
of a bonfire i n the center of the
A card tacked to the door
Invisibilty ( invisible
stationary
'
"
while collection of i-, 2 and 3 story -, -
) spells are usually buildings of incredibly mixed
reads : available ( although most items architectural styles and periods .

7-14
THE ,
professionally they are somewhat lax Hankar is shunned by the rest of the
HAGIC B(i0irS“ 4 SCROLLS in enforcing order in the junior ,
junior scribes and is suspicious of
Sfifip scribes reom,>
usually ' consisting of periodic
with discipline most strangers he encounters Blohr
is a heavy drinker a frequent , .
PEOPLE bellows of "Pipe down 1, and an inhabitant of the nearby pubs , who
occasional tonqve lashing to anyone knows some details about the traps
There are IS e ees of the who fails to complete an assignment that are set in the mam shop areas
.
Kagic Books and Scrolls s op who are
.
usually there during business hours ,
9om to 6pm The owner Alarkon will
^, , , on time
,
hobbit Peregrine is the
A ,
( though not about the

knowledge if
.
,
his
traps set on
the vault ) and will brag about this
tongue is
sometimes accept orders from very
important clients between 6pm and 8pm
Master Scribe who serves as the
. -
well oiled Krannok and Pilar are
( iSZ chance ) .
None of the junior
scribes are allowed to remain after
librarian for the shop The waste
bosket next to his desk is filled
with empty food wrappings and the ,
conducting a covert affair outside
the office , and hope to marry .
normal closing hours; on rare
occasions , when a special order must
bottom drawers of his desk are ,
Alarkon , Harrow Ingtaal . and
be rapidly completed , one of the
senior scribes may continue working
foods .
crammed with a weeks supply of snack
Peregrine has charge of the
supply room and library and keeps ,
Peregrine all wear amulets ot onyx
strung from a bronze chain that
contain null-magic spells Only .
until iipm ( 3Z chance ) No employee . both facilities in a neat
. Alarkon wears his outside the office;
well-organ lzed state
9am.
is ever in the shop between ilpm and He keeps a
written k ey to the library contents
in coded form in a ledger kept in the
the others deposit their amulets in a
drawer beneath the mam service
counter when they leave for the
Alarkon , a human , is the current top left -hand drawer of his desk . even i n n . Of the employees, only
owner , He served as Master Scribe , ,
.
Occasionally Peregrine is called upon Inataal Hankar Lurin and Pilar have
onder the previous owner > and
purchased the shop after the latter s
'
to work
,
ordered books tomes and scrolls
-
on super special custom
, . had training in weapons use Ingtaal
carries a hand -axe when he travels to
.
demise . He no longer performs Otherwise , he spends his work hours and from w rk ( HACO on 5 1D6 ,,
inscription work himself and spends
much of his time cultivating contacts
, between library requests
perfect an alchemical for
damage ) . . Hankar and Lvrin knot club
with the local nobility
knowledge of the behind the scenes
His
- -
. turning water into puddings . CHACO on 8 1D6 damage ) ; there are
cudgels kept in the sales rum in
manipulations occurring in the
corridors of power is surprisingly
,
extensive and it has been suspected
by his competitors that he may be
awore of the skeletons hiding in the
closets of several high public
officials ( since he receives a
regular flow of official and
ceremonial inscription work ) In the
shop , he makes sure to personally
.
attend to customers with special
orders .
Two young hunans Joban and
,
llikal assist Alarkon in the client
,
area , They normally serve as clerks
taking connon orders, keeping the
, C o £1
*
* \ r

supplies of parchnent pens and ink


, . , ,
well -stocked etc Occasionally
they function as delivery beys
takinq finished itens to custoners or
receipts to the banking-house
,
.
1 *
Neither is particularly known for his There are nine junior scribes case custoners get oot of hand , but
perceptiveness . who work in the shop : neither carries a weapon outside of
,
Harrow a half -elf and Ingtaal , . Vero
Astnd
-- htrnan nqle
elven fenale
work. ,
Pilar in her younger days,
was quite an efficient cotpurse and ,
a dwarf , are the senior scribes of Hankar - half -ore nale has considerable skill with both
,
the firn responsible for producinq Pilar - huitan fenale throwing knife (HACO on 3/3/7, 1D10 -
special orders and for naintaininq
.
Lurin - button nale danage ) and dagger ( HACI on 6, 1D5
discipline anonq the junior scribes
The two are tierce riuais each , Krannok
Blohr
- hunan nale
- half-elf nale
danage ) . For potential encounter
purposes, treat all other enployees
seeking to curry Alarkon s favor
' perhaps . Trenayn - hunan nale as having racial average attributes
Both are quite proud ( and
justifiably so of their abilities ,
)
Ginzy - goblin fenale and on IQ, TAL and HP of 14 each
Requisites for the four weapon
.
and will undertake difficult These young journeynan scribes trained enployees are:
translation and transcription tasks . are responsible for naking nost of
Between the two , there is an 85X
chance that they will recognize any
the standard scrolls and books Vero
has secretly stashed copies of 8
. PERSON
Ingtaal
STR
*
CO RtF ’
STM MR HTK
13 TI 13 ft 17 14
written dialect , no natter how
obscure .Because they usually push
thenselves to and over the limt
scrolls in a cenpartnent under his
,
desk but has not yet figured a way
to snuggle then out of the shop .
Hankar
Lurin
Pilar
15 10 9
10 13 13
8 18 16
10
13
10 20
13 22
12 14 18

7-15
ROOM 4, -
There is a 281 chance that
someone will be stopped in front of
C . ) Akrkon s Office
^
Ktcnmns ,
the shop admiring the display , at 1, - This partially enclosed area
In the descriptions if rooms and any point between 9am and / pm . contains a heavy mahogany desk set
,
( desk , chair and notching cabinet )
areas that follow , information is Otherwise , no one will be in the
provided in the order : area . and two upholstered chairs
Bookshelves are built into the
.
1, - What the player sees >
.
.-
2 GM ' s description ,
3 - Special furnishings B . ) Customer Service Area
eastern wall if the roon and they
are cranned with volunes .,
and contents,
4 , - Population, if any . 1.- The front door opens into a 20
x 35 room . A pair if rough wooden
t 2 .-During business hours, Alarkc
will take special orders in th * »
Furnishings m rooms and their
arrangement seldom change but the , '
benches are set against the .
area Only Alarkon and his clients
population of an area may change southeast wall while a laroe
arge are nornally permtted in the area;
according to the hour ,> and is so t - shaped counter occupies the left staff enter here only when
noted . rear corner of the room . A door is
visible that leads to a walled
,
sunnoned and Joban and Hikal never
allow anyone within while Alarkon
alcove within the service area and , is not present .
If entered during
off -hours, the top of the desk is
A . ) Entrance and Window Displays a thick velvet curtain hangs behind
the counter . usually clear ; during the business
1.- The front entrance the shop
consists of a single thick oaken
to
2.- In thebrinomo
mam service area )
day
papers
,
it is usually covered with
.
door with the name Magic Books and
Scrolls emblazoned on a bronze
customers new business
into the shop stand in line at the
The . 3 .-The our bookshelves contain
*
these types of volumes:
placard in five languages ( Common ,
tnochian High Elvish Ihuzdul , and
, ,
counter until they are served
benches serve as a waiting area for .
a ) business ledgers for the last
ten years of operations,
Goblin ) , fAbove the door , a heavy those waiting to privately see
silver bell hangs , On both sides Alarkon or to pick up previously .
b ) more ledgers plus technical ,
of the door I window displays show contracted items . tomes on ink - and papermaking
calligraphy ,
and bookkeeping
,
off some of the shop ^ s finest
,
craftsmanship against a background 3 .-Behind the counter there are a ( each of these tomes
)

if read ,
of thick satin curtains of scarlet . number of shelves and a locked
-
two drawer cabinet The shelves. , completely , will provide the
reader with a normal level of
.
2 - During business hours, all contain a supply of small sheets of
parchment ( used for order forms and known ) ,
,
expertise or mastery if already
in the training field
traffic passes through this
entrance .
qreeted only by a gentle
clang o t the bell If the front. receipts ) , a half -dozen ink
bottles, a dozen quill pens and a ,
represented )
.
c ) six heavy scholarly tomes on
,
door is opened while the shop is cash box containing 200 GP in gold , ,
lingvistics and a number of
dosed ,
a Tanqlefield
”~
spell is silver > and copper coins The top . older books written in ancient
activated in the I8 r square area cabinet drawer has a Level 1 lock or unusual dialects ( these older
immediately behind the door ( all and the bottom drawer has a Level 3 books will be nearly
,
, -
entering must make a MR saving lock installed; Alarkon and incomprehensible to non scribes
roll-4 or be immobilized for 10 Peregrine have the only two keys to and are not magicol )
melee rounds .
Opening the door
-
during off hours also sets off the
the cabinet .
The top drawer
contains the weekly cash receipts
.
d ) two books of magic spells
containing 7 and 4 spells
,
bell above the door which peals a , ,
of the firm if in the shop ( there respectively ( see the spell
loudly clanging alarm . is a 152 chance that this is the
day the receipts have been taken to
roll- up chart listed at the end
of this scenario ) .
3,- The left -hand display case the banking house ; otherwise , Spell books are valued at the total
an opened scroll receipts in the box equal a D6 x
contains
beautifully calligraphed on a fine .
2D20 x 50 GP ) The bottom drawer , 100 GP x level of spell squared
vellum and laying alongside a gold
scroll case inlaid with emeralds
during off hours - ,
contains the
three null -maqic amulets worn
thus a spell book containing a oth ,
a 4 th , and 3 3rd level spells would
( teqether worth 1600 GP ) ; and a during the daytime hours by be worth 7900 GP ( 3680 1680 13
thick tome on resurrection written ,
Peregrine Harrow and Ingtaal , . r 9001) ; the other books while ,
an tbscure demunic dialect having some minor sentimental
in
( worth
buyer
,
18 000 GP to the right
,
however ,
only about 50
4 .-
There is a 702 chance that
Joban and / or Mikal will be behind
importance to
marginal market value ( maximum 50
Alarkon > have

wizards in the entire world can the counter takmng orders : if ,


GP each even to a scholar on the
read this text ) . In the right hand neither is present iAlarkon will be , sub lects covered ) Alarkon ' s .
case , an open locket reveals a tiny desktop will be cluttered with
slip of parchment containing three
manninq this station and in an
agitated state .
Otherwise , there papers during the business day If
-
.
4 th Level spells written m an , is only as 182 chance that Alarkon a player character gains access to
in 15 room oy posing as a client , he
extremel y small but legible script will be in the main service area at
( worth 5080 GP ) and some restored .
any moment There is an 802 chance
that there will be 1D8 prospective
may have a cnonce to observe some
items of value in the pile of
'

fragments of text from an ancient


and waterlogged manuscript ( worth
little in its current state but ,
buyers in the shop at any point
during business hours; in addition ,
.
papers There is a 202 chance that
he will glimpse a letter of credit
potentially worth thousands if there is a 402 chance that 1D 4 among these papers and a 52 chance
completed ) . -
non merchant magic users will be in that he will notice a piece of
the shop .

7-16
politically
correspondence .
highly sensitive "
At night ,) the
2 .- This curtain separates the
sales area fron the rest of the
protection nust nake a HR saving
-
roll 4 against an extrenely potent
papers are filed away in the three shop ,
and nuffles sotte of the Sleep spell ( sleep 4D6 flours if
drawer cabinet behind the desk , background noise arising fron the save nissed, nust use double nornol
efforts to awaken a character
The first two drawers have Level 2
,
locks and the third a Level 3
customers , Anyone passing through
the curtain wnile the office is affected by the spell ) .
lock; only Alarkon has copies of closed nust nake a HR saving roll 3 - . .
.
the keys Contents are as follows : or be affected by a ' Sleep spell 3 - This is your average doorway
,
Drawer i
( sleep 2D6 hours if not revived by
water or physical force treat as
,
- steal it , but ...
If I were you I wouldn t bother to '
““
general correspondence 1D3 points of danage armor does
contains
received oy the fir , in the
for of compliments complaints , *
not absorb ) .
On the north side of
the curtain another Tanglefield is
4 , - No occupants save an occasional
termite .
*
requests for information etc *
( no value to players ) .
, . set off -
players entering tfie area
must make a HR savinq roll-5 or be
Drawer 2 immobilized for 10 melee rounds . G . ) Junior Scribes' Office
confains financial instruments - If anyone becomes trapped in the
.
“'

promissory notes ( total value


,
activated tanalefield > the front . . 1 - There are nine chairs and desks
crowded around this 15 x 20 room .
yOO GP ) bills from suppliers
,
door alarm bell is set off
A long, low table in the center of ' '
( total value 1200 GP ) and
letters ot credit ( total val ue
.
4600 GP ) The letters of credit
3.- Mo contents in this area. the room serves os a repository for
reference books .
can be useo by the players to 4 .- There are nomaiiy no occupants
obtain ready cash; however ,
there is a 5 GZ chance that they
in this area. 2 .- The
junior scribes work here
during itomal business hours Each .
will be challenged if they desk contains writing naterials and
attempt to redeem the letters in
the city of Haven, where Alarkon
E . ) Central Passageway blank parchnents; there will also
be 106 unfinished 1st level nagic
,
is well known and a 1SZ chance
they will be challenged if the
.
i - The passageway before the
players is S ' wide and leads to a
scrolls on various desks There is
a 30 Z chance that an original copy
.
letters are redeemed within 20
miles of the city limits . .
rear door There is one opening S
down the hall on the left nand side ’ of the spell being copied will also
be present in the roo« ( on the sane
Drawer 3 of the corridor , and two closed ,
desk or on the long table ) Each
desk has a single unlocked drawer
. .
confains copies of personal doors 5 and 20 ' down the right hand
.
"

correspondences mode by members wall of the corridor


of the local aristocracy and 3 .- Five of the desk drawers are
other prominent civic figures
These 'politically sensitive "
. 2 .-
Any player entering any of the
four S' x S ’ shaded squares narked
,,
enpty ; three ( 1 2 and 3 on the
GH's nap ) contain reference books
letters reveal mistresses on the GH's nap nust nake a HR on translation that would be worth
,
conspiracies or other equally saving roll-3 or be trapped in a ISO GP each to a scholar in
.
dammnq secrets of sit local Tanglefield spell Since each
TangTeflerd spell was enbedded by a
. linguistics or another scribe
Desk 3 also contains a packet of
.
citizens These documents offer
potentially lucrative blackmail
opportunities that could be
different nagic -user a player
walking the csnplete length of the
. love letters signed with the
initial X ( for Xrannok ) The .,
explored in a later adventure . corridor would have to nake four drawer in desk 4 appears enpty but
separate HR saues to be unaffected has a false botton ( 18 Z chance that
4, -There is a S 0 Z chance that by these traps As in area D the . , this will be spotted during a rapid
search, 40Z during a careful
Alarkon will be present in this alarn bell is activated if anyone
area during the hours of 9-12an and becones trapped in a tanglefield; ,
search otherwise players nust cast
.
4 - 6pn During the hours of noon to unlike area D, these traps renain
. a Detect Secret Doors spell or nake
4pn, he is here 381 of the tine : a iense secret doors ability roll

set all day as well as all night
- .
Beneath the false
between 6 8pn he is here only SZ ot
the tine .
There is a 5Z chance
that Harrow or lngtaal will be
3 .- No contents in this area . to discover )
botton are 8 conpleted nagic
scrolls - 2 Heal Light Danage ( 1D6
present , but only if Alarkon is in . -
4 , No regular occupants in this hits ) ,
2 Hotshots ”(
fi>6 points
,
Similarly there are the following
percentage chances that a client
area . danage each ), F (fead Hagic
~
, 1 Cham
Hunahoid, i Sleep 7 and 1 Shape
"

'

will be neetma with Alarkon : 9an Seening spell


to 4pn, 2SZ; 4-6p « 50Z ; and 6-8pn
100 Z .
No one will ever be present
. , F . ) Rear Entrance
4 .-
There is a 90 Z chance that any
in the roon between 8pn and 9an , 1,- The rear door is trade of thick junior scribe will be present
,
.)
oak and opens out into the
alleyway behind the shop . between 9 and t> . During these
,
hours there is als " a 18Z '.. once
that Harrow and / or mgtaal mil be
.
D Passageway
anSJTIorgry
to Scribes ' Workrooms
2 .-
This door is virtually always
locked; it serves principally as an
present ,
and a 5Z chance that
Peregrine will be in this roon .
1.- A
hangs
thick red velvet curtain
behind the counter area ,
Through a slit down the center a ,
entryway to the building for Harrow
and lngtaal ( both of whoa along
,
with Alarkon have keys ) Anyone ., never occupied .
Between 6pn and 9an , the roon is )

passageway is visible . passing through this doorway in


either direction without tragical

7-17
H.) Senior Scribes' Office table are worth 300 GP each to
linguistic scholars or other
a) The first case -
contains scrolls and books
-
1, This is a 10' x 15' roon
containing two larger desk sets, a
three drawer cabinet , and a long
scribes; the bookends themselves
are worth 75 GP.
written in the dwarven (Khuzdul)
tongues. Shelf 1 (top) holds
4D12 1st level scrolls, 2D20 2nd
table. On the table there are a
pair of large jade bookends with
- -
4. During the hours of 9am 6pm >
there is a 75Z chance that Harrow
level scrolls and 2D10 3rd level
scrolls (see the spell roll op -
seven books between then. and/or lnqtaal are present , and a table at the end of this
10Z chance that Peregrine is in the scenario to deternine the actual
-
2. Harrow and lnqtaal , the senior
scribes of the firn, work here ,
room. On rare occasions (3Z), the
senior scribes may be called on to
spells available). Shelf 2
holds 1D12 4th level scrolls ,
the south wall of the roon has a work late (until iipm), Ho one 1 D6 5th level scrolls, and 1D4
pernanent Haqic Mirror spell placed
on it , ~provi37ng~ a continuous
" -
occupies the room between lipm 9am. linQuistic guides to the various
dwarven dialects. Shelf 3 holds
picture of the activities takina 1D6 6th level spells and there
place in the junior scribes' office I.) The Library is a 50Z chance that 1D3 magical
-
(it functions as a one way looking
qlass). On any day , there is a 4lu -
1. This 15' x 25' room contains a
books (each with 11)12 spells
inside) are also present.
chance that each scribe is workina
on a nagic book consisting of
single desk ,
immediate right
located to the
of the doorway , and
b ) The second case
contains
-
spells and other
1D12M spells. If not working on a a series ot long open case , each documents written in elvish .
book ,> there is a 60Z chance that with three shelves. The shelves Shelf 1 holds 3D10 1st level
the scribe is attempting to are lined with rack after rack of scrolls, 2Di2 2nd level scrolls.
translate a docunent written in a parchments and thick books. 2D8 3rd level scrolls, and 1D12
strange tongue. If a scribe is not 4th level scrolls. Shelf 2
perfuming either type of special
assignment , he is working on a
-
2, The shop's library serves as
the repository for the magic books
holds 1D4 5th level and 1D8 6th
level scrolls. There are also
scro 11 containing a high level and scrolls accumulated by Alarkon three reference documents on
-
(7th 10 th) spell. During the day .
all copies and original texts will
and his predecessor . The shelves
contain some reference books and
naning
scholarly
conventions
tone on
and a
the
be visibly displayedI in the room ;
-
during oft hours, these
t materials currently>
-
all ist feth level spells not
being used for
peculiarities of p ure high
elvish speech (which none but
are stored in the cabinet drawers, transcription. Copies of higher the Noldor nobility are ever
which are protected by Level 4 level spells are kept in the iron taught). Shelf 3 holds 2 spell
locks (Exception - high level
scrolls are returned to the vault
vault in the northwest corner of
the room . This area is the
books; one contains healing and
clerical spells (1D8 2), while
in the library each evening). Ihe personal preserve of Peregrine , the the other contains spells
books on the long table are hobbit Master Scribe wnose desk suitable for dealings with
linquistic reference books on the sits in the entryway ; even Alarkon woodland creatures (2D3 spells).
Dwarven, Elvish ,> Centaur , and
Draqon tongues. At night, a Sleej)
does not know how his stock of
information is stored . During
c) The third case -
contains nagical texts in two
spell set on the doorway is '
night hours, and whenever Peregrine
'

tongues: Kentaree (the lanquage


-
activated ( MR saving roll 2 or
sleep 2D6 hours). Also note that
is away from his desk , a button
hidden under the desk is activated
of the centaurs) and Enochian
(the written language used b
the northern wall is 3' thick to set an invisible liqht beam in hunan nages). Shelf 1 holds 1D6
stone Those hoping to gain entry the doorway that , when broken by 1st level, IDS 2nd level and 1D6
bypassing the rear door will likely any object or person , will trigger 4th level scrolls in Kentaree ;
be disappointed , since 50 points of the front door alarm . In addition , there is also a 65Z chance or
damage must be inflicted at a a potent Sleep spell (MR saving 1D4 snail books containing 2D3
single point in this wall before it
is breached , and an additional 150
-
roll 6 or sleep for 2D6 hours) is
permanently set day and night on
spells each. Shelf 2 holds 2D12
1st level and 2D10 2nd and 3rd
points inflicted before a hole the portion if the library floor level scrolls in Enochian.
large enough to crawl through is plan marked on the map key. The Shelf 3 holds 1D12 5th level
opened (this process would likely only way to avoid passinq through and 1D8 6th level Enochian
make enough noise to raise the the sleep spell is to vault or scrolls, a reference volune on
dead , let alone the local watch). climb over the hobbit's desk , the variant dialect of the
Island Peoples (worth 300 GP to
-
3. If a scribe is producing a
spell book , roll percentile dice to -
3. The principal contents of
Peregrine's desk are identified in
a historian), and a volune on
denonologv (internediate level
determine the portion of the book his personal description above. worth 1000 GP).
that has been completed ; then roll The coded key kept in his desk , if d ) The fourth case -
a DID for each spell to determine found, may be figured out by contains only a few itens >
-
its level (1 5 = 1st level . 6 8 --
2nd level . 9 = 4th level , 10 2 6th
anyone who can roll 4D12 under his
intelligence (3D12 if the player
written in less connon nagical
tongues (Draqon . Sea Tongue ,
level). If the current job is a is a hobbit , for the entire race Giant Speech). There is only a
translation, there is only a 10Z has a fondness and a natural 10Z chance that a thief will be
chance that the text is magical ; aptitude for such puzzies). The able to read any of these
otherwise it is a diary (30Z), key , if deciphered , would reveQl languages. Shelf 1 holds itens
reliqious book (40Z),> or history that the stacks are written in Dragon: 1D10 2nd
(20Z). Unless magical , the text -
cross referenced by racial level scrolls, 1D10 2 4th
will be of no monetary value to the
thieves. The books on the long .
language and spell level as
foll ws:
level scrolls , and 2D4 5th level
spells. Shelf 2 holds scrolls

-
7 18
written in Giant Speech ; 1D6 1st ,
wall there is a secret panel that been blocked off for a thick iron
and 2nd level spells , IDS 1
3rd level spells , and 2D6+2 bth
conceals the Mechanises for
activating and deactivating the
.
vault The door handle is centered
on the east side of the vault .
.
level spells Shelf 3 holds a traps in the shop The panel can . .-
Matched pair of volunes on
offensive and defensive MOQIC
( 2D8 scrolls in each plus ,
only be located by a deliberate
attenpt to locate secret doors
If the panel is opened , six
. 2
the
The vault is the repository of
shop ' s Most valuable naqic
texts ( containing 7 th to iSth level
discussions of tactical options
sanple conbat exanples etc ) , . ,. buttons are revealed; if pressed )
they will deactivate these traps >
.
spells) The walls are over a foot
tthick , and are inpervious to even
The two texts are written m Sea
Tongue, and are sanples of the
respectively ;
Front door - alar
repeated weapons assault
protected by a potent enchantnent
It is . ,
cvrnculuM that was offered at Front door Tanalefield - * a Noose “of Flesh trap , that is
Curtain area z ~Sleep spell
~
the New Atlantean School for activated whenever the door handle
Wizards . Curtain area ’ Tanalefield
Seniors Office I sree|spell

- is touched
anulets
.
( Note : The null-nagic
worn by the staff ,
.
4 - There is a 60Z chance durin -
Storage area - SieejTspell including Alarkon, will not protect
business hours that Peregrine wi _
be either at his desk or sonewhere
A separate scorch *Fir secret doors
Must be Made to locate a snail
characters fron this trap ) If
activated ,
the Noose of Flesh
.
aMonq the stacks , There is also a latch that reveals a seventh appears in a 10 foot 3 ianeTer ~afea
5Z chance that one of the junior or
senior scribes is present Making a , button which , when pressed ,
deactivates the Noose ot Flesn
, iMMediately before the vault
encircling all living beings ih
,
request for ( or returning ) a spell placed in ffTe vauTt area ?
library docvncot Alarkon IT not
busy with a client enters at
. , , Only Alarkon is aware of the
existence of this switch . .
that vicinity ( no RLF saving
throw ) The trap devours the flesh
,
of its victiMS and even arnor does
precisely 6pn and turns on the
. not intercede -
the trap does 6D6
traps guarding the building If
Alarkon is otherwise occupied ,
-
3 , The bookbinding equipment on
the first table is uorth 200 CP . hits of danage to each character in
its range per Melee round of
Pereqrine will activate the traps The unadorned book and scroll activation ( up to 19 Melee rounds
and wear his protective anulet hone
with hiM . coverings on the table are uorth
only a few silver pieces each
total ) .
The trap deactivates when
no life forMS are detected in its
while the wore ornamental pieces
are worth 10 t t 100 ( DID t 10 ) GP
area . The victin s bones and
posessions will be left behind if '
J .) ljU
££ly ROOM and Storage Area .
each There are 4D12 covers on the
second table, 20 Z » f which are
that ' s any consolation .
i . - An opening in the south wall of
the library leads into a S x 10
decorative .
In the first two 3 ,- The vault contains 35 copies of
rooh .
Two Iona tables occupy the ' ' cabinet drawers are a stockpile of
.,
inks pens , and parchment; in the
high level scrolls ( use advanced
spell roll-up table at end of this
>
center of the OOM ; one contains thira 1D6 elaborately adorned scenario to deternine exact types
equipnent and tools
,
for
bookbinding > the other a variety of
coverings < like the one shown in
the left -hand display case in front
available ) .
There is also a glass
case containing a few fragMents of
book covers and scroll cases A
-
nediun sized three drawer cabinet
. of the shop ) are stored Each item
is worth 1D20 i ISO GP The
. . a tattered scroll in an ancient
script ( no Monetary value ) .
is centered alona the south wall ; finished goods in the corner can be
in the northeast corner there is a identified in the following rcll- up -
4 , No there isn ' t an invisible
neat pile of 11)1(1 scrolls and 1D 4
books . All passing through the
procedure :
1) Roll D100 for type of item -
stalker in here waiting to pounce
If your players have gotten this
.
opening to this TOOM Must Make a HR 75Z scroll 2SZ book . . ,
far they deserve the reward Of .
-
roll ? versus a sleep 2 ) Roll D1Q 0 for type of covering course , they still have to get back
_ .This area serves as a general
savinq
sgeli -ornamentation
80Z plain 16Z some ninor , out , and they May no longer be
t < 41 very alone . ..
storage
finished
area for Materials and
products Peregrine . extensively adorned
,
3) If book roll 08 to determine
. GUARDIANS
works when necessary at a high
stool set between the two tables
nvnber of spells contained
4 ) For each spell ( scrolls and
. The scheduled tinetable for the
asseMblinq tne freshly copied
)

,
books ) roll 0100 to see general local guard rounds was indicated
pages of parchMent into book f orn
or rolling then and enclosing then
skill level ( 902 1st - 6th
level, 10 Z 7 th - ISth ) . earlier in this scenario If the
alarn bell rings or other signs of
.
in scroll cases .
The covers and 5) Identify actual spells disturbance in the shoo occur while
cases visible in the storeroon
vary greatly in quality - about
contained according to the the guards are on Hagic Street there ,
BflZ are plain and Functional
( cloth
> leather , wood or brass )
appropriate chart fron the end
of this scenario . is an 80 Z chance they will
investigate .
If More than three
guards are in the patrol they will ,
while the rest have sone
decorative features added ( e g . ., -
4 , There is a 20Z chance that
Peregrine will be present in this
split up and try to cover both exits
froM the shop with Missile weapons ;
.. if successful , they will denano
Mother of pearl inlay , use of nore room durinq normal business hours
precious Materials like silver
,
gold or velvet ) The pile m the . , Otherwise, the room is unoccupied surrender .
The guardsMen need never
Make Morale checks during norMal
corner are conoleted groducts coMbat situations; however , if naqic
( books contain 1D8 spells each;
roll up the spells contained fron
K . ) The Vault is used aqainst then ana inflicts
danage , there is a 2 GZ chance that
the
this
table provided
scenario ) . at the end of
On the western
.
i - In the northwest corner of the
,
library a S foot square area has
they will panic and flee .

7-19
MB & S shop , who nay becone aroused by
the activities of the thieves .
Chiseluick the alchenist as ,
previously nentioned, will be
generally oblivious to street noise
while he is working in his laboratory
( there is only a 10 Z chance that he
will notice even a loud noise
outside )
,
.
Hhile at hone after
mdnight however , there is a 50 Z
chance he will notice any najor
.
disturbance If so his actions will
be geared toward insuring the safety
,
of his property , If the back
alleyway appears enpty he will ,
ettenpt to return to his shop ,
carrying a half dozen vials of
various sedative potions ( if he is
surprised while carrying these itens .
he can throw then at a foe at a HACu
of 11 a hit will cause then to
f3kl n OOAK i t n L i «n okn It irOlM AVOOAUAI II
i u i tci j nun All
his fighting ^
sue vicun SMI tnaoy

i
* ro
drowsy and
effectiveness by i/ 2 ) If he sees
that he cannit «ake it to his shop
reducing
.
without confrontation he will set ,
off an alarn bell within his hoise to
try and attract aid .
Tibbits ,
quickly to investigate tne source of
if alerted, will nove
any disturbance ; he utilizes the
conbined effects of Fly and Shrink
The watch-nage on duty nornallv
"
spell capable of 4D10 danage ( he has spells to transforn hlnself into a
( 8bZ ) waits in the audience roon of sufficient power to throw up to 3 of forn in which he can observe others
,
the Hage ' s Guild building nonitonng ,
the latter spells and can throw up
to 6 Spheres of Darkness ) . unnoticed .
He is not a violent nan
and would prefer to subdue rather
,
activities along the street through a
set of crystal balls endowed with than vanquish foes; however he also ,
; otherwise ( 1SZ ) he is is a practical juicer of sane local
Clairaudience
.
eIsewf\ ere"'on the street attending to
other disturbances The nage nay
If he appears, the watch-nage
will attenpt to take the party alive . repute .
Consequently his favorite
tactic is to erect a Dinension Door
,
beeone aware of the robbery in If his approach is ennoticed , he will in front of a noving opponent , to
progress in two ways, If the alarn begin by throwing a Sphere of transport the latter to sene
, , in this case ,
bell outside the shop is ever
activated for 3 consecutive nr or
nore , the nage will respond
Darkness
.
within the shop to generate
fear" in his foes At first he will
renain outside the building and try ,
unexpected spot
directly in front of the nearest
Guard House , Characters do not
.
innediately to the alarn Also once,
the alarn bell has been activated ,
to paralyze any that attennt to flee ;
if no one eneraes, he will open the
receive a HR saving roll against the
effects of a Dinension Door ; rather ,
the shop becones bathed in a blue ,
door reveal tne Blaze” of Noon and , the spell is cast directly against a
aura invisible to the naked eye but attack with the wandT The nage will given II* urea ( earth has a natural
visible in the nagic crystals The .
aura retrains even after the alarn is
not hurl a Fireball unless his life
is endangered1>y "direct assault ( he
nagic resistance of 9 wood an HR of
11) .Dinension Door spells last for
,
turned off ( until a Dispell
~ ' Hagic is
is reasonably sensible of the 10 nelee rounds 'and nornally appear ,
cast on the bvildingT7 rt wlu take property of others along the street as shinnering, portal sized shapes; -
1D12 4nr for the watch-nage to
notice the aura and respond . .
ne guards) HR saving rolls against
Fireballs' are node at 3; saves - Invisibility
,
Tibbits however , will cast a United
spell on the door after
aqdinsf the Paralyzation wand at - b . fRe ~~fTrsT"nelee round in which it is
If the player -characters are wearing
The nage serving os a uardian is
provided with a nunber of artifacts
to assist his efforts to keep the
any of the null-naqic anulets fron
,
the shop they will Slock the effects
created , nakinq it undetectable to
the naxed eye If Tibbits is seen
and becones seriously threatened by
.
peace. The nage carries the
following itens:
of all spells and artifacts eicept
,
the wand of Paralyzation but only
the thieves he will Shape Change
into sone sort of nonstroos forn
,
a wand of Paralyzation for the persen'wedring tfiie anulet
'
. ( GH s
defense ’ choice ) to carry out his
.
All saving rolls nade
( containing 18 charges )

Moon , and
^
a crystal containing Blaze of In addition to these nornal
,
guardians of Hagic Street there are
against spells cast by Tibbits are at
-
a 2 to nornal HR .
a nedallion of Shield , +6 a nunber of additional residents of
'

,
( containing 24 charges used the area who nay becone involved in Verdian and Cornelia, Tibbits'
.
1 per nr ) the play of tnis scenario These . apprentices
,
,
nay acconpany their
The nage will also possess a Sphere
,
of Darkness spell and a Fireball
other characters are neighbors of the naster
their own .
or possibly investigate on
In either event , they

7-20
will renain outside the HB4S shop
.
cautiously observing If the thieves
,
are encountered ,
Verdian relies
principally on a Cham Person spell;
Cornelia knows and'uses Sreep as her '

pniwry offensive weapon If .


threatened at close range , both
apprentices can use Clunsiness or
Shield spells againsf "their
dfTSffers ; however > there is a 40 Z
chance that they will sinply panic
and try to run away .
Lukas will not nake contact with
.
the thieves unless they trespass on
Faraday ' s grounds In such an event >
he will rush fron the house )
brandishing a huge club and denanding
their swift departure .
He will not
give pursuit , but his bellowing is
likely to increase the general
watchfulness of others in the area .
CHARACTER DESCRIPTIONS FOR GUARDS AND WAGES

CHARACTER WEAPON ARMOR


NAME CLASS ST CO RF SH 19 HR WEAPON HACO DAMAGE NOTES CLASS HTK
Constable i VET DW FTR 14 12 12 14 13 12 2HHHRe 3 1D8 CHN 7 36
THROWN 4 /8 / 15 1D 4
Constable 2-4 INI HU FTR 13 9 8 12 9 14 MACE 6 1D4 LTH 4 25
SPEAR 6/9 IDS
Constable 5 6 - INT /E FTR 8 12 14 11 10 8 S BOW 3 / 7 / 11 IDS LTH S 17
SHSWD 7 1D6
Uatchnage 1 EL HU HAG 10 15 7 11 17 16 SPELLS ( 1) CLO10 32
DGRe 7 1D4
Watchnage 2 LL EL HAG 11 11 11 13 13 19 SPELLS ( 2) CLO 7 36
DGRe 6 1D 4
Chiselwick VET HU ALC 8 15 13 12 14 12 POTION ( 3) NON 0 21
Tibbits VET HU HAG 13 10 11 15 14 16 SPELLS ( 4) NON 0 29
Camel la INT HU HAG 6 13 17 10 15 19 SPELLS ( 5) CLO 4 15
Verdian INT / E HAG 8 12 19 8 12 15 SPELLS (6) CLO 2 16
Lukas INT HU NON 16 9 8 19 7 13 CLUB 8 1D6 CLO 2 26

( 1)
,
In addition to itens and spells listed under the watchnage description this nage knows the following
rolls node against these spells are at o - 4 .
,, , ,
spells ( nunbers refer to the Spell List below ) : 1 2 11, 13 15, 30 38, 45 63 67 All HR saving , , .
(2) In addition to itens and spells listed under the watchnage description, this nage knows the following
, , .
spells : 1, 2, 5, 6 12 28, 33 40 , 44 47 55 , 65 All HR saving rolls node against these spells
ore at a -3 . , ,
( 3) Chiselwick has at his disposal inside the shop the following potion flasks that he will use if
, , ,
attacked : Acid ( 1D8 danage per vial destroys oil amor worn in that body area ) Hists of
Forgetfulness Sleep and Blast ( 2D10 hits danage per uial, used only as a last resort since it will
,
( 4)
danaqe the shop as well ) .
All MR sating rolls at -2
, , , . , ,
Tibbits knows the following spells : i, 2 5 14 16, 29 32 37, 48 , 58, 64, and Flj All MR sating .
rolls are ot -2 .
( 5)
, , , , , ,
Camella knows the following spells: i 2 5 7 9 ) 12 17 , 20 , 26 and Clunsiness All MR sating
rolls are at -i . .
< 6) , , , , , , , , ,
Verdian knows the following spells: i 2 3 5, 6 11 18 25 31 34 and Clunsiness All HR saving
rolls are at -1 . .

7- 21
SPELLS Of ALL LEVELS

LEVEL 1 ( 010 ) LEVEL 2 ( D8 ) LEVEL 3 ( 08 ) HIGHER LEVEL SPELLS ( 2D12 )

( 01) Read Magic ( 01) Cham Hvnanoid ( 01) Detect Enenies ( 02 ) Noise of Flesh 11S1
( 02 ) Detect Magic ( ) 02 Detect Life ( 02 ) Detect Evil ( 03 ) -
Null Magic ShieldI 121
( 03 ) Magic Missile ( 03 ) Hold Portal ( 03 ) Detect Good ( 01) Geosdll
( 04 ) Moonlight ( 00 ) Hot Shot ( 04 ) Detect Valve ( 05 ) Stone to Fleshlii ]
( OS ) Shield ( OS ) Listen ( OS ) Daylight ( 06 ) Hold AmnolsllO ]
( 06 ) Voice Toss ( 06 ) Noise ( 06 ) Sense Hidden ( 07 ) Heal Noundst ? )
( 07 ) Kind Direction ( 07 ) Sleep ( 07 ) Linited Invisibility ( 08 ) Cham Monster 19 ]
( 08 ) Awaken ( 08 ) Protection fron ( 08 ) Cham Snail Aninals ( 09 ) Dimension Door [ 81
( 09 ) Read Langoages Evil Influences ( 10 ) ExpandE 8 )
( 10 ) Detect Altitude ( 11) Shrink E 81
( 12 ) Ca«o flaqel? )
LEVEL 0 ( D8 ) LEVEL S ( D3 ) LEVEL 6 ( D6 > ( 13 ) *
See Invisible ( 71
( 14 ) Uncurse 171
( 01) Detect Secret Doors ( 01) Blaze of Noon ( 01) Detect Poison ( 15 ) Rapid Growth!? ]
( 02 ) Discern Magic Spell ( 02 ) Bash ( 02 ) Dispell Magic ( 16 ) Shape Seef ng ( 8 ) ,

( 03 ) Sphere of Darkness ( 03 ) Haste ( 03 ) Foil Invisibility ( 17 ) Shape Change [ 81


. I ifihtnmn Rnlt MS ) CuaMAn Monster ( 91
^ '"-"Repvlsor
i
*n V 1/ i /AilU ) <( O n n r A M
IU 4 ; MIOUI m / n u*x u i c i 3 V I I •
(' OS )
V / kA
* “J
It 1 1

( 05 ) * Levitate ( 05 ) Wight Sight Missile ( 19 ) finer


19 ]
( 06 ) Strengthen ( 06 ) Slow ( 06 ) Silence ( 20 ) TeleportationdO ]
( 07 ) lanqlefield ( 07 ) Detect Snail Traps ( 21 ) Zonbiesdl ]
( 08 ) Detect Invisible ( 08 ) Locate Large Object ( 22 ) Transport ObjectIill
Disintegration! )
Presence ( 23 )
( 20 ) Plant Control !131 ^
SPELL I 71 FIND DIRECTION -
will give conpass direction in
114 ) HOI WOT -
a snail fireball causing 1D6
"
DEFINITIONS
AND •nich caster is facing . is
of danage .
DURATIONS
I 81 AWAKEN - ( 151 LISTEN -
wITT awaken any one sleeping “
raises heanng ability by 60 Z for
[ 1) READ MAGIC - being . 4 nr ,
win enable the caster to
understand nagical writing if he [ 91 READ LANGUAGES - 1161 NOISE -
can read the language used . will ena6Ie the caster to
understand the meaning of any
will
at
create a
a distance of op to 300 # fron
distracting noise

( 2) DETECT NAGIC - written nessoge except nagical


runes . the caster .
win detect The presence of nagic
in on object or a 10 ' by 10 ' 117 ) SLEEP -
area . [ ID DETECT ALTITUDE -
wiH deternine height above sea
win cause living beings
into
to fall
a deep natural slunber , ,
I 31 NAGIC NISSILE - level . fron which they nay be awakened
by 2 nr worth of shaking The .
fires o' naalc bolt as if a 4
arrow shot fron a conposite bow*
Caster nay fire ( level +D /2
. [ ill CHARM HUMANOID-
win put any specified hunanoid
spell affects 50 ( 25 X caster ' s
level ) hit points starting with ,
under the control of the caster . the lowest hit point being in the
rounded down bolts per spell
cast ,
but nay not direct then at ,
Nay be broken check every period
of tine according 18=3 one
spell area .
separate targets until 11th
level . , -
nonth 18=18 one day and nake
scale for the rest Will break . 1181 PROJECTION FROM EVIL INFLUENCE -
will Increase your saving throws
( 4 ) MOONLIGHT - if suicide or extrene danger against evil influences or spells
~
wITr pro <Juce a glow equal to the ordered . cast by evil opponents by 4 or
1/ 3 your NR whichever is ,
light of a full noon , it will
affect any creature affected by ( 121 DETECT LIFE - .
greater Lasts 4 nr .
noonlight Lasts 40 nr . . will deTermne
anything living IQ
if there is
a specified 11? ) DETECT ENEMIES -
l 51 SHIELD - 10 ' by 10 ' area . win detirmne if there are
enenies present within a range of
'.
wITI the AC of the caster
raise
by 8 for 2 nr or 4 for 4 nr . ( 131 HOLD PORTAL -
will cause a door to be held as
100
I 61 VOICE TOSS - if barred by a 1' by 1' cross ( 201 DETECT EVIL -
allows project his
caster to section of oaken bean . will determine if a specified
or harbors evil
voice up to ( 90 ' f 10 ' per leuel )
away ,
but not thru solid
being
influences . object
natenal .

7- 22
[ 211 DETECT GOOD - law Hill apply if free floating ,
.
1431 DETECT POISON -
wrif ~'3etefnine
if a specified Lasts 40 nr wIITdeternlne if
poison or venon
being or object harbors good is present in a living being ,
influences . [ 321STRENGTHEN -
will" add to the STR rating of i r.
,
object or a volvne 10 by 18 by ' '
[ 221 DETECT; VALUE - beings: +1D8 to fighter classes,
+1D6 to roguish classes, +1D4 to -
wIIT give tFe exact value of an
object 75Z of the tine , + / -5-36Z
15Z x 1D61 28 Z of the tine , and a
the other classes Lasts 2 hours
and receptor nust rest for i hour
. [ 441 DISPELL MAGIC
win dlsperr another 's
nagic 88 Z
of the tine , There is a +/ SZ -
conpletely erroneous value ( +/- afterwards , per level difference in trying to
10 - ieoflz li8 Z x IDlOO ) ) SZ of the
tine . [ 331TANGLE FIELD -
dispell a nagic spell .
creates d volune 10 ' by 10 ' by 1451 FULL INVISIBILITY -
[ 23 ) DAYLIGHT
will
-
produce light equivalent to
10 ' in which one noves as if in
nolasses .
Any blows struck are
will render Invisible any living
being or object that is
the light in a shaded roon during
. at 1/ 8 speed and 8 HP Any - . hunan-sized or snaller Receptor
nay nove but any attack will
.
the day
.
Hill not harn beings
who are susceptable to the sun s
rays Lasts 48 nr . ' affected .
object entering the field is
render receptor visible again
Lasts 28 nr . .
1341 DETECT INVISIBLE PRESENSE
— -
1241 SENSE HIDDEN - writ diTSViRr Tr ” 5fnething '
1461 LIGHTING BOLT -
sends a lightning bolt ( 3
will deTernlhe if anything has
been hidden or concealed ’in a
invisible is present within a 30
.
by 30 ' area ’Hill not see object ' ,
dianeter 60 length ) up to 386

'
specified 18 ' by 18 by 18 '
..
volune Does not reveal location ’ or know what it is or know where
it is in the area . away in direct line of -sight
The bolt will travel a nininun of
- .’
or type
1351 BLAZE OF NOON -
120 ', .
even if it nust rebound to
do so Bolt will do 4D16 points
1251 LIHI'U INVISIBILITY
win render Invisible any
- living
produces light equivalent to full
noontine daylight Beings who . of danage to any being or object
struck , naif if HKST is nade .
or object hunan-sized or , can be hurt by the sun s rays
'
beinq
..
snaller Does not allow novenent
or attack Lasts 20 nr . will be hurt by this spell
Lasts 40 nr . . 147 ] MISSILE REPULSOR -
will*'repulse up to 10 points '

worth ot mssiles per nr : spear


- - is worth 4 points bolt 2, and ,
126 ) CHARM SMALL ANIMALS
enables caster
rabbit -sized or snaller aninals
to charn 1D6
.
[ 361 BASH
wiTI deliver a blow equal
blow of
to the
a battering ran to any
arrow 1 Lasts 4 nr . .
Conplicated directions will break specified door object or living , , [ 48 J SILENCE -
charn . .
being To a living beinq it does
3D10 of danage , or nothing if
will create silence within a 15 '
radius of the receptor . Lasts 20
1271 DETECT SECRET DOOR -
«lir -'3etefnlne IF a secret or
HRST is nade . nr .
concealed door panel openinq, , , 1371 HASTE - 149 ] NOOSE OF FLESH -
etc .
is present in a 10 by lfi '
. ' wIlT speed up receptor by 1/2
. . cFeates a living circle of flesh
by 10 ' area current speed Lasts 40nr up to 38 ' in dianeter that is 4
wide .
It contracts at the rate '
I28i DISCERN HAGIC SPELL - [ 381 HOLD PERSON - of 1 per nr until it neets and
’ Hill consune .
will determine what spells have will prevent 2D4 intelligent consunes itself
been enbedded in an object
First successful cast reveals
. beings fron approaching caster ,
or will function as a charn spell
all organic natter within the
circle .
at -6 SI on 1 intelligent being .
nunber of discrete spells
enbedded in object Hill only
reveal 1 spell per successful
. [ 391 NIGHT SIGHT -
[ 50 ) -
NOLL MAGIC SHIELD
project! a ST dianeter sphere
-
cast .Spells are revealed in allows the receptor
hypervision for 246 nr . to possess which nullifies nagic
inconing and outgoing
both
Lasts 8 . ,
lowest .
order by level starting with the
1461 SLOU -
nr .
[ 291 SPHERE OF DARKNESS
will" ' cause"” d of
- sphere will slow receptor to one -half
current speed Lasts 48 nr . . [ 511 GEAS -
will cause a person to go on a
Uqhtlessness to forn about a quest , at caster ' s direction ,
specified point in line of sight [ 411 DETECT SHALL TRAPS - Penalties for deviation range
,
up to 50 ' away , Sphere is 10 ' in will deteFnlne IF there is a fron cranps up to death at
radius and lasts 8 nr , snail trap on on object or in an caster ' s option .
[ 301 KNOCK -
irea 3 ' by 3
’. 152 ) STONE TO FLESH -
wilt cause
locked door or any [ 421LOCATE LARGE OBJECT - will return the statue of a
object to open for 2 nr then , will reveal the direction and victin of stoning to the flesh
will close . distance of a specified object , state .
within a range of 258 ' , Object
[ 311 LEVITATE - nust be clearly pictured in the [ 531 HOLD ANIMALS -
wlH'raise the caster 's center of nind . wiTI" prevent 2D10 snail aninals,
,
qravity fron the surface up to
the rate of 26 ' per nr Newton s . '
or 1D18 large aninals or 1D4
huge aninals fron approaching

7-23
or 1D4 large , or 1 huge aninal at
ST -6 .
[ 611 SEE INVISIBLE
arfiws
- see any
1661 TIMER -
will GIIOU
caster to specify a
receptor to
invisible objects or living delay for activation of a
tine
IS4 J HEAL WOUNDS - beings within a volune 10 ' by 10 ' spell up to 1 year ,
wirr fie'ir fron 2D 20 points of
danage on a specified person . Lasts 4 nr .
by Sr in a direct line of sight ,
[ 671 TELEPORIAIIOM -
ailowi caster to teleport hinself
ISS ) CHARM ’MONSTER 1
- [ 621 RAPID GROWTH - ,
and what he is carrying to any
destination , Chance of death
"
is TRe sane as CHARM HUMANOID
” " '
wIIT cause plants
to grow wildly
execpt any living being can be and double the area that was according to knowledge of area :
charned . .
covered THe volune of plants in
the area will double every 6 nr . fron SOZ chance if death if
caster has never been there to ,
DIMENSION DOOR - Will physically nature aninals at 12 chance if caster has lived
[ S61
creaTes a door thru anything up
to 50 ' in any direction which
the rate of 102 each 8 nr
Growth only occurs while caster
. there for 2 years or wore Scale
the percentages for the tine
.
allows up to 6 people to pass is actively keeping the spell
. spent in a area .
.
thru Door lasts for 10 nr . going
1681 ZOMBIE -
[ 57 ] EXPAND - [ 631 SHAPE SEEMING - will aninate 1 dead hunanoid body
wIIT cause the receptor to double allows to assune the
caster which is then under control or
the caster , Zonbies can absorb
is in effect
proportionally
..
in size every 4 nr that the spell
Weight goes up
seening
creature
Sane
shape of any living
.
of approxinately the
size
25 + [ 1D6 x 51 points of danage ,
[ 69 ] TRANSPORT OBJECT -
[ SB ) SHRINK
causes
- to shrink to 1/2
receptor
164 ) SHAPE CHANGE
allows
-
receptor to be any living
enablei to
caster teleport
objects to any destination May .
size and 1/ 4 weight . being of the sane approxinate transport up to SO pounds .
[ 59 ) CAMOUFLAGE -
causes any non-living object to
the caster . .
size and weight Shape chosen by
1791 DISINTERGRATION -
will fofally' disintegrate any
be disguised as any other object
.
[ 65 ] SUMMON MONSTER
will call The
- 1
living thing or object .
of the sane size ’nonster
[ 601 UNCURSE -
of
nonster
about
nearest
16 hit dice The
will not be under the
. [ 711 PLANT CONTROL -
allows cdsfer
to connand 100
. square feet of herbaceous living
gives a 2 chance equal to ( [ IQ +
TALI x 2 ) of curse renoval . control of the caster
natter .

7-24
ARHLD ROBBERY SCENARIOS
AND
PURSUIT ADVENTURES

A . WAYLAYING THE COURIERS their attention to another crime as a weapons per melee round ) He also .
resolt of their information gathering
efforts . wears boots of Haste which can be
activated to double his movement
,
Ulysses Nicodemus Owen ( known to allowance for a period of 10 melee
his close friends and business
associates as UN ) is ..
a
THE COURIERS rounds . The dwarven helms each
contain a Shield spell that adds +5
-
well respected jeweler who lives and There are three couriers to their " effective armor class
'

works in the wealthy mercantile


section of Haven .
It is well known -
employed by Owen to make his weekly
rounds .
Flanagan a veteran human , -
.
whenever activated The dwarves also
carry non magical battleaxes of
archer ) wgs a childhood companion of
that Owen supplements the income he
, •iV eriojj stjorjjness
( odd 2 to normal
*
receives from his personal rather
elite clientele by selling items on
consignment to other shops in the
Owen , and is his most trusted
associate , Homme and Onri two
veteran dwarven fighters, serve as
, ^ Given their long years of
city. Every seventh day three
couriers leave Owen s home with a
, the muscle of the team; although they
are motivated primarily by hard cash
experience at this job J all three
,'
cart of merchandise returning later rather than personal offection Owen , couriers have a fairly keen awareness
of their surroundings Their .
customers .
in the day with cash receipts from
It is rumored that these
couriers are excellent fighters and ,
pays then enough to satisfy their
mercenary instincts and maintain
their loyalty Requisite .
percentage chances of sensing an
approaching ambush are as follows ;
Flanagan 30 Z, Homme 45Z , Onri 35Z .
that both couriers and cargo are the group also has a base 20Z chance
endowed with magical protection
against potential thievery .
characteristics for this trio are
provided below . of noticing that it is being tailed
( roll every 2 D minutes ) : this
Flanagan transports the goods probability should be modified by the
In this scenario the player ' s, supplied by Owen on a two wheeled - GM to reflect the quality of the
objectives are :
1) to determine ( through
handcart .
The handcart is equipped
with three shelves ; a rectangular
tracking job being done by the
thieves . If an impending ambush or
reconnaisance ) the route taken leather chest is strapped onto each the taili* is discovered , the
by the couriers each week ,
2) to select a point along that
shelf . The handle of the cart
contains a push-button assembly ;
couriers will absolutely not take
chances by risking a confrontation
route where a successful armed pushing the button raises and lowers with their foes; they will
robbery of the couriers can be
committed and ,
3 ) to execute that robbery .
a canopy over the cart ( used during
inclement weather ) Two spells are
embedded into the cart ;
. immediatel y attempt evasive action
down a sidestreet or alleyway or by
leaving through the rear entrance of
,
The scenario is designed for 3-6
green or intermediate level thieves
a permanent Detect Invisible
Presence spell
.
one of their stops If the couriers
, ,
do fall under attack ( and hopefully ,
or 2-4 higher level thieves . a voice'activated Impart Notion
spell . this will eventually occur ) the Gn
should remember that the group 's
To the GamesHqster : This latter spell may be activated primary allegiance is to Owen ( and
carried
rius“scenafio is designed to be
out over a number of
only by Flanagan ; if he speaks the
words Come unto me * the cart will , nis cargo ) ; consequently
the three have an opportunity to
,
if any of
sessions , The random encounters attempt to return to the source of seize the cart and escape they will ,
identified in this scenario coupled , his voice .
A foe holding the cart ,
do so even if this endangers the
.
with
couriers ,
the watchfulness of the
should make it extremely
improbable that the thieves will be
can keep it from making its return if
he exerts all of his energy in
holding it back ; he can make no
lives of the other couriers All
three couriers will activate their
protective helms in the first melee
able to track the complete route of
the couriers in a single attempt . further forward progress with the
cart, however > until Flanagan is , round after they are attacked If
they appear to be evenly matched with
.
Indeed, this scenario is specifically either distracted or xnocked ,
their attackers the dwarves will
designed to provide the players with
a diverse assortment of situations in
senseless . attempt to engage the thieves in
, Flanagan
close combat while
which reasoning, and not raw fighting In addition to the spells activates his boots of Haste and
or thieving prowess, will determine
the outcome .
The various streets and
embedded
couriers
in the cart , each et the
is outfitted with sowe
moves the cargo a safe distance away
,
Thereafter Flanagan will try to add
.
landmarks described in the course of useful devices . Flanagan wears a assisting bow fire to the fray if ,
this scenario can be used by the GH leather hel that contains 20 charges
* ,
ongoing or continue to run for it if
as sites for further adventures; the
thieves may even decide to shift
of a Hissile Re£ulsor spell ( while
,
activate? ~6IocEs up to 6 Missile
the dwarves have been subdued .

8- i
?/ouso.
oO<uxz ru
&

'

* *
'

— e?
*&>

<8
-v^

Janet- Xrei>+v 6H< f ® f1

CHARACTER DESCRIPTIONS FOR THE COURIERS

f'HARACTEP WEAPON ARMOP


NAME CLASS ST CO RF -SM 10 MR WEAPON HALO DAMAGE NOTES CLASS HTK
- ** enrs
rTonQQan VETRU ARC rr re 8
17 8 n *
CTHT =37Tc/T ire 7ir 77
QUQU [)P 1D8
HOMM* VET DW FTR 16 16 9 12 11 11 2BBAXe -1 2D8 ( 2) CHN 7 38
HMP 2D4 ( 3)
Onri VET DW FTR 19 10 12 IS 7 16 2BBAXe 0 2D12 ( 2) CHN 7 48
HMR \ 2D8 < 3)

( 1)
<Z )
Con fire two arrows per nelee round ( nr ) .
Sharpness of axe adds bonus of +2 to hit prob of wielder .
( 3 ) Effective Arnor Class ( AC ) becones 12 when Shield spell is activated .

THE COURIERS ' ROUNDS couriers at a respectful distance , 1) Couriers arrive at ltan at Owen ' s
there are plenty if opportunities to hone located on the corner of
The weekly rounds node by the introduce randon encounters with Northqate and Jewel Streets They
pick op their cargo and depart 5
. -
various NPC groups; SOM suggestions
couriers
involve
include seven stops and
travel along fourteen
.
different streets Consequently it ,
are prouided later in this scenario . IS ninutes later traveling down
Northqate to the Street of
is to be expected that tracing the The path of the couriers' route Caravans .
conpiete route of the couriers will is outlined on a partial nap of Haven
likely be an exhaustive ( and .
provided in Section III Haps and ,
2 ) Turning right they follow the
exhausting ) enterprise , Diagrans, and is svnnarizea below : Main caravan route across the
several gone weeks .
requiring
Since the
thieves Must atteMpt to follow the
,
Dorian River passing over the
Stone Bridges and through
two
the

8- 2
bazaars of Trade Island to the ALONG will often be actively solicited
south side of Haven .
At Ganbol

THE
'
by those with itens to sell , The
,
Street they turn left and proceed ROUTE Merchants on Trade Island are
Mostly transient and Hill not tend
to the Plaza of Troubadors ,
3 ) Crossing through the Plaza the , For the infornation yf the GH
and players, general descriptions of
traffic ,
surroundings and ,
the crond .
to notice or renenber new faces in
However this very
fact tends to nake the area a
,
couriers enter the Street of Silk the
Veils , stopping at Heliaor s prevailing atnosphere along the popular hangout for pickpockets
retail jeweiery shop ( a ) f or a
pick-up and delivery At the next .
' thoroughfares on the couriers route
are provided .
This infornation ' and cutpurses The bridges close
at dusk ,
so that anyone on the
.
,
intersection Rouge Street they , should be Made reasonably available island or on either side of the
to the players , Hho can use the river nost renain there until the
turn right and follow Rouge until
it intersects Cheshire Street . infornation in selecting the spot
uhere the actual robbery Hill be
bridges open again at dawn .
4) ,
At Cheshire the couriers turn attenpted , or in choosing tactics for ENCOUNTER CHANCES : 40Z
LIKELY ENCOUNTERS : 1, 2 6, 8, 9 > ,
right and return to Caravan Making thenselves inconspicuous Hhile
Street , turning left After
proceeding about one block , they
. trailing the couriers . For the GH ,
the descriptions provide background
12, 13, 16, 17, 21
enter the Silver Trunpet Tavern that can be used in setting op NPC . AGanbol
( b ) for a lunch break . encounters .
At the end of egch
street description, the probabilities
4 Street
fairly Targe, "

in the Bohenian section of the


tree -lined byway
5 ) Eneraino fron lunch they continue
left " along Caravan for a short
, that a randon encounter Hill occur
are indicated , and exanples of
city. The buildinqs on the street
are Mostly rouhovse residences ,
,
nay and then turn right onto
, logical NPC encounters are identified Hith ten or nore units on each
Magic Street
they nake tHo deliveries
.
On this street
at -
( nunerically keyed to correspond tu
the list of 20 randon encounters
block . The Major traffic flou
along the street occurs in the
,
Enchantnents Ltd ( c ) and the . . . presented later in this scenario . evening, as people travel to and
fron the entertainnent district of
Hagic Books and Scrolls shop ( d )
6 ) The couriers proceed on up Magic
i Northqate Street
Most oTtlle'SSiTdings here are the
Haven . The residents of the
neighborhood share strong feelings
Street to its other end at , residences of wealthy Merchant of coMMunityj they can often be
gathered together on
Dwarrow Square in the center of fanilies ( although sone also serve found
the dnarven connunity They cross . .,
a dual function as business soneone ' s front steps, singing,
playing instronents, or engaged m
through the Square to Iron Gate
,
Street travel one block and turn
offices ) There are few houses
per block and hedgerows often
. idle conversation The residents
Maintain a generally curious and
.
left onto the Street of Jenels
( Gliss Street ) .
Halfnay up the
Street, they stop at Halakki
separate individual units Area
residents are rather suspicious of
strangers encountered in the
tolerant attitude toward the
activities of strangers .
Haster -Jenelsnith ' s ( e ) to pick -up
. neighborhood .
Patrols are
cut gens
,
7 ) Again the couriers proceed up
infrequent , but the nearby 3rd
Conpany of the City Guard will
respond quickly if an alarn is
ENCOUNTER CHANCES : 12
LIKELY ENCOUNTERS : 1. 3 5, 9 il
11, IS , 17 16 , 20 , . , ,
Gliss to its end at Southbank
Street .
The dwarves renain at
raised .
this intersection while the hunan ENCOUNTER CHANCES : 1IZ 'T J z>
courier walks down to the ( each IS Minutes)
waterfront area ( called Trod Dhun , LIKELY ENCOUNTERS: 3, 6 7 8 , 11 , , , W
or Fool 's walk , in dwarvish ) , 19 At mI\
stopping at
, tne warehouse of
Gurodon ship 's chandler ( f ) The
hunan nakes a delivery and then ,
. 2 . AStreet
"~
of Caravans
"
very widi thoroughfare

with a
"Mw%.

Sv,
i

, (
h
returns to Southbanx Street
rejoining the dwarves . constant and heavy flow of traffic
during the day and a steady flou
.
even at night This is the najor
,
a
8 ) Fron the corner of Gliss and route taken by the caravans
Southbank .
the couriers travel
right along Southbank passing ,
passing throvgn the
,
city :
consequently there are inns ana
'1 J

taverns at regular intervals along


through the elvish section of the
city , Finally
onto Caravan Street returning
,
they turn back
,
the street .
The toll bridges
across the river are well guarded , *
.J
over the bridge to the north side . and the entire street is regularly
|V
* I
At
r». '
Believer s Lane , they turn
right and enter the Te «pi«. of the
patrolled . 5 . TfiePlaza_plazaTs
of Troubadours
,
Enerald God ( g ) where they nake an ENCOUNTER CHANCES : 60 Z
~ a popular gathering
'

offering in Owen ' s behalf . LIKELY ENCOUNTERS : ALL place for Musicians and actors; it
is a regular site of inpronptu
9) Their stops conpleted , the
wall a short way further
3 . 2Trade Island
TourI a day , the
" ~ "
shows . The
carnival-like and very infernal;
atnosphere is
couriers
, ^ island is a
people are content to let everyone
Street i .
down the Lane turn left at Worth
ana then left
floating flea Market where
virtually anything can be bought
. 'do their own thing * Because of
Plaza s popularity with
.
Northgate , They return to Owen ' s
house at about 3pn with the cut
and sold The atHosphere here is
hectic and bustling ; passersby
the '
visitors to Haven , the area is a
gens and cash received .
8-3
location for pickpockets and legend, forner community leaders , -
prine
cutpurses; nenbers of the city
Gsard are frequently in the plaza ,
etc , the atMsphere here is staid
and rather fornal: non-dwarven
there
area
.
lower class worknen who toil
This is not the nain port
of Haven, so few
and on the lookout for suspicious- traffic is viewed with sone non-residents ever have reason to
looking characters . recognize
,
suspicion although nost dwarves
the wisdon of doing I ass through the neighborhood ,
trangers seen ’hanging around’
ENCOUNTER CHANCES : 40 Z
. , business with outsiders . with no apparent purpose nay find
LIKELY ENCOUNTERS : i 2 S 7 9 >
,
12 13, 16 17 1$, (9, 20 , ,, ,
ENCOUNTER CHANCES : 1SI
thenselves challenged by hostile
( and sturdily-built ) locals .
. ifiIs LIKELY ENCOUNTERS : 1, 2, 6 , 7 10 , , Above the docks, Southbank Street
6 Street of Silk Veils , ,
11 12 19 passes through the elven section
’~~
sTreeT is ffie ” "

center of
.' 0 . ( Gliss Street _ .
of Haven In this neighborhood ,
city .
prostitution activities in the
It is a heavily trafficked STreel oTJ
* we ls )
hones overlooking the river are
highly valued commodities The .
thoroughfare during the afternoon ifve area li mostly residential riverfront is well travelled by
, -
and evening ; although its with a few shops relating to the picnickers young lovers and ,
proximty to the thieves quarter
hakes travel upon it sonewhat * jewelery trade interspersed
Cliss lies in the middle of the
. those seeking a restful spot for a
. ,
dangerous after nightfall This
street is described nore fully in
. dwarven community and dwarves
conpnse the donmant part of
, nonent s contenplation Strangers

will be treated aniably unless
they raise a disturbance or are
the Cat Burglary scenario local traffic ; other races are seen defacing the area,
presented elsewhere in this viewed with sone suspicion when
voiune . .
they appear Patrols enter this ENCOUNTER CHANCES : 1SZ
ENCOUNTER CHANCES : 2SI
area ver y irregularly : indeed the
total flow
of traf fic on the
, LIKELY ENCOUNTERS: l 2 , 4 S , ii
,
14 15, 16, 18 21
., ,
LIKELY ENCOUNTERS : 1, 4 , 8 17 18 , , street is usually liqht The .
7 . ARouge Street
houses on this street are fairly
large, and nany are surrounded by
12 .HostBelievers

Lane
or tfre najor tenples to
” ~ ””
~“ ~
narrow r Sidential side street stone walls or iron gates; variovs dieties are located on
with nany alleyways . Little ,
consequently there are a nvnber this street . The size of a cult 's
traffic passes this way during day
or night , and the area is not
regularly patrolled . street .
of secluded alleyways along this tenple
the size
the surest measure of
is
(
or the wealth of its
following . Hear the tenple of the
)

Enerald God , the


kNCQUNTER CHANCE S : 10Z
LIKELY ENCOUNTLRS : 3 4 , , ,
11 14 t
ENCOUNTER CHANCES : 10 Z
LIKELY ENCOUNTERS : 3 , 6 . . .
9 13 large and often surrounded by
Qardens for outdoor services and
are buildings
IS, 20 meditations: to the west there is ,
a 'low-rent district * where the
8. Hagic Street houses of worship are one roon -

,
During TRe Joytihe this street is shacks and the priests dress in
a busy thoroughfare where buyers rags out of necessity rather than
and sellers of nagical itens
congregate and trade . Ihe
piety .
Host tenples often daily
services for their nore devout
reactions of local nagic -ssers to
stranqers are
followers ; at any hour the street ,
sonewhat is full of eager penitents seekmq
unpredictable
eccentricity
given, the
that characterizes
.
salvation Visitors on the street
who ore not wearing an enblen of
nan in the vuzardly profession , sone sect are likely to be
*
Although the street is regularly
patrolled by the City Guard the
-
nogic esers also hove their own
, besieged by a nultitude of
prosletyzing acolytes .
systen of protection and ENCOUNTER CHANCES : 2SZ
neighborhood .
pumshnent against crine in the
Ihe buildings on
LIKELY ENCOUNTERS :
12, 17 , 20
i , 2, ?,
hagic Street are nainly shops ,
interspersed
residences
with
.
The
a
street
few 13 .LiteWorthySortfig

Street
atV,
is this is a wealthy
described nore fully in the Cat residential neighborhood ; here >
Burglary scenario presented the residents are priests with
elsewhere in this voiune . successful followings Traffic is .
light and the neighborhood is
ENCOUNTER CHANCES : 30 Z quiet , The street passes directly
LIKELY ENCOUNTERS : 2 6, 9 10 , , in front of one of the barracks of
13 , 16 the city Guard , and is considered
9 . Serves
Dwarrow Square
’'
11 .( Southbank Street
a safe area as a result .
as <T central gathering

including [oiPs Walk )

ENCOUNTER CHANCES: 1CZ
place for the dwarven connunity of
Haven. The base of the square
TSeTower end of “SoutFbank Street , LIKELY ENCOUNTERS: 7 10 , 11 14 i , ,
set conpletely in stone ; in the
is near
rather
the loading docks is a
rough neighborhood,
, 17 , 19
square
nonunents
there are nany stone
dwarven heroes of
consisting of warehouses and ,
to hones ond taverns for the

8-4
STOPS
ORTRT
total will be remtted to Flanagan in
exchange for the new shipnenf ; the
i) Main bar area .
The barkeep and owner of the
COOkTCfS ' rest is Heligor s profit margin
' . ,
tavern Aintree dispenses ale ,,
"
TOOTT" ,
beer wine and brandy fron the
high wooden bar in the center of
in
-
The player characters involved
this ro bbery attempt nay choose to
.
the roon The storage area for
liquor is beneath a trap door
enter sene of the buidmgs where the behind the bar , Patrons nay
,
stand or sit at me of several
couriers nake stops , either to
determine the types of transactions
takinq place , to establish a closer
.
large tables There is an area
reserved for paning and qanbling
tail * on the couriers , or even to in the left -hand corner of the
•case " the sites as possible
locations for the robbery attempt . .
roon Those wishing to eat host
take a table in the dining area .
The following descriptions nay be Occupants : Aintree is a
used by the GH in such an event , All nuseular hunan nale who totally
naps to be used with these enjov s his work ; his jocular
descriptions can be found at the end laugh ter frequently resounds
this scenario; character throuqh the roon If a fight .
of
descriptions are provided below . Should break out in the bar he
is a willing conbatant , using a
,
A snail diaqron of the areas of larqe brassbound cvdqel that is
each stop likely to be visited by the kept beneath the bar , He
thieves during their tailing and enploys two fenole barnaids to
surveillance is included with the help out in the nain roon; they
description of each of the seven In addition to the dwarves , are both guite conely , At the
stops , The scale used is 1/ 4 * = S ; ' ,
Heligor ' s assistant Fergus , will be nidday hour ,
there will 1D12
the location of sone of the najor
. in the nain sales area; there is a custoners in the nain bar area .
furnishings is included
KEY TO HAP SYMBOLS
2SZ chance that the other assistant
,
Halley will also be present If
players try to enter the back roon
. . Roll DiQQ to deternine the class
of each custoner ( Oi iO fighter
11 15 nagic user 16 23 thief ,
- .
-
-
,
,
fron the sales area Fergus and the ,
24-30 bard otner = average

door
dwarves will attenpt to refuse then
access . There is a 10 X chance that
1D 4 customers will be in the shop .
citizen ) ,
2 ) Dining area .
Those wishing to purchase a neal
Roll a D180 to see if they are take seats at one of the four
window nenbers of any special character
,
class ( 01-15 fighter 16-20 wizard , tables in this roon
choices run the ganut fron a
Food .
21-25 thief , 26-35 bard 36-5 , » thick neat and potato stew
,
trader all others connon citizens ( 1 SP ) to broiled fowl served
stairs
with no special talents ) If an . with fresh garden vegetables
****** curtain
adventurer type is present there is a
SOZ chance that he will join any
argwnent that breaks out in tne shop ;
( 5 GP ) j the guality of the food
prepared here is pood On the
north wall of this roon a
. ,
in the case of a thief , there is a portrait of Aintree and an
SOZ chance he will join in on the enornous noose head hang
roil ing
side of the thieves . -
side -by side ; nany people have
connented on the resenblance » , ,
de ^> k h chair b . The TheTavern
) Silver Trunget
porflon of ~
the Silver
Occupants : The couriers will of
course be seated in this roon .
Trvnpet consists of three principal There is a 901 chance that 1D 6
roons:
a .)He 1igor s
^
Conplete roon descriptions for
Heligor ' s shop are preserv ’d in the

u
Cat Burglary scenario ; only the nain
sales area and Heligor ' s office are
likely to cone into play during this wc 3
o o c
adventure , The couriers enter by the G
front QOOR ; the two dwarves renam m 2
the nain sales area, while Flanagan o
goes back to Heliqor s desk to
' .
.5
conduct the exchange of goods The
courier leaves 2D 4 jewelery itens
fron the list of 2? provided in
Heligor ' s Cat Burglary scenario .
n c XJ e n oe
UJ

Hake simlar rolls to deternine the


nunber and type of itens delivered
o © ©
,
last week and this will represent
the receipts taken in by Helia or for
Owen s nerchandise , 60 Z of this
'
0 ,-,© ri
©

8-5
The couriers are escorted upstairs The couriers the main wait in
other tables in the room will be area Alarkon is until
to the private office of Lady Rowena
occupied by 1D 4 customers each ,
if others are present roll D100 , to conduct their business
trip they ,
will deliver
On any
either
. service
available .
They will then give the
Master Scribe iD£ extensively adorned
to determine character type given
spell coverings ( book covers or
( 01-15 fighter ,
16-25 magic 1D 3 previously enchanted items
scroll cases ) ..
Each item is worth
- , -
user > 26 30 thiet 31 50 trader > ( without spells embedded in then yet )

, .
other = average citizen ) Demko > that have been decoratively adorned 1D20 x ISO GP Alarkon will pay the
a young human male takes orders by Owen, or IDS regular pieces of couriers 5QZ of the value of these
and serves food in this room . iewelery ( to be enchanted upon items in cash fro his cash box ( the
remainder to be paid upon sale of the *
He is forgetful and somewhat
accident
intentioned .prone ,
but well
Aintree is well
event are 60Z/ 40Z .
delivery ) , The probabilities of each
Roll up the
specific items from the Special Items
completed magic text ) There is a
40 Z chance that Alarkon will also be
.
chart ; Lady Rowena will pay for tfie
' '
giving the couriers cash for 1D3
aware of Denko s shortcomings ,
'
but feels sorry for the lad and items in full with a letter of previously delivered covers .
keeps him on . . credit . In addition to Alarkon and the
couriers > there is a 70 Z chance that
3 ) kitchen area /Rear door
A door from the main room opens SPECIAL IJEHS ,
his clerks Joban and / or Mikal will
.
onto a corridor that leads to a be in the service area There is an
.
rear entrance There is also a
Pre -enchanted hens
8 QZ probability that 1D8 prosp ective
buyers ( non-magic users ) will be in

,.
doorway to the kitchen off of
this corridor The hobbit chef , (r o .
OSJ'rer #rr*d up ricotes) the shop; there is also a 49 Z chance
Buckminster allows no one to ’
1) Silver dagger , gold hilt
Knt
4i
Ul‘

shop . M I magic users will


4A ni
If mages are present they
-
be in the
,
enter the kitchen while he is
cooking . He has the skill with
thrown missiles ( kitchen knives
with ruby chips ( 1508 GP )
2 ) Ping with a sapphire
will always try to thwart any robbery
attempt made in the shop ( to
pots, other utensils) to
. gemstone ( 3509 GP )
3 ) *mall gold statuette
determine their tactical options in
such an event , assume each maae has a
qenerally enforce this rule
Outside the back door there is , jeweled filigree ^ 2? u 0 GP )
4 > iJa * r of bronze sconces
60 Z chance ot knowing a 4D6 Fireball
spell , a 79 Z chance of knowing a
*

a large garbage heap , and a


narrow alleyway leading to for candles ( 1501 GP ) Slee a spell 125 HTK and a 30 Z, ,
Cheshire Street . 5 ) Walking stick with
diamond pommel ( 2008 GP )
chance of knowing an 8 point Repulse
Missile spell ) .
.
c ) Enchantme nts Ltd ,
The flrsT'fToor^ of Enchantments >
'
6 Silver belt buckle ( 1088 GP )
)
e. ) hglakki Jewelsmith
.
~
Ltd contains a large sales area Although
"
HaIakkTrs home and
Jewelry Items workplace actually takes up three
where various items are displayed and ,
Dif7~dnow tJuplicates _ ~) floors the thieves are only likely
"
clerks and a supervisor are ( roll
two
available to accept customer orders . i- 4
~ ~
Mecklace ( iD29 x Sfl 8 GP
to see one ( or at most two ) of the
rooms .
This is the only room in the shop
that the general public can enter . 5 -6 Bracelet ( 1D10 x 100 GP ) 1) Sales area
Immediately inside the front
.
All doors and stairways leading from 7 Earrings < 1020 x 25 GP )
door I, there is a small sales
this room are trapped with potent
magical protection ; these special
8
?
Anklet (IDil x 58 GP )
Medallion ( lDini) x 18 GP ) room .
Halakki s assistant
Mischickin ) stands behind an
' ,
enchantments will be automatically
activated whenever someone attempts
10 Tiara ( 1D28 x 250 GP )
L-shaped counter taking orders , ,
.
to pass through these areas unless , Behind him is a heavy woven
the proper passwords are spoken
( GH s Mote : These are meant to be
. . Complete
d ) Magic Books and Scrolls
room descriptions
' """
for
curtain ( done in earth colors
and finely embroidered ) that
' this ship are presented in the Cat covers the entryway to the rest
truly impassable entryways; feel free *

. Burglary scenario; only the main of the building Mischickin is .


to disregard any and all brilliant
subterfuges devised by your players service area comes into play . a shrewd businessman and a quick
thinker ; he does not willingly
and subject them to severe injury or let unauthorized individuals
death should they violate these ,
traps ) . past the sales area and cannot
be easily tricked If .
threatened by force he will ,
dive below tne counter and yell
fir the awards ; he is not
trained in weapons use himself
There is a 25Z chance that a
.
customer will be in the shop
when the couriers arrive Roll .
D100 to determine his character
type ( 01-10 fighter
, -
11 25 , -
thief 26 55 trader , all other =
average citizen ) ( Hote : a down .
stairway behind the sales
counter leads to a set of living
o guarters for the shop employees
A stairway from the living area
.
leads to a storage vault ; two
guards are stationed here but
will answer calls for help ) .
8-6
1) Sales area .
This is a relatively snail roon
inportant property . Flanagan
will deliver iw> jewelery itens
with a sales counter and
several cibicles vscu by
. far shipment . tall vp the
specific itens delivered fran
custoners filling out or waiting the Special Itens chart prtvided
for orders . A rather an the previavs paqe in the
-
plain looking fenale , Doreena 9
w « rks behind the counter She . Enchantnents , Ltd .. shap
description ; however . doable the
-.
has a salty tongue and a quick *
cash valves rolled for fheje
wit , and is well liked by the I Fens TsinceTRe itens shipped
costoners . Flanagan ( renenber , abroad represent Own 's highest
the dwarves do not acconpany hin
on this part of the route )
.
quality product ) Gvrodon will
place these itens in the safe in
enters and eiits through the 5 is office ( which is protected
doorway here , and goes through
to Gorodon's office There is . .
by a Level 4 lock ) There is
only a 20Z chance that Gurodon
only a 20 Z chance that 1D3 other Mill
i have paynents to renit to
costoners will be in the roan the cooriers ; however if he ,
.
nr t&TF' &i.sa
when the courier enters If does , calcvlate the cash valve
cost
vsua i
of m . taS' i&St
igwelerv itens
as out lined a b ove
seanen
. . with
good fighting nade will be SOZ cash and the
.
m i s.
mu w i n jin in v •
oi

on Gorodon's side if the


'
Tray .
rest in letter* of Credit
3) (tain warehoose.
waylaying is attenpted here
2 ) Gorodon 's office . . The warehoose constitutes 9IZ of
.
the area of this building It
Behind the sales area is a snail is , of coarse , filled with
2 ) Jewel catting roon . roan used by Gvrodon for private
bvsiness neetings and storage of
heavily laden races and shelves .
Beyond the curtain is a large ,
open roon where Halakki and four
assistant jewel cotters ( dwarves
naned One , Heldroin , Ogoli , and
Aoric ) perforn their work In
addition to the work benches in
.
this roon, Halakki has e desk in
the rear ; it is clattered with
business correspondence A nale
dwarven guard , Huonik , stands at
.
the entryway to the roon to
block unwanted visitors
such visitors appear Huonik
If
. .
will first set off an alarn that
alerts the guards statiened in
the vault area ; he then will
attenpt to hold the intrvders at 3
bay as long as he can
The cooriers pick op two snail
.
cases ( & ail2* i3') of cat and faceted
genstones ( each case worth 2SII GP ) ;
the cases are kept in a drawer in
Aalakki 's desk .
Flanagan will pay
Halakki in cash for the gens;
however , the two dwarves receive the
cases and carry the gens sonewhare on
their person during the return trip
to Owen 's hone .
f . GurodonT
) Gurvdvn , Chandler
""
a fioIFelven trader ,
receives nis principal incone fron
ihe sale of snip supplies ( cordage ,
barrels , wooden spars , canvas tor
nake port in Haven
.
sails, etc ) to nerchant seanen who
.
As a sideline ,
he arranges for the shipnent of
certain valuable goods to nore
distant narket areas; Owen is a
steady evstoner of this service ,
There are three roans inside
-
Gorodon 's large one floor building : ii

87 -
1here art tut pairs of large g . ) TheTenple of the Emerald God the god, seated on a highbacked
sliding doors across the front
entrance i and a snail door in
fenp le correnTTy ~owneJn y
cult of the Enerald God is one of the
> the throne. The eyes of the statue
are node of huge eneralds that
the rear ] all doors are usually largest structures located on seen to glow unnaturally in the
,.
( 90 Z ) unlocked during the day
,
A head warehousenan Forli,
. Believer ' s Lane , It is an innense
,
narble structure with the nain floor
flickering lanplight At the
foot of the throne an open 10 '
supervises the activities of of the tenple at the top of a 100 i deep stone vault is set into the
three other hunan nales -
, .
Banjor Doninicos and Crandall .
long set of granite steps Services
are held here at sunrise and sunset
. , floor of the tenple, its top rin
about two feet above floor
There is an 80 Z likelihood that but worshippers enter throughout the level , The vault is nearly
each nan will be in the day and evening to neditate, give filled with coins I and
warehouse area at any given
,
tine ; when not filling an order
tithes , or seek private consultation
with tne priests of the 5 C t . . !
jewelery I given to tf e dod as
they tend to sit by the front
doors . They are not
1) Main sanctuary .
The ceiling in this roon is 60
tithes
,
The couriers will drop
SZ of the day ' s take into the
high supported by eight thick'
vault to honor Owen s pledge of
'
particularly observant about
security at the warehouse ;
,
.
stone pillars Tne floors are
fealty . While they are inside ,
there will also oe 2D6 other
,
however if they should chance node of polished narble ; along citizens engaged in simlar
to spot an intruder in the
warehovse area t they will
the walls are nurals depicting
various mrades perforned by
activities . There is a 60 Z
investigate and take a hostile
ottitode toward anyone they
the Enerald God .
The pnnary
focus of attention in the roon .
chance that 1D3 priests of the
cult will be in the roon
a
try
CHARACTER DESCRIPTIONS FOR OCCUPANTS AT THE COURIERS ' STOPS

CHARACTER WEAPON ARMOR


NAME CLASS ST CO RF SM 10 MR WEAPON HACO DAMAGE NOTES CLASS HTK
A 7-!Ieligor ' s
FTeTIqnr '.'FT HU TRD ID 11 8 13 16 12 MUG 12 1D2 NON 8 00
L im-
!:«i OOS INT HU TRD 14 li 11 9 12n 12 CLUB 7 1D8 CLO 2 23
Holley GP HU TRD 11 ? 7 10 14 CLUB 8 1D6 NON 0 1?
B . The Flue Harger
" RISTree 1 NT HU FTR IS 13 9 12 10 8 CUDGEL 5 1D6 ( 1) CLO 2 29
Denko GR HU NON li 6 8 12 7 10 FISTS 10 1D3 NON 0 IS
Buckmnster INT HO NON 7 17 16 11 9 13 DISHES 0 /6/ 14 1D3 CLO 2 17
D . Magic Books and Scrolls
"
filar Ton ELHC SCR 6 IS 10 8 IS 6 FAINT Yes 1D3 ( 2) NON 0 20
Johan GP HU TRD 10 o 8 14 8 12 DGR
/ 11 1D 4 NON 0 18
Mika: CR HU TRD 8 12 12 12 o 8 DGR 11 1D4 NON 0 14
E . Halakki Jeweisnith
Ruuh TR '
VET DW FTR 16 13 13 12 13 10 2BBAXe 4 2D8 ( 3) CHN 6 28
LXBOW 2/ 7 / 11 1D8
Pin Horn«
• • 4I W 1

tin
f» •. nu*l/ T
CTO
I•IS
4A LW 4
*
4
A
4k
A 1
4
AW
7 4 4
A A
rr?
t
Ltuo
I tl TP
C 7 IS A
JV ~1
ruw
VMM
L
V
1A
U' l

Fort 1NT DW FTR 12 12 10 14 8 IS 1BBAX 4 1D 10 CHN 6 25


S BOW S / 8 / 12 IDS
Knlokki VET DW TRD 12 17 15 13 13 13 RAPR 4 1D12 NON 1 32
Cotters 1- 4 INT DW NON 10 16 16 12 12 14 FISTS 8 ld 6 NON 1 19
F’. Gur « 4in 2 Chandler
"
GiriJon EL /E TRD 8 14 11 12 IS 11 DGR 10 1D4 LTH 4 21
Forli 1NT H!J FTR 14 IS 12 19 10 8 CTLSSe i
vJ 1D8 LTH 4 29
Warehousemen 1- 3 INI HU NOW 16 10 10 16 8 9 CLUB 6 2D5 CLO 2 26
G . He Temple of the fcmerald God
PrTesfc 1^3 "
TNTTT7TRT "
8 6 12 14 10 8 MACE 9 1D 4 CLO 2 17
Other Assorted Occipants

FIqfiTer ~r IRT HU FTR '
14 14 11 16 10 10 BDSWD 3 2D6 L /S 5 36
Fighter 2 VF.T EL ARC 11 17 IS 9 12 11 L BOW -1/ 4 /7 1D6 (4) CLO S 24
Fiyhter 3 •JET HU FTR 15 8 9 17 5 16 2HHMRe 6 3D6 IS ) CHN 9 38
F ighter 4 EL DW FTR 13 11 12 10 9 IS GRSWDe 0
4 D8 CHN12 42
Speilcaster 1 VET HU MAG ? 13 15 13 14 12 SPELLS (6) CLO 3
DGR 8 IDS
-.
i i

Spellcaster 2 VET KO MAG 13 ID 11 11 16 11 SPELLS (6) NON D 26


DGR 8 IDS
Thief 1 INT EL THF S 12 9 ID n 6 DGR 9 1D4 NON D 12
Thief 2 .L HO THF
L 9 16 18 9 13 9 SHSWDe 6 1 D8 CLO 4 21
Bard ; INT HU BRD n 13 13 11 IS IS MUSIC ( 7) LTH 4 18
RAPR 6 1D 1 D
Bard ? VET /E BRD 10 11 12 7 13 6 MUSIC (7) NON D 22
S BOWt 2 /6 / 10 1D6

(
1 ) Aintree swinqs twice each nelee round ( nr ) with cudgel , whether he connects or not ,
(
2 ) Ihe only damage done is to Alarkon , when he hits the floor .
( 3 ) Will receive backswing ( second strike ) in each nr , only if first strike msses; backswinq
is at
penalty of -2 to hit prob .
' necessary to critical . , .,
t > Fires twice i n each odd nr ( 1, 3,5 etc ) three tines i n each even nr ( 2,4 6 etc ) ; needs only 8 above ,, .
f 5 > On any connecting blow , victin mist save aqainst STR
or be knocked fron feet ; it requires 1D4 nr to
arise .
(
6 There is a 68 chance the nage knows Fireball ( 4D9 average danage ) , and another 702 chance for Sleeg
) *
< up to 200 HlK total ) ; these spells are thi preferred forn of conbat .

< " ) There is a 702 chance a bard will play a sonQ of Peace , if he senses trouble ahead , and another 502
chance he will play Sleep ( save against DSC for Bardic songs ) ; there is another 402 chance a bard
will know the spell CnarSTTunanoid , and a further 352 chance for sleej) ( up to 100 HTK total ) .

8- 9
to remove an item from the ( 02 ) A religious
i procession of 2D6 ( 06 )A large pockage falls off a
,
vault powerful greenish white priestss and 5D 20 followers ) heavily laden delivery cart into
beams of light will emanate from
the statue ' s eyes doing 2D10 ,
setting out on a pilgrimage The
group moves slowly and solemnly
. the street . The packaqe has an
address label across the top :
points of damage per melee round along; they can effectively block
to anyone standing or kneeling an intersection for 2 6 minutes -
in front of the vault area The
beams deactivate only when no
. while crossing ( long enough for
the thieves to almost certainly Lady Rowena Geronde
life can be detected in that
.
part of the room Activation of
lose siqht of the couriers it
they are on opposite sides of the
c / o Enchantments . Ltd
Hagic Streef
.
the beams will hastily bring 1D6 intersection ) , fAttempts to push Haven
additional priests into the through their ranks are very
,
worship area armed to protect likely to provoke resistance; the
priests carry quarterstaves, and
their sanctuary with
and wands of 10 Z of their followers will be If opened , the box is found to

2)
Sleep

.
quarterstaves t
er areas .
OTKer
_
intermediate level fighters )
armed with blunt weapons If not . contain the broken pieces of a
defective Broom of Flying If .
On both sides of the rear wall disturbed > they will pay no returned ,> ~~ffie Thieves will
of the sanctuary room , there are attention to others on the probably receive a small reward;
small openings that lead to the
rear of the temple They lead . streets . if played very intelligently
this might give them a rare
,
first into matching vestibules ( 03 ) A shrewish > middle -aged opportunity to learn something
the "nauiCuliy protected *
which priests use to don their
ceremonial robes; doors from
housekeeper opens a second story
window and empties a chamberpot
on the head of one of the
auouf
areas of the Enchantments Ltd
shop .
, .
these areas in turn lead to
various priestly apartments ,
These ot her areas are not
thieves .
If challenged she
responds with sharp insults about
, ( 07 ) A group of seven constables
significant to the play of this
.
their carelessness; however the
front door to the home she is in
, the street
- ,,
on a man hunt move rapidly along
aggressively
adventure
is locked . questioning everyone in sight .
If they remain on the street ,
RAHDOM ENCOUNTERS
TJFTTRE ’STCEETS"
( 84 )A press gang looking for
-
able bodied men to serve ( by
, there is an 80 Z chance that the
thieves will be questioned; the

In the process of following the


«
choice or force ) as crew on a
freighter preparing to leave
.
port The gang is comprised of a
f .
castables will become suspicious
* anyone giving evasive answers ,
and may haul tnat individual oft
couriers ,
the ployer thieves may bosun ( carrying a broadsword ) and
12 seamen ( ormed with
to the Guard House for further
interrogation ( and possible
become involved ( often involuntarily )
in events taking place around them
These events may hamper their ability
. truncheons ) .
They will try to
approach any male or female they
arrest ) .
to maintain the “ tail * on the encounter with a STR > 13 and a ( 08 ) A foppish dandy a green , ,
couriers , or may represent dangers to CO rating > ii; if the person fighter named Cavendish walks
the party requiring their full approached does not accept the out of a shop without looking
attention .
The chance of random
encounters will var y according to the
,
sob willingly the gong will try
to forcibly subdue the candidate
around and crashes into one or
the characters dropping and
street being trave led as indicated , if there are not too many breaking a crystal vase worth
)

in the street descriptions


previously noted , this scenario is
As . witnesses present If a party
member is captured , the thieves
. .
208 GP He demands repayment for
his loss from the player ; if
denied , he draws his rapier and
desiqned so that the GH can introduce
NPCs and situations from his own
campaign .
have until the following dawn to
locate and rescue their
companion , for the ship leaves
challenges the player to a duel .
stock ,
To supplement the GM' s
we have identified some
potential encounters that can be
port at that time . If the character attempts to
tqnore him and walk away , the
dandy will make himself a
utilned in the course of this ( 05 ) A crowd gathers on a street nuisonce difficult to ignore On .
adventure . corner to wotch the antics of an ,
his person he carries a purse
old man playing a squeezebox and containing 500 GP in coins and
( 01 ) A pair of human male his pet dancing bear A qroop of . gems, and wears a gaudy pinky
pickpockets ( intermediate level ) young touqhs are among the crowd i ring ( worth 750 GP to someone
attempt to filch the purse of one
of the members of the thieves '
heckling the old man ; several of
the lads carry sharpened sticks
with equally poor taste ) .
party .
One of the men Davos is
reasonably well- dressed and acts
, , and are threaterunq violence
There is a 30 Z chance that this
. ( 89 )
A large crowd stands watching
a troupe of actors performing a
as a distraction ( asking for
directions , e t c ) ., ,
while his
situation will erupt into a brawl
while the couriers or the thieves
miracle play The couriers pass
right through the midst of the
.
.
compatriot Lattimore attempts are passing by; if so they will
be unavoidably caught in the
crowd ; if the thieves are
the " lift ( his base chance of
success in Picking Pockets is middle of a free for all , - -
trailing more then 50 behind the
,
there is a 68 Z chance
'
561)
run
.
Both will try to make a
for it if the theft is
'
( GH s Note : Actions taken by the
-
player characters may increase the
couriers
the thieves will lose sight of
their prey ,
discovered m progress . volatility of the situation and ,
increase the base chance that a fight
will occur ) .
8- 10
( 10 ) There is on explosion in o
building down the street
large gaseous cloud emerges fron
A . there is only a 40Z chance of
such failure .
the broken windows of the ( 19 ) A high ranking Thieves Guild
building and floats along the
, official ,
accoMpanied by two
about 4 ' above ground ,
street
level .
All those who renain in
its path nust Make a MR saving
Muscular enforcers carefully
watches the activities of the
thieves .
If the thieves are not
roll or suffer the effects of a Guild neMbers, the official will
Feeble lnd spell for the next 24 call theM aside and deliver a ,
hours .* stiff warning ( falling just short
of violence ; about freelancing
( 11) A chain gang is working on a
construction site excavating an , within the city liMits of Haven
He will strongly suggest that the
.
area where a new building is to thieves apply for Menberships
be erected , Suddenly one of the , ,
iMMediately or suffer the rather
Men .
hands still Manacled leaps , unpleasant consequences If the .
thieves are Guild neMbers, their
yelling
.
up trow the ditch and atteMpts to
escape A forenan gives pursuit
for assistance . ,
The
services will be denanded for the
next 24 hours for a “ vital Guild *
escapee will run down the first job that turns out to be a
sidestrcet he encounters; if he routine surveillance of a wealthy
has passed by the couriers during
,
his flight there is a 202 chance
noble 's hone .
If the thieves
should refuse to accept the
that the couriers will join the
pursuit . assigriMent ,
they certainly risk
those unpleasant consequences
( 12 ) A sedan chair carried by , ( IS ) A pack of six large ( albeit
listed above if not worse , .....
four burly black Males halts ,
near the thieves A stunted >
gnoMelike huMan with an elonqated
. friendly ) wild dogs attach
thenselves to the thieves' party
The dogs are of a size and
.
craniuh sits in the chair and
. . .
strength sufficient to knock down
addresses the thieves * 1 an an average nan ( STR < 10 ) through
Tok , the Seer I know what you
wish to acconplish For a fee , 1
.
their playful leaps Unless the
thieves have food handy to
can help you attain your distract the dogs, the aninals
objective .
He then notions for
. will be about as easy to get rid
then to follow hin He is >
unfortunately , a fraud; however
of as Hentezuna s Revenge
' .
his black aides are very ( 16 )Up ahead i one of Haven s
conpetent Muggers who will nvnerous village idiots falls to '
attenpt to ply tneir trade at the
first opportunity . the ground in a screaning fit A
snail crowd gathers to gape at
.
( Id ) A wonan approaches the
the sight .Making the area
iMpassoble for a few Minutes .
thieves surreptitiously , offering
then the opportunity to purchase ( 17 ) A soapbox preacher t
a •nagiCG1* sword that she collection plate at his feet > ( 20 )A young fenaie street urchin,
carries in a leather scabbard
She claims the broadsword adds +3
. regales a snail crowd
thieves pass , As the
the preacher
. who has been watching the thieves
for several blocks and has
to a character s hit probability
' directs his reMarks towards theM . decided that their furtive
and a danage bonus of 1D10 to
each successful attack ; she
warning that they face 'eternal
daMnation * if they do not repent
skulking looks like fun brashly ,
walks up and asks if she can join
initially offers the iten for
4000 GP , but can be haggled down
of their sins , the preacher is
,
undoubtably correct but . . . . .
theM . If they accept her
presence will increase their
,
to 300 « GP .
The iten conpletely
fulfills all of her advertised ( 18 )
chances of being spotted by the
A huge barrooM brawl floods couriers by a Modest 52; however ,
specifications; it also has been out into the street engulfing , the thieves realistically will
enbedded
Magic spell
with a pernanent Detect
,
which causes ITFo '
the couriers ( and the thieves it
following less than 106 ' behind )
, not be able to actually coMMit or
discuss the planned criMe with
gloiTwhenever it is within 50 ' of
active nagic use . in a wild free -for -all
those involved in the Melee Must
Ail . such a proMinent witness around
If they refuse , the girl will
.
( 14 ) An overturned nilk wagon is
Make two separate STM saving
rolls or taxe 1D8 points of
continue to follow theM hurling
,
sticks rocks and other debris
,
being
urchins .
looted by a group of ragged
A Middle -aged farner
and his beautiful daughter are
daMage froM assorted bruises ,
,
scratches gouged eyes etc It
the thieves are also caught in
, . into their
distressing
Midst with a
accuracy This
situation, if allowed to continue
.
trying to drive the looters away , for any period of tiMe , would
without notable success Their
calls for help have thus far gone
. the r i o t , there is an 802 chance
they will lose sight of the
couriers ;f if they Manage to
increase the thieves chances of
being spotted by 252' due to the ,
,
unanswered even by the couriers outside the conflict ) high nuMbers of crashes thods, ,
( who evidently don t drink Milk )
' . reMain
and screaMs of pain likely to
result .
8-11
CHARACTER DESCRIPTIONS FOR SUGGESTED RANDOM ENCOUNTERS

CHARACTER WEAPON ARMOR


NAME' CLASS MR WEAPON
ST CO RF SM 'IQ ' HACO DAMAGE NOTES CLASS
~
HTK
X Dovir, MT'HU THF '
9 13 If 14 7 BMK N '
T '
IDS * ’
CRH 4 iff
Lattinore ( l ) VET HU THF 7 16 12 12 9 DGRe 6 1D 4 ao 4 23
2 . Pn« sts INT MX PRI 9 11 14 10 12 QSTF 10 1D6 CLO 2 19
Flghters 1NT MX FTR 14 11 12 14 10 MACE S 2D 4 LTH S 24
4 . Bos ' n VET HU THF 9 14 15 11 IS BDSWDe S 2D8 CLO S 24
Seonen 1- 4 INT MX FTR 15 12 10 16 8 CLUB 5 IDs CLO 2 28
Seanen 5-12 GR MX FTR 13 11 11 12 10 CLUB 8 1D6 CLO 2 17
5 . I oeqhs 1- 4 GR HU FTR 11 9 11 12 10 CLUB 3 1D6 NON 0 18
Touqhs 5-8 GR HU FTR 8 11 9 10 12 FISTS 6 1D 4 NON 0 16
Bear 20 10 15 22 3 1° PAW 3 1D8 ANH 4 80
BITE 5 1D6
HUG 2D6 ( 2)

7 , Constables 1- 3 VET MX FTR 10 13 9 11 11 1BBAX u 1D 10 <3> CHN 6 31


L BOWe -1/ 4 / 7 1D6
Constables 4-7 INT MX FTR 12 10 12 13 II BDSUD 4 2D6 C /S 7 34
8 . Cuvendish GR HU FTR 11 14 16 8 8 RAPR 6 1B12 LTH 5 23
11 . Escapee INT HU THF 17 13 10 11 10 FISTS ! 2D 4 NON 0 26
Forewan INT HU FTR 11 10 7 9 12 WHIP 12 1D8 (4) L /S S 20
SHSUD 7 IDi (5 )

12 . Yok VET HU THF 4 12 10 8 11 BLWGNe 4 1D2 NON 0 14


Porters 1-4 INT HU THF 16 9 9 10 12 CUDGEL 6 2D 4 NON 1 29
13 . Adrena INT EL THF 9 14 13 13 10 BDSWDt -I (6) LTH 4 26
RAPRe 2
INIFt IDS
15 . Dogs 1-6 16 13 15 12 3 11 BITE 1D6 (7) ANH 3 35
19 . Doralak EL HU THF 11 19 16 9 15 RAPRe -O 2D8 (8) LTH 7 26
MNGCHe -i 1N>
Thonnk •/El HUFTR 17 16 17 IS 10 GRSWDe -i 3Dl 0 LTH 6 42
o
Armk VET HU FTR 1° 10 12 12 13 2BBAXe 2D 12 LTH S 39
20 . Girl CR HU THF 8 16 16 3 8 ROCKS 3 /8 / 13 1D 4 NON 0 13

• 1) Lattinore has a 55Z chance of Picking Pockets , and a 60 Z chance of Mooing Silently ,
( 2) If bear hits a single victin with both paw attacks on the sane neiee roond ( nr ) , he will also hog for
additional danaqe autonctically .
( 3 ) Constables battleaxes haoe sharpness giving a boms of + 1 to the wielder s hit prob .
' '
( 4 ) Whip can be osed to try and tangle the legs of a foe ; if successful , foe will be tripped and on the
.
ground for 1D 6 nr Any funble by the forenan will result in his own legs being tang led .
( 5 ) When faced with serious problen , forenan will drop whip , onslinq shield , and draw sn ortsword .
( L ) Magical weapon described in Encounter 13 .
( 7 ) Each doq bites a single foe 1D3 tines in each nr . Dogs will attack only in self - defense .
( 8 ) Doralak is a naster of two - weapon technique ; he nay strike with both weapons in a single nr with no
penalty to hit prob of either weapon .

8- 12
SECTION III

.Jalaps,
Charts!,
anii
Diagrams
PLAYERS ' HAP - TERRAIN ; CLEAR

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PLAYERS ' HAP - TERRAIN : MOUNTAIN
GAHESMASIER ' S MAP - TERRAIN: CLEAR

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,T. 'i ' -


Gtt NOTES FOR TERRAIN : CLEAR

i) Generally speaking ,
the section of stream presented on this
-
t e r r a i n map i s about 2 1/ 2 to S feet deep ; the currents are

,
,
relatively calm here and the bottom i s fairly level Near point
-
there ’ i s a steep drop offj the depth of the water exceeds 10
.
A
i n this immediate area . ,
At the ford ( point B ) the water i s
'
through at 1/ 4
',
quite shallow ( 6 * to 2 ) permitting travelers and wagons to pass
normal speed .
I f characters become engaged i n
, -
combat while in the water they fight a t a 3 to their u ^ ual hit
probability .
After the first pair of trees south of the ford
( point C ) . the ground slopes downward , causing the current to
pick up speed .
I f characters enter this portion of the r i v e r
moving rapidly ,
they must make a REF saving r o l l to keep their
balance
underwater
.
I f players at either point A ' or C are thrown
and do not know how to swim , they will take 1D 6 of
water inhalation damage per melee round ( armor does not absorb )
until they are rescued nr reach a shallow area Points B and C
are readily noticeable to anyone who walks the length of the
.
,
stream bed on this map ( ?0 X identification ) while thedeeoening
of the pooi i s difficult to observe from land ( 15 Z chance ROZ i t ,
someone swims through the area ) .
2) At this point along the stream , the players can see the remains
,
of a beaver dam ( s t i c k s mud ana assorted refuse ) Several
I f this
..
poisonous water snakes new make their home m this mire
area i s somehow disturbed by the thieves or the caravan members ,
there i s a 40 Z chance that 1D 4 snakes will investigate Snakes . ,
have 20 HTK and an EAC of S; they bite twice per melee round
.
HACG = ?, doing 1D 4 damaqe They also inject a Level 6 p o i s o n on
each successful strike ( make STN saving r o l l to take 1/ 2 damage )
There i s a 20 Z chance that this feature will be noticed by the
.
thieves i f they spend a substantial amount of time i n this area
i f the map .
3> The bushes in this area contain golden flowering berries that
.
have known medicinal value There are enough berries t o brew 12
portions of a herb tea; each use will cure i u6 hits A haster of .
First Aid hQs a 6 GZ chance of recognizing the value of the
,
berries and a character with normal training i n first aid has a
2SZ chance ; a l l other characters have only a 10 Z chance of
identifying their use .
4) This tree contains a large hollow area i n the base that can be
used as a storage place for small items of collected booty This .
landmark i s readily noticeable to any group making an organized
search of the area ( 75 Z chance ) .
S) ,
Here a simple stone marker ( uninscribed ) s i t s atop some
obviously recent spadework .
I t i s a gravestone covering the ,
decaying skeletons of two human -sized creatures , and nothing
more . There i s a SOZ chance that a character walkinq nearby will
notice the cravesite .
GANESflASTER ' S HAP - TERRAIN ; FOREST
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GH NOTES FOR TERRAIN ; FOREST

1) General nMes on v i s i b i l i t y in this t e r r a i n ; For the host part ,


this segnent of the nap «hould be treated ns heavily forested A
character at ground level i n a hex mm frill the rood will only
.
*
b »> able to see about S hexes i n any direction ; visibility is
doubled i f the character i s up in a tree or alongside the road .
A character also receives a 2Sl bonus t o his nornoi Hide i n
Shodows chances while i n these deeper woods
standing on the ® outh ridge of the hap ( a ) can see the entire
.
A character
southern fork of the road , and part w y up the other two forks
"
A character on the lower ievel ot the nortn ndqe ( b ) can see the
.
entire roadway along that side i f the ridge ; at higher levels,
they can observe the entire hap area , however hovehent along ,
the upper levels of the n d q e i s hade at Mountainous Terrain
rates ( see Chapter 2 *' .These restrictions on line of sight
should be described to the players wnenever they enter a
different category of terrain : until they experience i t however , ,
they will have only a vague idea of their lihitations .
2* These areas are filled with dense , uneven underbrush , brabbles,
and .
jaqqed rock Movehent i s these areas i s cut to i/ 3 regular
rates ( rounded down ) ; i f characters should run into these areas ,
they n»ist hake a CDN saving r o l l to fountain their and
balance .
I f they f a i l, they take IDS cf danaae Characters
hiding i n these sections r e c e i v e an additional IS1 to their
.
chances of Hidinq i n C « ver , I f the characters reconnoiter these
areas there i s a 701 chance they will take note of these
features .
V -
There i s a reasonably well concealed hole i n the ground here ,
.
covered by loose branches and other debris The hole was a cache
of stolen goods l e f t by another group of thieves that used to
frequent this area ( now doinq tine i n the local jail ) There are .
box i n a ( )
-
a nunber of snail itens s t i l l concealed here a rosewood nusic
velvet case worth 1000 GP , o purse filled with gens
< 7N 0 GP ) and a good ® et of crockeru Ufa piacesettinqs , worth
1680 GK total ) , There i s a 20 X chance tnat the latter i ens have
.
been partially destroyed Characters have only a 5Z chance * of
noticing this hiding place during a q e n e r a i search of the
surrounding area .
4) A relatively open patch of ground f i l l e d with low veqetation
covered with blue and silver bell -shaped flowers These are.
-
Hell ' s bells noving tnrouqh then will set off a loud cianor of
,
ringing that will a l e r t alnost anyone m the v i c i n i t y to the
resence of the offender .
Character ® with outdoor skills
trackma , trapping ) will have a 30 J chance of recoqnizma these
l i t t l e nuisances; a l l other characters will have only a 5
chance . *
GAttESHASTER S MAP TERRAIN : MOUNTAIN
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GH NOTES m TERRAIN ; MOUNTAIN

General Terrain Description : There i s nn real road on this nap -


just a sonewhat traveled expanse of open area between two
cliffsides. The cliff at the western end of the nap i s a
virtually sheer drop of over 580 '; the waterfall at the top cones
at the end of a swiftly flowing rivulet .
The northeastern face
is a nnre gradual incline ;' treat as nornai nountain terrain for
novenent purposes , fart of the way up the nountamside stands
the rums of an ancient tower .
t) The Tower : The tower stands 50 ' feet high even i n i t s current ,
state .
of disrepair A set of winding steps ( partially obscured
,
by fallen rock ) lead to the top which has been outfitted with
nissile turrets . The steps, i f cleared , are not dangerous:
however ,> the flooring of the tower i s weakened with aqe , ana
there i s a 18 Z chance per person that the floor will collapse if
the tower area i s entered ( thus i f a ten person party ascended i
the structure would certainly collapse around then Fron the
tower vantage , a player can track the approach of other travelers
.
well beyond the boundaries of this nap ; bownen stationed on the
tower will receive a 5 bonus to their effective arnor class for
*
effective concealnent of nost of their bodies .
O\
The Gave : At the base of the tower , there i s a gaping hole that
L

leads into the bowels of the nountain The cave within i s .
spacious , and could serve as a hideout for a substantial anount
of heisted cargo .Indeed , nany others have used the area for
such purposes in the past , and there i s nuch debris lying about
( though nothmq of real value ) .
There are also an abundance of
wild nushroons growing i n the cave ; theu are mldly poisonous if
eaten ( Level 2 of poison for each nushroon eaten , STh saving roll
.
for 1/ 2 dnnage )
3) Words have been carved into the face of this rock outcropping -
“Watch out for StoborV This , while a useful sentinent , has no
relevance to the play of this scenario . <
In this area, rocks forn a natural overhang concealing a 5 deep
;
4)
crevasse suitable as a storaqe area for booty or a temporary
. .
hiding place for a sinqle individual I t takes 2 «elee rounds to
enter or exit this crevasse There is a 281 chance that this
area can be located dunnq a general search of the hillside .
GAKESMASTER'S MAP - THE STREET 0^ SILK VEILS
LANDMARKS ON THE STREET OF SILK VEILS
Qj THE TROUBLED TROUBADOR
b> KARRI ' S SHEETS AND FLOWERS
c ) BURGALLO ' S APOTHECARY
d> HELIGOR ' S
e ) BETTINA ' S
f • NANA ROSA ' S ROOMING HOUSE
g * THE BLUE LANTERN
h> ENOS ' LIVERY AND SMITHY
i) THE FOX AND GOOSE
j - UENCHES ' WALK
M THE RED ROOSTER
1 ) HEAVEN ' S GATE
n> AVRODEL ' S WINE SHOP
n - THE BLACK WHIP
o) THE MUSTARD AND FENNft
P> AMBROSIA
g> THE PERFUMED GARDEN
r MADAME RUTH ' S
' THE SILKEN CHAIN
) POTIPHAR 'S HOUSE
u) NORDECAI HEALER ' S HOUSE AND SURGERY
v> THE LOVER ' S NOT
M) THE VJRGIN ' S FLUTE
». ) VARIOUS ROOMING HOUSES OF
LITTLE DIRECT CONSEQUENCE
•< > FOOD ' S THEATER
THE BLUE HARPER
i
'
GAMESMASfER 'S MAP - MAGIC STREET

7/ \ Y M If

STREET OF CARAVANS

\
LANDMARKS ON MAGIC STREET
a) MYSTIC VALLEY TAVERN AND INN
h > GPOUNDSKEEPER'S COTTAGE
c) PUBLIC SQUARE
d) YE APOTHECARY SHOPPE
) MAGIC BOOKS AND SCROLLS

H FARSPEAKER'S
g > THE PENTACLE
h) EYE OF NEWT
nTAOt/ TAIIM rn
1’ JIMTMMVLLM

'
j ILLUSIONISTS' PARK
k) GUILD OF MAGES
l) THE COLLEGE OF MYSTIC ARTS
THE. SCRIBES' GUILD
n' THE INVISIBLE SHOP
o) THE ENCHANTERS' GUILD
p) R . THOR GOFREE

TfiTENTUOJUT
q> PIPER ’S
r) THE HOUSE OF ILLUSIONS
i) EMPTY SHOP (FERDINAND'S)
t) UNUSUAL PETS
--
v) HIRE A MAGE
ENCHANTMENTS , LTD.
w) THE HOUSE OF HEALING
x ) WEAVER'S PLUS
HECATE'S CIRCLE
;) HOUSE AND GARDEN OF
THADDEUS CHISELUICK
no) HOME OF COLCHESTER TIBBITS
bb) HOME OF ARTEMIJS FARADAY
cc) MISCELLANEOUS SHOPS
dd ) PRIVATE RESIDENCES
OF VARIOUS MAGES
GAHESMASTER ' S DIAGRAM - HELIGJR ' S SHOP
. AND FLAT

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a
=
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A. ) Entrance and Displays


B. ) Sales Counter and Displays of Valued ! tens
C . ) Helper 's ' office "
D . ) Assistants' living area
E. ) Assistants ' sleeping quarters
F. ) Fatuly 's livina area
G ) . Back entrance ano stairs
H .) Bedroo for Harissa and her brother
*
I. ) Bedroon for Heliqor and Harushka
J . ) Balcony
GAHESMASTER ' S DIAGRAM - MAGIC BOOKS K SCROLLS

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A .) Entrance and Window Displays


B . ) Customer Service Areo
C. )
'
Alarkon s Office
D. > Passageway to Scribes ' Workrooms anc Library
E. ) Central Passagewoy
F. ) Rear Entrance
C. ) Junior Scribes' Office
H .) Senior Scribes ' Office
I. ) The Library
J. ) Supply Roon and Storage Area
K. ) The Vault
GAMESHASTtR’S MAP:THE CITY OF HAVEN
THE ROUTE OF THE COURIERS
STREETS TRAVELED BY THE COURIERS
i.) NORTHGATE STREET
O V
U / • STREET OF CARAVANS
3 .) TRADE ISLAND
4. ) GAMBOL STREET
S. ) PLAZA OF TPOUBADORS
6 .) STREET OF SILK VEILS
7 . ) ROUGE STREET
8. ) MAGIC STREET
NARROW SQUARE
ID , ) GLISS STREET
.
ii ) SOUTHBANK STREET
AA At A i I * A I u »
iia ) IKUU vmin iruuLS'
i l I V!

WRU /
12 . ) BELIEVERS LANE
13. ) yORTHY STPEET

STOPS ON THE COURIERS ’ ROUTE


a. ) HELIGOR 'S
b.) THE SILVER TRUMPET
c. ) ENCHANTMENTS , LTD ,
d.) MAGIC BOOKS AND SCROLLS
e.) AALAKKI JEMELSMITH
f.) GURODON , CHANDLER
q .> THE TEMPLE OF THE EMERALD GOD

THE PQUIE OF THE COURIERS


Start at NORTHGATE and Jewel STREETS
South in NORTHGATE STREET to STREET OF CARAVANS
Southwest on STREET OF CARAVMS
Cross bridge to TRADE ISLAND
Cross bridge along STREET OF CARAVANS
Southeast on GAMBOL STREET
Cross PLAZA OF TPOUBADORS
South on STREET OF SILK VEILS
West on ROUGE STREET
( 4 blocks to Junket )
Northeast to STREET OF CARAVANS
West to MAGIC STREET
Northwest to DWARROV SQUARE
Cross DUARROW SQUARE to GLISS STREET
North on GLISS STPEET
Northwest and Southeast on SOUTHBANK STREET
Southeast on TROD DHUM
Southeast on SOUTHBANK STREET
Northeast on STREET OF CARAVWS
Cross bridge to TRADE ISLAND
Cross bridge along STREET OF CARAVANS
Southeast on BELIEVERS LANE
Northeast on WORTHY STREET
Northwest on NORTHGATE STREET to Jewel Street
APPENDIX
CHARACTER CONVERSION
TO FANTASY SYSTEHTOES

Firon“W(rroosTfr5YSTQB

Those plavers who hove had experience using other it was possible to construct an overall rule for
fantasy role -playing systems may wisn to adapt favorite transferring earned experience between systems , as
characters from hose systems for use with these follows ;
.
scenarios The following instructions identify two simple
procedures which nay be used to complete such a character
1 EP earned in ADM) =
.7 EP under FANTASY SYSTEM rules
conversion ,
l EP earned in C 4S =
ESTABLISHING
CONSISTENCY
.6 EP under FANTASY SYSTEM rules
WITH
CHARACTER
-
Table A 2 indicates the overall effects of the these rules
on the comparability of experience levels between the
REQUISITES three systems .
Table A -i chows the player how to translate the
requisite characteristics rolled in a number of other TABLE A-2
widely used FRP systems into the ten character requisites
needed in the FANTASY SYSTEM in order to make saving rolls
against character abilities 7
C\ S Equivalent AD & D Eqvivalent
TABLE A -i Level FS level F S
Attained Level Attained Level
2nd 2nd 2nd 1st
3rd 3rd 3rd 2nd
OtherFRP Systems 4 th 4 th 4 th 3rd
Fantasy Sth Sth Sth 4 th
SSEite C \ 5 Runequest ft!) 6 D TiT Mil
?*h
6 th
"th
6 th
7 th
5 th
6 th
5TP SIR STR STR STR Pth '’th 8 th 7 th
CDN DE < DEX Dl.X m 9 th 8 th 9 th 7 th
»rr DEX DEX DEX DE < I0 » h 8 th 10 th 8 th
STM con CON CON CON Uth 9 th 11th 8 th
DSC NIC INT U1S INT i ? th ? »h 12 th llth
IQ INT INT ) HT INT l'th t 0»h 13 th llth
Tftl INT ROW INT INT Uth llth 14 th 13 th
MP CON POW CON LX
HAG CHft CHft ( Hft CHft
APR ftPP CHft CHft CHft
RUNEQUEST [R ft )
Runeguest characters gain experience in an entirely
TRANSLATING
"
.
differen » manner Each time they successfully utilize a
fighting, thieving or other ability during an adventure ,
ACCRUED EXPERIENCE they receive an opportunity to learn from this experience
INTO
FANTASY
"
SYSTEM
and improve their percentage chances of success As
player thieves advance levels in the FANTASY SYSTEM rules
.
ACUANCEMENT they automatically are assumed to have achieved similar
Most of the characters to be converted will have
improvements in capabilities . ,
Thus a system was devised
that numerically measures the proqress of a Runeguest
participated m previous adventures and gained some ,
character over time and translates that value 'Into ~an
experience m fighting and thieving skills This
previously accrued experience can be translated into an
. equivalent measure of FANTASY SYSTEM experience
Runeguest
The
character receIves ”the To 11owing awards for
"
.
.
equivalent levei of advancement in the FANTASY SYSTEM qalne 3 e 7perience in various skill cateQones:
'

rules i point for every 51 improvement to basic


abilities in the eight thievinq skill areas
ADVANCED DUNGEONS AND DRAGONS (
ADJ.D! measured in the FANTASY SYSTEM:
Locate Trap -
CHIVALRY AND SORCERY ( C.4 S) Disarm Trap
Like the RWTASY SYSTEN, the sets of rules for Pick Locks
Chivalry*’ and Sgrcery and’’fitfvanced Dungeons and Dragons
"

Pick Pockets
measure aained experience irT“?erms of’experience points!
'
Hide in Cover
both systems provide a distinct character class for Move Silently
thieves, with separate rules for earning experience By
comparing these EP rules with the FANTASY SYSTEM
. Listen
Climb
experience rules under a representative set of sltoatIons 7
“ ^

A -i
i point for every 10 Z improvement to basic TUNNELS AND TROLLS ( T h T )
abilities in other skills taught by the Thieves ' ,
Tfie Tunnels and” Trolls system although it also uses
Guild in the Runeguest Rules : acquired experience polnti as the measuse of character
Sense "Ambush advancment , has the least correspondence with the FANTASY
Spot Hidden
Jumping
SYSTEM' structure .
UT has no thief class; indeeffj’Tt
moies no recoqmtion of thieving abilities in its
Taste Analysis consideration of whether a character can find a secret
Camouflage door or open a locked box .
Furthermore as characters
advonce levels , they are given the opportunity to increase
,
1 point for every 2 QZ improvement to basic
linguistic abilities in either one ' s own or any their initial requisite characteristics which greatly ,
other languages .
1 point for every 20 Z improvement to basic
increases their relative capabilities in a mixed - system
universe .
Finally , the actual number of experience points
weapon hit probability . awarded for a successful combat or treasure hunting
expedition are much lower than the amounts that would be
-
Sum up the point totols from these four categories i
and find the equivalent FANTASY SYSTEM experience level :
awarded under the FANTASY SYSTEM rules Consequently , a
-
mid level T 4T characterTictuairyTas abilities consistent
.
with those of a very high FANTASY SYSTEM character :
-
TABLE A 3
TABLE M
====363 3E
==3C ==r-r =
;sa s
— rr

Total R Q
Experience
P 01rt t S
_
Equivalent
FS
Experience
Total R 6
Experience
Point'
Equivalent
F _S
Experience
T 6 T level
Attained
Equivalent F S
Experience level
_
Awed Leve i Accrued level
2nd 3rd
It irt 53-58 8 th 3rd Sth
"- 13 2nd 60- 66 9 th 4 th Mh
14- 23 3rd 67-”4 10 th 5 th ” th
24- 2« 4 th -
?5 8i iith 6 th 9 th
30 -37 5 th 82- 8« 12 th 7 th 9 th
38- 45 6 th 90-96 13 th 8 th 1l» h
46 52- 7 th 97- 103 14 th 9 th 13 th
10 th I5 » h

In addition to satisfying this general conversion


,
schema Runeguest characters nave to satisfy certain basic
"
conditions Before they can attain certain experience However the converted character must also subtract
levels : any additions to requisite characteristics he has made a <
Before attaining 4 th level > a character a result of leuel advancements he has accomplished . The
must have improved its bdsic’dbirities with one resuitinq character will be of a far different nature than
weapon by at least 2SZ . the original ; the player should carefully consider the
Before attaining 7 th level , a character effects of these changes on his game -playing style before
must have achieved hit probability of 701 with
one weapon , and a 5 QZ hit probability with
making the conversion .
another weapon .
Before attaining ‘ ilth level, a character
must have achieved a hit probability of 90 Z with
one weapon , and a 75Z hit probability with
another weapon .
If these additional conditions are not met the ,
character would be viewed as equivalent to a 3rd , 6 th or ,
,
10 th level FANTASY SYSTEM thief even if it has gained the
experience polnts necessary for a higher level
'
.

-
A 2
FAMILY BACKGROUND
Die Faiul Money CP Weapon Training Automatic
Poll Social evel I! Dice /Pip Trainings Points Trainings!
MOBILITY ( E )
:P5
99I Righ Nobility 2D6 106 6 1 « 1, 3, 19, 20 ( S0 Z )
971- wn Nobility 2D6 SO 6 16 ,
1 3, 19 20 ( 50 Z )
-
?0i V 7D Aristocracy 2D10 2S 6 20 , , ,
1 3 19 20 ( SGZ )
GUILD ( D ) ( all qoildsnen receive nastery of any 1 s k i l l )
8SI=?D0r Gtuldnaster IDS lOO 1 16 19, 20 , 31, +1
851-880 Giildsnan 1D10 25 1 12 19, 20 , 31 +1 ,
MERCANTILE < C )
8D: SSr”Mltchant
*
2D10 SO 2 20 ,
19 20 ( 50Z > 31 +1 , ,
-
701 800 Shopkeeper 1D 10 20 2 12 ,
19 20 ( S 0 Z ) 31, M ,
YEOMANPY ( B)
-
SW Ttfl Yeoiwn 2D6 20 3 8 , ,
26 19140 Z ) 20 ( 501) 31 ( 20 Z ) , , +2
551- 600 Landed Peasant 1D6 20 2 6 , ,
26 19 ( 20Z ) 20 ( 50 Z ) 3K 1BZ ) , , +2
151- 550 Peasant 1D10 10 2 4 , ,
26 19 ( 18 Z ) 20 ( 50Z > 31( 10 Z ) , , *2
RABBLE :A >
TJFTSiT" Freednan
121< - 130 Gypsy
1D100
1D10
i
S
1
2
2
0
,
,
41 , 42 31( 412) ,
.
3rv 19 ( 201) . 20 ( 507 ) , 31( 8Z ) +2 ,
A A ,
o *ii — I«i*j
4 / A >/ '
aer ?
A

ivb 1 0 ,
3S n *2
(I The ntmhers
in this column correspond to the numbers assigned to eoch of the
various trnminq fields: percentages in parentheses indicate the chance of having
the training * do not check for Writing U20 ) inless Reading 11191 has been given
"
or successfully rolled for ; Indicates fields [ norVoIntsl that nay be freely
chosen fro the applicable social listings )
* .
BONUSES AND PENALTIES FOR REQUISITES

Strength Co - ordination Reflexes Intelligence Strength Co - ordination Refleies Intelligence


Range Damage Hit Prob Dodge to EP Range Dosage Hit Prob Dodge to EP
mm mm mmmm mm mm w

• •
mm
rn mm mm —
mm « m» mm
mm mm mm mm
^m mm •• mmmm ^ mm a« mm

——
mm mm w 9
~• ——
m mm wmmm 4mmm mm mm « mm w

-1- --90? 0ZZ


mm mm mm mm
^ mm ^ mm mm ^ mm M i mm mm mm mm mm mm ^
^ mm mm ^ rnm

- 3D10 -10 -7 20 +1B 12 3 +3 +28 Z


^

0 -3D6 -8 -64 21 2 D8 4 4 + 25Z


1 -2D8 -6 - -75Z 22 +2D10 4 +4 +33Z
c -1D12 -6 -3 -50 Z 23 2D12 5 5 +50 Z
3 -iDil -4 -- 3 -33Z 24 3D 8 6 +5 +75Z
4 -1D6 -_31 2 -20 Z 25 + 4D6 7 6 x2
9 --1D4 -1 -10SZZ +3D10 8 +6
6 1D2 - 27 +4 D8 +9 7
-
7 13 28 + 3D12
14 lDi 1 29 +6D0
15 +1D 2 *+ 1 +1 +5 Z 30 + 4D 10
16 +1D 4 1 +1 +5Z 31 + 4D12
17 +1D6 '2 +2 UOZ 32 +7D8
18 1D8 2 +2 + 10 Z 33 6 D12
17 + 1 D18 +3 +3 +15Z

TRAINING OPPORTUNITIES

Die 3 or frOfl froh fren fron fn>« fron frnn 18 A


R «i l less 4 -5 b 8-9 10-11 12-13 14;15 -
16 17 o«er
\ ft 0
0 '1
0 1
l
2
2
3
3
4
4
S
S b
7
L,
b
3 0 0 1 3 4 S b 7 P
4 9 1 o
c. 4 S 6 7 9 V
5 0 1 3 5 6 7 8 9 10
6 1 2 4 6 7 8 9 10 12
t 1 3 5 7 8 9 10 12 14
8 2 4 6 8 7 10 12 14 16
v 3 5 r 9 ;8 12 14 16 18
10 4 6 8 10 12 14 16 18 ?8
11 4 '1
ry
9 11 14 16 18 20 23
12 5 10 12 15 18 20 07
wJ 26
13 5 8 1(1 14 16 20 22 25 30
14 6 9 1? 15 1U 20 24 28 35

-
B l
TRAINING HELDS RACIAL ADJUSTMENTS

NOBILITY SKILLS RACE SEX STR CDN REF STH DSC INT TAL MGR MAG APP
tm mm mm mm
»• '•

« »
• »
WWMF?
A W<
W
^

Oratory Hunan n
f : -4 +1 +i +i +i -i 2
Horsemanship
BHOFF iT'T+i +r +T"-?-f +? =1 TT
( : -2 -1 “: +2 “- 6- *-S
r F2 — rir z Fr
+i +i +3
GUILD SKILLS
Complex fiechamcs flFBSIf R : -r ?r F2
" * " "' *‘" "'

f ~ : -6 +3 +3 - 4 +2 ~-3 + 3
Corpetry
Glassblowing ETr7~s ? Tvan « ~r=r —+i—+?— -
_ — — —
F,.: -4 +1 +2 +1

r—
3
+r T —*7
+ 2 -1 + 4
Jewellery
Cartography Frf;-?rrT3or — g r =r -fr fj sj rf Fr~F2”*=r F7
Architecture F _: -5 +i + 2
—+r — —=2—-r +1 ~+2 -i +4
< »r
EIf 7"nII »;“ r=2 +r
Fine Armory * f ! - 5 __ _ i + +2 -2 -2 +3
—rr5
RffTF=frr n

., * *
MERCANTILE SKILLS
Dyeing* -4 +i +1 +1 +1
f ! -i “ +3
Tail or mg Centaur mr ~* r -*r ~* r ~=z ~?. -r f -T ~

Perfumery
Prrr? — —rf ; -4b- -S+6 - -4-5-4-4-42-+3 -4
f S - + '
Calligraphy
Silversnitfung
Ore
-
S-r -zj—rj—;r-?2—rr-;?—iT-;r --3 —-T
+ 6 - b +3
( Goldsmithmg)
Captaincy
-5 + 3 -3 - 2 - 3
sr ~mr ~=r ~=r ~f 2 ~=r~=r -=z ?i =r 4 —
—Hi
0ri5F:RaI
+3 -1_ -2 -?
” "
Locksmithy f
Bookkeeping l
HQjf - orr n + f -r rr rr -
i
"
t

YEOMANRY SKILLS
Reading PToCorJ ’*"
f 3 1
+1 ?
- i -i
FI FI -2 :E - f FI F2 -3 -3
“ -2 -i 4
* “

f ! -5 42 + 2 -1 -4~-1~ 4 i +1 -5 -2
iriting
Tanning
Blacksmthry
CofTTIn rT r +r +r
f ! -4
= "
*z s r r r =?
:
+2
~ ~ ~
"

42 +l +3
=
43 -2 -5 -l
Armory
Tracking FACIAL AND REQUISITE THIEVING BONUSES
Hosbandri
Dowry
Fletching
Coopery Pace
.-
Intelligent Sense Pick Locate DISQ K Pick Silent Shadow Clinb Hear
Traps Locks Traps Traps Pocket Motion Hide ( 10 * ) Noise
Magistracy Runon *

Uruk Hoi
RABBLE SKILLS Half - Orr
Cyphering Dwai f 4382 +52 4102 +1S2 +S2 +52
Cooking Hobbit 4102 452 452 452 425J 4252 4102
Netting El " en 452
Neaving Half -LIf *102
452
4152
452
Service Ore 452 4102 4102
Trapping
Swimming
Centaur 4102 452 -102 -202 -982 41112
lloboui 452 4102 4152 4152 4 ? 02
( Diving ) Pme 4102 - 202 - 352 - 202 4152 4152 - 4 D 2 4202
Mountaineering H+ 302 «4152
Brewery Goblin 4102 - 102 452 4102 4102 4152 4152 452
Entertaining
Music Requisite Talent Coord Coord Disc Coord Coord Reflex Reflex
First Aid Jiriess ' -
302 — =4S2" --30I—TS2 - 401—- 401— - 28Z
'

Teaching 4 -5 -202 - 202 - 302 - 202 - 202 - 202 - 102
b-8 - 102 - 102 - 152 - 102 - 102 - 102 - 52
9- 1?
EXPERIENCE POINT AWARDS -
13 14 422 452 452 452 412
l? 442 452 452 452 452 422
16 452 4102 +5-2 452 452 +52 432
EP
G
NPCs
by
experience
Monsters
by
total
i;»
1
$ $ :i9
+102 + 102 + 152 + 102
St s :IH
1
+ 102 +152
HR
+ 152 +72
dealt level HTK “ 20 +122 + 102 + 202 + 102 +152 + 152 +152 +92
6 GR £EN 1-27 21 +152 + 152 + 202 +152 +152 +202 +202 + 112
9 INTERMEDIATE 21-50 99
..
L L + 132 - 152 + 252 +152 + 202 +252 + 252 + 132
14
21
VETERAN
ELITE
-
51 90
91-175
23 +222 202 +302 +202 + 252 302 302 +152
2J +272 252 + 402 + 252 +302 + 352 + 352 + 202
30 > 175 ?S or- nore +352 +302 +502 +302 +352 + 402 + 402 +252

B- 2
THE STORE OF MANY BARGAINS

WEAPONS
SHOPTSWOkD 25 GP BATTLEAXE, 1 -BLADE 20 GP STAFF SLING 4 GP
PAPIER 60 GP BATTLEAXE , 2-BLADL 111 35 GP BOLO 5 GP
BROADSWORD 35 GP CUDGEL 1 GP SHORT BOW 30 GP
BAGGER 8 GP CLUB i GP HORSE BOW 35 GP
STILETTO 7 GP CLUB , BRASS BOUND 121 S GP LONG BOW 40 GP
PQIWIARD 10 GP CLUB, SPIKED 131 8 GP LIGHT CROSSBOW 50 GP
MAIN GAUCHE 15 GP MACE 20 GP COMPOSITE BOW 100 GP
BOWIE BLADE 40 G? MACE , SPIKED HEAD 131 30 GP BLOWGUN 1 GP
THROWING KNIFE 8 GP SMALL WAR HAMMER 25 GP NET 8 GP
HAND AXE 8 GP THROWING HAMMER 20 GP
THROWING AXE 15 GP SLING 2 GP
WEAPONS ACCESSORIES
ARROW STEEL HEAD
, 3 SP BLOWGUN DARTS (BAG OF 50) 3 GP SHOULDER BELT 2 GP
ARROW ,SILVER HEAD 141 25 SP BOW CASE, WOOD 8 GP KNIFE BELT ( HOLDS 8) 2 GP
ARROW ,FIRE 14] i GP BOW CASE . LEATHER 2 GP SCABBARD, LEATHER 2 GP
ARROW, FIREBOMB [51 8 GP QUIVER ( HOLDS 40 ARROWS) 2S SP SCABBARD . METAL 21 GP
CROSSMW QUARREL , STEEL 2 GP BOWSTRING 15 SP SHEATH , LEATHER 1 GP
QUARREL . SILVER -TIPPED [ 41 10 GP QUARREL BELT CASE ( HOLDS 30 ) 5 GP SHEATH, METAL 5 GP
SLING STONES (POUCH OF 10) 1 GP CROSSBOWSTRING 25 SP
THROWING DART 1 GP SWORD BELT 2 GP
r 1 ] If first attenpt to hit Hisses, receives chance to hit on return suing in sane nelee round.
12) If not brass-hound , club has 2SZ chance of shattering on each successful blou ,
(31 Stakes odd 1 D3 to nornal weapon danage .
[ 4] These special mssiles do nornal anounts of danaqe, but nay be necessary to affect certain types of
creatures ( trolls, vanpires , etc.)
tSi On a hit > firebonb does 1 D8 of danage that nelee round , and 2D8 of danaqe in the succeeding nelee
round.

ARMOR AND ACCESSORIES


CHAIN SUIT 500 GP QUILTED SUIT 5 GP SMALL SHIELDS!
CHAIN SHIRT 200 GP QUILTED SHIRT 1 GP LEATHER 5 CP
CHAIN PANTS 250 GP QUILTED ACCESSORIES 3 GP OAKEN 3 GP
CHAIN ACCESSORIES 100 GP STEEL 25 GP
LEATHER SUIT 60 GP NORMAN HELM 10 GP LARGE SHIELDS!
LEATHER SHIRT 25 GP LEATHER HELM 7 GP LEATHER 8 GP
LEATHER SKIRT 15 GP QUILTED COIF 2 GP OAKEN 5 GP
LEATHER ACCESSORIES 25 GP STEEL 35 GP
! Shields of the tuo sizes nay absorb appropriate anounts of rfanaqe according to the naterial of which
they are nade . When this danage has been absorbed , the shield is considered destroyed , and useless as
far as any bonus to arnor class is concerned . Leather absorbs 12 and 28, oaken 20 and 30 , and steel 35
and 50.

MOUNTS
( The prices below are for unbroken, average quality horses; for poor quality , subtract 58Z; for
.
good quality , add 100Z; for excellent, add 200Z; for supers , add 40 OZ )
LIGHT HORSE 40 GP HEAVY HORSE 150 GP
MEDIUM HORSE 80 GP SUPERHLAVY HORSE 350 GP
EQUIPMENT AND TRAINING
SADDLE 25 GP BREAKING TO SADDLE ( takes i week ) 35 GP
PACK SADDLE 10 GP BASIC TRAINING ( takes 1 nonth ) 100 GP
TACK 10 GP GOOD TRAINING ( takes 6 nonths) 500 GP :
SADDLEBAGS 15 GP COMBAT TRAINING (takes 2 years) 2508 GP
BOARDING ( one week ) Nornal care 5 GP ( All training requires paynent of boarding
Quality care IS GP costs, for whatever period of tine .)

B-3
THE STORE ( cent .
'
EQUIPMENT
MALLET ( workman ' s hotter ) 111 2 GP LANTERN , CANDLE 8 GP BLANKET , WOOL 3 GP
BELT KNIFE Ill 3 GP LANTERN , OIL SLEEPING BAG , WOOL 12 GP
HATCHET III 10 GP ( 1/ 2 hour per ounce ) 12 GP SLEEPING BAG , FUR - LINED 40 GP
WOODSMAN ' S AXE Ill 12 GP CANTEEN ( 1 quart ) 5 GP CAMPS!OVE 15 GP
SPIKES IRON ( 1 dozen ) 2 GP BACKPACK , CANVAS ( 25 pounds ) 3 GP RACK and SPIT 6 GP
MARBLES , CLAY ( baq of 50 ) 8 SP BACKPACK , LEATHER ( 60 pounds ) 8 GP KETTLE, COPPER ( 3 gallons ) 5 GP
MARBLES . GLASS ( bog of 20 ) S GP SACK , SMALL ( 10 pounds) S SP POT , IRON ( 2 quarts ) 4 GP
CALTROPS , SMALL ( baa of 30 ) 3 GP SACK , MEDIUM ( 40 pounds ) 1 GP Set of UTENSILS 2 GP
CALTROPS , LARGE ( bag of 10 ) 5 GP SACK , LARGE ( 100 pounds ) 2 GP CARVING KNIVES 15 GP
SALVE < 5 applications ) 12 ) 50 GP BELT POUCH 1 GP VIAL , GLASS ( 1 ounce ) 2 GP
OPIUM ( 5 uses ) 150 GP MONEY BELT 3 GP BOTTLE , GLASS ( 8 ounce ) 4 GP
BANDAGES ( for 20 Mounds ) 4 SP MIRROR , STEEL 5 GP ( 32 ounce ) 8 GP
SPLINTS ( for 10 hubs ) 5 SP MIRROR , SILVER 15 GP CONTAINER , LEATHER ( 6 ounce ) 6 SP
NEEDLES ( packet of 10 ) 1 GP ROPE , HEMPEN ( 50 feet ) 131 1 GP ( 32 ounce ) 1 GP
THREAD ( spool , 100 yards ) 2 GP ROPE , ELVEN ( 50 feet ) ( 3 ) 5 GP FLAGON , METAL ( 32 ounce ) 15 SP
HEMLOCK < 1 ounce , level 32 ) 250 GP ROPE ; SILKEN ( 20 feet ) ( 31 10 GP CORKS ( 20 assorted sizes ) 3 SP
SCORPION VENOM CHAIN ( per foot ) 2 GP COFFER ( 1.5 cubic foot ) Ml 4 GP
( 1 / 4 ounce , level 20 ) 1 GRAPPLING HOOK 8
*
BELLADONNA ( 1 bunch , level 8 ) 10 GP FIRE KIT 1
GP
GP
( 3.0 cubic foot ) Ml
CHEST ( 16.0 cubic feet ) ( 41
8
20
GP
GP
TORCH ( lasts 2 hours ) 1 CP LIQUID SKIN ( 2 quarts ) 1 GP SCROLL CASt , LEATHER
CANDLE ( lasts 1 hour ) 3 CP __ 2 gallons
( ) 2 CP ( holds 2 scrolls ) 4 SP

.
nr\
CANDLE ( lasts 8 hours ) *
* ar
3 A
ruritm u person )
1

i0 GP SCROLL RACK
IMSKSSSKSHP ifi HU ftMrs #n )
It S nusMiTASESU'ls! 1"
( 1) These items are not desiqned to be used as weapons ; if they are so used in an emergency , apply a
penalty of 4 to the normal HAC 0 for that type of item .
( 2 J One application will relieve 1 D4 points of non-cntical damage , mcludmq oamaqe from burns .
131 Breakage chances : hempen rope - 32 per use , cumulative ( on 10 th use , chance is 302 ) , elven rope - 12
er use . cumulative , silken rope - 12 chance on any given use .
141 ply additional costs < \ x GH ' s discretion ) for locks , traps , binding , etc .
(5) rs discretion , depending on type desired ( baqpipes should cost a small fortune ) .
CLOTHING
SUMMER WEAR 2 GP SANDALS 1 GP
WINTER GEAR 5 GP BOOTS , SOFT 5 GP
DESERT GEAR IB GP WORK 4 GP
COLD LANDS GEAR 25 GP MOUNTAINEERING 8 GP
CLOAK , WOOLEN 10 GP WAR
*« &
15 GP
VELVET BOLTS OF CLOTH ( 1 yard Mide , 20
FUR -LINED yards to the holt )
FUR ISO GP - WOOL 6 GP
VELVET 6 FUR 208 GP -COTTON 10 GP
GLOVES , WOOLEN 2 GP - SATIN 50 GP :
LEATHER 6 Cl - VELVET 20 « GP :
FUR-LINED 8 GP - SILK 350 GP :

FOODSTUFFS
FLOUR ( 20 pound sack ) 4 GP HERBS, DRIED ( 1 pound ) 20 GP
ONIONS ( 21 pound sack ) 1 GP PEPPEl! ( 1 ounce ) 75 GP
DRIED BEANS ( 10 pound sack ) 1 GP SALT . ROCK (1 ounce ) 3 GP
LENTILS ( 10 pound sack ) 1 GP SUGAR , BROWN ( 1 ounce ) 6 GP
BREAD , DARK ( 1 pound loaf ) 3 CP WHITE ( 1 ounce ) 10 GP
WHITE ( 1 pound loaf ) 2 SP HONEY ( 1 pint ) 4 GP
VEGETABLES , DRIED ( 25 pound sock ) 10 GP GARLIC ( 1 doue ) 1 GP
FRUITS, DRIED ( 10 pound sack ) 10 GP BRANDY ( 1 quart ) S0 + GP
SAUSAGE . SMOKED ( 10 pounds ) 2 GP WHISKEY ( 1 quart ) 75 + GP
HAM . SMOKED ( IS pounds ) 8 GP WINE ( 1 quart ) 1+ GP
BACON , SIDE ( 20 pounds ) 4 GP TEA ( 40 cups worth ) 20 GP
MEAT , SALTED ( 25 pounds ) 6 GP COFFEE ( 20 cups worth ) 25 GP
FISH, SALTED ( 10 pounds ) 3 GP LIME JUICE ( 1 quart ) 40 GP
CHEEsE ( 30 pound wheel ) 10 GP IRON RATIONS ( 1 meal ) 1 GP
HARDTACK ( 10 pounds ) 1 GP TRAVELER ' S RATIONS < 1 mead 7 SP

B- 4
WEAPONS SPECIFICATIONS

Close Weapons Basie Minimum


Hit Prob Damaae Requirements
Weapon Type ( HACO ) l
Normal xpert STR CO REF Notes
tr 11 1D 4 IDS 11 9
<
e
Stiletto
11 1D4 IDS 8
10 1D3 ID4 11 a
Poimard IDS 1D8 9
Bowie Blade 1D8
Main Gauche
Shortsword
* 8
9
9
IDS
ID6
1010
1D8
1D8
6
b
S
13
13
11
9
b
c
Rapier n 1D8 1D12 3 13 13
Jroadsword 8 1D10 2 D6 7 9
Hand Axe IDS
Cudqei
Mace
* 9
8
8
1D 3
1D4
108
104
1D8
3
7
Hammer 9 1D8 7
Panged Weapons
* Basic
104
Minimum Range Limits
Hit Prob Damage Requirements ( in feet )
Weapon Tope ( S/ H/ L ) Normal Expert STR CO REF Short Hedium Long Notes
rtMfrttutrMHMMff
*
Short Bow 5 / 9 / 13 IDS IDS s S0 ISO 310
•» ¥l W> < n
( AU a / nm IDS IDS 9 SO 189 490

Uftmci

Lonq Bow
«# w
r

4 / 8 / 11
w « A

IDS IDS 9 100 250 SIO


Sling ( with windup ) 3 / 8 / 13 1D4 IDS 13 50 100 250
lilinq ( f ) nt ) 2 / 1 8 / 13 / 17 1D 4 IDS 8 13 30 90
Knife 3 / 2 5 / 9 / 14 1D4 1 D4 A 30 75 120
Hand Axe
* *
Bowie Blade 4 / 12 / 17
6 / 11/ 15
IDS
IDS
IDS
IDS
6
3
13 11 30
15
SO
45
90
90
d
Hammer
Boio 1/ 2 ** 5 / 9 / 13
4 / 9 / 14
1D4
IDS
1 D4
1D8
1011
7
7 11
9
15
30
40
50
SO
120
120
100
240
e
f
Boomerang
. _ 1*
jj/il / 16 IDS
Tangle
S
11
11
20
9
Blowqun 3 / 2 5/ ifl / lS 1D2 ? 20 40 60

Notes : ( Weapons narked I can be used as either a close weapon or a ranqed weapon; note i
,
however that if a weapon is used in ranged combat on Q given melee round ( mr ) i
it will be virtually inpossible to use it for close combat on subsequent mr ) .
o) Expert has +2 to hit prob
b) E .r pert has +2 to both hit prob and defense
c) Expert has +2 to defense
d) User has 2 for criticals
e ) Expert has* *3 to hit prob
f ) User may elect to tangle
g ) < CtMQ ) t return if miss

HITS TO KILL SPECIALS FOR ROLLED 18'S _


TOTAL DIE ROLL EFFECT
SI RF.NGTH+ST AMINA HIT DIE 001-725 “
No Change
“ TO
or less 726-9 U 0
'
D4 +1 to Characteristic
11-19 DS 01- 975
20 - 29
30 - 35
D8
Dll

976 -995
996- 000
+2 to Characteristic
+3 to Characteristic
+3 as above
36-45 D12+D 4 S roll again
4 S or more D20

B-5
MOVEMENT RATES

ENCOUNTER SCALE MOVEMENT FACTORS MELEE ’


SCALE MOVEMENT FACTORS
Tin Rexes per fornlf rrn 5TTiexe5*per tirnT
Amor worn Amor worn
Race = >CLO LTH CHN SCA PLT Race =~> CLO LTH CHN SCA PLT
,
Runan Elven Orcish , rr T '5 "S' T '

,
Hunan Elven Orcish , 3 2 5/ 3 3/ 2 1 Dwarven 7 6 5 4 3
Dwarven
,
Hobbit Kobold
5/ 2
2
5 / 3 3/ 2
3/2 1
4 /3 1
2 / 3 1/2 Pixie
.
Hobbit Kobold
f
6
18
5
12
3
1
o
0
1
0
Pixie f 6 3 1 /8 0 W 5 4 2 1 1
w 3/ 2 i 1/ 2 1/ 8 1/ 8 ,
Centaur Riding Aninal 18 16 12 8 5
Centaur , Riding Aninal 5 5 3 5/ 2 3/ 2 Draft Horse , Mule 12 10 N N N
Draft Horse Mule , 4 4 N N N
EFFECTS OH EMF RATES FOR ;
KFor fractional EMFs, use the specified pattern , and TYPE OF TERRAIN 2 LEGGED -4 LEGGED -
FLYING"
repeat each set of turns : .
(TouahThi riv rccky ) £72 IT "

Move 3, then 2; 2-LEGGED

^
5/ 2 4+ TYPE OF tERRAIN 4- GGED F
5/ 3 Move 2 1,2 ; Heavily Wooded Nr NAI 21
3/ 2 Move 2 1; , River at ford )
( 1/ 2 3/ 4 NE
4/3 Move 1,2 1; , River ( no ford ) 1/ 4 1/ 4 NE
2/ 3 Move 1,0 ,1;
1/ 2 Move 1, 0 ; .-
Key : l/ 2 , 3 / 4 ,etc fraction of nornal EMF permitted .
1/ 8 ,
Hove 0 , 0 , 0 , 0 ,1 0 , 0 , 01 NE - No Effect
-
NA ttovenent thru this terrain not permitted .
hay hove 1 hex / turn * .
11 ) Burros are exempted fro this r e s t r i c t i o n;
( 21 Pixies are exempted fron this r e s t r i c t i o n ;
nay nove at 3 / 4 nornal rate

CRITICAL HITS AND FUMBLES

CRITICAI HITS
DAMAGE
DIE ROLL TYPE OF WOUND MULTIPLIER OTHER EFFECTS
r— (TnocIeOreathless f StunneJ ID4 nr
*

3
t- Linb Danaged 1.5 I f weapon arn , HP -4;
i f lea, MA 1/ 2
3 Linb Broken 2 Linb useless
4 Internal Injury i .S HP -2
5 Massive Internal 2.5 Make STM saving r o l l or
Injuries unconscious fron shock
6 Gash 1 Lose 1 pt of STM every 2
nr fron blood loss
7 Severe Gash 1.5 Lose 2 pts STM each nr
fron blood loss
8 Instant Death 10 Foe dies at end of nr

FUHBLES
DIE ROLL TYPEJIFJWBLE EFFECTS
f Drop’Beapon Tales f nr to retrieve
2 Break Weapon bust draw new weapon ( tokes 1 nr )
3
4
Hit Ally
Hit Self
Roll to b i t as for opponent; do
nornal danaqe i f successful
Autonatic h i t ; r o l l nornal danaqe
.
5 Stvnble Lose next nr r e g a i n i n g balance
6 Fall Lose 1D 6 nr getting «p
7 Sprain Ankle Reduce hA by 2 -
8 Dislocate Shoulder HP - 2
Key : HP = Hit Probability
HA = Hovenent Allowance
nr = Melee Round

B -6
THIEVES ' GUILD CHARACTER SHEET

Player :
Class : Thief Level EH ( +/ X)
Hone Race N F Tribe
Hits to Kill ( sided die ) Social Status
IF or tune : GP i SP , CP , Gens, worth
.‘
Requisite Rolled
_( 3D6 ) __
Adjusted Effective
iir.Race . (.Arnor _ Weapons
Trained In _
Basic Fields
_nfjraininq
TWenqTF ^ r T

iCoordlnaTIon
iReTTexes
lS * anIfia
!Discretion
:InTeTIIqence ~ ~"
jTalent
IRaqlc'ResIsTance
iRaqneTIsn
iAppearanc ?

Hit prob Bonus : _ Amor Hits Per Blow to MniiHun

Missiles Bonus : Shield Helh Damage to Amor


Dahnqe Bonus : / D Afmorl C ( lass )
Dodge Bonus: / - to AC ( natural ) / to AC ( effective )

Weapon HACO CHP Danaqe Ranqes Notes

Thieving Abilities
Racial Requisite Level Total Notes
Sensing Traps l X X X
Opening Locks X X X X
Locatinq Traps X X « V
l
bisaming Traps X + X X
Picking Pockets X X + X X
Kovinq Silently X + 7 « V
X
Hiding in Shadows or Cover X X + 7 X
Clihbing Surfaces : z z
Hearing Noise X X + X X

Hermssion to photocopy C -l
\ I

I
I I

i I
> !
*
»

I »
»
i

I
i

C-2 Permission to photocopy


GAME LORDS , LTD .
1981
CATALOG

CURRENTLY AVAILABLE COMING SOON ! '

Thieves ' Guild


The first
--
adventure series
-
devoted to
C h a r a c t e r s i n f a n t a s y r o l e p l a y i n g : 128 pages o f
thief
rules
T h i e v e s ' Guild S p e c i a l U 2
Thieving in the —
far future : rules for foiling
e l e c t r o n i c s u r v e i l l a n c e year , how t o use your t h i e v i n g
a n d r o b b e r y ; scenarios b o u n d t o prove t h a t sometimes
i t ' s more f u n t o p l a y t h e bad guys ! !
-
a b i l i t i e s i n m a j o r S f r o l e p l a y i n g systems , e t c , a n d .
special scenarios t o d e l i g h t t h e soul o f any S f
-
role playing fan .
—-
Thieves ' Guild I I

of
The Tombs
filled ( and
t h e Dead . Or
of Shal e Chuun : a
decidedly deadly
try
and t h e e x p a n d e d combat r u l e s
out 10
foray i n t o t h e
- no pun i n t e n d e d V a l l e y
new hiyhwai nen encounters ,
first .
/
treasure
)
T h i e v e s ' Guild VI

Pi racy on t h e h i g h s e a s : s h i p t o s h i p combat
a l l t h e excitement o f l i f e on t h e b r i n y d e e p s
fabulous
,
-
and
loot
t r e a s u r e s a n d c a p t u r e b e a u t i f u l *omen f r o m t h e
s h i p s o f many nations .
Thieves ' Gui 1 d I I I --
The Duke ' s d r e s s ball , a n d t h e Tower o f t h e Mage :
use a forged i n v i t a t i o n f o r a c h a n c e t o l i f t f a b u l o u s
j e w e l r y f r o m t h e n e c k s o f dowager n o b i l i t y , or a c c e p t a
mission f r o m t h e Guild t o s t e a l an i t e m ( a s p e c i a l one )
THE FANTASY SYS TEM

character

races , new
-
A c o m p l e t e set o f r o l e playing r u l e s , w i t h m a n y n e w
classes for characters to
a d v e n t u r e i n , two c o m b a t systems ( one q u i c k ' n ' d i r t y ,
f r o m t h e r e s i d e n c e o f an o l d , r e t i r e d mage . t h e o t h e r very precise ) , a n d a magic system t h a t a l l o w s
.
T h i e v e s ' Guild IV
— imaginations f r e e r e i n I f you use t h e T h i e v e s ' GuiId
r u l e s , you' ve a l r e a d y t r i e d i t out .
The Guild a g a i n s t t h e Black Hand :
Gui 1 d m a s t e r s i n preventing the loss
join t h e l o c a l
of valuable
m e r c h a n d i s e ( a n d Guild honor ) b y Black Hand smugglers
or b e a Hand t h i e f i n t h e revenge upon t h e Guild .
,
Mine Eyes Have Seen t h e G l o r y

( MEHSTG f o r s h o r t ) A r o l e playing game p l a c e d i n t h e
.
m i l i e u o f t h e American C i v i l War Be a Federal or a

Thieves ' GuiId V



A s s a s s i n a t i o n a n d tomb r o b b e r y : s t o p t h e new m e s s i a h
of the ores ... d e a d , or j o i n i n an e x p e d i t i o n t o e x p l o r e
Confederate , Billy
comrades on p a t r o l . Yank or Johnny Reb join your
or b e t h e regimental c o l o n e l ,
leading your men on a d e s p e r a t e push t o c a p t u r e an
.
i m p o r t a n t p o s i t i o n f r o m t h e enemy Complete w i t h d i c e ,
-
t h e b u r i a l p l a c e o f a long d e a d i l l u s i o n i s t . and a u n i q u e experience system t h a t rewards t h e p l a y e r

Thieves ' Gui Id S p e c i a l H 1



The s p e c i a l scenarios u s e d i n " Prince o f Thieves ,
* 8 1" , t h e tournament conducted a t t h e major g a m i n g
rather than the character !

,
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.
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Monday Morning Manager imagination are n o t t o h e f o u n d i n your area , t h e y are
( What ?? a fantasy company producing a b a s e b a l l a v a i l a b l e from
-
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enclosed o r d e r blank . If o r d e r i n g b y mail ,
please
THE COMPLEAT TAVERN i n c l u d e $ 1.00 for postage a n d handling ( Maryland
Settle in for a night of mis adventures -at a .
r e s i d e n t s a l s o i n c l u d e 5% s t a t e s a l e s t a x )
medieval tavern
of
-
where you can t r y your hand a t games
s k i l l a n d l u c k , get i n v o l v e d i n a w i l d b a r r o o m
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fantasy role players of all
-
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many o f t h e a d v e n t u r e s i n t h e T h i e v e s ' Guild s e r i e s
b u t you d o n' t h a v e to b e a t h i e f t o enjoy a l l t h e c i t y
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and barkeeps , beggars and wealthy businessmen ,
s t r e e t v e n d o r s , s h o p s , homes ; you can even j o i n one o f
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Multitudes of
'i n c o u n t e r s t o occupy even t h e b u s i e s t o f a d v e n t u r e r s .
THIEVES/ GUILD provides both r u l e s a n d s c e n a r i o s t o enable
you , the p l a y e r , to a s s u M e t h e role o f a d a r i n g thief during a
Medieval p e r i o d . Those who have played thief c h a r a c t e r s in other
fantasy gaMinq systeMS w j. il be deliqhtfully surprised at the
Myriad opportunities provided by t h i s v o l i m e , the f i r s t in a
continuing s e r i e s* .

a h i g h w a y M a n , l y i n g in wait t o a « b u s h a p a s s i n g M e r c h a n t
Be
.
caravan .. d e v e l o p t h e perfect p l a n t o w a y l a y a g r o u p o f c o u r i e r s
on their weekly route through the teeMinq Metropolis of
Haven .. . t r y to resist the teMptations of the Street of S i l k Veils
long enough to pull a lucrative jewel robbery these are but a
f r a c t i o n o f the adventures within .

The IHIEUES' GUILD r u l e s e n a b l e t h e GaMesMaster a n d h i s


players to siMulate a v a r i e t y of t h i e v i s h a c t i v i t i e s using
disguises , r a n s o M i n q prisoners , e v e n the fencing of s t o l e n goods .
Also included is an appendix of rules for converting e x i s t i n g
characters froM other -
roLe playinq s y s t e M s to JHIEVES' GUILD
specification s .
So whether are a newcomer to fantasy gaMinq , or an
you
accoMplished GaMesMaster looking to add new exciteMent to your
c a M p a i q n , THIEVES' GUILD is for you !

* # # # # # *
All THIEVES' GUILD M a t e r i a l c o M e s t h r e e -hole p u n c h e d , so it
may be s t o r e d i n a b i n d e r for e a s y r e f e r e n c e , a n d new M a t e r i a l
m a y be i n t e r l e a v e d to avoid t h e c o n f u s i o n of M u l t i p l e b o o k l e t s .

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