Professional Documents
Culture Documents
§
< mlb
bp
c.
Hxicfjarb ftteper
anb
& rt anb G r a p h i c s bp
Janet Crautbetter
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
n
TABLE OF CONTENTS
page
Foreword u
, ,
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
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 -
)
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
,
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 ••
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
FAMILY BACKGROUND
(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
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
' £)
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
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
)
( GH s
“
MERCANTILE
llfDffiNC "
?SSZj$r ~
(C )
i) ye
‘
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
"“
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
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
' *"
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
'
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
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
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
'
MOVEMENT RATES
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
,
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
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
.
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
"
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
”
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
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
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 "
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
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
,
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
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
'
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 <'
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
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 '
-
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 .
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
'
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
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
-
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
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 .
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
’
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 >
’“
'
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
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 . )
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 ,
( )
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
^ 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 ,
'
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 "
-
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
”"" '
'
-
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
.
‘
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
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!
“
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
-
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
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
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
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
!
Y«
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
% %
(:) 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 ,
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
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 ' "
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
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 ,
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 - “
-
3 S GP /night
( b ) GROUNDSKEEPER S COTTAGE
. -
BS jl|
<=s=>=
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
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
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
.
“'
'
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
'
-
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 '
( 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
( 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 ) ,
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 '
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
'
8- i
?/ouso.
oO<uxz ru
&
'
* *
'
— e?
*&>
<8
-v^
( 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, "
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
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
)
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
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‘
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
(
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
• 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
r *
- i w
.V
-
i 4 ,
V
v v* 4
-
4 "
V• ’" w*
•4* XT V '<
TAT >
/WN
i*
i
i
»
PLAYERS -' flAP - TERRAIN : FOREST
-
l. • »
PLAYERS ' HAP - TERRAIN : MOUNTAIN
GAHESMASIER ' S MAP - TERRAIN: CLEAR
-- ;i
•
» f 2^
3
fvwi
. •* vT As - V V
A V
*
>" "H»* 4
•f >f rV
r" Mf
1
i , , i
X
l" .< ••v. •Ij
•
-
• v
s •
i
*
r
A
* \ ,*
T
•
•• •H
* 'M
•i •M * J
* «
* ^ *
#
>. <
.
.* 0 H
Si
ll 1» •1
. •• : ••*
I * **
. Cs« V iii »
‘N: v
*
•
.. -
> A: -*
<%
< * "is'
is
*«c ii*
A'r'
* ' -X *•!•• V
•
^ Sn *
*
**•
.. ..
*• •v V
*
f '
*
*• ••»• ^ I Xt» - : V ., V *
•I* 4
y
h
•,y ••
'..'*
'
'
*" "* * •**• J - r . ''
•i
^ ^r
s
y ' TC\
•»• •• ..
. . ’
. "
X'
•* • * •
A
^
•*
'v- v -f v
l
'
.1
• •• ., *
- vr ..
> • iy*
* '
_
V .A
*'
C?
. r
1 V- "” •H*
**
"
'
ii
*
.. -* : r
i>w
V - ,.
v
•n** TjS'
'"MV* *? ,/* •
*
t
,„ y - - *• ‘X v
•ill*
<. •• *?"*"A> *
*•
• •> *•
f<
^ X
MV'
S
•
•
v V v .rf * - > -r'
M
-
*
**
• *
•
••
>
iV v<
•i« «r
^ •r *
s -'
- ..
'
•« .1 *11 • Ms
A. . .
V
•
n‘
"* .r'
'w
^.
•
> i •'»i
-
A *
'•>. ' •rr
-.
S X*
/,
- >i> v
- V*i
» »s
»
> •i l
"' **«' nr
5; >
S|«
*
> ;n
»
•••
•
-* - N..'
%•
*
’
s4
A. ‘
.T2r '» • ^
'
~s * *'
•
I
A:>•*! »
i:
»
.A• *
V *< .-v• «•
'•
» ’*
* ^1»
-
,,*
t ’* s
’ *-I
** i.
rM* 'ij>
•r*‘
Vt
-. V -
V
M - W
I*'
x' < •> *v * III*
\+ ;.*. T •«* •/
w * * jWM. ••*’
** *
Jl y CKr •K NK*
*
•
' V
..
V
T '
,
<.
• I|
v
Jt " **• >.
- *'* S|
A
»•-
X*.
X'
J*** ' •v
> > ‘
v*
.
*
f
•r
Vi ly
'
->
... +
>
4fT
-•>'
^
>1
•• ‘
. x*
11
>^
’• » %•*
7 -C ••••*
>>
^ *
'V
.
*11' V
. . .^L
>1»»^
—— ,
- •» „.-
M
** > 1
- .i. r -'. ;
H« %k*
I
-
u'
tr
*y
• |s
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
I
vvS
-^
k\v - "
i
V
1
\
( \v
‘k- -..
V l ».»
l V
I
-Jl* .
*
•; t
V •. I
*
<
.- tvk
V VJ
V
c
u
- >- t V,<
VC ?* N
/ . * \9 K . 9 Ji
iV vv
*- ^
i
*35
' - • «
• v > kk *
i * kk
k •
..
:
v
^ 'r \
, - -.
i ?• -J - -1 1
(
i
*
;x- vC.
^C'V.- •VJ'
t ‘ 1 *
*•{ v 0; .
^ - -vVvr
V
\ V
' ;v
*
>
.;: Si
< ^
V « JU
-
v ' N
A
t ‘C
* \
_ .v> . * N >
i
<. ' 51 . v -
&
& $N>
*.
*
• *
i v*
V *<
.
I
- :. v .<- :
• •
1
. .
jl
vu rvv* ?/•
- C .- i *.?»v,
. vL
e.'*. >.(v. li.. -X
*
*
kTi « -
•
w
V . - "
' I
E
v
* v
GH NOTES FOR TERRAIN ; FOREST
t g NL
&
y m m £
g :j *2
.
mu
“S
i
r &
;• Si
vX
.
•r
% V
-r
?:
J? :S
J 4" 4
;i
x:: •l i
-
fs .
o« •
> w
M 2 ? T
v.:
'
•
- ii i
/ ::3- 1.r * •P
£ p .0. (4
•
£
e
V’ k
'
r%
q
w:? & V
> &i 4
*
•r
15
0
v
O
»<% - Jv JC>1
7« ;p
41 :•: >
*:•:
’
f «»
s *
i
’
V
•
:
•
M 7
i
* 8 - o • m
1
'
:•:] . a
'/
Eg
*
rr:
pS»
* V
[7*
n
4
••
0
z 4> •••
«•
3»
Wv
if
: v
o
a i&5&: 4
m o» .a
1 fcc V 4
<3
# •. .P
58 9
4 o . * - *1 .
>
4
•
ft 2 t -* #
4
0
rr
*
V
•* 4’ .o .* '
o -
o .o <>•
a
9 ft
:>• 0 4. 4
‘
I
m . 0
0 4 C t \ 4'
#
\
< - O
%
•*5 »: < O
O A n 4 i
# #
» 4
* 0 . # . '#
r*
.© ft
c« -
V. . r * : (V
»:
.
*
%
4
- 0
i .
%
i
#
?
•
•
0* 0 A’
'0 ' o 0
4
4 1
V '
mm
»• •»
4
••
-» • .* a
a
0
.• 0 0 _
#
0
4
«
9
* .•
0
/
V-
#
J | ::: •
v::
• '
• '
o ti a
9 « « V
*
D
0
o ‘
* 0 *' %
6
I I i j
j
% 4
I [M
4 G• 4
4
ro - #
o IQ
I
.• O 4
- I
r-
•O •;v,\
'
4 * ' f '
o *
%l* •
O *
. 0 A-
04
>::
* •: *
::
• 1 * 4» ?
Vp 'a :- Z
^K
•4
4 •0 0 0
> \ I
9
0
• • # 7o \
,4
.
*
•0 " • 0
% O• o ‘
D f
Egg
« •'• *
o
.4 m
9
4' # 9# % J
«
;:>'X
il
V.I-’V :cf * •;i
•« . / .# >¥>:• i
o
»
*
0 • « ',51 #
ia
/
-
9
0 4
&
9
c O . c
[9 . % (%
\ \\
iV
f
#
Vs •x
i •4
e : , :j
•
• V >:
«• . V i
\
>
e m
\\e
* v i m ::
:•:
7 V
,:
;>
GH NOTES m TERRAIN ; MOUNTAIN
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
w Q
a
=
£
1 ^<1 irf T
D E u
«
.
. •
C
aD
• I
W
TT
o-
C D
D
4
C
4 —
IF :
h,
I/ !
a
H
CF
q
/
B
i
^4
>
J
\ H.
"
i
\
i ii i -4
CY*r~
V f
<
i -
»
w
r
y
<"
*
m
TV
.
\k . u
H
im
t /' i
mi
\
JI
35 % y w.‘
ft
v
ftfsF
I
-
<
—^
\\ Y
Kf
^ ' A « \; idu
W
l
A
r-v
nyjyy 3 m
11 \v
— --jx
r
/ ft
[1 v \
<= v«\\
i
=~
s
\
l\ Q * # //
u
J £?* Sj *
**
4
[S ”,
'
V
; •\
^-z. --
ca
-
B
TO
it? c
nil'
AAV
.
1
H f Ill
3
;[
A
TOP W
» St ;3,<
**
WRU /
12 . ) BELIEVERS LANE
13. ) yORTHY STPEET
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:
'
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
-
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
——
mm mm w 9
~• ——
m mm wmmm 4mmm mm mm « mm w
TRAINING OPPORTUNITIES
-
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.
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
Lonq Bow
«# w
r
4 / 8 / 11
w « A
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
B-5
MOVEMENT RATES
,
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 "
^
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
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 ?
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
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
,
conventions Summer , 1981 , b y Gamelords , L t d . All t h e above are a v a i l a b l e f r o m ( we h o p e ! ) your
.
l o c a l game s t o r e I f t h e s e m a s t e r p i e c e s o f w r i t i n g and
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
-
mini game ?? Darned r i g h t ! ! a n d i t 's a good one t o o ! ) A
f a s t p a c e d game o f sports s t r a t e g y t h a t a l l o w s you a s
,
, GAMELORDS , LTD .
t h e owner o f a major league franchise ,
t o b u i l d your
,
team c a r e f u l l y ; a n d as manager o f t h a t team you can , 18616 Grosbeak Terrace
make a l l t h e r i g h t t a c t i c a l d e c i s i o n s as t h e pennant G a i t h e r s b u r g , MD 20879
.
race u n f o i d s A l l t h e a c t i o n a n d f u n o f t h e b i g l e a g u e
games ! Prices f o r our- p r o d u c t s w i l l b e f o u n d on t h e
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
brawl , or even a t t e m p t amorous l i a i s o n s A great .
evening o f d i v e r s i o n f o r
ages .
fantasy role players of all
-
The Free Ci t y o f Haven
—
A c i t y o f 80 ,000 p e o p l e can p r o v i d e a l o t o f
a d v e n t u r e , e s p e c i a l l y when i t ' s a l r e a d y t h e s i t e o f
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
h a s t o o f f e r : scores o f t e m p l e s a n d r e l i g i o n s , taverns
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
t h e companies o f the City Guard .
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 .
* # # # # # *
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 .