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Hunters
Adventure Rules for Fantastic Heroes & Monsters
ACKNOWLEDGEMENTS
Thanks to the community who enjoys older-style games, Ive had all the encouragement I needed to publish this book,
this labour of love. Chronologically and foremost, I should like to thank Maj. Dave Wesley, Dave Arneson, Rob
Kuntz, and Gary Gygax. I should further like to thank J. Eric Holmes, Tom Moldvay and Frank Mentzer. Without
these men our concept of fantasy and our own fantasy adventures would be far poorer.
From the modern community, I should like to thank Jon Peterson, Havard, Urieal, Leonaru, Gold, Thorkhammer,
Vile, Theslo, Rastus Burne, Geordieracer & several others who I have met through Dragonsfoot. I should also thank
and recommend to you Michael Mornard, Dyson Logos, D.H. Boggs, John Matthew Slater, Erik Tenkar, David
Brawley, Courtney Campbell, Roger G-S, Brendan of Necropraxis, Jack of Tales of the Grotesque & the
Dungeonesque, the Greyhawk Grognard, Chris Tamm, John Laviolette, Rob Conley, Trollsmyth, Chris Kutalik, J.B.
of B/X Blackrazor, Wayne Rossi, Zenopus, John Arendt, Jeff Rients, Telecanter, Daniel Proctor, Paul Gorman,
Christopher Cale, Matthew J. Finch, Alexander Macris, Tavis Allison, Greg Tito, Cameron Dubeers, Simon J. Bull &
Paul Elliott.
Art Credit: the Dwarves on Page Three appear courtesy of Tomasso Galmacci.
FOREWORD
This is not a game of skirmish & volley!
This is a game about Exploration, Acquisition, and Reclamation first and foremost; and about the heroes who undertake these
challenges.
Occasionally there is no alternative but to skirmish, so rules for skirmish are included. But make no mistake: this is not Fantasy Street
Fighter II; this is Fantasy Oregon Trail.
This is most jarring to those who come to RPGs through those composed the modern way. "When do we get to the good stuff?" asks the
modern edition gamer, because to the modern eye, the game "should" focus on tactical simulation. Often table time is dominated by
skirmish, which puts the squeeze on all the rest of the game. This is by the design in the modern game: over time, the game genre has
evolved to emphasize and reward this kind of play.
The older game is a game of resource management. The heroes have scarce resources: game turns, Hit Points, rations, torches, &c. The
player is to manage these and turn them into other resources: gold, personal power (experience points), and in-game knowledge, thereby
growing the hero's ability to manage the former through application of the latter.
The several players should make their heroes to be self-directed within the game world the Referee provides. In setting goals,
overcoming obstacles, and reaching those goals do the characters grow, & Adventures surely will transpire.
So as this is a Role-Playing Game, it is expected that there be an explanation on how to play one. Here it is:
Invent a character different from yourself.
Imagine his motivations in the game world, and direct him to follow those
motivations.
Make your decisions and his based upon the information your character
would have.
In Victory,
Scott Anderson
Seekonk, Massachusetts
19 January 2015
There are a few things which one shall need to acquire that are not
included with the game in order to take full advantage of this rules
set.
The first thing you shall need is paper and pencil, in order to
mark down some of the information you will gain.
You shall also wish to keep graph paper, upon which to draw
maps & floor-plans.
Additionally, one or more players shall need hex-paper, upon
which overland maps are drawn.
The second thing you shall need is some dice of the regular,
square sort. If you havent any, raid your board games for some
to borrow. Some stores shall sell sets or loose pieces as well.
You shant need the other kinds of dice for the game, but you
might use them as counters or stand-ins.
The third, optional thing you may wish to have to play is miniature figures meant to represent your heroic treasure hunter,
his loyal henchmen, and the odd men & monsters he may encounter.
A
Player-Character
with
Exceptional
Constitution gains +1 Hit Point per level.
The ElF
Elf Special Abilities
Darkvision at a range of 60 feet.
Elves can find a secret or concealed door
on a 2-in-6 (rather than the normal 1-in6).
They are immune to Ghoul Paralysis.
Elves are also immune to Sleep and
Charm effects.
Elves need not sleep, but must rest for 4
hours time per night.
Elves speak Elven, Gnoll, Goblin and
Orc. Elf adventurers also speak the
Common language of Men.
Elf Limitations
Elves may never be brought back from
the dead.
Elves may not begin with Exceptional
Constitution.
Elves may be Fighters of up to level 4 &
Wizards of up to level 8. They may be
Thieves up to any level, but must reach
Level 2 in another class before taking
Thief levels.
Elf: When starting a new Elf PlayerCharacter, the player selects whether he is
starting as a Fighter or Wizard. Whilst
adventuring, he fights, Saves, and gains XP as
a member of that class, abiding by all
restrictions, with the sole exception of being
able to wear magical Armour whilst casting
Wizard spells. At the beginning of each
adventure session, the Elf's player may choose
to change to the other class. When changing
maintain
The following are the special abilities of the
Cleric.
Magic Item Use and Creation: Clerics may
use any kind of Holy Relic, including potions,
scrolls, rings, other jewelry, Armour and arms
(aside from those prohibited) & vestments,
amongst other things.
Clerics may
manufacture potions and scrolls starting at
Level 5 and other kinds of magic items
starting at Level 9.
Undead.
Ritual: Rituals are petitions of some notinsignificant power which require ten
minutes to call. Example: Cure Light
Wounds.
Prayer:
Prayers are petitions for
miraculous events beyond the power of
Man. They take a day to call upon.
Fighter
indefinitely.
Aura
the
Save
9
9
8
8
7
7
6
6
5
5
4
4
3
3
3
4
5
6
7
8
9
10
11
12
13
14
+2
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
3+1
4+1
5+1
6+1
7+1
8+1
9+1
10+1*
10+4
10+7
10+10
10+13
10
10
8
8
8
8
6
6
6
6
4
4
Thief
4,000
8,000
16,000
32,000
64,000
120,000
240,000
360,000
480,000
600,000
800,000
1,000,000
Save
11
10
10
The skills are: Backstab, Climb, EavesDropping, Find and Remove Traps, Find
Secret Doors, Forgotten Lore, Hide, Pick
Locks, Play Music, Prestidigitation, Read
Languages, Cast from Scrolls, Thiefs Luck,
and Stealth.
Backstab: Whenever a defender is unaware
of the Thief, is flanked by the Thief and an
ally, or is unable to actively defend itself
(bound or surprised), the Thief may attempt
to Backstab. Using this special attack, the
Thief may make one attack which will receive
an attack bonus of +2 and will multiply all
damage (after throwing it) by 2. At Level 5,
this multiplier increases to x3; At Level 10,
x4.
XP
0
1,500
3,000
6,000
12,000
25,000
50,000
100,000
200,000
320,000
440,000
560,000
680,000
800,000
Save
9
9
8
8
7
7
6
6
5
5
4
4
3
3
Wizard
Prime Requisite: Wizards with Exceptional Intelligence gain a +10% bonus to Experience
earned.
XP
0
2,500
5,000
10,000
20,000
40,000
80,000
7
+1
4
8
3
3
3
160,000
8
+1
4+1
8
3
3
3
Table 1.6: The Wizard
320,000Spells by9 Spell Level
+2
5
6
3
3
3
Wizard Level Progression
6
3
3
3
Level
BAB
HD
Save
1st480,000
2nd
3rd10 4th +2 5th 5+1*
6th
11
+2
5+2
6
3
3
3
1
+0
1
10
1640,000
800,000
12
+2
5+3
6
3
3
3
2
+0
1+1
10
2
13
+3
5+4
4
3
3
3
3
+0
2
10
3960,000
1
14
+3
5+5
4
3
3
3
4
+0
2+1
10
31,200,000
2
*Hit
5
+1
3
8
3 point3 modifiers
1 from Exceptional Constitution no longer accrue.
6
+1
3+1
8
3
3
2
1
2
3
3
3
3
3
3
1
2
3
3
3
3
1
2
3
3
Adventurers Kit
Contains: Backpack; Flint and steel; 7 days Iron Rations; 6 Torches; Waterskin with two pints of water or small beer; Jack Armour, or a spellbook with one spell inscribed & a pouch of components; one dagger or holy symbol, and one other weapon. Cash-on-Hand: 4-24s. (4 dice.)
Table 1.7: Starting characters throw 3 times upon the table below for miscellaneous gear.
6x6
Blanket, winter
Dog, Large
Dog, Standard
Bandages
A Normal Shield
2
Case, map, with
paper, ink & quill
Book, Blank with
ink & quill
A Canoe & Paddle
or Row-Boat
3
Palfrey with saddle
& bag
Military Oil (2
Flasks)
Garlic (3 cloves)
Stakes, Wooden
(4), with hammer
Walking Stick
(Works as a
Cudgel)
4
Lantern & 3 flasks
of oil
Donkey or
Sumpter
5
Pole, 10-foot
wooden
6
A Normal Shield
Upgrade to Plate
Armour
Dreys Horse
Holy Relic
Merlin or Kestrel
& hood
Grappling Hook
Holy Water (2
Flasks)
A second weapon
A Normal Shield
Crowbar
Pick, miners, or
Shovel
Upgrade to Maille
Armour
A Bashing Shield
A Bashing Shield
Item
Arrowheads
Backpack, Explorer's
Backpack, Standard
Backpack, Waterproof
Bandages
Battle Standard
Bedroll, Heavy
Belt or Bandolier
Block & Tackle
Boots, Plain
Boots, Riding
Bowstrings
Candle, Large
Cart
Chisel
Climbing Hook
Cloak, Long
Cloak, Short
Clothes, Extravagant
Clothes, Fine
Clothes, Normal
Disguise Kit
Drill, Hand
Garlic
Gloves, Heavy
Gloves, Soft
Grappling Hook
Cost
10p.
8s.
10s.
25s.
2s.
6m.
10s.
2s.
3cr.
10s.
3cr.
15s.
30f.
3cr.
7s.
1cr.
15s.
6p.
12s.
50cr.+
20cr.
5cr.
20s.
7s.
12p.
7s.
1cr.
18s.
Item
Enc.
1
0/6
0/8
0/6
1
3
1
-2
--1
10:1
2:1
1
Price
Farm Animals
A good Tom
Cow
Shepherd, Water or Lap Dog
Fowl
Goat
Pig
Sheep
1p.
6s.
3p.
2p.
1s.
2s.
1s.
Item
Quiver, Back
Quiver, Belt
Quiver, Plain
Rations, Dungeon
Rations, Trail
Rope, Hempen
Rope, Silken
Sack, Large
Sack, Small
Scroll Case, Waterproof
Sewing Kit
Shovel or Crowbar
Soap
Spell Components
Spell-book, Blank
Spell-book Cover
Cost
5s.
5s.
2s.
10s.
3s.
1s.
1cr.
20p.
10p.
5s.
18p.
5s.
30f.
5cr.
10cr.
10s.
Enc.
0/2
0/1
0/1
1
1
1
2:1
0/4
0/2
1
1
1
-1
2
--
5s.
--
Stake, Wooden, 4
10p.
----2
1
1
--1
Oil, Lantern
Oil, Military
Parchment
Parka
Pick Axe
Pole, 10'
Pony, Riding
Pot, Cooking
Pouch, Belt
Quill Pen
2s.
5cr.
10s.
5cr.
7s.
10p.
50cr.
2s.
1s.
1s.
1
2:1
--1
1
Tent, 2-Man
Tinderbox
Torches, 6
Trap-Making Kit
Twine, 100'
Vial, Glass
Water / Wineskin
Wax, Sealing
Whistle
Wolfsbane
15cr.
3s.
5s.
25s.
2p.
1s.
15s.
2p.
10f.
5cr.
2
1
1
1
-1
0/1
--1
2
0/1
--
8s. / wk
2s. / wk
2s. /wk
2s. / wk
5s. /wk
1cr. / wk
2s. / wk
Vehicles
2cr.
30s.
12s.
9s.
3cr.
--
Hirelings in Peace-Time
Beasts of Burden
Nag
Drey Horse
Donkey
Ox
Palfrey
50cr.
50cr.
500cr.
30cr.
15cr.
Item
Price
Hunting Birds
Eagle
Falcon
Goshawk
Kestrel
Merlin
5cr.
3cr.
6s.
5s.
1s.
1s. / wk
18p. / wk
15s. / wk
4s. / wk
6s. /mo.
2s. - 50cr.
12s.
Pony
Sumpter
5cr.
4cr.
War-Horses
Courser
Destrider
Pony
150cr.
250cr.
125cr.
Beasts of War
Blood Hound
1s.
Wolf Hound (1+1 HD)
8s.
Mastiff (2+1 HD)
2cr.
A Detailed Map shows some of the features
of an area of the Realm. It is generally
accurate.
An Explorers Map may or may not be
accurate, but it marks out the locations of
Points of Interest.
A General Map shows the roads, trail, castles,
Churches & enpeoplement of a known
civilised area.
Military Oil is a black viscous alchemical
concoction which comes in fragile glass
globes meant to break upon impact. Upon
exposure to air, Military Oil alights and burns
for 2-7 damage for two consecutive Rounds.
It sticks to its target and may light
inflammables it encounters. It also deals 2-7
damage to targets near impact, burning for
one Round.
Two such orbs count as one item for the
purposes of counting encumbrance.
Lamp Oil comes in pints and one pint shall
light a lamp for 4 hours time. Lamps are not
prone to extinguishing in a breeze, but a
dropped or doused lamp shall extinguish 2in-6 times.
A Small Steel Mirror mounted on a short
metal rod is a clever way to look round
corners and over obstacles.
Parchment is for writs and spell scrolls.
A Parka encumbers in the same way as
Heavy Armours do, and counts as Jack.
Quivers: A Back Quiver holds 40 arrows but
prohibits the use of a backpack. A Belt
Quiver holds 10 arrows or crossbow bolts. A
Plain Quiver sits upon the back and holds 20
arrows, but does not prohibit wearing a
backpack.
Rations: Iron Rations for the dungeon are
dreadful things that are only recommended
by virtue of lasting for two months time
unspoilt. Standard Rations for the trail last
for one weeks time, but are tasty and easy to
eat.
Wagon
War Ship
5cr.
1,000cr.
AC
1
2
3
2
Spd
120
90
90
Cost
2cr.
10cr.
20cr.
10cr.
Enc
1
3*
4*
1
10cr.
10
12
15cr.
30cr.
8
12
Size
T
Type
P
Cost
1cr.
Enc
4:1
15cr.
4:1
T
T
S
S
S
S
S
S
S
S
special
special
P
S
P
B
B
P
special
B
5cr.
5cr.
5cr.
1cr.
10s.
3cr.
3cr.
10p.
50cr.
15p.
2:1
2:1
1
1
1
1
1
1
1
0
12cr.
M
M
M
P
S
B
25cr.
12cr.
7cr.
1
1
1
5cr.
M
M
M
L
L
L
L
L
L
L
L
B
P
P
special
P
S
S
B
P
varies
B
6cr.
7cr.
1cr.
10cr.
40cr.
15cr.
10cr.
7cr.
10cr.
7cr.
6cr.
1
1
1
1
1
2
2
2
2
2
2
50cr.
10s.
ARMOUR
Jack
Maille
Plate
Shield
Bashing
Shield
Barding
Barding
1
1
1
1
2
3-4
5-12
10% high
10% low
Accurate Appraisal
Grand fortified
house
Luxurious Palace
Castle
50,000s.
500s.
100,000s.
30,000s.+
1,000s.
varies
On Living Expenses
The treasure hunter must live somewhere
when he is not mucking up a ruin or clearing
a dungeon.
Adventurers Guilds: Membership of various
adventurers' guilds costs 25cr. initially, plus
5cr. per month. They all offer cheap, secure
accommodation and food is included.
Buying Property: For a more permanent
base, Player-Characters may choose to buy
property. Most normal people in towns
would never own property, even a shack it
is purely the province of the well-to-do.
Buildings will also entail monthly running
costs (which include a rough averaged figure
for repairs &c.), unless the character wishes
to allow them to fall into disrepair.
The ultimate goal of many Adventurers is to
retire to a Castle and grounds, & perhaps
control several villages, & a valuable resource
such as farmland, a mineral or gem mine, a
trade road, or a port. This should be
possible but not assuredly so at Level 9 or
some-time there-after. More on this topic
appears in Chapter Four.
Step 5: Determine Skirmish Scores
The important numbers to know for skirmish
are your Base Attack Bonus (BAB) and
other bonuses To-Hit, your Armour Class
(AC), your Hit Dice (HD) and Hit Points (hp
or Hits), and your Saving Throw.
Skirmish is explained in Chapter Three. For
now, record your Base Attack Bonus based
on your class and level. Some classes start at
+1 and some start at +0.
Exceptional Strength gives a +1 To-Hit
in skirmish.
Exceptional Dexterity gives a +1 To-Hit
in volley fire combat.
Hobbits get a +1 To-Hit in volley fire
combat.
Later, magic items may grant you
additional bonuses To-Hit.
Armour Class
Armour Class (AC) is a measure of how hard
you are To-Hit with a weapon, tooth & claw,
or bare hand. For the common kinds, AC
starts at 7 for no Armour.
Jack Armour grants +1 AC; Maille, +2;
Plate Armour grants +3 AC.
Hit Dice
Each class has its own Hit Dice progression.
Upon creation and then anew upon attaining
each additional level, throw all Hit Dice to
determine Hit Points.
Between one level and the next, Hit Points
shall never decrease and shall increase by at
least one, no matter the number thrown on
the Hit Dice.
Hit Points
Hit Points are an abstract scale, where at one
end is totally unharmed and at the other
end is near death and dying. Anything
physically dangerous, such as a long fall, a
sword strike, or a fire ball spell, reduces your
current Hit Points.
Characters with
Exceptional Constitution add +1 Hit Point
per level up to 9; characters with Inferior
Constitution subtract one per die in the same
manner.
Hit Points come back through magic, rest,
bandages, and the restful power of music.
Just how this is so is covered later in Chapter
Two.
The Saving Throw
Your Save is listed in the table for your Class.
Hobbits always gain a +1 to their Save
because they are lucky.
Dwarfs gain a +1 to all poison Saves
because they are hardy.
Saves are a gracious last-chance granted by
the Gods to mitigate the effects of the
dangerous world and of harmful magic.
A Saving Throw is a chance your character
has to avoid or mitigate damage or avoid your
fate. Some spells allow Saves; some traps do,
too. The Referee will ask you to throw a
Save when you get one. Saves are listed with
other level-based abilities on the several
character tables. Sometimes the Referee will
say, Make a DEX Save, which means add
your DEX modifier to the throw. Other stats
may also be used in this way.
Step 6: Determine Name, Sex, Age and
Alignment
Treasure
Unencumbered (120)
6 items
Heavy (30)
15 items
Overburdened
18 items
Normal
9 items
12 items
15 items
18 items
21 items
Exceptional
12 items
15 items
18 items
21 items
24 items
Ogres
24 items
30 items
36 items
42 items
48 items
Giants
48 items
57 items
66 items
75 items
84 items
Overburdened
Overburdened characters stagger about at
30, lose their Dexterity bonus, and
furthermore cannot attack in any way until
they drop some weight. They can however
defend themselves.
It is good to keep your Encumbrance down,
so that you are not slowed down at the
deciding moment.
To this end, noncombatant Henchmen & Beasts of Burden
are well worth their price.
How Time is Measured
Armour as Encumbrance
Furthermore, no matter how mighty a
particular treasure hunter may be, he is
considered at the least Lightly Encumbered if
he is wearing Maille or Plate. This rule shall
not apply to Dwarfs, who are built to wear
heavy Armour for long periods without
bother.
Heavily Encumbered
Heavily Encumbered characters forfeit their
Armour Class bonus due to Exceptional
Dexterity, should they have one.
13
attending to Hirelings,
intrigue at Court or Romance,
& creating new magic items
Running
shall happen during this fourth time period.
The several players shall keep track of what
they wish to accomplish and the time &
money it takes to do it, in order to know what
time of year it is & what their bank balance
tells.
On Speed of Movement
Dwarfs, due to their odd gait, have an
unencumbered speed of 90. All of the other
common kinds have an unencumbered
speed of 120, even the tiny Hobbit.
Every creature has a movement rate which
shows how far it can carefully move in half a
Turn.
Therefore an unencumbered
character can move 240 whilst paying close
attention to his surroundings or move 960 at
a hustle in one Turn.
1.
2.
3.
4.
Overland Movement
5.
Larger Groups
buying & selling items,
training up to a new Experience Level,
healing wounds,
planning & overseeing new construction,
squandering,
14
Wilderlands Sighting
Higher Ground
Movement Turn /
Gallop
480 / 3840
120 / 1920
120 / 1920
90 1440
120 / 1920
Dungeon Exploration
15
Generally
Dungeon level is a rough description of the
level of danger & reward contained within a
certain area, although levels can indeed be
stacked atop one another. The level closest
to the wilderlands is generally the safest, with
increasing danger as one descends to further
levels.
Dungeon Rooms
Most dungeons will contain much more
empty space than monsters, traps or treasure.
The Referee will as a rule place monsters in
1/3 of the rooms, &c. for traps and treasure.
Unguarded treasures of great value are rare,
and usually hidden.
On Traps
Traps, either naturally-occurring hazards or
mechanical or magical wards, also fill
dungeons. The Referee shall avoid bang!
Youre dead! style traps which remove
player interaction from the game, usually.
The Referee shall determine ahead of time
how a particular trap is triggered & its effects.
In general, there must be some way to avoid
or reduce the effect of the trap being sprung.
For instance, a Save is used to avoid falling
into a covered pit or being hit by a poisoned
needle trap.
On Doors
Doors in dungeons are usually locked or
stuck shut.
Most open doors close
themselves automatically, unless wedged
open with spikes. Doors open automatically
for monsters in most cases unless precautions
are taken.
Listening at Doors
Monsters and Burning Oil
Anyone may Listen. Each kind of DemiMan may listen for sounds on a 5-6 throw on
one die; Men only hear sounds on a 6
thrown on one die.
Breaking Down Doors & &c.
Breaking a door down or performing a feat
of Strength requires a Round and succeeds
on a 2-in-6 (or a 3-in-6 for Exceptionally
Strong characters). Using a crowbar achieves
the same effect but at +1, but a crowbar can
only be used for certain strength-related
tasks.
Performing such spot-engineering creates
quite the racket which will draw nearby
attention. The Referee shall likely throw for
wandering monsters whenever you decide to
try something noisy such as this.
A stuck door can be opened on a 2-in-6; add
the character's Strength modifier to the range,
so that a character with a bonus of +1 can
open a stuck door on a throw of 3-in-6.
People with Inferior Strength still succeed on
a 1-in-6 throw.
16
On Wandering Monsters
Not all monsters are waiting in place for you
to come slay them! Many wander around:
whether on patrol, scavenging, working in
their Underworld home, or for other
reasons. At the end of each third Turn whilst
dungeoneering, the Referee may throw upon
a table of possible wandering monsters to
present to your party.
On Light Sources
The mythic Underworld is usually dark.
Regular heroes cannot see in the dark; only
Dwarfs and Elves have Darkvision, among
the common kinds.
On Darkvision
Some kinds have Darkvision.
This gives them the ability to
see in total darkness, but is
disrupted by even a candlesworth of light. Darkvision is
similar to heat-map vision, with
colors
representing
the
temperatures
of
surfaces.
Darkvision does not grant one
the ability to see in magical
darkness and effects which blind
normal
sight
also
blind
Darkvision. The range of
Darkvision is 60'.
Light interferes with Darkvision. A character
may not utilize Darkvision across a pool of
light, whether he is inside it or out.
On Monsters and Darkvision
For game play purposes, monsters which live
in dark places are assumed to have
Darkvision.
Basic Light Sources
Mundane light sources come in three
intensities.
The Candle creates enough light for one
person to see what he is doing. It burns for
36 Turns in total.
The Torch creates enough light for two
people to see what they are doing. It burns
for Six Turns.
The Lantern creates enough light for three
people to see what they are doing in a dark
place. It burns for 24 Turns on a pint of oil.
Sometimes other light sources are compared
to one of these three measurements.
Save. Success means damage is limited to 13 Hit Points of immediate damage, and he
does not catch fire. Failure means 1-3
immediate damage and he does catch fire.
17
Treasure
Non-Combatants
Commanding non-combat Henchmen to
fight forces a morale check at -1 prior to
engagement and will lower their permanent
morale by 1.
Henchmen and Morale
At any time where a monster would have to
check morale, your hired Henchmen should
also be forced to check it. Additionally,
Henchmen shall be forced to check morale
at the end of a mission, or desert.
Your Retainers shall never check morale, but
rather role-play their pleasure or displeasure
with your main PC.
Should the several players wish it, they may
take a turn role-playing the interactions by
controlling the Retainer as he speaks with his
master. This is one of the only times a player
should be allowed to take control of another
players character; the Retainer technically
still being an NPC but usually directed more
strongly by the player of his master than by
the Referee.
18
On Hit Points
No-one can say exactly what a Hit Point is.
They are an abstract scale with completely
unharmed at one end and dead at the
other end.
On Natural Healing Rates
1 Hit is healed overnight regardless. 1 more
is healed with the application of Bandages. 2
2-12 Result
2
3
4
5
6
7
8
9
10
11
12
2-12 Result
2
3
4
5
6
7
8
9
10
11
12
On Character Death
When Demi-Men reach -1 Hit, they are
dead. Men live until -5 Hits. At any rate,
characters at zero or fewer hits are insensate
and lose one Hit per Round. Another
character merely checking on them for a
Round will stop this loss but only magic or
natural healing can reverse it.
Post-Adventure Conditions
Adventures have ramifications that linger
once you emerge from the dungeon. Upon
the completion of an adventure, throw on
Table 2.10.
On Grievous Injuries
In the course of play, a Henchman or a PC
may be defeated utterly and die. At the
Referees option, he may institute a rule by
which this sad fate is partially avoided, and
19
2 Dice
2-5
6-11
12
1-6
1
2
3
4
5
6
20
On Poison Immunity
Whenever a character has to Save versus
poison and succeeds, they get a permanent
Type
A
B
C
D
E
F
G
H
I
Method
Injected
Ingested
Contact
Inhaled
On Poisons Effects
Paralysis: The character is completely
immobile and loses all control over his
muscles. He is, however, flexible, and can be
moved around as required.
Debilitation: The character is critically
weakened by excruciating pain, lethargy, or
horrible bowel movements, though not in
such a way as to prove life-threatening. All
the character's ability scores are to Inferior
with adjustments to AC, to hit rolls, etc.
made as necessary. Character moves at 1/2
movement rate and always acts last in the
skirmish Round. Character does not heal lost
hit points during the period of debilitation.
Slow Sickness: The character has a longlasting illness that gradually saps his strength
through vomiting, diarrhea, swelling, etc.
Character has Inferior CON for 2-12 days.
Those with Inferior CON gain an
addition -1 to CON effects. If the
With Save
Half movement rate
Debilitation 1-3 hours
3-18 minutes
Slow sickness
1-6 hours
2-12 hours
3-18 hours
Quick sickness
Death
Death
Death
Insanity
Immediate
21
2.
3.
4.
5.
6.
7.
8.
9.
1.
2.
3.
4.
1.
2.
3.
4.
5.
6.
7.
22
3.1 Skirmish
When in skirmish:
3.1.6.1 On Surprise
3.1.5 Over-Damage
If a character or monster should make his
To-Hit throw by four or better, he throws
one extra die for damage. Exceptional
Strength and other damage bonuses do not
apply to this extra die. This kind of attack
may only be attempted in skirmish.
Combined with the Cleave, a Fighter can
make short work of many lesser foes.
Exceptional Dexterity.
Armour and Shield Bonus.
Magic Bonus.
Hobbits are small and therefore gain +2
AC versus creatures larger than Mansized.
Some creatures have natural Armour
above 7.
23
24
* As thrown weapons
3.1.17 Thrown Weapons in Skirmish
purposes
of
counting
25
3.1.25 Concealment
Should a character in volley fire find his
mark within an area of concealment (such as
behind a tapestry or in the deep shadow),
throw one die after determining a hit. A
throw of 1-2 means the attack went wide
despite the hit result.
3.1.26 Evasion & Pursuit
26
Speed Halved
With-drawal
Crash
Rider
Head
Wing
Body
1-2
1-2
1
--
-1
1-3
1
-1-2
1-2
1-2
1-6
1-2
1-2
1-2
-1
-1
27
2 Dice
2-3
4-8
9-11
12
3.3.3 Catapults
Ships may carry catapult, but not ballistae.
Vessel
Small Boat
Large Galley
Small Galley
War Galley
Longship
Merchant, Large
Merchant, Small
Raft
Oared, Slow
100'
100'
150'
-120'
----
Vessel
Small Boat
Large Galley
Small Galley
War Galley
Longship
Merchant, Large
Merchant, Small
Raft
Broad Reach
120'-170'
150'-200'
200'-250'
220'-320'
250'-300'
180'-270'
220'-320'
60'-100'
Quarter Reach
100'-150'
100'-150'
150'-200'
200'-300'
200'-250'
150'-240'
200'-300'
--
Armament
-Catapult fore and aft
Catapult fore
Catapult fore and aft
On-Beat
50'-100'
--150'-250'
-100'-200'
150'-250'
--
Hits
3
1-3 x 6
1-6 + 10
1-3 x 6
1-3 x 6
1-6 + 10
1-6 + 10
3
28
29
30
In the case of a weak Lord, the PlayerCharacter may wish to attempt to Parley with
that Lord, and demand his surrender or
vassalage outright.
The transfer of power between two AntiClerics shall often happen in this manner,
one giving way to the other in exchange for
his life, regardless of the specific religion of
the two kinds.
EXAMPLE:
Evil High Priest Robert
Cardinal Bathory wishes to take the castle at
Jassy, to be the seat of his new Electorate.
The current resident, Prince Mikhail the
Brave, will have none of it. Mikhail slays the
Cardinals diplomat, and the siege is on.
Bathory raises an army of knights numbering
720 and skeletons and orcs numbering 1,080,
and surrounds the castle at Jassy. Mikhails
elite force of 4th-level Fighters riding Rocs
bombard the siege towers and the monsters
mercilessly, and his thick walls hold fast.
After seven weeks of siege, Cardinal
Bathorys force has been reduced by 50%
and he concedes failure.
Sieges are covered in Chapter Seven: Mass
Combat Rules.
The third way to attain land on which to
build a stronghold is through grants from the
Church or from a more powerful Lord. In
either case, there will be a pass-through of
revenue generated from taxation as well as an
31
Minimum Cost
Table 4.1: Minimum Stronghold Value
Hex Type
Minimum Value
Civilised
15,000s. per six-mile hex
Borderlands
23,000s. per six-mile hex
Wilderlands
30,000s. per six-mile hex
Strongholds have a minimum cost based
upon how wild the land is: the wilder the
land, the greater the stronghold must be.
Small domains in civilised lands can be
managed from a fortified home, while true
wilderlands out-posts require a great castle
and a numerous garrison. Furthermore, a
stronghold of insufficient value shall limit the
ultimate size of the domain; but strongholds
can be added to later on.
Table 4.2: Terrain Modifiers for
Stronghold Cost
Terrain Type
Cost
Desert, Hills, Forest
x 1.5
Jungle, Swamp, Mountains
x3
Near good roads
x 2/3
Deserted Island
x3
Underground
x5*
*Dwarves pay x1.5; Hobbits pay x2.5.
Castle cost is based upon a defensible
farmland setting or on the bank of a river, in
order to command a nearby resource. But
some castles &c. are built in other terrains.
Table 4.2 shows the cost associated with
building a Castle in a different terrain type.
Stronghold Types
Each character class characteristically builds
strongholds of different kinds.
The
particulars can be of any kinds the Player
wishes, but the names of the strongholds in
Table 4.3 ought to be evocative.
Special Rules
Some of the several classes have special rules
for their strongholds. Additionally, some
kinds do, too.
Ranger*
Thief, Assassin*
Fort
Hideout
Wizard
Tower
*Optional class which appears in the Referees
Companion.
Assassins and Thieves: These kinds of
characters must be Level 9 before beginning
their construction.
Clerics: Their Holy Order pays 50% for the
construction of their stronghold. Their elite
followers are of their religion & never check
morale. Clerics must be Level 8 before
starting his construction.
Rangers: Must be constructed in borderlands
or wilderlands.
Cost
300s.
15s.
25s.
50s.
1,200s.
32
Elite Followers
5 dice x 10 Normal Men & 1-6
Clerics of Level 1-3
2-7 x 10 Normal Men & 1-6
Fighters of Level 1
1-6 x 10 Normal Men & 1-3
Rangers of Level 1-3
2-12 Level 1 Thieves
2-12 Normal Men (apprentices)
& 1-6 Wizards of Level 1
Company
2-3
4-5
6 or 8
7
9-11
12
33
Price
2,500s.
15,000s.
23,000s.
30,000s.
54,000s.
5,000s.
7,500s.
12,500s.
17,500s.
22,500s.
On Peasants
While your stronghold is under construction,
workers and farmers and their families will
come to settle to work the land and will need
your protection. The number of peasant
families which will inhabit your domain is
determined on Table 4.13: Domain Starting
Population. Each peasant family is made up
of between four and ten people, but for
simplicitys sake, count each family as five
persons. Families will be of the same kind as
the character and of the same culture
generally.
Once the stronghold is of sufficient value to
control the domain, the families shall begin
to produce revenue for the treasure hunter.
They shall also begin to incur costs.
On Population Changes
Through the process of normal life, the
number of families shall go up and down.
Each game month, the domains ruler shall
throw two dice and multiply them together.
Do this for each 1,000 families or fraction
thereof. This is the number of families who
leave the domain. Then again, repeat the
process to determine how many new families
move into the domain.
This shall result in 2-36 families moving in or
starting, and 2-36 moving out or dying out.
The difference shall be the change in
population month over month due to
perfectly natural causes.
When determining the net number of
families for domains of fewer than 101
families, divide the result by ten.
Holy Days
Exceptional Growth
Expenses
34
Land Value
When the domain is first secured & before
any stronghold is designed, throw three dice
and take half the total, rounded down. The
total so made (between 3 and 9) should be
noted as the domains production value.
Land revenue is the relative productivity of a
particular hex of land, which is figured as:
Production Value
X No. of Peasant Families
per Month
This total is in shillings.
This shall provide the Lord a steady income;
but different hexes of land shall produce
differing amounts of wealth, depending on
the natural resources contained therein. The
Referee and player shall decide why a
particular patch of land is more or less
productive than its neighbours: poor or rich
soil, a river, a forest for game and timber, a
gold mine underground, & &c.
Service Revenue
75 - 250
7s. / month
251 - 5,000
5,001 - 20,000
8s. / month
20,000 +
35
36
Mission
Murder
Eaves-Dropping
Smuggling
Spycraft
Pickpocketing
Treasure Hunting
37
On Wizards Towers
A Wizard does not build a castle or keep, at
least not to start. A Wizard shall build a
tower with dungeons beneath.
The common kind of Wizard tower is a
seven-sided affair, at least three storeys tall,
whitewashed, with a high-pointed spired
green roof. This is called a Septarch Tower,
and marks the resident as a powerful entity,
not to be trifled with. Some say the seven
sides represent the seven classes of Vorpals,
but others believe the very shape of it creates
a kind of ward against forces not of this
world. It is a mystery to be sure.
On Dungeons
Many Wizards spend part of their career in
magical research. In this research, it is good
to have a ready source of materiel from a
great many kinds of horrid magical animals.
Indeed, Wizards some-times create magical
beasts, and shall need a place to put them
until the time is right.
Therefore, many Wizards also construct a
dungeon attached to their Tower, and mainly
place it underground away from prying eyes.
A dungeons cost does not count toward the
minimum stronghold value for controlling a
Wizards domain unless the dominant
alignment of the peasantry is Chaotic.
When a Wizard builds such a structure, he
shall find it fills up with monsters of the local
kinds on its own accord in 1-3 months
subsequent to its construction. Monsters like
dungeons. And since these monsters are
fierce and dreadful, it is also a good place to
store any magical items or coin treasure the
Wizard may accrue.
38
Clean an Item
Impressive Atmospherics
Colour Item
Detect Magic
Legerdemain
Float-Over
Minor Illusions
Ghost Chime
Open/Close
Hair Growth
Read Magic
Heat/Cool
Summon Vermin
Name
Level
Charm Person
Detect Evil*
1
1
1
1
Enlarge Person*
Hold Portal
Light*
Magic Missile
Protection from
Evil*
2
2
2
2
Name
Continual
Light*
Detect
Invisible
ESP*
Hold Person
Invisibility
Knock
Levitate
Read Languages
Shield
Sleep
Ventriloquism
39
Locate
Object
Magic Mouth
Phantasmal
Forces
Prot. Normal
Missiles
Wizard Lock
Name
Level
Name
Animate the
Dead
Charm
Monster
Confusion
Dimension
Door
Enlarge
Plants
Clairaudience
Clairvoyance
Dispel Magic
Fire Ball
Fly
Haste*
Hallucinatory
Terrain
Infravision
Invisibility 10'
Radius
Massmorph
Polymorph
Lightning Bolt
Mass ESP
Silence 15'
Radius
Water
Breathing*
Remove
Curse
Wall of Fire
Wall of Ice
Wizard Eye
3
3
Name
Level
Animal
6
Growth
Cloudkill
6
Conjure
6
Elemental*
Contact
6
Other Plane
Hold
6
Monster
Magic Jar
6
Name
Anti-Magic
Shell
Astral Spell
Control
Weather
Death Spell
Disintegrate
Passwall
Telekinesis
Teleport
Rock to
Mud*
Geas
Invisible
Stalker
Lower/Part
Water*
Project Image
Reincarnation
Wall of Iron
Wall of Stone
Stone to
Flesh*
True Seeing
On Petitions
Type
R
R
R
C
A
A
R
C
C
Type
A
C
C
C
R
A
R
C
Type
R
R
P
R
C
R
C
P
A
Level
3
3
3
3
3
3
3
3
3
Name
Continual Light*
Create Food and Drink
Cure Disease*
Cure Serious Wounds*
Dispel Magic
Enervate Dead*
Speak with Plants
Remove Curse*
Water Walk
40
Type
P
R
R
A
Level
4
4
4
4
Name
Control Weather
Cure Critical Wounds*
Neutralise Poison*
Protection from Evil, 10*
Restoration
R
C
P
R
A
4
4
4
4
4
Type
R
C
C
R
R
C
R
C
On Scrolls
On Potions
On Amulets,
Clothing
41
Vestments,
other
Magic
If the item has more than one spell or spelllike effect on it, do not add together the spell
levels, but rather calculate the cost and time
separately for each ability and then add them
together.
On Magical Creatures
Magical creatures created by spell users may
be wonderful or terrible, unique or copies of
other creatures.
No creature may be
precisely copied down to the last detailfor
instance, you could create a Dwarf-like
creature, but you could not create an actual
Dwarf: the Gods have beaten you to it!
42
Call Lightning
Cost: D6
Range: 480
Duration: 6 Turns
Save: Yes
Animate Rock
Cost: D6
Range: 480
Duration: 6 Turns +1/Lvl
Save: No
Animates a large (10-12
out of ordinary stone.
Round for 3-18 Hits,
Strength of 6 Men, base
and obeys the Druid.
tall) boulder-man
Strikes twice per
has the carrying
movement of 30
Anti-Magic Shell
Cost: W6
Range: 10 radius round caster
Duration: 6 Turns
Save: No
An invisible bubble with a radius of 10
appears around the caster. No spells or
magical effects can enter or leave the sphere.
Atonement (Prayer)
Cost: C5
Range: Touch
Duration: Permanent
Save: Save Negates
This spell proselytises a sentient creature and
brings it close to the ideals of the deity of the
caster. For this spell to work, the subject must
either be willing to change or have a
significantly weaker will than the caster,
hence the Save.
Charm Monster
Cost: W4
Range: 60
Duration: Until Save Ends
Save: Yes; Special
Blade Barrier
Cost: C6
Range: 60
Duration: 2 Turns
Save: No
A swarm of blades with a radius of 10
appears around the recipient of this spell.
The blades inflict 12 dice damage to anybody
trying to pass through.
Bless*
Cost: C1
Range: 45 Radius
Duration: One Round per Level
Save: Negates
Charm Person
Cost: W1
Range: 60
Duration: One Week
Save: Yes; Special
43
Charm Reptiles
Cost: C4
Range: 60
Duration: 2-7 Turns
Save: No
Clairaudience
Cost: W3
Range: Caster
Duration: One Turn
Save: No
Conjure Animals*
Cost: C6
Range: 30
Duration: Six Turns
Save: No
Commune (Prayer)
Cost: C5
Range: Caster
Duration: Three Questions within one Turn
Save: No
God or an angel grants the caster the answers
to three questions. The answers may be
cryptic.
Over-use this spell at your
characters peril.
Commune with Nature
Cost: D5
Range: Caster
Duration: Three Questions within one Turn
Save: No
Mother Nature grants the caster the answers
to three questions. The answers may be
cryptic.
Over-use this spell at your
characters peril.
Confusion
Cost: W4
Range: 100
Duration: Twelve Rounds
Save: Yes
2 dice
2
3-5
6-8
9-11
12
44
Control Temperature
Cost: D2
Range: 10 radius
Duration: 3 Turns +1 Turn/Lvl
Changes the temperature plus or minus 50
degrees Fahrenheit (plus or minus 28 degrees
Celsius).
Control Weather (Prayer)
Cost: C4 D6 W6
Range: Referees Option
Duration: Referees Option
Save: No
The caster can disperse clouds, summon
rainfall, raise or lower the temperature, or
cause other interesting weather effects.
Detect Alignment*
Cost: C2
Range: 30
Duration: Instantaneous
Save: Yes
Reveals the alignment of one being or
intelligent object.
The opposite of this spell, Undetectable
Alignment, foils the next use of this spell or
other detect evil ability one time during the
next 24 hours.
Detect Evil* (Ritual)
Cost: C1 W1
Range: Caster
Duration: One Turn
Save: No
The caster may detect evil people, evil
objects, the restless dead, or entities with
hostile or evil intent within 60.
The reverse, Detect Good, works in the same
way against the Lawful and beatific.
Detect Invisible
Cost: W2
Range: Caster
Duration: Six Turns
Save: No
The caster sees invisible people or objects
within 60.
45
Save: No
The caster may detect magical objects or
entities under ensorcelment within 15 in a
quarter-arc in front of him. Each detection
takes one minute.
Detect Snares & Pits
Cost: D1
Range: Caster
Duration: Six Turns
Save: No
The Druid will know if there is a natural trap
along his path, within 15 in a quarter-arc in
front of him. Each detection takes one
minute.. Does not work on clockwork or
magical traps.
Dimension Door
Cost: W4
Range: 15
Duration: Instantaneous
Save: Yes
The caster teleports himself, an object no
more than 200 lbs. or someone else to a
certain place in sight within 480. Save
negates.
Disintegrate
Cost: W6
Range: Line of Sight
Duration: Instantaneous
Save: Yes
This dweomer is the Platonic death-ray
emanating from the casters finger. One
tonne of inert material or one being is
instantly disintegrated; save negates.
Dispel Evil*
Cost: C5
Range: 30
Duration: One Turn
Save: Yes
Enervate Dead*(Ritual)
Cost: C3
Range: 30
Duration: Permanent
Save: Yes
Destroys undead in Hit Dice of no greater
than the casters Level. Free-willed undead
get a save against this spell.
The opposite of this spell, Corpse Dance,
brings undead into being from the corpses of
Men and some others. It can create HD of
undead equal to the Level of the caster.
Undead without free will accept commands
of up to 12 words in length from their
creator.
Enlarge Person*
Cost: W1
Range: 30
Duration: Six Turns
Save: Yes
Doubles the height of a humanoid (resulting
in an eightfold increase in weight.) Reach
goes to 10 for Man-sized humanoids. Target
gains Exceptional Strength and an additional
+1 To-Hit and damage in skirmish combat.
The reverse, Reduce Person, halves the
targets height, removes Exceptional Strength,
and gives an additional -1 To-Hit and damage
in skirmish combat.
Enlarge Plants
Cost: D2
Range: Varies
Duration: Varies
Save: Special
This spell has two versions.
ESP*
Cost: W2
Range: 1 mile
Duration: One Round
Save: Yes
Feeblemind
Cost: D6
Range: 60
Duration: Permanent
Save: Yes
The target is reduced to animal Intelligence
and Charisma levels. It cannot speak nor
cast spells. This state remains until sufficient
magic, such as Restoration, is used to undo
the effect. Save negates.
Find the Path* (Ritual)
Cost: C6
Range: Caster
Duration: Six Turns plus One Turn Per
Level
Save: No
The caster intuitively finds the shortest path
out of a building, cave, thick forest, &c. The
shortest way is not always the safest.
The reverse, Foul the Path, obscures the path
of the caster and his friends from trackers of
any kind, including magical ones for the
duration.
Finger of Death*
Cost: D6 W6
Range: 100
Duration: Instantaneous
Save: Yes
Causes one creature to perish, Save negates.
The reverse, Soul Summoning, brings one
willing soul back to its body, so long as it has
not died more than seven days time prior.
46
Haste*
Cost: W3
Range: 30
Duration: 3 Rounds
Save: Yes
One affected creature moves 50% faster and
attacks at double normal rate. The opposite,
Slow, halves movement and attack rate. Each
version counters the other.
Gaeas Blessing
Cost: D5
Range: Caster and his allies up to 30 distant
Duration: 1-6 Rounds +1/Lvl
Save: No
The caster and his allies gain supernatural
ferocity.
Their weapons deal double
damage, they gain 2-12 extra Hit Points for
the duration of the spell, they gain
Darkvision to 60, and they gain a +4 to their
saves.
Geas
Cost: W6
Range: 30
Duration: Until task is completed
Save: Yes
Hallucinatory Terrain
Cost: W4
Range: 240
Duration: Until enemy contact
Save: No
Float-Over (Cantrip)
Cost: W0
Range: Caster
Duration: A few moments
Save: No
Hallucinatory Terrain
Cost: D4
Range: 240
Duration: 2 Turns per Level
Save: No
Allows the user to conceal a large area with
an illusion of a forest. There is no save
47
Heat Metal
Cost: D2
Range: 60
Duration: 5 Rounds
Save: No
Makes normal metal progressively warm, hot,
and searingly hot. The amount of metal to
be affected is approximately 20 lbs. per
Druid level. Creatures touching or wearing
such heated metal take 2-12 Hits from the
hot metal on the third Round, and may suffer
burns. Soft metals like gold and lead will
partially melt.
Heat/Cool (Cantrip)
Cost: W0
Range: 10
Duration: 1 Turn
Save: No
Heats or cools a room or comestible to be
most pleasant for one to enjoy. Not meant to
damage.
Hold Animal
Cost: D2
Range: 120
Duration: 6 Rounds +1 Round/Lvl
Save: Yes
Hold Monster
Cost: W5
Range: 120
Duration: 6 Rounds +1 Round/Lvl
Save: Yes
Holds any kind of being still.
unable to move or attack.
Target is
Hold Person
Cost: C2, W2
Range: 120
Duration: 6 Rounds +1 Round/Lvl
Save: Yes
Holds one Man or Demi-Man still. Target is
unable to move or attack.
Hold Portal
Cost: W1
Range: Touch
Duration: 2-12 Rounds
Save: No
Holds any one aperture closed by magic.
Can be overcome by Knock spell or Dispel
Magic.
Impressive Atmospherics (Cantrip)
Cost: W0
Range: 10 Radius
Duration: 1 Round
Save: No
Creates dramatic or impressive but subtle
effects, such as adding more bass to the
casters voice or dimming the ambient light
somewhat, in order to add some mystery and
panache to the casters presentation.
Invisibility
Cost: W2
Range: 240
Duration: Until target attacks
Save: Yes
Save: No
Lightning Bolt
Cost: W3
Range: 240
Duration: Instant
Save: Yes
Invisible Stalker
Cost: W6
Range: Special
Duration: Special
Save: No
Locate Animals
Cost: D1
Range: 2 miles
Duration: Concentration
Save: No
Infravision
Cost: W3
Range: Self
Duration: 12 Turns
Save: No
Legerdemain (Cantrip)
Cost: W0
Range: Touch
Duration: 1 Round
Save: No
Insect Plague
Cost: C5, D4 W5
Range: 360 diameter with a centre within
480
Duration: 6 Turns
Save: No
Creates a swarm of flying insects which
obscure sight, give -2 to To-Hit throws, and
drive creatures of 3 HD or less from the
area.
Light*
Cost: W1 C1
Range: 30
Duration: 6 Turns +1 Turn/Lvl
48
Magic Mouth
Cost: W2
Range: 30
Duration: Until discharged
Save: No
Makes a mouth appear on a surface or
makes an inanimate mouth move. The
mouth delivers a message of 30 words or less
when animate creatures come within 30 and
then disappears. Cannot cast a spell but can
say a trigger word.
Mass ESP
Cost: W3
Range: Unlimited
Duration: 6 Turns
Save: Yes
Allows two-way mental communication for
up to eight people including the caster.
Massmorph
Cost: W4
Range: 240
Duration: Until dispelled
Save: No
Magic Missile
Cost: W1
Range: 120
Duration: Instant
Save: Yes
Save for half damage. A magic bolt of energy
strikes without fail for 1-6 Hits. At level 5
and each level divisible by 5 thereafter, an
additional bolt will be available, hovering
near the caster until discharged or 6 Turns
transpire.
Open/Close (Cantrip)
Cost: W0
Range: 30
Duration: Instantaneous
Save: No
Move Earth
Cost: W6
Range: 240
Duration: 1 Turn
Save: No
Allows the caster to move landmarks like
hills or ridges. Objects move 60 per round.
Can also dig ditches and raise mottes. Takes
one Round to take effect, then lasts 6 more
Rounds.
Neutralise Poison* (Ritual)
Cost: C4 D3
Range: Touch
Duration: Permanent
Save: No
Cures one person of being poisoned. Does
not reverse the physical or mental effects of
the poison.
The opposite of this spell, Poison, mimics
the effect of any one poison.
Obscurement
Cost: D2
Range: 120
Duration: 1 Turn per Level
Save: No
Creates thick fog in 100 cu. ft. per level of the
Druid. Will dissipate naturally after the
duration ends.
49
Produce Flame
Cost: D2
Range: -Duration: 1 Round/Lvl
Save: No
Pyrotechnics
Cost: D3
Range: 120 for the spark version; 20 for the
smoke version
Save: Yes
Reincarnation
Cost: D6 W6
Range: -Duration: Permanent
Save: Yes
50
Remove Fear*
Cost: C1
Range: 30 Radius
Duration: 2 Turns
Save: Yes
Sleep
Cost: W1
Range: 240
Duration: 1-6 Turns
Save: Yes
Summon Animal I
Cost: D4
Range: 30
Duration: Six Turns
Save: No
51
Tongues* (Ritual)
Cost: C4
Range: 120
Duration: 6 Turns
Save: Yes
Symbol (Ritual)
Cost: C6
Range: Sight
Duration: Until discharged
Save: Yes
The caster inscribes a symbol upon some
surface. When any other person first lays
eyes upon it and fails his Save, some effect
befalls him, based upon the kind of symbol
the Cleric has inscribed.
Telekinesis
Cost: W5
Range: 120
Duration: 6 Rounds
Save: No
52
Wall of Fire
Cost: W4 D5
Range: 60; 60 or 30 diameter, x 20 height
Duration: Concentration
Save: No
Creates an opaque wall of fire. Creatures of
4+1 HD or greater take 2-12 damage crossing
Warp Wood
Cost: D2
Range: 120
Duration: Permanent
Save: No
Wizard Eye
Cost: W4
Range: 240
Duration: 12 Rounds
Save: No
Creates a magical eye through which the
Wizard may view nearby areas remotely.
Water Breathing*
Cost: D3 W3
Range: 30
Duration: 12 Rounds
Save: No
Allows air-breathers to breathe water within
the 30 radius of the caster.
Wizard Lock
Cost: W4
Range: 30
Duration: Until dispelled
Save: No
Word of Recall
Cost: C6
Range: -Duration: Instant
Save: No
53
On Organisation
Personal Garrison
25,000s.
25,000s.
15,000s.
3,000s.
1,500s.
640s.
320s.
54
Number
125,000 - 1M+
30,000 160,000
7,300 27,000
1,700 - 4,300
400 - 700
80 - 400
10-16
Time Period
Year
Season
Season
Month
Month
Week
Week
By Day
Miles
6
12
18
24
30
36
42
48
Hexes
1
2
3
4
5
6
7
8
By Week
Miles
24
48
72
96
120
144
168
193
Hexes
4
8
12
16
20
24
28
32
On Supplying Armies
Armies moving amongst populated areas
near good roads & waterways should have no
trouble maintaining supply lines. The cost to
supply is 60s. per week for each unit of
infantrymen and 240s. per week for other
kinds of units.
These costs include necessities such as edible
bread and clean water, and other good things
to eat, along with pack animals, bandages,
messengers, &c.
In a hostile or remote region, however, the
Referee shall trace a supply line back to
friendly territory through which supplies shall
be routed. Should an opposing army occupy
even one hex along the supply line, that
supply line is no more, and the army is out of
supply.
9.
When armies are within 8 six-mile hexes of
one another they may attempt to gain
intelligence about the other side. It is up to
the Referee and clever players to play-out this
intelligence gathering. The use of magic and
small skirmish groups (such as PC parties) is
suggested
for
intelligence,
counterintelligence, and sabotage.
Engagement
2.
3.
4.
Out of Supply
An army is said to be out of supply if the
Lord can no longer pay for his troops or if
the supply lines or blocked. Troops with
insufficient supplies lose one Hit Point per
day and suffer a cumulative -1 to attack and
damage throws.
Furthermore, they
immediately lose their ability to heal wounds
in mundane ways.
8.
5.
6.
7.
55
Conscript /
Militia
Light Infantry
Skirmishers
Slingers
Heavy Infantry
Pikemen
Gunners
Shield Maidens
Crossbowmen
Mounted
Crossbowmen
Bowmen /
Longbowmen
Light Cavalry
Mounted
Archers
Heavy Cavalry
Cataphract
Hurlers
Wolf Riders
Man
Dwarf
Elf
Hobbit
Goblin
0.5
Hobgoblin
Bugbear
Ogre
Skeleton
Zombie
Stone Giant
3.5
0.5
1
1.5
2
3
3
Orc or Gnoll
1
2
3
4
3
1
3
1.5
1.5
0.5
1
1
1.5
2
2
2.5
3
3
2
2.5
3.5
6
7
5
6
1.5
6
8
On Heroes in Battle
Great individual heroes and villains write
their names in legends in blood on the field
of battle. In a fantasy setting, these acts are
indeed magnified through the lens of Gods &
the Super-Natural.
Therefore individual
treasure hunters ought to be able to sway the
outcome of great battles as well.
To qualify as a hero in this instance, a PC,
NPC or monster must be present at the battle
and also fulfil at least one of the following
criteria:
The character is a PC
The character is a monster of at least 8
Hit Dice
The character is an NPC of at least
Level 8
56
2 Dice x 10
4 Dice x 10
4 Dice x 10
5 Dice
3 Dice
6 Dice
4 Dice x 10
4 Dice x 10
Result
2 or less
3-5
6-8
9-11
12 or more
Rout
Flee
Waver
Stand Firm
Rally
Morale
Conscript / Militia
Infantry
Pikemen
Volley Fighters
Shield Maidens
Gunners
Mounted Volley Fighters
Mounted Knights
Cataphract
Ogres
Giants
5
7
10
Wolf Riders
57
7
9
8
9
10
11
9
10
8
On Retreat
The defeated army must retreat. Normally
they must retreat to an adjacent hex.
However, if there is a friendly town or
stronghold within the hex, they may instead
retreat inside of it.
On Pursuit
As the defeated army retreats, the victors may
choose to pursue. Pursuit is handled with a
series of pursuit throws. The victorious army
receives one pursuit throw per eligible
pursuing unit. Pursuing happens within the
same six-mile hex as the battle has taken
place; the pursuing army does not follow the
defeated army into the adjacent hex.
Pursuit eligibility shall be determined as
follows:
58
On Sieges
Units defending a domain against an invading
army may avoid direct battle by sheltering
behind the walls of a fortified town or inside
a stronghold. In order to defeat these canny
defenders, the attacking army must lay siege
to the walls & structure. Sieges give rise to
some of the most challenging & rewarding
engagements in the game.
Below, we shall determine the number of
troop units which must besiege or defend any
particular structure, how to determine which
side is victorious in a siege, and how long the
engagement lasts.
Conquering Domains
As a stronghold is the key to holding a
domain per Chapter 4, claiming one from a
defeated enemy is the key to conquering a
domain that is currently in the hands of
another. In order to seize a domain, an
invading force must conquer all of the
strongholds and urban settlements within that
domain; partially conquering a domain is
possible, with the defeat of forces at one or
two of many strongholds. For domains with
only a single stronghold, taking it shall award
the whole of the domain to the victor.
Un-garrisoned
strongholds
or
urban
settlements may be taken automatically by
attacking forces.
However, those with
defending forces must be besieged.
On the Value of Strongholds
A castle would not be
were easy to destroy.
resolving any siege is
structural hit points of
question.
worth building if it
The first step in
to determine the
the fortification in
1-2
45
90
135
180
225
On Siege Morale
On each seventh day of siege (the day after
the day of rest) after the first full week, each
Structural HPs
1-3,000
to 6,000
to 9,000
to 12,000
to 15,000
to 20,000
to 30k
to 50k
to 75k
to 100k
to 4
23
45
68
90
113
150
225
59
to 100
1
2
4
5
6
15
23
30
38
40
101+
0
2
3
4
5
8
11
20
25
30