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Treasure

Hunters
Adventure Rules for Fantastic Heroes & Monsters

O.E. Compatible Prolix Edition


Players Guide

Copyright 2015 by Scott Anderson


All rights reserved. This book or any portion thereof may not be reproduced or used in any manner whatsoever
without the express written permission of the publisher except for the use of brief quotations in a book review or
scholarly journal. Exception: Reasonable copies may be made for noncommercial in-game use.
First Printing: 2015
ISBN Pending
Address all correspondence to:
The Great American Drug and Meat Company
119 Central Avenue
Seekonk, MA 02771

Dedicated to Frank Mentzer

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.

Treasure Hunters Prolix Edition


Play Test Document 2
February 7, 2015

Copyright 2014-2015 rules by Scott Anderson sanderson2208@gmail.com


Explicit limited permission is hereby granted to make reasonable and necessary
copies and necessary changes to this rule set for the purposes of play testing and prepublication editing.
THIS COPY ISSUED TO:
Name:
Name as you wish it to appear in the published game credits:
Email (not shared):

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.

And thats it.


Go Play.

In Victory,
Scott Anderson
Seekonk, Massachusetts
19 January 2015

What One Needs to Play

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.

To start, however, just paper, pencil, and dice shall suffice.

Chapter One: YOUR CHARACTER


Creating a Player-Character

A Player-Character with Exceptional Strength


gets a +1 To-Hit and damage in skirmish
combat. He can also lift more weight than
the normal man.

Step 1: Throw for Exceptional abilities.


Step 2: Select a kind for your character.
Step 3: Select your Player-Character class.
Step 4: Throw for starting equipment.
Step 5: Determine skirmish scores.
Step 6: Choose a name, sex, age and
alignment. Flesh out your Player-Character.

Intelligence (INT) measures how well your


Player-Character
learns
and
retains
knowledge.

Table 1.2: Prime Requisites


Class
Prime Requisites
Cleric
WIS
Fighter
STR
Thief
DEX
Wizard
INT
Step 2: Select your Player-Character kind

A Player-Character with an Exceptional


Intelligence can learn to speak one new
language at Levels 1, 4, 7 and 10.

This is a world of Men. However, some


Demi-Humans also inhabit the world in small
numbers.

Step 1: Throw for Exceptional abilities

Wisdom (WIS) measures how keen your


senses are. It is also a measure of common
sense.

Dwarfs are an underground people


consumed by Wealth and Order.
Elves are a Sylvan people consumed by
Beauty.
Hobbits are little folk consumed by
creature comforts and Family.
Men of course are consumed by
Ambition.

Creating a Player-Character for Treasure


Hunters follows a six-step process:

Basic abilities (or Stats) describe the


physical and mental capabilities of your
Player-Character.
They are: Strength,
Intelligence, Wisdom, Dexterity, Constitution
and Charisma.
Exceptional & Inferior Abilities
Each Player-Character may have abilities
considered Exceptional or Inferior. Each of
the others can be presumed to be in the
normal range for Men. An Exceptional
ability awards a +1 to scores related to that
ability, Saving Throws based on that ability,
and perhaps an XP bonus, should the PlayerCharacters Exceptional ability match his
chosen class Prime Requisite(s). An Inferior
ability penalises the character by -1 on throws
resolved by that ability.

A Player-Character with Exceptional Wisdom


gains a +1 to spot hidden things such as traps
or secret doors.
Dexterity (DEX) measures nimbleness and
hand-eye coordination. It is useful when
shooting a Bow, and makes you harder ToHit.
A
Player-Character
with
Exceptional
Dexterity gains a +1 To-Hit with volley
weapons and a +1 to Armour Class.
Constitution (CON) measures how healthy
and strong-of-body you are.

Each kind of Demi-Human has some limited


ability to train in the professions of
Adventurous Men. Further, each kind may
Listen for sounds on a 5-6 throw on one die;
Men only hear faint sounds on a 6 thrown on
one die.
The Dwarf

A
Player-Character
with
Exceptional
Constitution gains +1 Hit Point per level.

How to Generate Ability Scores


Throw three dice and add up the pips. You
shall find the number is between 3 and 18.
This is your Strength Ability score. Repeat
this process to generate scores from
Intelligence through Charisma in order.
You may keep absolute track of your
numbers if you wish, but they have no bearing
on the game. Only the modifiers (q.v.: -1, +0
or +1) shall impact your man in any way.
Table 1.1: Ability Modifiers
Ability Score
Modifier
3-8
Inferior -1
9-12
Normal +0
13-18
Exceptional +1
The Six Abilities
Strength (STR) measures your physical might.
It is useful in swinging a sword or bending
iron bars to escape a cage.

Charisma (CHA) is a measure of your force


of personality. It is very important, as it
determines how well you interact socially and
how many loyal followers you can have at one
time.
A
Player-Character
with
Exceptional
Charisma may have three Retainers at the
same time. He also gains a +1 to Reaction
Throws. Characters with normal Charisma
may have two Retainers; those with Inferior
Charisma may have only one.
Prime Requisites
Each kind of Player-Character has one ability
score which he uses most regularly in his class
abilities. Having an Exceptional score in this
ability means he will find his job easier, and
will advance more quickly than fellows with
normal scores. The abilities associated with
each class are called Prime Requisites, and
they are listed below:

Dwarf Special Abilities


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

Dwarfs may not begin play with Inferior


Constitution.
Dwarfs may be Fighters of up to level 9
and Thieves up to any level or a
combination of the two.
They may not use a Bow, for it is too
unwieldy for them.

Player-Character classes are like professions.


They determine what kinds of things a
particular Player-Character is best at.
Clerics are men of piety and learning.
They value Wisdom.
Fighters are masters of Arms & Armour.
They value Strength.
Thieves are men of cunning and skill.
They value Dexterity.
Wizards have mastered weird and
forbidden arts. They value Intelligence.
On Player-Characters with Several Classes
The Hobbit
Hobbit Special Abilities

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.

Hobbits receive a +1 bonus to their


Armour Class against opponents larger
than Man-sized.
They gain a +1 To-Hit with volley
weapons.
Hobbits hide indoors 2 out of 6 times
and outdoors 5 out of 6 times.
Hobbits gain a +1 on their Saving
Throw, because they are lucky.
Hobbit Limitations
Hobbits speak the Common tongue of
Man and get no free extra languages.
Hobbits may not begin play with
Exceptional Strength, nor Inferior
Dexterity.
Hobbits may be Fighters of up to Level 4
and Thieves up to any level.
Since they are very small, they are
limited to small weapons.
The Man
Mans Special Abilities
Men can be of any one class, and may
advance to any level.
They stay alive to -4 Hit Points and die at
-5. Demi-Humans die at -1 Hit Point.
Mens Limitation
Unlike the others, Men must choose one
class at a time and stick to it.
Select your Player-Characters kind now.
Step 3: Select your Player-Character Class
Now that you have selected your PlayerCharacters Exceptional Abilities and kind,
mark them down on your sheet to better keep
track. More in-depth descriptions of the
various classes and what they can do follow.

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

class, he throws the appropriate hit dice for


each class he has obtained and chooses
between them. He may use any weapon with
which he is proficient from his current class
only.
To change class, the Elf spends one hours
time meditating over-night or in the morning,
and returns as a member of his new class.
His mental state is changed. His personality
may differ. He may even take on a new
Cosmic Alignment (i.e. switching from Lawful
to Chaotic, for instance.)
Dwarves and Hobbits with more than one
class choose which class to honour in the
morning as well, but their personalities stay as
they are.
Men with More than One Class
A Man may add a second class as well. He
leaves his first behind completely, and may
not switch back whatever. He may take on a
new class only if he has an Exceptional score
in the new class' Prime Requisite.
He brings with him his Hit Dice, Hit Points
and Saves earned but abides by his new Base
Attack Bonus. In the case of the unusual
skills of his old class, he must leave them
behind until such time as his level in his new
class matches the level in the old class at
which he earned the use of a particular skill.
Further, he may not cast Wizard spells whilst
carrying or wearing more than 1-2 lbs. of
worked iron.

The Classes are presented below.


Cleric
Clerics are Men of God who go forth into the
World to spread Good News to those who
have not yet heard it, & to strengthen the
belief of those who have. They are learned in
matters of religion, of monsters, and of those
worldly pursuits which should help them in
their appointed mission.

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.

Not all Clerics are stodgy book-worms,


however, and some bring the Word with
mace and Maille.
Arms & Armour Proficiency: As the arm,
shield and heart of God in the Mortal World,
the Cleric may use neither swords, nor spears
nor arrows; no large points or sharp edges
allowed. He is able to wear any Armour and
use any Shield.

Command: Commands are petitions


useable at short notice, even in the Row
& Rattle of a fight. Example: Turning the

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.

Alternative Cosmogonies: Should the several


players wish it, you may instead use an
historical or invented Pantheon of Gods; a
Host of Immortals; generic Gods without ties
to the Abrahmic tradition, or even use
metaphysical ideals such as Law and Chaos.
For the purposes of exposition, we shall
speak of one God but this is merely a
matter of taste.

Clerics may be of any Cosmic Alignment:


Lawful, Neutral, or Chaotic, depending upon
their personal nature. However, a Cleric
must choose to be of the regular kind or of
his opposite number, the Anti-Cleric, prior to
attaining Level Seven. All Clerics are Lawful,
and all Anti-Clerics are Chaotic. Neutral
Clerics cannot advance beyond Level Six;
however an individual Neutral may choose to
behave as a Lawful or Chaotic and eventually
see his alignment change as such.

More is said on the Anti-Cleric in the


Referees Companion book.

Monster Lore: Upon encountering a new


kind of creature, the Cleric shall be able to
identify something useful about it from his
studies on a 4-in-6 throw.
The Petitioning of Divine Power
Clerics, through their devout and earnest
belief in God, petition the Almighty for Great
Powers. Should the Cleric be in good stead
with his Holy Order and the Almighty, he
shall be able to wield these powers in his fight
against Chaos. The Clerics petitions fall into
four categories & each requires different
preparations and prayers.

Fighter

indefinitely.

Limitation: The Cleric is a servant of a


Higher Power. He must always act in
accordance with that high power, to the best
of his ability. To do otherwise will cause him
to lose the ability to call divine power and use
holy relics. Therefore the Cleric must act
within his alignment at all times, or risk
sanction by his Church & his God.

On The Cleric and the Anti-Cleric

Although both pay lip service to serving God,


the Anti-Cleric derives his power from the
perverse forces of Cain instead.

Aura

Example: Stone to Flesh.

Prime Requisite: Clerics with Exceptional


Wisdom gain a +10% bonus to Experience
earned.

Clerics always Turn Undead and cast all


reversible petitions in the normal way; AntiClerics Command Undead, and cast all
reversible petitions in the reversed manner.

the

Example: Protection from Evil.

Aura: Auras are long-acting petitions


which protect one being (either the
Cleric or another) or ward a small area
from some effect. The Cleric may have
one in effect at any time and may

A Fighter is exclusively trained in the arts of


skirmish and war. He is a specialist at dealing

Table 1.3: The Cleric


Cleric Level Progression
XP
Level BAB
HD
0
1
+0
1
1,500
2
+0
2
3,000
3
+0
2+1
6,000
4
+1
3
12,000
5
+1
4
25,000
6
+1
4+1
50,000
7
+2
5
100,000
8
+2
6
200,000
9
+2
6+1
320,000
10
+3
7*
440,000
11
+3
7+2
560,000
12
+3
7+4
680,000
13
+4
7+6
800,000
14
+4
7+8

Save
9
9
8
8
7
7
6
6
5
5
4
4
3
3

*Hit point modifiers from Constitution no


longer accrue.

and receiving physical blows. A Fighter is


particularly burdened in a group of

adventurers because he is tougher and must


take the lead to defend others.
Arms & Armour Proficiency: Fighters may
use any Armour or Shield and may wield any
weapon. Only Fighters may use magic
swords.
Prime Requisite: Fighters with Exceptional
Strength gain a +10% bonus to Experience
earned.
The following are the special abilities of the
Fighter.
At 2nd level, Fighters develop the savvy to
Cleave through weaker foes. If a Fighter
strikes a foe down with a blow, he may
immediately take another attack against
another enemy near-by with the same weapon
or weapons.

Beginning at 4th level, the Fighter has honed


his battle-senses to Heroic levels. Whilst
engaged in skirmish, he may sense invisible
creatures which are near-by as if they were not
invisible. This ability does not work in
normal out-of-combat conditions, and it is
limited to 30.
At 8th level, the Fighter becomes deadly with
his choice of skirmish weapon or bow. With
his chosen weapon, a natural attack throw of
12 (before bonuses or penalties) which can
affect a target with level or number of hit dice
equal to or lower than his level deals damage
equal to the targets current hit point total,
dropping the target to 0 hit points instantly.

Thieves are the Extraordinary Individuals


who leave hearth-and-home with nary more
than their cunning and wit (and perhaps a
sword and lantern) to learn of the Greater
World and claim its Treasure as his own.
Arms & Armour Proficiency: Thieves may
use any one-handed weapon and any kind of
Bow. They wear only Jack Armour. They
may carry Shields, but must drop them before
attacking and before using many of their class
skills.
Prime Requisite: Thieves with Exceptional
Dexterity gain a +10% bonus to Experience
earned.
The following are the special abilities of the
Thief.

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

*Hit point modifiers from Exceptional


Constitution no longer accrue.

Forge Lore: Fighters of Level 9 and above


may craft magical weapons and Armour in
their stronghold using the same rules as
Wizards do. They may not craft other types
of magic items.

Table 1.4: The Fighter


Fighter Level Progression
XP
Level BAB
HD
NM
0
+0
1
0
1
+1
1+1
2,000
2
+1
2+1

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 Thiefs Skills: The Thief trains two skills


at Level One and one skill at each subsequent
Level, up to Level Seven (for a total of eight
skills out of the following list of 14.)

Weird Lore: Upon the discovery of the


ancient, forbidden or weird, the Wizard shall
be able to identify something useful about it
from his studies on a 3-in-6 throw.

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.

Climb: Thieves are adept at scaling sheer


surfaces, including walls or steep cliffs, and
they are successful on a 5-in-6. They require a
skill throw for each 100 feet they intend to
climb. If the throw fails, they fall a distance
equal to half the attempted distance, taking 16 points of damage per 10 feet. Thieves are
adept at determining whether they can climb
a particular sheer surface at a glance. Throw
the Thiefs chance of success in climbing the
first 100 before he starts his ascent. If he
fails this throw, he knows that this particular
wall is beyond his ability until he reaches his
next experience level.
Eaves-Dropping: whilst every character has a
chance to listen for sounds (1-in-6), the
Thiefs senses are keener than others. A

Thief can attempt to listen for noises in a cave


or hallway and at a door or other locations.
He may also attempt to overhear a
conversation across the room in a salty tavern
or other loud places. However, the Thief
must be quiet and remove his cap, should he
wear one. Thats just being polite. He will
succeed on a 4-in-6.
Find and Remove Traps: A Thief may only
try one time to find or remove a trap in an
area with a 4-in-6 throw. Note that these are
separate applications of the same skill, for a
Thief must find a trap before he can remove
it. If a Thief uses a tool, such as a 10 pole or
small steel mirror, he receives a +1 bonus to
his throw.
Find Secret Doors: So adept is a Thiefs nose
for trouble, he may find a secret door on a
throw of 3-in-6, even when hes not searching
for it.
Normally, a character must be
searching, and then only succeeds 1-in-6
times.
Forgotten Lore: A Thief has learnt a thing or
two in his travels. Once per day, a Thief may
make a check to see if he knows a bit of lore
about a person, place or thing that hes got no
business knowing. On a throw of 4-in-6, he
can call upon his knowledge to aid himself or
his friends (but usually himself.)
Hide: whilst remaining motionless or using
Stealth, a Thief who succeeds with his Hide
throw becomes invisible to all visual senses
including those of a super-natural nature. A
Thief will always think he is successful in this
skill, and will not know otherwise until others
react to his presence. Thieves have a 4-in-6
chance of success, +1 for Exceptional
Dexterity.

lock again until he reaches a higher


experience level.
Play Music: Music covers instruments of all
kinds. It can be used to make small change
on street corners, Woo Lovers & other such.
It does not give benefits in skirmish unless the
Thief does something really clever.
If
busking or finding a bit of work in taverns, the
Thief can earn 1 die x 2 dice silver shillings
per night.
Prestidigitation: A Thief with this skill has fast
fingers and is a master of mis-direction. On a
throw of 5-in-6, he can nick a small item such
as a coin purse or hide an item on his person.
Should he fail, throw 2 dice. A result of 5 or
more means he has been noticed. A result of
6 or more means the mark is angered!
Stealth: When successful on a 4-in-6 throw
modified by Dexterity, the Thief will be
completely silent. The Thief always thinks he
is successful in this skill, and will not know
otherwise unless others react to his presence.
A Thief may attempt stealth even in unusual
conditions, such as stepping on dried leaves,
over egg shells, or between sleeping animals.

Read Languages: Thieves can read any


language on a 5-in-6 throw. This ability does
not include magical writings. If the throw does
not succeed, the Thief may not try to read
that particular piece of writing until he
reaches a higher level of experience.
Cast from Scrolls: Thieves who already know
how to Read Languages can read magic
scrolls of any kind and cast the spells
contained therein with 5-in-6 accuracy. A
failed throw means the spell does not
function as expected, and can create a
horrible or hilarious effect at the Referees
discretion.
Thief Luck: The Thief permanently adds +1
to his Saving Throw and a permanent +3
Hits.

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

Table 1.5: The Thief


Thief Level Progression
Level
BAB
HD
1
+0
1
2
+0
2
3
+0
2+1
4
+1
3
5
+1
4
6
+1
4+1
7
+2
5
8
+2
6
9
+2
6+1
10
+3
7*
11
+3
7+2
12
+3
7+4
13
+4
7+6
14
+4
7+8

Save
9
9
8
8
7
7
6
6
5
5
4
4
3
3

*Hit point modifiers from Constitution no


longer accrue.

Pick A Lock: A Thief is skilled in picking


locks on a 5-in-6 throw, but needs lock picks
to do so. He can only try to pick a lock one
time, and if he fails, he may not try the same

Wizard

limited to using the dagger, club, staff and sling.

The Wizard is a mortal being who has


breached the Aether and established a
kind of a link with extra-dimensional
living energy; a kind of life which is
unknown in this Realm. Through this
symbiosis, the Wizard evokes fantastic
effects.

Prime Requisite: Wizards with Exceptional Intelligence gain a +10% bonus to Experience
earned.

Arms & Armour Proficiency: A Wizard


may not cast spells whilst carrying on his
person worked iron of more than 1-2
pounds worth. Therefore he is limited to
Jack Armour & may not use a Shield. He
does not train in use of arms, and is

The following are the special abilities of the Wizard.


Magic Item Use: Wizards may manufacture potions and scrolls starting at Level 5 and other
kinds of magic items starting at Level 9. They may use all manner of scrolls, potions, rings
and other jewelry, clothing, wands and staves, and other kinds of miscellaneous items of
arcane power.
Spell-Casting: Only Wizards are able to harness arcane Dweomers. Among others, this
ability is foreign. The process whereby they do so is explained in Chapter Five.
Weird Lore: Upon the discovery of the ancient, forbidden or weird, the Wizard shall be able
to identify something useful about it from his studies on a 3-in-6 throw.

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

Step 4: Throw for Starting Equipment


Below you shall find an inventory of what
things your Player-Character possesses when

he begins play. Throw thrice on Table 1.7


and record your Kit and the results of the
three throws on your character sheet. Thief
characters may instead throw twice, and take a

1
2
3
3
3
3
3
3

1
2
3
3
3
3

1
2
3
3

set of Lock Picks or a Trap-making Kit as a


third item.

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

Wolfsbane (fist full)

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)

On the Usual Equipment


In your travels you shall find items not on
this list without a doubt. This table is not
exhaustive, but represents the items an
itinerant adventurer would have been given
by his family before starting out or would
have found at the start of his travels. Animals
come with 1 weeks proper food.
You are encouraged to make trade with your
fellows in order to maximise your collective
survivability as you start on your way.
What follows is short explanations of
common kinds of gear treasure hunters may
wish to purchase.
Arrowheads are for making your own arrows.
Twenty make one batch.
Backpacks and Knapsacks come in various
sizes. They do not count as encumbrance
when used to carry other things.

4
Lantern & 3 flasks
of oil
Donkey or
Sumpter

5
Pole, 10-foot
wooden

6
A Normal Shield

Sack, small (empty)

Upgrade to Plate
Armour

Mirror, small steel

Rations, trail (7 days,


preserved)

Dreys Horse

Holy Relic

Merlin or Kestrel
& hood

Rope, hempen (50)

Grappling Hook

Holy Water (2
Flasks)

A second weapon

Sack, large (empty)

A Normal Shield

Crowbar

Pick, miners, or
Shovel

Upgrade to Maille
Armour

A Bashing Shield

A Bashing Shield

Bandages: When a Man is at zero or fewer


Hits, he will lose one Hit per round til dead.
Bandages stop this loss and take one round
to apply. They also stop any bleeding effect,
and when applied overnight, heal 1 additional
Hit damage. When you use bandages, throw
one die. On a result of 1, your current
bandage is your last.
Battle Standards are tall banners which mark
particular
military
units,
mercenary
companies and some treasure hunters.
When held aloft, they grant Henchmen a +1
to Morale. Should they fall in battle, they
inflict a -2 to Morale. They can be made to
fit into special brackets in Armour, which
frees the hands, but disallows a backpack or
back quiver.
Belts and other clothing items do not
encumber whilst worn. An extra set of
clothes counts as one item for Encumbrance.
Block & Tackle is a bulky pulley system with
rope and hook which makes heavy weights
four-times easier to lift.

Bowstrings come twenty to a pack.


Bowstrings break on a throw of 2, and take
one half round to re-string.
Large Candles burn for one hours time.
Ten make one item for Encumbrance. A stiff
breeze shall blow-out a candle half the time
(1-3 on one die).
A Cart is hitched to two draft horses or
mules. It carries one tonne of cargo and has
seats for two Men or four Hobbits.
A Climbing Hook in each hand shall allow a
person other than the Thief to climb sheer
surfaces with a 4-in-6 chance.
A Disguise Kit shall allow a person to
disguise himself. When you use one, throw
one die. On a result of 1, the kit is exhausted
and must be replaced.
Dogs make fierce companions in the
dungeon. A normal dog has 1+1 HD and a

Large Dog has 2+1 HD. A player may opt


for a non-combatant dog as well.
A Holy Symbol such as a Cross on a chain is
presented to the Undead when turning or
commanding them. A fine one shall cost
18s. and be wrought of silver. A Common
one is made of wood, and may also be used
by a Cleric in his Petitions.

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

Table 1.8: Adventuring Gear


Item
Cost Enc.
Hammer, Utility
5s.
2:1
Hat
5s.
-Holy Symbol
18cr.
-Holy Water
5cr.
2:1
Ink, Full Glass Vial
10s.
1
Instrument, Musical 10f.+
1
Iron Spikes, 6
1cr.
1
Knapsack
3s.
0/3
Knife, Utility
10s.
-Lantern
7s.
1
Lantern, Bull's-Eye
10s.
1
Lasso or Net
4s.
1
Lock-Picks
10s.
1
Magnifying Glass
3cr.
1
Map, Explorer's
25cr.
-Map, General
10s.
--

1p.
6s.
3p.
2p.
1s.
2s.
1s.

Holy Relic: a Holy Relic in the hands of a


believer of any Class shall Turn Away the
Undead as the Cleric Command without
making a check. After each use, throw one
die. On a result of 1, the Relic is exhausted
and crumbles to dust.

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
--

Mirror, Small Steel

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
--

Table: 1.9: Assorted Gear & Services


Item
Price
Mounted soldier
Infantryman
Labourer
Lackey
Messenger
Sergeant
Common servant

8s. / wk
2s. / wk
2s. /wk
2s. / wk
5s. /wk
1cr. / wk
2s. / wk

Vehicles
2cr.
30s.
12s.
9s.
3cr.

Two such orbs count as one item for the


purposes of counting encumbrance.

--

Hirelings in Peace-Time

Beasts of Burden
Nag
Drey Horse
Donkey
Ox
Palfrey

Holy Water is water blessed by a priest of


Lawful alignment. It comes in fragile glass
globes meant to shatter upon impact. Holy
Water deals 4-14 (two dice +2) damage to
any undead it impacts directly, and 2-7
damage to undead near impact. Undead will
not cross an unbroken line of Holy Water
for one Turn (ten minutes time). Holy
Water is also a component in Cleric
petitions.

Great boat or raft


Great carriage
Merchant ship
Small boat or raft
Small carriage

50cr.
50cr.
500cr.
30cr.
15cr.

Item

Price

Hunting Birds
Eagle
Falcon
Goshawk
Kestrel
Merlin

5cr.
3cr.
6s.
5s.
1s.

Accommodation & Food


Board in the country
Board in town
Country cottage
Floor in a town house
Room at an inn
Bottle of spirits
Fine dinner at restaurant

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.

Flagon of ale or beer


10p.
Jack of wine or sack of port
10p.
Tack
Pub lunch
2s.
Caparison
2s.+
Sit-down inn dinner
8s.
Bit & bridle
1cr.
Stabling for a horse
10s.
Pack saddle
10s.
Stabling for a nag
1s.
Palfrey Saddle
15s.
Fine suite in the City
5cr. / night
Military Saddle
50s.
Good room in the City
2cr. / night
Saddlebag (0/4)
20s.
Average room in the City
10s. / night
Flop in the City
10f. / night
Bolts (20)
A
P
5s.
Rope: Hempen Rope counts as one item for
Bullets (10)
A
special 10p.
the purpose of encumbrance. Silk Rope is
Powderhorn
A
2cr.
twice the length for the same bulk. Each
Stones (20)
A
B
10f.
supports up to 750 lbs.
Spell Components are rare or unusual herbs
and powders to which Dweomers are
sympathetic.
A Wizard must have
Components to cast spells. After each spell
cast, throw one die. On a result of 1, the
components are exhausted. For this reason,
it is wise to carry more than one pouch.
A Trap-Making Kit has the tools & materials
necessary to set or disarm dungeon traps. It
takes at least one Turn to set such a trap or
disarm one. When used to set a trap only,
throw one die. On a result of 1, the kit is
exhausted and must be replaced.

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

*If carried. Each counts as only 2 items if


worn.

Size
T

Type
P

Cost
1cr.

Enc
4:1

15cr.

4:1

Lycans are unsympathetic to Wolfsbane.


They will stay away from someone who is
warded by holding it in his fist. It is also used
in the treatment of Lycanthropy when
administered by hedge wizards or Priests.
Such a treatment requires 28 days and nights
and 700s. For the Church faithful, the price
to them is based upon their ability to pay.

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

Jack Armour is a catch-all for the wide variety


of simple Armours worn by brigands &
commoners. It is easy to make and use but
provides limited protection. Anyone can
wear Jack Armour.
Examples include
padded, silk, corded, leather (studded or
boiled) or even a very heavy cloak or robe.
Armours heavier than Jack interfere with all
dweomercraft.

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.

Table 1.10: Arms & Armour


ARMS
Dagger
Silver
Dagger
Holy Water
Military Oil
Backsword
Hatchet
Javelin
Lt Hammer
Lt Mace
Pilum
Pistol
Sling
Arming
Sword
Crossbow
Dane Axe
Flail
Mace or
Warhammer
Morningstar
Pick
Spear
Match-Lock
Bow
Claymore
Halberd
Maul
Pike
Pole Arm
Lance
Heavy
Crossbow
Arrows (30)

ARMOUR
Jack
Maille
Plate
Shield
Bashing
Shield
Barding
Barding

1
1
1
1

The most common kind of Armour amongst


warriors & soldiers is Maille. Maille is made
of minute interlocking steel rings, fashioned
into garments and layered to absorb blows. It
is heavy and hot, but sturdy. Scale Armour
and the lamellar Armour of the samurai are
mechanically identical to Maille.
The heaviest Armour is Plate, named so
because it is made from interlocking metal
plates. A suit of plate must be made-toorder. It takes one fortnight per 100s. spent
to construct. Many nobles and warriors will
have their Plate Armour decorated with
blooding, gilding, inscripting, fluting, gems, &
so forth; a good-looking kit will cost 600s.
easily.

It takes one Turn (ten minutes) to don or


doff Plate and donning it requires a helper.
One may cut his way out of a suit of Plate in
one Round, but it must then be repaired.
Elven Chain is magical Maille made by Elves
out of Mithral, which is as strong as steel but
much lighter and finer. Elves and Men who
cast Wizard spells may cast in Elven Chain.
Shields come in many shapes and sizes. It is
assumed your PC knows how to use one if it
is allowed by his Class. Shields are usually
made of wood or wicker (almost never
metal), or layers of animal hide stretched
over metal or wood skeletons.
A Bashing Shield is made of heavy wood
reinforced by metal and is used as a
bludgeoning weapon as well as for defence.
Because they are smaller, sometimes 10-12
in diameter, Bashing Shields provide less
protection.
An Arming Sword is the standard one-hander
carried by Fighters and Nobles. A favourite
of the Elves.
Axe, Dane: A Viking-style weapon, 3-5 long,
with a curved axe head. It is popular with
Men and Dwarfs. It may be used onehanded or two-handed.
A Backsword is a sword of 18-24 and broadof-blade. It may be hidden under a cloak at
the back and is carried by ruffians as well as
honest folk when out and about.
The Claymore is a sword as long as a Man is
tall, always wielded two-handed.
A Silver Dagger deals damage normally to
Lycans, but hits at -1 because Silver is a soft
metal and the blade is dulled.
A Pilum is like a little harpoon. Whether in
skirmish or volley, it is a one-use weapon.
On a successful hit, the attacker may choose
to Splinter the defenders shield instead of
dealing damage.
Pistols are hand-held firearms with short
barrels, accurate to only short range. Pistols
take a half-round to re-load, like crossbows,
and thus a wielder may not move, re-load,
and attack all in the same Round.
The Match-Lock is a long fire-arm used with
both hands, with considerable range and
accuracy. The Match-Lock takes a halfround to reload, like a crossbow, and thus a
wielder may not move, re-load, and attack all
in the same Round. Pistols and Match-Locks
mis-fire on a throw of 2 and do not fire.

A Halberd is an axe-head or cleaver affixed


to a sturdy pole of 5-8 length. It is used in
two hands.

2
3-4
5-12

10% high
10% low
Accurate Appraisal

Pole Arm is a catch-all term for the several


kinds of hammers and blades affixed to long,
sturdy poles, generally descended from
farming implements. Pole Arms may do
bludgeoning, slashing or piercing damage or
a combination of any two kinds. They are
always used in two hands. Pole Arms are of
sufficient length that they may strike targets
10 away, but are too long to use against
adjacent foes.

On the Values of the Several Coins

The Pike is a lightweight spear of 15-20


length. It is meant to be used in formation
with other fighters against the charge of
cavalry. A lone warrior with a pike must use
it two-handed, and drop it once his opponent
closes within 15.

i.e., 1 crown = 20 shillings; 1 shilling = 10


pence; and 1 penny = 4 farthings. There are
many local variants on these coins and
exchange rates.

A Powderhorn holds black powder necessary


to fire-off a pistol or Match-Lock. One
powderhorn can hold sufficient powder and
kit for a day of hunting, or 30 shots.
The Heavy Crossbow is more of a stationary
device than a dungeon weapon. It is so large,
it requires a separate device called the
windlass to cock it. It fires-off once every two
Rounds, & its wielder may not do anything
other than load it in the mean-time.
However, it deals two dice damage and
ignores armour, always shooting against AC 7
against other Men.
On Money
In the days of the First Empire, coins of the
several metals were called librae, solidi, and
denarii. Once common throughout the
Empire, these coins of the purest metals were
over time debased through governmental
thievery and the wages of invasion, and after
the First Empire fell, the terms themselves
became general names for the coins in the
several Realms of Men. Over time languages
change, and we call our coins crowns,
shillings and pence (or pennies).
When delving into deep dungeons or
uncovering the wealth of ages past, often the
coins shall seem strange and have the faces of
forgotten Lords upon them. Changing in
your old coins for coins-of-the-realm always
costs a flat 10%, but judging the values of old
coins in odd denominations or purity can be
tricky to do. Dwarfs and the money-changer
can usually tell what ancient coins are worth
for you.
Table 1.11: Appraisal of Old Coins
2 Dice
Result

The five common coins are copper farthings


(f), silver pence (p), silver shillings (s),
electrum crowns (cr) and gold marks (m).
These are interchangeable at the following
rates:

1 m. = 5 cr. = 100 s. = 1,000 p. = 4,000 f.

20 coins weigh one pound (lb.) and 400 in a


bag make a unit of encumbrance. The
exception is the tiny farthing, which is 40 to a
pound and 800 to a unit of encumbrance.
Valuation of Jewels: Jewelers or gem-cutters
charge a flat rate of 2cr. per item appraised.
On the Royal Bank & Bank Notes
Additionally, Bank Notes may be available in
cities with Royal Banks, and are issued in
1,000cr and 10,000cr denominations in
exchange for equal deposit. 3% interest is
paid once (upon deposit) to the depositor in
exchange for these Bank Notes, which are
recognised by many richer merchants and
members of the Nobility.
Banks will not deal with common riff-raff
with no pedigree or breeding. They are held
by the Crown of the Realm (or a near-by
realm) and maintain their standing through
royal decree. Commoners are kept away
from the Bank. But clever types will find
ways of retaining bank services regardless.
The very existence of Royal Banks and their
placement shall be the sole provision of the
Referee.
Table 1.12: Property
Property
Cost
Upkeep/mo.
Small hut, 1
50s.
30p.
room
Small apartment,
500s.
5s.
2 rooms
Apartment or
small house, 3
1,000s.
10s.
rooms
Large apt. or
med. house, 5
3,000s.
30s.
rooms
Grand apt. or
large house, 8
10,000s.
100s.
rooms

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.

A Normal Shield grants +2 AC & a


Bashing Shield grants +1.
Exceptional DEX grants +1 AC; Inferior
DEX penalizes you -1.
Hobbits gain +2 AC against opponents
larger than a Man.

Each adventurer ought to be thought of as his


own man, with his own life and motivations.
Although he is created by the player at the
table, the character himself is real within the
fictional confines of his world. Name him
and think a little about his past.

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

A Word about Pronouns


Throughout this book, the male pronoun is
used when one is needed. However, the past
is filled with Famous & Adventurous
Heroines of many nations and epochs.
There is no mechanical difference between a
male and a female character, nor shall the
player be bound to play one with the same
sex as himself.
On Alignment
Alignment is a descriptive, rather than
proscriptive, measure of your characters
ethos. Some characters tend toward Law,
and adventure to advance the goals of those
Churches & Lords which mean to maintain
Order. They tend to follow just laws and
treat sentient beings, friend or foe,
respectfully. Chaotic characters are more
interested in Freedom than in Order, and
may or may not follow laws as it suits them.
They are sometimes tempted by the lure of
Evil.
Neutrality is a category that
encompasses most common folks and some
Player-Characters. They are not strongly
inclined one way or another, or perhaps they
are actively committed to maintaining a
balance between Law and Chaos.
Each of these choices is appropriate for a
Player-Character.
You are still the
protagonist, even if you decide to be Neutral
or Chaotic.

Clerics have a special burden when it comes


to alignment. Their class abilities are granted
by higher powers with strict standards. That
means they must be careful not to commit
too many acts that oppose their patron,
whether that patron is one of Law, one of
Chaos or one of Balance (as Neutral ones are
called.)
In the case of the Cleric, the Referee shall
guide you when he sees you taking a
potentially alignment-violating action by
saying something like, Are you sure you
want to commit to that Chaotic action? so
that you may reconsider. You may still
commit to the ethically-questionable act, but
it may affect your character later at the
discretion of the Referee.

parley or trickery against them is just as


valuable as killing them outright in
Treasure Hunters. Of course, killing
them also grants the XP award. This
award is listed in the monster
descriptions
in
The
Referees
Companion and is based upon the
threat the monster generates.
Exploring new areas: Every time you
explore a full dungeon (the Referee will
decide how much counts as full
exploration), you will gain XP at the
rate of 1000 XP per dungeon level.
Every time you explore a new wilderness
hex, you will receive 1000 XP per PC
participating, split amongst PCs &
Retainers.
Prime Requisite Bonuses

On Gaining Experience and Experience


Levels
Heroes learn and grow from adventuring and
taming the wilderlands. They achieve greater
personal power and make the Realm of Men
safer by overcoming dangers, slaying
monsters, and especially through the
liberation of ancient magic and treasure.

Hunters rewards knowledge,


discovery and the acquisition of wealth with
Experience Points (XP). Experience points
are a measure of knowledge and personal
power dependent thereupon. When your
character earns enough, he gains another
level.

If your Character has Exceptional Prime


Requisites, he will receive a 10% bonus to all
XP received. Rather than determine this
amount as he goes along, it is awarded at the
start of the level. For instance, if your Fighter
needs 2,000 XP for Level 2 and has
Exceptional Strength, he will immediately
start his career with 200 XP.
Splitting XP Awards

Treasure

This means his Base Attack Bonus may go


up; his Hit Dice and Hit Points will go up;
and his Saving Throw may change.
Additionally, some classes advance in their
class abilities or gain new abilities upon
achieving another level (especially spellcasters), so be sure to check what new or
improved abilities you will have.
Activities Which Grant Experience Points
Liberating Treasure: When you loot a
dungeon or a bandit camp, you gain
money. But you also gain XP at the rate
of 1 shilling. = 1 XP. This is the fastest
and easiest way to gain XP.
Monsters: Observing and bypassing
monsters and other opponents or using

All participating Player-Characters must split


their XP evenly, and give half-shares to their
Retainers and NPCs with class levels. In the
case of a party with Retainers, count each PC
as 2 shares and each Retainer as 1 share.
Divide the XP by the total number of shares.
Then award 2 shares each to the PCs and 1
share each to the Retainers.

Upon Attaining a New Level


Characters need two things to attain a new
level; the first is sufficient Experience Points.
The second thing they need is to spend time
and money Training. Training requires a
Master. This master can be anyone who is of
the same class as your PC wants to attain and
at least the same level as he seeks to achieve.
Training costs 100s. x (current level) x
(current level) and takes 1-6 weeks.
For example, if the character wishes to
achieve Level Three, he must spend 1-6
weeks and 100 x 2 x 2 = 400s.
Only when both of these requirements are
met can your character level up, add Hit
Points and other things, and in the case of the
users of Wizard magic, record a new spell in
his spellbook.
Henchmen with levels must train up too; a
PC leader can train henchmen of the same
class for free, but will lose out on the money
and XP to be gained. This grants the
henchman a +1 to morale.
Your Referee may have a different rule about
Clerics attaining a new level, or he may use
this general rule for all character classes.
On Upkeep
Each month, the PC must spend money
equal to 1% of his current XP total. This
represents the cost of doing business as it
were, and accrues him no benefit.
The Squander Rule

Other kinds of hirelings do not earn XP for


their adventures, but rather are paid a flat
rate. Unless one is promoted to Retainer
through role-play, his abilities will never
improve.
On Splitting Treasure
When there are valuable magic items to be
had, or some of the treasure is in gemstones,
it will be impossible to split the treasure up
exactly evenly. It is up to the several players,
and not the Referee or a chart, to decide how
to split the physical treasure up.
No matter how treasure is split up, the XP is
split evenly.

If a player has his character intentionally


waste money on things that the PC may
enjoy, but provide no in-game advantage
(nights out on the town, giving lavish gifts to
people other than his friends & hirelings,
beautifying a town he visits, aiding strangers,
building a work-house), he should keep track
of the money so squandered.
Upon the death of that character, the player
may apply 90% of the Squandered money as
XP to the next PC he creates & plays.

Chapter Two: DUNGEONS, TRAPS & WILDERLANDS


Strength
Inferior

Unencumbered (120)
6 items

Table 2.1: Encumbrance


Light (90)
Moderate (60)
9 items
12 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

On The Referees Prerogative


The Referee shall have final say in all
adjudications. All other rules are optional.
On Taking Miscellaneous Action

A person with Inferior Strength may carry six


items without worry; up to nine with a
reduction in speed of 30; up to twelve with a
reduction in speed of 60, and 15 with a
reduction in speed of 90. More than that, he
may not fight, but only defend himself. 18 is
his maximum carrying capacity in any case.

You may usually have your man try any


action you can imagine. Success sometimes
require throws-of-the-dice and consultation of
tables. These throws adjudicate actions, the
results of which may be in question. They
are not meant to supplant the story-telling,
but rather to support it.

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

Rather than have several granular skills as


some games present, Treasure Hunters
presumes general competence amongst
Adventurous Men and tries each PC against
the same number.
If a PC should try something which is neither
automatic nor impossible, and the Referee
shall wonder how to adjudicate it, the Rule of
Seven shall apply.

The Rule of Seven:


When attempting a task not covered in these
rules, throw two dice and add or subtract an
appropriate Ability Modifier at the Referees
discretion. A modified throw of 7 or better
shall constitute a success.

Modifiers for ease or difficulty may also be


applied by the Referee in the range of -2 to
+2.
On Encumbrance
Any item of value or good use encumbers a
person, as does anything heavy or bulky.
Jack counts as one item; Maille or Plate as
two. One-handed weapons count as one
item (four daggers make one item); twohanded weapons count as two. A Bow and
its Arrows count as two together. A bag with
about 400 coins or gems in it is one item.

There are three important measurements of


time as the characters experience it passing in
game.
The other classes of Strength are presented
in Table 2.1: Encumbrance. Added for
comparison are the Encumbrance values for
mighty Ogres and Giants.
2.2 Effects of Encumbrance
Cumulative
Level
Movement
Effects
Unencumbered No ill effects
120
Light
No ill effects
90
Moderate
No ill effects
60
Lose Dex
Heavy
30
bonus to AC
May not
Overburdened
30
attack or run

None of these time periods relate to our


objective experience of time passing in the
real world whilst we play. They refer to the
subjective time experienced by the characters
in the game world only.
The Day
A normal day of adventuring or other activity
is the first unit of time marked by the
Referee. Each game day he will instruct you
to perform daily tasks such as marking down
rations, planning your activity, prayer or
spellbook study, &c. Overland movement is
tracked by the day as well.
The Turn

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

During the course of the game, things will get


tense for your character from time to time.
Time will become an important factor in
some situations. When we need to measure
time, the Referee will tell you he is marking
Exploration Time.
The units of Exploration Time are ten
minutes each and they are called Turns or
Exploration Turns.
Each Turn is ten
minutes of in-game time long.
After
spending five consecutive Turns at an activity,
the heroes must rest for one full Turn before
continuing along.

Some Actions that can be completed in one


Exploration Turn:
Carefully move twice your speed,
adjusted by Encumbrance.
Hustle along at 8x your speed, adjusted
by encumbrance. Three Turns must be
followed immediately by three Turns of
rest.
Search a 10 x 10 area of a dungeon
room.
Pick a lock or disarm a trap.
Parley with NPCs or monsters.
Load or unload a pack with care; saddle
or un-saddle a mount.
The Round
When a character is in skirmish, in volley or
facing another life-or-death scenario where
seconds count, the Referee will inform you
he is switching to Skirmish Time. Skirmish
Time is marked in one-minute intervals.
These one-minute units of Skirmish Time
are called Skirmish Rounds or simply
Rounds.
When the Skirmish Rounds period ends, the
Referee will jump to the end of the next tenminute Exploration Turn. The mean-time
can be assumed to be a period of binding
minor wounds, re-adjusting gear, and
catching ones breath.
Some Actions that can be completed in one
Skirmish Round:
Run twice full speed
Make a skirmish attack*
Make a volley attack*
Cast a spell
Drink a potion*
Switch weapons or equip a new shield*
Barge through a door*
Aid another character*
Make a charging attack
Make a fighting retreat

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.

Whilst running, a person can move eight


times his base movement rate per Turn, but
he cannot pay attention to his surroundings.
He may miss important details and may not
draw a map. He may not take advantage of
his Exceptional Dexterity bonus to Armour
Class.
Overland Exploration
Surveying a six-mile hex or hunting for a
particular thing within it takes 3-18 days time
(either thrown on dice at random or chosen
by the Referee). After such time, the hex can
be said to be fully explored & mapped, at
least for the group of PCs at-hand. N.B.: this
is roughly 32 sq. mi. - thats a lot of ground to
cover!
Wilderlands Generally

The speeds given are for indoor exploration.


Out-of-doors, convert each foot to a yard,
effectively tripling all movement rates and
ranges.
The Hex
The out-of-doors is measured in hexes, just
as in-doors is measured in squares. Hexes
more resemble circles and allow for easy
measurement of travel in many directions.
The basic hex size used is six miles from
centre-to-centre. Larger hexes, such as a 30mile hex and smaller hexes such as a halfmile hex are possible.

1.
2.
3.

Wilderness Travel Daily Steps


Mark off a day on the calendar. Note
any important events.
Record Hit Points healed and
progression of any conditions.
Check weather.
Check supplies. Mark off supplies
used.
Plan out day's activity.

*You may also move 1/2 of your speed. If in


skirmish, your opponent may react to this
movement.

4.

On the Fourth Time Period

Overland Movement

Although it is not measured precisely, there


is a fourth time period which is just as
important as the rest of them: The time
spent between adventures in the relative
safety of a city, town or castle. Activities such
as

Movement from point-to-point across the


wilderlands proceeds at a base rate of four
six-mile hexes per day, or about 24 miles.
For each six days time the characters make
progress, they must rest for a full day.

5.

Larger Groups
buying & selling items,
training up to a new Experience Level,
healing wounds,
planning & overseeing new construction,
squandering,

Groups larger than 10,000 are often split


across more than one hex as they march.

Groups of over 100 people and Beasts move


one hex slower per day. Groups of 1000 or
more move at two hexes slower per day.

14

The wilderlands are all the areas outside of


and between towns, cities and hamlets, which
are untamed and largely unknown.
Thereabouts be there monsters, bandits,
ruins, dungeons, and all manner of fantastic
danger.
Wilderlands Mapping
Each six-mile hex has one dominant terrain
type, be it grassland or mountain or whathave-you. Some hexes will be civilised.
Some will be borderlands. Some will be true
wilderlands. Additionally, some will have
dungeons, castles, towns, or cities located
somewhere within. Be sure to mark upon
your map or a map key the terrain and the
contents of each hex.
It is best to map out the wilderlands on hex
paper. The Referee shall keep a completed
and keyed map to the wilderlands which he
has devised beforehand.

Wilderlands Sighting

Higher Ground

Movement Not on Foot

On level ground, the distance to the horizon


is about three miles. Monsters can be
spotted (when not hiding) at a distance of 424 x 10 outdoors (n.b. read feet as yards

Climbing to the top of the highest point in


the hex ought to give a good amount of
information
about
adjacent
hexes.
Sometimes finding this high ground can be
an Adventure in itself.

Animals and monsters each have their own


movement rate. Ships on the water move at
various rates across water and sometimes
swampland. Aerial travel is independent of
the terrain below. Sample movement rates
for some vehicles and animals are given
below in Tables 2.3 to 2.5.

whilst out of doors, so this means 40-240


yards.)

Table 2.3: Animal Movement Rates


Type
Palfrey or Courser
Pony
Destrider
Dreys Horse
Sumpter

Movement Turn /
Gallop
480 / 3840
120 / 1920
120 / 1920
90 1440
120 / 1920

Encumbrance indicates the maximum load a


horse will bear and still move at full speed. If
this load is surpassed, they will only move at
half speed.
Only a Courser or Destrider will fight. Other
mounts will scatter or retreat (mules are a
special case) until battle is concluded.
Table 2.4: Aerial Hex Movement Per
Day
Vehicle/Creature
Any Terrain
Magic Contraption
33
Air Elemental
25
Demon
13
Djinn
25
Dragon
20
Efreet
17
Griffin
25
Hippogriff
33
Pegasus
40
Roc
40
The Pony is for small characters & Dwarfs.
They may ride horses, but only as a second
rider. They count against encumbrance in
this case.
Draft Horses are not meant for riding. They
pull carts. One draft horse can pull a loaded
cart weighing one tonne.
Mules will defend themselves if attacked.
They are willing to enter dungeons if guided.
All horses can feed themselves if there is
grazing fodder available, but they still need to
drink. Where grazing fodder is not available,
it costs 5p per day for riding horses, 10p for
war and draft horses, and 5p for ponies and
mules.

Movement Per Day

Encumbrance (1/2 speed)

36 miles per day (6 Hexes)


24 miles per day (4 Hexes)
24 miles per day (4 Hexes)
18 miles per day (3 Hexes)
24 miles per day (4 Hexes)

300 lbs. / 15 Items


200 lbs. / 10 Items
400 lbs. / 20 Items
2000 lbs. on cart / 100 Items
200 lbs. / 10 Items

On Losing Ones Way

Dungeon Exploration

Whenever the party loses track of where they


are or the route they wish to take, the

The mythic Underworld and ancient ruins


are referred to as dungeons and include
any sort of indoor space with discrete rooms
and corridors, containing dangers.

Table 2.45 Hex Movement on Water per


Day
Ship Type
Water
Swamp
Boat
12
4
Galley
16
5
Merchant Ship
10
10
Raft
5
3
Referee shall throw one die. Depending
upon the terrain type, the party may become
lost. Once lost, the Referee secretly throws
one die and determines which direction they
are headed (using only his own map). Each
day, the party may make only one change of
direction. See Table 2.6, below.
Table 2.6: Getting Lost
Terrain
Chance of Losing One's
Type
Way
Plains
1 (on one die)
Forest
1-2
River
1
Swamp
1-3
Mountains
1-2
Desert
1-3
City
nil
If the party should spend time to explore the
surroundings of an area in depth, the Referee
should reveal the direction of travel. If near
civilisation (in the same hex as a town or
castle), the party will not get lost.
Table 2.7: Terrain Type Modifiers to
Base Movement Rate
Terrain Type
Speed
Desert, Hills, Forest
x 2/3
Jungle, Swamp, Mountains
x 1/2
Road or clearly-marked trails
x 1

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.

Normal characters have a 1-in-6 chance to


detect a trap modified by Wisdom
(minimum 1-in-6) if a search for one is made.
Thieves have a special ability to find and
remove traps, which supersedes this throw, as
does the stonework trap-finding ability of
Dwarves. In all cases, a search for traps takes
one Turn per 10' square area. A single
person may only search a given area for traps
once.

Locked doors and conventional metal bars


are forced by throwing the same range;
however those with Inferior Strength shall
never be able to bend iron bars or perform
such legendary feats of strength without aid.
On Secret Doors
Under normal conditions, searching for
secret doors takes one Turn per 10' of wall
searched. A secret door is found on a throw
of 6 on 1 die. Elves find secret doors on a
throw 2-in-6. Some Thieves find them on 3in-6 without actively searching.
On Monsters in the Underworld

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.

Players and Monsters shall discover one


another when they approach
within 2-12 x 10 unless one
party or the other is
sneaking; in that case,
success means they gain
surprise. Monsters with
some
motivation
will
always
chase
player
characters. In the case of
non-intelligent or animal
intelligent monsters, they
shall be deterred on a 5-in-6
if the players drop food the
monster likes. In the case of
intelligent monsters, they shall
be deterred on a 5-in-6 if the
players drop treasure the monster likes.

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.

Burning oil will deter most kinds of


corporeal monsters. If the Referee is in
doubt, monsters will only pursue through fire
on a 10 or more on two dice.
Monsters & Parley
Should one of your band share a language
with one of the monsters, it is possible to
make Parley with them, and perhaps avoid
combat or even join forces. See Table 2.8
below.
Each go-round of Parley takes one Turn, and
Parley may continue exhaustively in some
cases. All the while, your torches are
expiring and other wandering monsters may
hear & approach.
Table 2.8: Monster Reaction Table
2 Dice
Reaction
2
Immediate Attack
3-5
Hostile, possible attack
6-8
Uncertain, continue parley
No attack; leaves or considers
9-11
offers
12
Enthusiastic friendship

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.

The Bulls-Eye Lantern creates a cone of light


100 long and 20 at the far end. It casts
illumination rather like a modern flash-light
and consumes oil at the same rate as normal
lanterns.

and may exert himself normally during this


time.

If a PC is subjected to a great area on fire, the


character takes 2-7 damage immediately and
2-7 each round he is in the fire, until dead.
Upon leaving the inferno, he may throw a
Save to avoid being on fire as above: Success
means the fire is put-out. Failure means 1-3
immediate damage and he does catch fire.

In any case, a person or group carrying a light


source in a dark place or at night cannot
cause surprise. Nor can they be surprised by
another group similarly using a light source.
Magical Light Sources

Light spells are point-source in nature.


Blindness or Deafness
A deafened creature is surprised on 1-3 on 1
die. A blinded creature is surprised on 1-4
on 1 die, suffers a -2 penalty to its skirmish
attack throws, a -5 penalty to his volley attack
throws & for those temporarily blinded, a -4
penalty to its Armour Class. Naturally-blind
creatures suffer no such penalty.
These effects are modified when dealing with
monsters having unusual sensory abilities; for
example, bats may be affected by deafness as
if blinded instead.
Environmental Dangers
Aside from horrid monsters and diabolical
traps, the treasure hunters shall be at times
threatened by more mundane sources of
grave danger & inconvenience.
On Comestibles
PCs and their companions must consume
one day's worth of rations (or equivalent
food) and a minimum of two quarts of water
per day.
Upon the third day of no food, a person
loses 1 Hit Point from his total until he has
eaten and rested.
Each additional day
without food subtracts another Hit Point
from his total number. After the third day,
the character cannot heal Hit Points through
conventional means, though magic will still
work. Eating enough food for a day restores
the ability to heal, & the character will
recover lost Hit Points normally thereafter.
Dehydration is swifter. Each day without
water subtracts 1-3 Hit Points, even day one.
No conventional healing is possible until the
character is rehydrated, which takes about
two hours per day of thirst.
On Drowning
A PC can hold his breath for two plus his
Constitution modifier in one-minute Rounds

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.

After this fixed period the character begins to


drown. He may no longer exert himself in
any way, becomes insensate, and is reduced
to -1 Hit Points through subdual damage.
After three Rounds in this condition, that
subdual damage is converted to normal
damage. Most people then become
dead. Men will continue to lose one Hit
Point per round until they reach -5 Hit Points
and are dead.
At any point before death, the character can
be saved by bringing him to a place where he
can breathe air and then spending one round
aiding him in breathing by getting the water
out of his lungs.
Suffocation works in the same way, although
exposure to some poisoned media may have
longer-lasting effects.
On Falling
A PC or other character that falls is dealt 1
die per 10' fallen, max 20 dice. A PC or
other character that falls for any distance over
50' takes damage regardless but must also
make a Save or die instantly.
On Foraging
Usually this is possible in town or the
wilderlands but impossible in the dungeon.
Foraging for food and water takes eight
hours labour. This will find food for 1-6
people. Hobbits count as two people for the
purposes of consumption.
On Immolation
If a PC or other character contacts fire from
a point source, he shall throw a

17

While in an inferno, each of the PC's


inflammable possessions must throw a Save
or be destroyed. This Save is thrown versus
the same target number as the PC carrying
these items. Magic items gain a +2 to this
Save. Inflammable items include clothing &
Jack Armour among other obvious items.
On extinguishing fire: it takes one full
Round to extinguish a fire on your person or
in a small area, by smothering the flames in
dirt or jumping in a lake. During this round,
the PC or other character takes no damage.
On Henchmen
Henchmen of the several varieties are critical!
There are two reasons for this.
This games skirmish is much more
dangerous than what many players are used
to. Fighting with some henchmen is useful in
soaking up hits as well as in dealing extra
damage, without slowing down skirmish
terribly.
Torch-bearers and porters are useful for the
usual reasons.

Treasure

Hunters also takes as its


philosophical antecedent the original RPGs
which in turn were descendants of the
wargame. In the wargame, the Hero led
units or entire armies. So it becomes natural
for Heroes in Treasure Hunters to lead
groups of NPCs into the unknown.
Later in this book you shall find rules for
running mass skirmish as between opposing
armies as well as castle sieges.
Generally
Especially for players unfamiliar with the
older aesthetics, this is going to be a hard
lesson to absorb. Be reminded: Treasure
Hunters is designed to be played with
henchmen and hirelings. To avoid their
engagement will hamper your character
greatly.

On the Cost of Hirelings


Men-At-Arms will demand 5cr. per day,
and twice that or more if there is
skirmish. They also require gear.
Non-combatants will demand 3cr. per
day and twice that if there is skirmish.
Retainers always get XP and
treasure.
Specialists get 50-2000s. per month or
per job (whichever comes first) plus 1-3
x 50s. up-front. See Table 2.7 below.
Each type of hireling expects his family to be
justly compensated upon the occasion of his
accidental death. 12-25s. plus their mortal
remains is customary.
Table 2.9: Specialists
Type
Cost per month
Animal Trainer
300s.
Armourer
100s.
Engineer
500s.
Herbalist
700s.
Hit Man
1500s.+ per mission
Sage
300s.
Sailor
20s.
Sea Captain
250s.
Smith (black or
50s.
red), carpenter
Smith (gold or
75s.
silver)
Spy
500s. or more
Henchmen becoming Retainers
There are no rules for the process by which a
Henchman becomes a Retainer; it shall be
handled through role-play or by player
agreement.
On Beasts as Henchmen and Retainers

At your pleasure, you may make animals


such as war dogs or stallions available as
Retainers, and they shall count toward a
characters total number. If the Referee
really wants to get the players attention, he
may have someone or something threaten the
partys dog!
Monsters of the same Alignment may also be
taken as retainers or Henchmen, but may
scare off some common folk and the other
Men-at-Arms.

Should a monster of any Alignment be


bested and surrender to the party, he may
serve as a Henchman for a time.
The Normal Man
Most Hirelings are Normal Men. They have
1 die Hit Points and a +0 Base Attack Bonus,
but otherwise function as Fighting-Men. In
the case of Saving Throws, their Level is
considered 0, and they only Save on an 11+.
Despite their name, Normal Men may be
men or women of any of the common kinds.
Dwarfs will not consider employment by
Elves, and vice-versa, since the common ones
of each kind have a healthy disdain for the
culture of the other.
On His Experience Points
Normal Men have few chances to advance in
level, for they do not generally earn XP.
There are three ways for a Normal Man to
gain XP.
Adventure on his own, not as a
henchman;
Participate in a military campaign as a
soldier (See Chapter Seven); or
Become a Retainer.

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.

Otherwise, the Normal Man shall always


remain normal and never gain experience. A
Normal Man who gains 100 XP shall be
eligible to become a Level 1 character in a
class he otherwise qualifies for.
Henchmen in Skirmish Along with their
Leaders
Each henchman in skirmish alongside a
Player-Character adds +1 AC to his PCs
Armour Class. Whenever the PC hits an
opponent, the PC deals an extra 1-2 Hits
damage for each henchman involved in the
skirmish, rather than throwing separately for
each henchman.
Note that this only applies to henchmen in
skirmish with a PC. If your henchmen have
volley weapons, even if they are not the
henchmen of the PC using volley weapons,
one PC using volley weapons gains the
benefit of the volley henchmen for the
duration of the volley fire.
If no PCs are using volley weapons, then the
henchmen will demure due to fear of hitting
their bosses.
Henchmen in skirmish without a PC shall
use their own skirmish scores.

18

Henchmen shall also respond differently to


characters with differing Charisma modifiers.
Those characters with Inferior Charisma
shall find their henchmen start with Morale
of 8; those with Exceptional Charisma shall
find their henchmen start with Morale of 6;
those with the normal kind of Charisma shall
find their henchmen start normally, with a
Morale score of 7. Remember, low throws
for Morale are better.

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

more are healed from bed rest and clean


environs.

assembled host during part of the overnight


rest period for at least six Turns (one hour).

Optional Hit Point Recovery through Music

Each other person who hears it gains an


additional one Hit Point recovered during
that overnight period.

Hit Points may be thought of partially as the


mental will to live. Therefore, music might
help heal battle fatigue as well as a bandage
heals a wound. This makes a musical hireling
much more valuable in a low-magic world.
If you should decide so, a PC or other
character may play pleasant music for the

This sound may attract an additional


encounter overnight, at the Referees option.

Table 2.10: Post-Adventure Effects


Effect
Armour dented. -1 AC until the Armour is repaired. Repair cost is 50% of Armour cost.
Weapons dulled. -1 penalty To-Hit & damage until the weapon is sharpened.
Mild flu: -1 ranks' CON until you have seen Doctor.
Mild wasting disease: -1 ranks' STR until you have seen Doctor.
Infectious wound: 1-6 HP that wont heal until you have seen Doctor.
Aura of heroism: Your adventure has given you confidence. Add +1 CHA rank until the end of your next Adventure.
Stir-Crazy: Travelling on the road is hard. Suffer -1 to WIS until you have seen a Cleric or Caroused.
Loneliness: Suffer -1 ranks' CHA until you have spent a night socialising with people (other than your companions.)
Disgruntled followers: Check morale for Henchmen
The legend grows: Free beer at the local inn.
Reward: Stories of your exploits have reached a local noble/merchant who gives you 3-18 times your Level shillings.

2-12 Result
2
3
4
5
6
7
8
9
10
11
12

Table 2.11: Permanent Disfigurement


Permanent Disfigurement Effect
Head Injury: -1 ranks' WIS
Both hands: may still fight with a Hook or grafted blade.
Sword Hand: May not use two-handed weapons or carry Normal Shields; -1 To-Hit in melee
Off Arm: May not use two-handed weapons, nor carry any Shield.
One eye: -1 To-Hit in volley fire combat.
Peg Leg: Reduce movement by one level (30' min.) and cannot Run.
Off Hand: May not use two-handed weapons, nor carry Normal Shields.
Deafened. Surprised 4-in-6, surprises 1-in-6.
Head Injury: -1 ranks' INT
Both legs: must be carried on adventures, or move at up to 30' by crawling.
Blinded. -2 To-Hit in skirmish and -5 To-Hit in volley fire combat. Reduce MV one level (30 min.)

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.

the PC or beloved squire can continue on his


adventures, but not without paying a steep
price.

On Henchmen, Hirelings, Specialists and


Retainers
A Word about Definitions:
Hirelings is a general term referring to all
the NPCs which PCs have on hire or may
attempt to hire.

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

sufficient nature is applied. Throw against


Table 2.11 to see what happens.

The Death and Dismemberment Rule


Should a hero or his ally be killed, the player
may decide that instead of death, the
character instead suffers dismemberment or
mayhem of some permanent variety. If he
does, he must throw on the table below and
accept the result as a permanent handicap,
until such time as magical healing of a

19

Henchmen is a collective term for the


NPCs the PCs have actually hired and are
active participants in adventures. These
include any Men-At-Arms, porters, torchbearers, and even other NPCs with character
levels who choose to be subordinate to the
Player-Characters. Morale starts at 7.
Retainers are loyal NPCs who always follow
their leader and never check morale. They
work for XP and treasure, they are

usually played by the same player as their PC,


and are limited in number by the PCs
Charisma: 1 to 3. Retainers may include
monsters, or loyal animals. Hirelings may
become Retainers through role-play; no NPC
starts as a Retainer.
Specialists are people with particular rare
skills, such as sages or animal trainers. They
work for the agreed-upon pay, usually on a
job-by-job basis.
Attempting to employ hirelings for treasure
hunts consists of two parts:
Finding adventurous types willing to
enter the unknown for pay, and
Determining what sort of duties theyre
able to perform.
Locating Potential Hirelings: During each
day spent in an urban settlement, characters
may attempt to locate hirelings. This
undertaking consists of speaking with
barkeepers, serving wenches, local barflies,
and the like as well as posting notices and/or
hiring a crier or agent. Generally speaking,
characters can spend 30s. in each tavern/inn
frequented by adventurous types plus one
additional effort which represents the
street.
For example, in a town with a tavern and an
inn, three attempts totaling 90s. expense may
be made, one for each of the two
establishments and a third for the rest of the
town in general. Each attempt locates 1 die 2 potential hirelings. Medium cities get a +1
modifier. Very large cities get a +2 modifier.
Potential Recruit Types:
Once the number of interested parties is
determined, the type of each applicant must
be determined. For each, throw 2 dice and
consult Table 2.12 Recruit Types.
Non-Combatants: These are willing to enter
dungeons as part of an expedition but will not
fight except to defend themselves. They will
usually have 1-5 hits (1 die -1, minimum 1)
and will be armed with a dagger or a club.
Examples are torch-bearers, porters, cooks,
and grooms.

2 Dice
2-5
6-11
12

Table 2.12: Recruit Types


Type
Example
NonPorter, torchCombatant
bearer, &c.
Man-At-Arms
Normal Man
Treasure
NPC with Class
Hunter
& Level

Men-at-Arms: These swords-for-hire are the


most common type of dungeon hireling and

will fight for their employers granted they are


treated fairly and not given any overly-risky
duties. Normal morale and loyalty rules apply
at all times. All men-at-arms have a dagger
and some other items. Throw three separate
dice then consult Table 2.13 to determine
each man-at-arms hit points and gear.

1-6
1
2
3
4
5
6

Table 2.13: Man-At-Arms HP & Gear


Hits
Armour
Weapon/Shield
3
None
Hatchet & Shield
Backsword and
4
Jack
Bow
Arming Sword &
4
Jack
Shield
Backsword &
5
Jack
Spear
Backsword, Spear
5
Maille
& Shield
Backsword &
6
Maille
Bow

Hiring requires parley, the result of which is


indicated on Table 2.14 Hireling Reaction:
Table 2.14: Hireling Reaction Table
2 Dice
Reaction
2
Refuses with Prejudice**
3-5
Refuses Politely
6-8
Uncertain, continue parley
9-11
Accepts
12
Accepts Enthusiastically*
* Starting Morale increased by -1.
** Will spread nasty rumors about the PCs.
Further hiring in that location will result in
subsequent Hirelings starting with -1 morale.
On Marching Order
Marching Order is simply the relation in
physical space that the PCs and their retinue
stand in relation to one another as they move
through a given area. It is important because
monsters, traps and other enemies will first
encounter one PC or another based partially
or entirely on his position relative to his
fellows.
Standard practise inside a dungeon or on a
road is to travel two abreast but it is not
mandatory. Be sure to check with the players
upon entering a new environment who is
standing where and what role they are taking:
scout, vanguard, torch-bearer and middle, or
rear-guard.
Because characters become injured or
leaden, marching order will sometimes be
changed in order to protect disadvantaged
characters. In some situations, it will not be
the toughest characters who will take a role,
but rather those who may Turn Undead, or
those whose parley is the best.

20

On Abstract Marching Order


A system used for abstracting marching
order. Rather than worrying about exact
order, just assign the key positions. Roles are:
Scout: Assumed to travel beyond the
light source, and report back
periodically. Using a scout guarantees
that the party will not be surprised from
the front by visible dangers, though the
scout risks being surprised.
Vanguard: protects the centre of the
group from skirmish. Up to two may
take the vanguard role given 10
hallways.
Second rank: may attack with reach
weapons if the vanguard is in skirmish.
Torchbearer: you might want to double
up on this role, as the light source is an
obvious target for the minions of
darkness. They stand nearby other
characters to light the way.
Rearguard: function like the vanguard if
the group is approached from behind.
Without some measure of discipline a
group wandering through a maze, or
really anywhere, will tend to switch their
order around a bit. You might have
some people who are very eager and out
in front of the group a bit, and some
others who tend to doddle at the back.
The less disciplined (Wisdom) and
orderly (Lawful) a group the less
consistent their marching order will be.
On Stealth
Sneaking around is not the sole purview of
the Thief. In fact, everyone should try to do
it. Should one wish to sneak about, throw
Surprise for the Turn, but only for those who
may catch the sneak. On 5-6 on one die, the
stealth attempt is successful. Metal Armour
shall subtract one from this throw, and it is
modified by the sneakers Dexterity, between
-1 and +1. Some magic items add to the
sneak attempt. A 6 always succeeds and a 1
always fails.
On Stealth in Poor Seeing Conditions
Should characters find themselves in areas of
dim light without a torch, in a misty forest, or
in other conditions where seeing is not ideal,
they may at any time attempt a Surprise
throw (or in the case of the Thief, a Hide
throw) to see if they can hide. Their enemies
may do the same.
On Poisons
The following is a listing of the common
kinds of poison. Poison forces a CON Save.
Dwarfs gain a +1 on this Save.

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

+1 bonus against that kind of poison (spider,


snake, &c.). This is cumulative, so the second
time they make a save their bonus is changed
to +2. If a character gets to +3, then they find

they are immune to that kind of poison. This


might be a gradual tolerance, or maybe they
were actually naturally immune the whole
time.

Table 2.15: Types of Poisons


Onset
Failed Save
1-6 minutes
Paralysis 2-12 hours
2-12 minutes
Debilitation 1-3 days

With Save
Half movement rate
Debilitation 1-3 hours

3-18 minutes

Slow sickness

Debilitation 1-3 hours

1-6 hours
2-12 hours
3-18 hours

Quick sickness
Death
Death
Death
Insanity

Debilitation 1-3 hours


10 Hits
20 Hits
30 Hits
No Effect

Immediate

2-12 days expire before the poisoned


character, he regains CON at a rate of 1 rank
per day. All the effects of debilitation apply
for the 2-12 day period.
Quick Sickness: As above, but the illness is
more severe and sudden in its effects.
Character has Inferior CON for 2-12 days.
Those with Inferior CON gain an addition -1
to CON effects. All the other effects of slow
sickness apply.
Death: The poison causes cataclysmic
seizures, brain hemorrhage or equivalent
effects which are impossible to survive.
Character dies within 1-6 minutes. On a
successful Save the character loses the
number of hit points stated over the course
of 1-6 minutes, but survives if he has hit
points remaining.
Insanity: The poison alters brain chemistry,

21

permanently. Throw one die to determine


insanity type:
1 Narcolepsy: must save at the start of
skirmish or fall asleep.
2 - Paranoia Inferior CHA, distrusts
everyone.
3 - Multiple Personalities: PC develops a
second personality; each day toss a coin to
determine which personality is in control that
day - each personality has no memory or
awareness of what happens when it is
dormant.
4 - Lunacy (PC becomes utterly deranged
and is under the control of the Referee as an
NPC).
5 Crisis of Faith: PC immediately seeks to
change character class permanently. If he
does not qualify for another class, he will act
as if he is a member of that class regardless,
including all equipment restrictions.
6 Alignment Swap: Immediately changes to
another random alignment.

Order of Events in One Exploration Turn


1.

2.
3.

4.

5.

6.

7.
8.

9.

The Referee throws for wandering monsters. At the end of


every 3 turns, the Referee should check for Wandering
Monsters. To do so, throw 1 die: a result of 1 indicates that
the party will encounter a Wandering Monster in the next
turn. Additionally, whenever the party makes excessive
noise (skirmish, forcing a door open, knocking over a great
Armour rack), the Referee should check for Wandering
Monsters.
The party moves, enters room, listens, and may search.
If monsters are not encountered, the turn ends. One Turn
is marked off. If monsters are encountered, the Referee
throws for the Number Appearing.
The Referee throws 2 dice to check the distance between
the monsters and the party. The Wandering Monster will be
20-120 feet away from the party when encountered (roll 2
dice, multiply the result by 10) in a direction of the Referee's
choosing, and will be headed toward the player characters.
Out-of-doors, this number is in yards instead of feet.
The Referee throws 1 die for both the monsters and the
party to check for surprise: a result of 1 or 2 means the side
is surprised.
The Referee and the party throw 1 die or for initiative to see
who moves first. The side with the higher throw may move
first and attack first in skirmish for that round.
The Referee throws 2 dice for the Monster Reaction on
Table 2.8.
The party and the monsters react:
a. If both sides are willing to talk, the Referee throws for
monster reactions and initiative, as necessary.
b. If one side runs away, the Referee should check the
chance of Evasion and Pursuit.
c. If skirmish begins, the Referee should use the Skirmish
Sequence to handle skirmish.
End of Turn. The Referee shall check remaining hit points,
whether or not they need rest, any changes in the party's
marching order, possessions, encumbrance, light sources,
the durations of any spells in progress, and the total time the
party has spent in the dungeon.

1.
2.
3.

4.

1.

2.

3.

4.
5.

6.
7.

22

Order of Events in One Skirmish Round


Pre-Skirmish Sequence:
Declare Actions.
The possible actions are: Fighting
Withdrawal or Retreat, Volley Fire Combat, Magic Spells,
Skirmish, and Special.
Initiative: resolve initiative in the manner previously decided.
The side that wins initiative acts first.
a.
Morale checks:
i.
Check morale after a sides 1st death.
ii. Check morale when of the side is incapacitated.
iii. Throw 2 dice; adjustments of -2 to +2 can be made
according to situation (winning battle +1; losing battle 1).
iv. If the result is greater than the monsters' morale score,
the monsters will try to retreat or use a fighting
withdrawal. If the result is less than or equal to the
morale score, the monsters will continue to fight.
v. Monsters that successfully check morale twice will fight
to the death.
Movement in Round:
a.
Skirmish movement speed cannot be kept up for more
than 30 rounds. To find the movement rate of creatures
during a round, divide the base movement rate by 2 (for
example, a character who moves at 60'/turn would move
at 30'/round).
b.
Attacked opponents may only move defensively (fighting
withdrawal or retreat)
Skirmish Sequence:
Fighting Withdrawal: A fighting withdrawal may be used in
skirmish if the defender wishes to back up slowly whilst trading
blows with an opponent. Movement backwards is limited to 1/2
the normal movement rate per round (or less). There must be
enough room to back up. In crowded situations, characters or
monsters behind a creature attempting to use a fighting
withdrawal will prevent this form of defensive movement.
Retreat: Any movement backwards at more than 1/2 the normal
movement rate is a retreat. If a creature tries to retreat, the
opponent may add +1 to all "To-Hit throws, and the defender is
not allowed to make a return attack. In addition to the bonus on
"To-Hit throws, the attacks are further adjusted by using the
defenders Armour Class without a shield. Any attacks from
behind are adjusted in the same manner.
a.
Spell-casters cannot move and cast spells.
Volley Fire Combat:
a.
Choose targets
b.
Throw 2 dice + Base Attack Bonus + Dexterity
adjustments + Volley Range adjustments + magic bonuses
from weapons.
c.
Throw for damage.
Magic Spells Resolve
a.
Throw Saves as needed.
Skirmish:
a.
Assign henchmen.
b.
Choose targets
c.
Throw 2 dice + Base Attack Bonus + Strength
adjustments + magic bonuses from weapons.
d.
Throw for damage.
Special: This includes drinking a potion, switching round your
gear, activating a magic item, or any other activity not covered.
The next side takes its Round.
a.
The side with the next highest initiative acts next, until all
sides have completed one Round of skirmish.
b.
Referee handles surrender, retreat, &c.
c.
Repeat skirmish sequence until skirmish is ended.

Chapter Three: SKIRMISH & VOLLEY


3.1.3 Damage Throws
The Rule of 2 and 12:
For throws on 2 dice, a 2 always fails and a
12 always succeeds.

3.1 Skirmish

The Basic Combat Mechanic:


Attack throws are on 2 dice. Add your
bonuses and subtract your opponent's
bonuses. A modified throw of 7 or better is
scored a hit. A natural 12 always hits and a
natural 2 always misses.

The common bonuses to the Attack Throw


are:
Base Attack Bonus.
Magic Bonus.
Bonus from Exceptional Strength or
Dexterity (Or, conversely, a Penalty).
Hobbits are clever with volley fire
attacks and are awarded a +1.
Add these numbers to 2 dice to determine
the Armour Class you hit on a particular
attack.
3.1.1 Multiple Attacks
A Base Attack Bonus of +5 or greater gives a
second attack per round.
3.1.2 Determining Armour Class

Fighters deal 2-7 damage. Wizards deal 1-5


(1 die -1, minimum 1). Everyone else deals 16. These dice are used regardless of the kind
of weapon. Bare hands do 1-3 subdual
damage (1-2 for Hobbits.)
A character with more than one class deals
damage as a member of the class he is
working in currently.

3.1.6 On Determining the Schedule of


Engagement
In order to skirmish & volley, the two or
more sides must be placed in order of action.
This order is named Initiative. Presented are
two different ways to determine initiative.
Your Referee shall tell you which system
shall be used.

3.1.4 Types of Skirmish Attacks

Initiative in skirmish is resolved by sides.


Each member of a side shares the same
initiative value and acts together.

When in skirmish:

3.1.6.1 On Surprise

A combatant with a two-handed weapon


throws twice for damage and takes the
better.
A combatant using two weapons throws
two attack throws and takes the better.
A combatant with a weapon in one hand
and his other hand free gains +1 AC and
+1 to Save, due to better balance.
Using the venerable Shield is its own
reward, as you may know.
Bows & Thrown Weapons count as
Volley fire combat, but otherwise go by
the same rules.

For the first Round only. each side must


check to see if it has surprised the other.
Have each side throw one die. On a result of
5 or 6, they have achieved surprise. The
other side may not act in the first Round of
skirmish. It is possible for both sides to be
Surprised at once.
Further, if a side is surprised, have each
individual of that side throw one die. On a
result of 1, he has dropped one item he is
holding!
A surprised side does not gain the benefit of
the following initiative advantages until they
are no longer surprised.

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.

3.1.6.2 On Attacking with Surprise


During the Surprise Round, the side which
has surprised the other gains a +1 To-Hit.
This bonus does stack with other To-Hit
bonuses.
3.1.6.3 Standard Order of Battle

Armour class starts at seven (no Armour or


other bonuses) and increases. The common
bonuses to Armour Class are:

Each side throws 1 die. Higher result goes


first. In the case of a tie, actions happen
simultaneously.

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.

3.1.6.4 Exceptions & Alternative Method


The Alternate skirmish rules have some
exceptions for special circumstances. Using
these alternative initiative rules, the Referee
shall ask each side to declare whether they
have met any of the following conditions.
These exceptions are presented in
descending order; those presented first take
precedence over those presented later.

The sum of 7 plus and minus these modifiers


shall constitute the number to be thrown
against on 2 dice.

In the first Round only, all sides which


have pike men in the front row win
initiative over those who do not. After,
they shall gain a +1 to their Initiative
throw. Surprised pike men are not able

Any character with Exceptional Strength


gains a +1 To-Hit and damage in skirmish.
Any character with Exceptional Dexterity
gains a +1 To-Hit in volley fire combat.

23

to recover their automatic initiative


advantage.
In the first Round only, all sides which
use other pole arms in the front row win
initiative over those who do not. After,
they shall gain a +1 to their Initiative
throw. Surprised pole arm fighters are
not able to recover their automatic
initiative advantage.
Once the side without long weapons breaks
initiative by winning it, the side with pikes
must drop their pikes and use shorter
weapons. Pole Arms may be used in direct
combat, like a spear or halberd. In some
conditions, such as 1:1 skirmish in an open
space with plenty of room to manoeuvre, the
Referee may say the pike man may keep his
pike and use it like any other pole arm.

common damage on an attack. For instance,


he may attempt to sweep the legs of an
opponent, causing him to fall prone; he may
attempt to disarm an opponent; he may
throw sand in his opponents eyes, in order
to blind him; or he may attempt to grapple
his opponent.

3.1.11 The Charge

These kinds of attacks are limited only to


your imagination, the fictional physics of the
game, and the Referees judgment. Using
your imagination ought to be encouraged.

A PC or other character can "Charge"


anywhere as long as he expends half his base
full move in the process & only if he is
holding and using a hand-held weapon.

Although wide latitude is given to PlayerCharacters attempting something unusual in


skirmish, there are some specific rules
betokening particular actions, provided
below.

You may apply a bonus to your PCs To-Hit


throw (from 1 to 5, players choice), but your
Armour Class is penalized by the same
amount (for that Charge round only).

3.1.8 On the Opportunity Attack


Should a combatant currently engaged in
skirmish attempt a Full Retreat, his opponent
shall have one free attack out of turn.
Should this attack succeed at dealing at least
one Hit, the withdrawing combatant must
immediately stop moving. Only one such
Opportunity Attack may be attempted per
combatant per Round.

A "Charge" is a skirmish action in which your


character moves as fast as possible, planning
to use a weapon at a point of impact,
benefitting by the force added due to
momentum.

If your mans Charge hits, the damage


inflicted is double normal; throw twice the
normal number of dice, and then apply
bonuses (strength, magic, &c.).
Charging creatures must have suitable
weapons: a skirmish weapon, large horns or
tusks. A monster without such weaponry
doesn't have the ability to charge. In the case
of a monster or NPC, charging is treated as a
special attack form, like poison and energy
drain.

3.1.9 Fighting Withdrawal


After the last round where the long weapons
automatically win initiative, use the following
exceptions to determine if one side or the
other automatically gains initiative advantage:
All sides which have mounted cavalry
win initiative over those who do not.
All sides which have a Fighter or Paladin
of level 8 or greater as leader win
initiative over those without one.
All sides which have a Fighter or Paladin
of level 4 or greater as leader win
initiative over those without one.
All sides which have a Cleric of level 8
or greater as leader win initiative over
those without one.
All sides which have a Cleric of level 4
or greater as leader win initiative over
those without one.
All sides which have another character
of level 8 or 8 HD or greater as leader
win initiative over those without one.
All sides which have another character
of level 4 or 4 HD or greater as leader
win initiative over those without one.
Should any of these conditions result in a tie,
resolve initiative with the Standard method,
by Rule 3.1.6.3.

A Fighting Withdrawal is the only safe way to


leave a place that is threatened by an
opponent. When a character withdraws, he
backs carefully away from his opponent
without turning his back or creating an attack
of opportunity for his opponent.
Withdrawing is a move that takes place at the
beginning of the Round. A withdrawing
character cannot attack or cast spells,
although he can still make opportunity
attacks.

He does not attack, but moves backwards up


to one-third speed (usually 40 or less) and
retains his full Armour Class.
3.1.10 Full Retreat
Any skirmish combatant may attempt a Full
Retreat. He moves away from skirmish at
full speed (usually 120 or less).
His
opponent(s) get a free attack out of turn
against him and the character does not
receive the benefit of his Shield or DEX
bonus to AC. If any attack deals damage to
him, the Retreat is negated.

3.1.7 On Skirmish Manoeuvres


Should a player wish it, his character may
attempt to do something other than straight

The exception to this free-attack rule is if an


ally moves into skirmish with the same
opponent(s) to cover the retreat.

24

3.1.12 On Setting the Spear


If a PC or another character is aware of an
opponent using the Charge manoeuvre
against him, is not surprised & has a pike,
lance, or spear, he may Set the weapon
against the Charge.
If this special attack hits, it deals double
damage as above & additionally negates a hit
from that Charge.
3.1.13 The Bull-Rush
Bull-Rush is a skirmish manoeuvre
available to anyone engaged in skirmish,
whereby the attacker foregoes damaging his
opponent directly and instead attempts to
push the defender backwards.
There are three parts to this contest:

1. Throw a normal To-Hit throw with the


usual adjustments. If the attacker hits,
move to step two. Otherwise, the attack is
over as usual.
2. throw a special opposed STR contest:
each side throws one die, and adds (or
subtracts) his STR bonus, +1 per
henchman or other ally involved in the
Bull-Rush. Should the defender desire, he
may also add his adjacent allies to the BullRush defence;
3. If the attackers score a higher result on
the throw, the defender is moved
backwards up to 10 per point difference,
with a maximum of 30.
If the defender hits a wall, he is dealt 1-6 +
STR modifier +1 per henchman Hits
damage.
3.1.14 Shields Shall be Splintered!
Upon receiving any one physical skirmish or
volley attack (but not spell), a character with a
shield may negate the attack by giving up his
shield. This means he has interposed his
shield against the telling blow. The player
may decide to use this ability after he sees
how many hits damage the attack would have
caused.

If a character or monster reduced to zero Hit


Points has taken at least some subdual
damage, the he becomes unconscious rather
than dead. A character knocked out in this
way but not subsequently killed will wake up
with 1-3 hit points in 1-3 Turns, or can be
awakened (with 1-3 hit points) by someone
else after 1 Turn.
3.1.16 On Volley Fire Ranges
Thrown weapons, arrows, &c. have a range in
feet. At Short range, they are +1 To-Hit. At
long range, they are -1 To-Hit.
Table 3.1: Volley Fire Ranges
RANGES
Short Medium Long
in feet:
(+1)
(0)
(-1)
161Crossbow
5-80
81-160
240
141Bow
5-70
71-140
210
Heavy
2015-100 101-200
Crossbow
400
Sling
5-40
41-80
81-161
Spear*
5-20
21-40
41-60
Oil or Holy
5-10
11-30
31-50
Water
Axe* or
5-10
11-20
21-30
Dagger *

* As thrown weapons
3.1.17 Thrown Weapons in Skirmish

Upon resolution, a non-magical shield is


utterly destroyed. The character loses any AC
bonus from the shield and it may be
discarded. It may be able to be repaired at
the same cost of purchasing a new shield.

Thrown weapons such as daggers and


hatchets which double as skirmish weapons
may be thrown in skirmish combat.
3.1.17.1 On the Use of Oil

A magical shield (one with a magic bonus to


AC) may be given up more often without
being destroyed. Each time it is given up, it
loses 1 AC point from its magical bonus for
24 hours. For instance, a +2 shield given up
once becomes a +1 shield until the next day.
A magical shield whose magic bonus is
reduced to +0 will function like a regular
shield, and may even be destroyed by a
subsequent use of this ability.
Shields made from the heartwood of the
Rowan tree (which is sacred to Elves) can be
given up to avoid one magic effect, even one
that deals no damage or one that offers no
save. This ability is declared after the effect is
resolved (damage/effect is determined and
Save is thrown, if necessary) but before the
effect is applied.
3.1.15 On Subdual Damage
Attacks made with the flat of the blade for
non-lethal damage suffer a -2 attack penalty.
Many weapons can be used this way.

item for the


encumbrance.

purposes

of

counting

3.1.17.2 On the Use of Holy Water


Holy Water is water blessed by a priest of
Lawful alignment. It comes in fragile glass
globes meant to shatter upon impact. Holy
Water deals 4-14 (two dice +2) damage to
any undead it impacts directly, and 2-7
damage to undead near impact. Undead will
not cross an unbroken line of Holy Water
for one Turn (ten minutes time). Two such
orbs count as one item for the purposes of
counting encumbrance.
3.1.18 Spell Disruption
Should a Spell-caster be harmed during a
Round during which he is casting a spell, he
shall lose that spell. The Dweomer shall
depart back to its own realm harmlessly.
This does not happen with jostling, moving
or sliding floors, &c., only when actual Hit
Point damage is dealt.
3.1.19 On Rear Attacks
Attacks to the back gain a +1 To-Hit. This
does not stack with the Thiefs Backstab
bonus or the Assassins eponymous ability.
Do not count the defenders shield towards
his AC in these cases.
3.1.20 Crowding Individual Combatants
In skirmish, up to six Men may encircle a
Man-sized opponent. Up to eight Men may
encircle a larger opponent.

There are two types of oil normally available:


lamp oil, and military oil. Lamp oil may be
sloshed over surfaces and then set alight. It
will stay that way for 1 Round to one Turn
depending on the amount of fuel it covers.
Items and creatures take 2-7 damage per
Round in a fire of this kind. Any creatures of
Animal Intelligence and many NPCs must
make a Morale check to approach or cross
through an inferno.

Fighting requires 5 of frontage per man in


any case, unless in tight formation.

Lamp oil comes in sturdy pint containers


which count as one item each for the
purposes of counting encumbrance.

3.1.22 Racial Attack Bonuses

Military Oil is a black viscous alchemical


concoction which comes in 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

3.1.22.1 Dwarven Poetry

25

3.1.21 Mounted Skirmish


Mounted cavalrymen in skirmish gain a +1 to
Hit and a +1 to Damage over combatants on
foot. Lances have a 10 reach as well, which
makes it likely that cavalrymen automatically
gain initiative.

Some kinds have special ways they fight.

Dwarfs are not known for their light verse.


Dwarven poetry refers to their fluid and
beautiful formation fighting, unrivaled by
other kinds.
Whenever three or more Dwarf Fighter
Player-Characters or Retainers (only) fight on
one side together, each gains +1 To-Hit and

+1 Armour Class due to their excellent


teamwork.
3.1.22.2 Hobbits Great Aim
Hobbits are a dead shot with a sling or other
muscle powered weapon. In volley fire
combat, a Hobbit using a muscle-powered
volley weapon gains +1 To-Hit.
3.1.22.3 Elven Split-Move-Fire
Unlike every other kind of character, the Elf
may move half his allotted movement, fire off
a volley, and then finish his movement. The
latter part of his movement happens during
the Volley Fire phase of the Combat Round
after shooting.
3.1.23 Cover
Should a character in volley fire find his
mark behind cover of some kind, throw one
die after determining a hit. A throw of 1-3
means the attack hit the cover instead. Of
course, characters may cover one another.
3.1.24 Firing into Skirmish
A volley shot into skirmish that is scored a hit
has an equal chance to hit any character
engaged in that instance of skirmish, even the
attackers allies.

will chase evading characters only as long as


the characters are in sight. Evading characters
may be able to slow this pursuit by dropping
things. Unintelligent monsters will stop to eat
food on 5-in-6 on 1 die. Intelligent monsters
will stop to pick up treasure on 5-in-6.
Burning oil will usually slow or stop monsters
in pursuit.
Running: Running characters may move at
up to four times their normal movement rate
(per round). No mapping is allowed whilst
running. Characters may only run for half of
a turn (5 rounds), and must then rest for
three complete turns. If forced to fight before
they are fully rested, the characters will fight
with a -2 penalty on their "To-Hit" and
damage throws, and their opponents will gain
a bonus of + 2 on their "To-Hit" throws.
These penalties will remain until the
characters have fully rested. Any successful
hit by a character will still do at least 1 point
of damage, whatever the adjustments.
3.2 Special Combat Modes
There are a few ways in which skirmish and
volley happen that have a different resolution
system.
3.2.1 Aerial Combat

Evasion: Sometimes one side wishes to evade


(avoid) an encounter. If the evading side has
a faster movement rate than the other and
skirmish has not yet begun, evasion is
automatic as long as the evading side is not
forced to stop. If monsters wish to evade and
are slower, the characters must decide among
themselves whether to chase them. If
characters wish to evade and are slower than
the monsters, the Referee must decide what
the monsters will do. Use the Monster
Reactions table to find the actions of the
monsters. A low score means that the
monsters will pursue, and a high score means
that the monsters will let the party escape.

Table 3.2: Aerial Mobility


Max
Min. Spaces
Size
No.
Between
Category
Turns
Turns
Air
6
3
Elemental
Balrog
3
3
Bird, Large
5
1
Chimera
3
5
Cockatrice
3
3
Dragon
3
5
Flying
4
2
Contraption
Gargoyle
3
3
Hippogriff
6
3
Insect, Giant
3
5
Insect, Large
5
1
Man
4
2
Manticore
4
4
Pegasus
6
3
Reptile,
2
6
Giant
Roc
3
5
Sprite
5
1
Undead
4
2
Wyvern
4
4

Pursuit: If either side wants to pursue the


other, time is counted in Rounds, and both
sides are RUNNING (see below). Monsters

Occasionally one shall find himself aloft and


in deadly skirmish with another person or
monster likewise aloft.

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

Table 3.3: Aerial Volley Fire Hit Location


Attacker's
Relative
1-6 Throw
Hit Location
Position
1
Rider
2-3
Head
Head-On
3
Wing
5-6
Body
1
Rider
2
Head
On-Sides
3
Wing
4-5
Body
6
Rear
1
Rider
2
Head
Overhead
3-4
Wing
5
Body
6
Rear
1
Head
2-3
Wing
Below
4-5
Body
6
Rear
1
Rider
2
Head
Giving
3
Wing
Chase
4-5
Body
6
Rear
3.2.2 Generally
Aerial Combat uses hex paper rather than
square graph paper to represent the area
where the combat is taking place. The
altitudes of the several combatants are kept
with a counter or die next to the miniature
figure or other item representing each. Each
hex and each increment of altitude are equal
to 10. Actions are declared in writing or
verbally to a third party, and then occur
simultaneously. These declarations must
include direction, distance and altitude
change of movement. Firing volley attacks
always happens after movement, unless a
combatant is involved in mid-air skirmish and
therefore unable.
3.2.2.1 On the Deadly Nature Of
Aerial combat is fraught with great danger.
Not only is one fighting an opponent, one is
fighting against the Humours of the Realm
and the Air! Table 3.4 on the following page
shows that even a single Hit can greatly
diminish a beasts ability to continue to fight.
3.2.3 Aerial Movement
See Table 3.2. All creatures may move
straight ahead at their movement rate. The
number of turns and the minimum number
of spaces moved between each turn is
dictated largely by the flying creatures size.
Flying creatures may dive straight-ahead, or
with turns. Whilst diving straight-ahead they

may add up to 50% to the move distance.


Diving with turns reduces movement distance
by 50%.
3.2.3.1 The Sharp Dive and Sharp Ascent
A Sharp Dive is defined as a dive of 10 for
every 10 traveled; in other words, a 45
degree angle dive. Conversely, the greatest
rate of ascent is 10 for every 10 moved
forward. The reduction in forward move
distance is equal to 10 plus 10 per space
between turns for a particular creature.

3.2.4 Volley Fire Combat


Air-to-air volley fire is done as by the normal
skirmish & volley rules, with one addition.
Should the volley strike true, a random throw
shall be made on one die to determine where
on the body the volley hits the defender.
Further, depending upon where the volley
hits, there is a chance of a catastrophic mishap such as a crash, also thrown on one die.
3.2.5 Bombing

reduce movement rate by one-third right off


the top. A bombing run must be made in a
straight line. When the flyer drops its load,
throw 2 dice. A throw of 7 exactly means the
payload smashes into the target. A lower
throw indicates the pay-load landed short and
left; a higher throw indicates a miss long and
right (exact direction Referees decision).
The difference between the number thrown
and 7 multiplied by 10 is the distance away
from the target the pay-load struck. In many
cases, the destructive force of the pay-load is
not wasted when erring in this way.

The largest flyers can carry a load equal to


that of a heavy catapult. The pay-load shall
Table 3.4: Chance of Catastrophic Result Per Hit Location
Throw 1 Die to Determine whether an action is forced by a hit to a location.
Hit Location

Extra Die Damage

Speed Halved

Dive & Land

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

3.2.6 Aerial Skirmish

3.3.1.3 Oared Movement

3.3.1.4 Movement Under Sail

Aerial Skirmish works the same as on the


ground, however when there is a difference
in altitude, the higher flyer gains a +1 To-Hit
and +1 to AC for the first round only.
Furthermore, the distance of first engagement
is 30.

Should a ship move along with the current, it


gains 50 of movement per Turn.
Conversely, moving against the current loses
50 movement per Turn. An oared ship at
reverse moves at half speed.

A ship at sail may change its speed as limited


by its direction with respect to the wind as
shown on Table 3.7.

3.3 Naval Combat


Naval combat includes ship-to-ship, ship-toshore, ship-to-monster, as well as combatants
skirmishing upon the decks of ships or other
waterborne surfaces.
3.3.1 On Crew
Crew of a naval vessel consists of sailors,
rowers, & possibly marines.
3.3.1.1 Sub-Optimal Crew Compliments
For every rower less than the maximum
number, reduce speed proportionally.
Ignore fractions. For every sailor fewer than
six (not counting the Captain), it takes a
sailboat an extra Round to perform any
change in direction or speed.

Rowers can move their ship until they are


fatigued. Normal sailors have 30 fatigue
points. Hardened sailors, such as those with
Exceptional Constitution, have 40. Vikings
are usually of the latter kind. See Table 3.5
to see the fatigue cost for movement at oar.
Whilst a ship is at oar, its speed may be
changed each Round. Each turn of facing of
1/6 (as on a hex grid) costs 80 in movement
rate for that Round. Additionally, a ship at
oar may only change speed by certain
degrees, as shown in Table 3.6.
Table 3.5: Fatigue Points
Activity
Change per Round
Rest
+1
Slow
-1/2
Cruise
-1
Battle
-5
Manoeuvres
Dead Sprint
-5

3.3.1.2 Of Masts & Movements


To step or un-step a mast on a galley or long
ship, ten crew are required to labour for
three Turns.
Embarking or landing
requires three scurvies for a rowing ship and
six for a sailing vessel.

Table 3.6: Oaring Speed Changes


From Speed
To Speed
Back Slow
Backing Cruise
Cruise
Stop / Dead Sprint
Dead Sprint
Slow
Slow
Cruise
Slow / Backing Slow /
Full Stop
Cruise

27

2 Dice
2-3
4-8
9-11
12

Table 3.7: Wind Speed


Speed
Becalmed
Light to moderate
Strong
Storm

3.3.1.5 On the Several Kinds of Wind


The first movement rate given is that under
light to moderate wind. The second is under
a strong breeze. Directing ones ship under
sail in heavy weather is tricky. In a hurricane,
the ship will simply move in the direction of
the tide at approximately 300 per Turn for
the duration.
3.3.1.6 On Determining Wind Direction
At each morning, the Referee shall throw one
die to determine the wind direction, starting
Northerly and proceeding clock-wise around
the hex. Additionally, he shall throw two
dice to determine the strength of the wind.
N.B. the wind direction notes which
direction the wind comes from, not which
way it goes to. In other words: wind direction
is perpendicular to the hex side and blows
into that hex.

loads to foul rigging or massive loads of


military oil.

Table 3.8: Wind Direction


One Die
Direction
1
North
2
Northeast
3
Southeast
4
South
5
Southwest
6
Northwest

3.3.3 Catapults
Ships may carry catapult, but not ballistae.

3.3.5 On Shearing of the Oars


3.3.4 Rams

3.3.2 Structural Points


Sometimes called Hull Points. Ships have
Structural Points which work just like Hits.
However common weapons cannot damage a
mighty ship. Siege weapons like catapults or
rams are needed. Some ships carry chain

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

The rammed ship loses 10-60% of its


remaining Structural Points. Additionally,
there is a 2-in-6 chance that it is damaged
below the water line and shall sink over 3-18
Rounds.

Generally ships are not fitted to ram, but


some may be. To ram another ship, the
attacker must have his mast unstepped, move
at a Dead Sprint, and immediately oar back
after ramming.

Table 3.9: Ship's Movement Rates


Oared, Cruise
Dead Sprint
Running
150'
200'
150'-200'
150'
200'
200'-250'
200'
300'
250'-300'
--250'-350'
180'
250'
300'-350'
--200'-300'
--250'-350'
100'
-100'-150'
Table 3.10: Ship's Crew, Armament & Hits
Full Crew
-100 Rowers, 20 Sailors, 50 Marines
50 Rowers, 10 Sailors, 20 Marines
15 - 20 Crew, 40 - 60 Marines
75 Crew, 64 of which may row
20 Crew
15 Crew
--

One vessel may pass right alongside another


vessel. If either vessel is at oar, the oars on
that side of the vessel are instantly shorn.
Half the rowers on that side are killed
instantly (special rowers as judged by the
Referee and always including PlayerCharacters gain a Saving Throw).

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

A vessel so shorn shall be dead in the


water for 3-8 Rounds, and then only be
able to move at half-speed until refitted.

Swimmers may enter the other vessel,


although it may take gear to climb
aboardships from the water level.

The greater the noble who calls the joust,


the more prestige to the winner, and the
more knights who will come.

Should the oars be shorn from a single


vessel twice, it can no longer move, for
lack of oars and men.

3.3.6.1 Skirmish Aboard-Decks

Official jousts are called at many times


outside of wartime, but usually during
another festival or holy day. Fighters &
Paladins sometimes settle contests of skill
or insults real or imagined over a joust.
They can be for fun or very serious, but
no-one is meant to actually be injured.

3.3.6 Grappling & Boarding


If ships are no more than 10 away from
one another, the crew may attempt to
grapple-on to the other vessel with a 2-in6 chance. Grappled ships may no longer
move. Up to three attempts may be
made to grapple each Round.
Cutting a grapple point takes one Round
and succeeds on a 4-in-6; a failure means
it takes an additional Round to loose the
grapple. For every 3 of common deck
frontage, one Marine may board the
other vessel per Round.

Skirmish proceeds normally, although


the Ships Captain if present counts as a
Level 8 Fighter for the purpose of
initiative. Bull Rushes are particularly
effective, as they can be used to push
opponents over-board.

3.4.1 On the Order of Jousting


3.4 Jousting Contests
Jousting is more sport than battle, and is
conducted most commonly between
knights of the Fighter and Paladin classes,
although anyone who can wear Plate
armour and carry shield & lance should
be able to try it out.
Blue-bloods shall often call jousts and
offer as a prize some amount of money.

28

The Host shall call upon those he wishes


to see upon the field, and he himself will
compete if he is of the proper
constitution. In a round of jousting,
mounted horsemen take three rides at
one another with the intent of knocking
off the helm or unhorsing the other
fellow. Scoring aside from these two
outcomes is arcane, and for the most

part, neither rider will lose his helm or


his horse.
Jousts with many entrants are called
tournaments, and may proceed either by
Swiss rounds or single-elimination at the
decision of the host. Lawful hosts usually
offer the first method while Chaotic hosts
will usually offer the latter.

Differences in experience level of 4-5 can


sometimes be overcome by a canny
player with hot dice, but the higher-level
combatant enjoys a strong advantage in
any joust.

3.4.2 The Jousts Game Rules


Each Fighter or Paladin shall assemble a
Dice Pool with one die for each hit die or
fraction he has. Clerics and others who
wear Plate may join in too, but their Dice
Pools are 2/3 that of an equivalent
Fighter or Paladin (round fractions up.)

A player may only throw as many dice as


are remaining in his Dice Pool. Should
he be all out of dice, he has lost for the
whole round.
Three such throws shall constitute a
round of jousting. The player whose
character has the largest remaining Dice
Pool is judged to be the winner.

Should a player throw all 1s on one, two


or three dice, he has injured his
opponent! Whether it has happened
accidentally or through under-handed
tactics, this is considered quite
dishonourable. The injured knight then
takes as many dice damage as the other
players knight had thrown and is out of
the tournament to recover.
The
dishonoured knight is ejected from the
tournament immediately.
In such a case, it is customary for the
injuring party and the host of the
tournament to split the cost of nursing
the injured knight back to health.

Each player secretly chooses to throw


one to three dice and holds them tight
within his fist. If one player has chosen
to throw fewer dice than his opponent,
then ties count as victories to him (and
defeats to the majority holder.) At the
signal, each throws his dice.
The Referee shall match-up each players
highest-scoring die with the others
highest die, then the second-highest, and
so on. Each die throw so lost subtracts a
die from the losers Dice Pool. Dice
without a mate are not counted.

3.4.4 Injuring the Opponent

3.5 Miscellaneous Modifiers


Finally, there are a few common
modifiers to attack throws which have
been standardised for your use in Table
3.11.
3.4.3 Unhorsing & Tipping
Should a player throw three dice and the
three dice all come up the same number
(all 5s for instance), the opponent is
unhorsed, the round ends, and that
player is the winner. This is the rule for
any triple thrown except for triple 1s.
Should both players unhorse each other,
score the round normally. Alternately,
the Referee may narrate that the helm is
tipped off rather than the rider being
unhorsed.

29

Table 3.11: Conditional Skirmish &


Volley Modifiers
Attack
Condition
Modifier
Defender Prone
+2
Attacker Skirmishing
+1
from Horseback
Attacker has High
+2
Ground
Attacker has Lower
-1
Ground
Volley from Horseback
-2
or Ship

Chapter Four: CASTLES & DOMAINS

was an occupier of land in England, either in land or in stock,


and how much money it were worth.' So very narrowly, indeed,
did he commission them to trace it out, that there was not one
single hide, nor a yard of land, nay, moreover (it is shameful to
tell, though he thought it no shame to do it), not even an ox,
nor a cow, nor a swine was there left, that was not set down in
his writ. And all the recorded particulars were afterwards
brought to him.

After this had the king a large meeting, and very


deep consultation with his council, about this land;
how it was occupied, and by what sort of Men.
Then sent he his men over all England into each shire;
commissioning them to find out 'How many hundreds of hides
were in the shire, what land the king himself had, and what
stock upon the land; or, what dues he ought to have by the year
from the shire.' Also he commissioned them to record in
writing, 'How much land his archbishops had, and his diocesan
bishops, and his abbots, and his earls;' and though I may be
prolix and tedious, 'What, or how much, each man had, who
One of the main goals of Treasure Hunting
and acquiring treasure which PlayerCharacters may wish to attain is to gain land
holdings, a Castle, Abbey, Wizards Tower &
& c., and control territory for his Prince,
King, Archbishopric, or Emperor. Perhaps
in time the PC shall even become a Prince,
King, or Archbishop himself!
When a character controls lands, he receives
revenue from the land, in exchange for
protection from the un-natural and manmade danger inherent to the land. He shall
also likely owe tribute in lucre and service to
an overlord for the same measure of
protection from forces greater than he can
personally dispatch. This is the implicit
feudal contract.

-The Anglo-Saxon Chronicle

The area under the control of a PlayerCharacter or NPC is called a domain. A


domain requires safe lands and a stronghold
from which to defend them.
There are four ways to attain land on which
to build a stronghold: Conquest of open land,
conquest of a current domain, great service to
an overlord, and purchase. By far the mostcommon way to attain a domain is conquest
of open land, which is discussed below at
length.
On Securing the Domain
To establish a stronghold, the treasure hunter
must first secure an area of land, known as a
domain. The minimum size of a domain is 1

30

sq. mi. of land. An average domain size is 32


sq. mi. (a 6-mile hex of wilderlands) whilst
the maximum size of a single domain is 512
sq. mi. (1 24-mile hex, or 16 contiguous 6-mi
hexes.)
The Player-Character and perhaps his
companions should raise a small force and
spend 3-8 weeks time clearing out dangerous
indigenous residents. Depending upon what
the Referee should decide resides therein at
the time, this might be tedious (almost
boring) or deadly. In any case, the Referee
shall throw six times on the standard
Random Encounter Table for each six-mile
hex or fraction, and for challenges which
require it by his reckoning, play out the
battles.

EXAMPLE: Robert Guiscard, impoverished


sixth son of a Norman Duke, rides out with
six horsemen and thirty footmen to seek his
fortune. After two years of brigandine
raiding, his force has grown to 80 men, and
he finds a hillside pass where he might settle
his band of merry cut-throats.
First, though, he must clear opposing bandits
from downriver, empty out an Owlbear den,
and make a deal with the young red dragon
which comes to dine on his horses every
fortnight. This takes him two good summer
months of campaigning, but it turns out red
dragons prefer owlbear flesh to equine.

oath to provide some military service when


called upon. Such a grant comes with the
explicit feudal contract, and the PlayerCharacter shall become a vassal of the
overlord, whether ecclesiastical or temporal
in nature.

EXAMPLE: Helena of Severn, an Orthodox


Paladin, has spent much of her life in battle
for the Church or in solemn prayer. She has
come to the attention of the Patriarch, who
sends her an epistle to seek the lordship of
Silistra, even though it is mainly Catholic.

The second way to attain land on which to


build a stronghold is through conquest of an
existing town or castle. In this case, the
process shall be handled in one of two ways.

Silistra is an unwalled town, not much more


than a village, under the direct control of
King Charles of Hungary. The next spring,
she rides to his court in Hungary and pledges
her sword to his cause in exchange for
dominion over Silistra.

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.

Having little knowledge of the town, but


some knowledge of her skill in arms, he
accepts, and thinks nothing more of it until
tax season arrives.

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.

The fourth way to attain land on which to


build a stronghold is through outright
purchase. Whilst lands are not generally
bought and sold in a medieval setting, they
are occasionally done in order for a
weakening overlord to raise a great deal of
money. Purchasing land costs about 20s. per
acre.
Other factors include the lands
strategic value if on a border, and the mineral
wealth it contains.

In the case of a strong Lord, one not


amenable to Parley of this type, a siege must
be enacted and played out.
In any case, Lawful Clerics and Paladins shall
not attempt such an action against other
Lawful Clerics and Paladins.

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

domain would cost 614,400s., much more


than the keep to be situated thereupon!
For this reason, many treasure hunters will
secure new land from the borderlands and
wilderlands. This requires entering the area
with a group of men and dealing with the lairs
and wanderers present there. The larger the
domain, the greater challenge to clear it, and
the greater the power and wealth to he who
does the clearing.
On Establishing a Stronghold
Having cleared the hex, the player must now
decide whether to establish his stronghold on
this particular plot of land. Should the land
revenue number be small or the hex be
somehow otherwise unsuitable, he may
decide to try the process of clearing another
hex before planting his flag in the good Earth.
If there is a disused stronghold in the hex,
the structure must be cleared for use. This is
also a good adventure or series of adventures.
Normally, however, upon a new plot of land,
a new domicile must be built.
The player shall now draw up plans for the
stronghold and submit them to the Referee
for editing and approval. It is strongly
advised that the builder not over-extend
himself financially. More can be added to a
castle as time and money permit, and this was
standard practice for most of history.
Drawing Plans

Devising & executing a plan suitable for land


acquisition could become a mini-game unto
itself.
Fighters who build & hold a stronghold will
be allowed by their peers to be called Lord
or Baron.
Domains are classified as civilised,
borderland, or wilderness. A newly-secured
domain shall be called civilised is it is within
25 miles (4 six-mile hexes) of a city with a
cathedral or a town with a High Street
market.
A domain shall be called
borderlands if within 50 miles (8 hexes) of
same. Further than that is wilderness.
If the treasure hunter should wish to secure a
civilised dominion, he shall need to get a
Land Grant or Writ from the local Lord
(usually in exchange for an oath of fealty but
sometimes for service or lucre). If the
treasure hunter simply wishes to buy civilised
land, he shall find it terribly expensive to do
so. An acre of civilised land sells for some
30s., so a 1 sq. mi. domain containing 640
acres would cost 19,200s. and a 32 sq. mi.

31

When drawing up floor plans, use pencil and


graph paper. Compasses and straight-edges
are often helpful. Remember that the base of
a castles outer walls are at the least 10 thick;
buildings will have walls 1-2 thick; and
towers and out-posts will have walls 5 thick.
Keeps have the thickest walls of all, being 10
thick at all points.
In addition to the building cost, the treasure
hunter shall hire at least one engineer per
50,000s. cost or fraction of the finished castle
at a wage of 500s. per month.
Time Necessary
Time for construction will vary by total costanother reason to start small and add on.
Construction takes one day for every 500s. of
cost, less the engineers wages. The time can
be reduced by 25% by investing 50% more
money and by 50% by investing 100% more
money. The time necessary cannot be
shortened in any other mundane way.

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.

Table 4.3: Stronghold Type by Class


Class
Type
Cleric
Abbey
Fighter, Paladin*
Castle

In order to price out what your


strongholds floor plan shall cost to build,
refer to Tables 4.4 - 4.6 to get some idea of
the cost the several elements.

Ranger*
Thief, Assassin*

Each structural element can be changed


around somewhat, as long as player is not
using minutia to his advantage in terms of
square footage or other concerns.

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.

Over the course of construction, several elite


followers will come to serve the Lord of the
domain. Table 4.7 lists their types and
numbers. These followers are always loyal,
do not need pay, and never check morale.
Both the peasantry & the elite followers show
up in time over the course of construction.
Half of each show up when the stronghold is
half-built; another fourth come when it is
three-fourths built; and the stragglers come in
as the stronghold is being completed.

Wizards: Wizards always construct towers


first with dungeons beneath.
Dwarfs and Elves will always build their
strongholds within civilised or borderlands
hexes of their kind. They will always prefer
to hire members of their own kind when
there is a choice.
Dwarfs may construct their strongholds
underground; Elves tend the environment
around their strongholds to grant a degree of
concealment and natural beauty.
Hobbits prefer modest strongholds. When
given a choice, they will build low to the
ground and into the sides of hills or cliffs.
For Men and others with more than one
class, there may be construction & placement
rules that seem to work at cross-purposes.
Work with your Referee to determine the
best course of action.

In developing the Elite NPC followers, the


player ought to make them perhaps with the
help of the Referee but at least with his
subsequent approval. All of a kind can be
identical if the player so chooses. In such
case, give only one Exceptional Ability. All
peasants have normal attributes straight cross
the board.

Stronghold Building Elements

Table 4.4: Buildings Costs


Type
Cottage, wood (20' high, 30' square, thatched roof,
wooden fixtures)
Hut, sunken (8' high, 8' square, sunken earthen
floor)
Hut, sod or wattle ( 10' high, 10' square, thatched
roof, earthen floor)
Hut, mud-brick or wood (10' high, 10' square,
thatched roof, earthen floor)
Town-House, stone (20' high, 30' square, thatched
roof, wooden fixtures)

Table 4.5: Special Features Costs


Item
Cost
Arrow Slit
10s.
Door, wood
10s.
Door, reinforced wood
20s.
Door of iron or stone
50s.
Door, secret
5 x material cost
Floor or roof of flagstone or tile, 10' square
40s.
Floor or roof of wood, 10' square
10s.
Shifting wall, 10' section
1,000s.
Staircase, wooden (one flight)
20s.
Staircase, stone (one flight)
60s.

Cost
300s.
15s.
25s.
50s.
1,200s.

32

Table 4.6: Stronghold Structures Costs


Building Element
Price
Building Element
Barbican (gatehouse, 2 small towers, drawbridge)
38,000s.
Rampart, Earthen (10' high, 100' long, 15' thick)
Tower, small round (30' high, 20' diameter, wooden
Battlement (100' long crenellation atop a wall)
500s.
fixtures)
Building, Stone (2 storeys, 30' square, wooden
Tower, medium round (40' high, 20' diameter, wooden
3,000s.
fixtures)
fixtures)
Building, Wooden (2 storeys, 30' square, wooden
Tower, large Round (40' high, 30' diameter, wooden
1,500s.
fixtures)
fixtures)
Corridor, Dungeon (10' cube hewn from stone,
Tower, huge round (60' high, 30' diameter, wooden
500s.
flagstone floor)
fixtures)
Drawbridge, Wooden (10' x 20')
250s.
Wall, stone castle (20' high, 100' long, 10' thick)
Gate-House (20' high, 30' x 20', iron portcullis,
6,500s.
Wall, stone castle (30' high, 100' long, 10' thick)
wooden fixtures)
Keep, Square (60' square, 80' high, wooden
75,000s.
Wall, stone castle (40' high, 100' long, 10' thick)
fixtures)
Moat, unfilled (100' x 20' x 10' deep)
400s.
Wall, stone castle (50' high, 100' long, 10' thick)
Moat, filled (100' x 20' x 10' deep)
800s.
Wall, stone castle (60' high, 100' long, 10' thick)
Palisade, Wooden (10' high, 100' long, 1" thick)
125s.
The Garrison
A strongholds garrison consists of the regular
troops who keep up the defences & keep the
land clear. Examples of what kinds of troops
shall make up a garrison are found in Tables
4.8 through 4.12. These tables list the
several kinds of regulars who fill out the
typical garrisons ranks. Throw randomly for
each ten in number, which shall be called a
Company.
Table 4.7: Elite Followers by Class
Class
Cleric
Fighter
Ranger
Thief
Wizard

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

Table 4.8: Garrison Type - Castle or Abbey


2 Dice

Company

2-3

Cataphract (bow, lance, arming


sword, Normal Shield, Plate,
Destrider with Plate barding)

4-5
6 or 8
7
9-11
12

Heavy Cavalry (lance, arming


sword, Normal Shield, Plate,
Destrider with Maille barding)
Pikemen (Pike, backsword, Maille)
Heavy Infantry (pole arm,
backsword, Plate)
Archers (bow, backsword, Jack)
Gunners (Match-Lock, arming
sword, Jack)

Table 4.9: Garrison Type - Dwarf Castle


2 Dice
Company
2-3
Heavy Infantry (Dane axe, Plate)
Heavy Infantry (war hammer,
4-5
Bashing Shield, Plate)
Light Infantry (Dane axe, Maille,
6 or 8
Normal Shield)
Crossbowmen (crossbow, dagger,
7
Maille)
Cavalry (pole arm, backsword,
9-11
Maille, war pony with barding)
Shieldmaidens (war hammer, 3
12
Normal Shields, Maille)
Table 4.10: Garrison Type - Elf Castle
2 Dice
Company
Horse Archers (bow, arming
2-3
sword, Jack, light warhorse)
Light Cavalry (lance, Normal
4-5
Shield, Jack, light warhorse)
Longbowmen (bow, arming sword,
6 or 8
Maille)
Heavy Infantry (spear, arming
7
sword, Normal Shield, Maille)
Light Infantry (spear, backsword,
9-11
Normal Shield, Jack)
Skirmishers (6 daggers, Jack, know
12
Backstab, Stealth and Hide )
Table 4.11: Garrison Type - Hobbit Castle
2 Dice
Company
Heavy Cavalry (Plate & Shield,
2-6
War Pony with Barding, sling,
lance)
Heavy Infantry (pole arm, arming
4-5
sword, Normal Shield, Plate)
Hobbit Slingers (sling, backsword,
6-8
Normal Shield, Jack)
Light Infantry (sling, backsword,
9-11
Jack and Normal Shield)
Light Cavalry (Maille & Shield,
12
War Pony, spear, sling)

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.

Table 4.13: Starting Population


Kind of
Starting Families
Land
Civilised
8 dice x 10 per 6-mile hex
Borderlands
3 dice x 10 per 6-mile hex
Wilderlands
1-6 x 10 per 6-mile hex
Investments
Should a Lord decide to increase his
population, he may spend money to make
his domain more attractive, and find that
more families come. For every 1,000s. spent,
throw two dice. The next month, 2-12
additional families shall come to live under
the Lords rule.
The Fame of the Lord
Powerful treasure hunters are well-known
throughout the Realm and some peasants will
wish to live under them for that reason.
Therefore, each month the treasure hunter
undertakes an adventure as well as keeps his
domain free of un-natural threats, the
enpeoplement shall rise in accordance with
the number of peasant families currently in
residence, as shown on Table 4.14.

Table 4.14: Population Increase from


Fame
No. of Families
Increase
1-100
+25%
101-200
+20%
201-300
+15%
301-400
+10%
401-500
+5%
501-1000
+1%
Elf domains increase due to fame as if they
were two categories larger. Dwarf domains as
if they were one category larger.
Hobbit domains do not increase in size due
to fame, for Hobbits think adventuring quite
scandalous.

In order for the domain to grow further, the


Lord must secure another tract, such as the
adjacent six-mile hex. 16 such hexes is the
maximum size of any domain. Should a
wilderlands domain reach its maximum size
& population, it shall thence be considered a
borderlands domain; the same is true for a
domain becoming civilised.
No domain can have more than 12,480
families normally. In order to exceed this
limit, the Lord might establish an urban
settlement within the domain or at any time
& for any reason he chooses.
The Urban Settlement
When a domain has reached its limit of
growth, the Lord will usually choose to
secure adjacent land. However, he may
instead devise an urban settlement. To
found an urban settlement, the Lord makes
an initial investment of 10,000s. and then
moves 75-250 of his families into the new
town.

Table 4.16: Garrison Costs


Land Type
Cost per family
Civilised
2s. / month
Borderlands
3s. / month
Wilderlands
4s. / month
In other words, civilised garrisons are
numbered one soldier per peasant family,
and wilderlands garrisons are numbered two
per peasant family.
Taxes
Should the stronghold be in civilised lands,
the Lord shall owe 20% of his domains gross
to his overlord, whether temporal or
ecclesiastic. If he does not have a Lord, the
money goes to the head of the church or to
the Crown.
Should it be in borderlands, the tribute is
15%; in the wilderlands, 10% (another reason
to build in wilder lands!)
The Tithe

Once established, the settlement functions


much like any other complete domain,
except that the Lord can administer to his
domain and the town at the same time if the
town is located within the same six-mile hex
as his stronghold.

Furthermore, Lords shall owe a tithe of 10%


to the church of the dominant religion of the
people of the domain. If the Lord is a
religious sort, his will be the dominant
religion. Any tithe above 10% shall count as
Squandered per the Squander Rule.

In order to grow the urban settlement, the


Lord must continue to invest.
The
maximum population allowed in a town is
based upon the total investment the Lord has
made, as shown on Table 4.15.

Holy Days

Table 4.15: Urban Settlement Investment


Maximum No. of
Investiture
Families
10,000s.
250
25,000s.
625
75,000s.
2,500
200,000s.
5,000
625,000s.
20,000
2,500,000s.
100,000

At the least four times per year, usually once


per season, the Lord shall be responsible for
conducting a Holy Festival or Feast. The
cost of the festival is 5s. per peasant family.
Should the Lord not honour this
requirement, the loyalty of his subjects to him
shall diminish. If more than the four
requisite festivals are held, loyalty may
increase.
Remember that these costs are taken off-thetop as it were, before any investments,
upkeep or profit-taking.

Exceptional Growth

Expenses

Revenues from the Land & Enpeoplement

The land type classification (civilised, border,


wild) and the size shall be used to derive the
maximum population of the domain.

In order to maintain the integrity of his


stronghold, the Lord must pay for upkeep.
This equals 50s. per 10,000s. or fraction in
the value of the castle per month. The same
goes for urban settlements.
Garrison Costs

Thus far the costs associated with dominion


have been spelt-out whilst the benefits have
only been hinted at. Land and labour
together provide the Lord with a real estate.

Wilderlands cannot exceed 125


families per hex, or 4 families per
sq. mi.
Borderlands cannot exceed 250
families per hex, or 8 families per
sq. mi.
Civilisation cannot exceed 780
families per hex, or 25 per sq. mi.

In order to pay for the security of his


domain, the Lord must pay his garrison.
Keeping wilder lands cleared is more costly
than keeping up civilised lands, as shown in
Table 4.16.

34

Each game month, the Lord collects revenue


from each peasant family under him. There
are four sources for income:
Land
(production value), tax revenue, service
revenue, and vassalage. The first three are
derived directly, and the fourth comes only if
the Lord has his own sub-lords, called
vassals.

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.

These secondary domains are considered


vassal domains. They run autonomously,
and neither cost nor revenue accrue directly
to the Lord. However, the main Lord gains
pass-through revenue from his vassals in the
same measure as he should pay his own
Lord: 20% for civilised, 15% for borderlands,
and 10% for wilderlands.
The Lord can make anyone he wishes the
Lord of the vassalage. Usually this means a
Retainer or trusted henchman, another
friendly NPC, or an ally to a powerful person
he wishes to please. Sometimes a vassalage is
taken by force and then held against countersurge, and an unsteady alliance is born
between the wronged Lord and powerful
vassal.
Any one Lord may have vassals numbering
up to 4-8, depending upon his CHA. Lords
with Inferior Charisma may only control 4
vassal domains; normal CHA, 6 vassal
domains; Exceptional Charisma, 8 vassal
domains. Any further vassal domains must
go under his direct vassals (a sub-vassal) or be
forfeit.

Service Revenue

Any Lord of a domain is called Lord or


Lady; in addition, fighters are called Baron or
Baroness. Clerics are called High Priest (or
Evil High Priest) and additionally named
Bishop of a new diocese.
As the Lord accrues more vassals, there is the
chance that his noble (or ecclesiastic) rank
shall elevate. Table 4.18 lists the titles based
upon the number of domains under the
control of the Player-Character.
Favours & Duties
During each game month, a vassal may be
asked by his Lord to perform one ongoing
duty. If the Lord needs more duties, he must
offer favours in measure. Should the PlayerCharacter Lord demands duties in excess of
this total (net one), the vassals loyalty shall be
checked against the Morale table one time
per extra duty.
An irrevocable favour only counts against a
duty during the first month it is given.
Charters of monopoly count as one favour,
even if the Charter covers more than one
kind of good or service.

Revenues from Urban Settlements


This shall derive from the labour of skilled
craftsmen such as woodcutters, wardens, and
jewelers. Most of these services are offered
by freemen not tied to the land in exchange
for special taxes. Monthly service revenue
equals 4s. per family.
Tax Revenue
As the Lord of the domain, the PlayerCharacter has the right to extract tax revenue
as he sees fit and upon those activities which
he considers appropriate.
Certainly,
licensure of many kinds can be grounds for
many fees as well, and through the
administration of justice through a Court or
otherwise.
Tax revenue is paid directly to the Lord
through the Shire Reeve or Exchequer (tax
collector) in the sum of 2s. per family per
month. This rate may be adjusted up or
down, with predictable impact upon the
loyalty of the peasantry.
Vassalage
A Lord may control, indirectly, more than
one domain. Multiple domains under the
control of one ruler are together called a
Realm. The additional domains of a realm
may be established in the normal ways for
domains, or they may be split off from the
main domain should there be another
stronghold within it.

Urban settlements use simplified revenue


rules based upon the number of inhabitants.
Table 4.17: Urban Settlement Revenue
Town Size

Revenue per Family

75 - 250

7s. / month

251 - 5,000

7s. 5p. / month

5,001 - 20,000

8s. / month

20,000 +

8s. 5p. / month

Remember that each 1s. earned, even in


these manners, also earns 1 XP.
Table 4.18: Social Rank based on Domains
Domains
Noble Rank
Church Rank
Ruled
1
Baron
Bishop
at least 5
Count
at least
Marquis
Archbishop
21
at least
Prince or
86
Duke
at least
Grand
Metropolitan /
341
Duke
Cardinal
at least
Archduke
1,366
or King
at least
Patriarch or
Emperor
5,461
Pope
Titles of Nobility

35

Table 4.19 outlines the several Favours and


Duties available. At the start of each game
month, the Referee shall throw 2 Dice to
determine what the Player-Characters Lord
asks of him or gives to him that month.
Likewise, the Player-Character Lord can ask
or bestow upon his vassals any of these as he
sees fit.
Table 4.19: Favours & Duties
2 Dice
Result
2
Stronghold
3
Call to Arms
4
Call to Council
5
Additional Tax
6
Loan Demanded
7
Previous Revoked
8
Festival
9-10
Gift
11
Grant of Title
12
Grant of Land
Descriptions of each of these Duties &
Favours follow.
Additional Stronghold: The Lord demands
an additional stronghold be built within the
domain of the vassal. This stronghold must
cost 15,000s. per six-mile hex in the domain.
Call to Arms: The Lord calls upon his vassal
to supply troops to wage war or defend the
Realm. Troops are demanded in number
equal to half the domains garrison for 1-6

months. He who provides the troops pays


for them.
Call to Council: The Lord calls upon his
vassal & retinue to travel to his side to
provide council and management of some
nature for 1-6 months. Court Intrigue &
Adventure are sure to follow.
Tax Demanded: The Lord demands of his
vassal a monthly payment of 1s. per family.
This is an on-going duty until revoked.
Loan Demanded: The Lord demands of his
vassal a loan of 1s. per family to be paid back
in 2-12 months, without interest.
Previous Revoked: A previous favour or duty
is revoked. The vassal loses his most recently
given favour (1-2) or duty (3-6).
Festival: The Lord throws a great festival in
honour of a one-time event for everyone
under his rule, including sub-vassalages.
Gift: The Lord gives his vassal a gift with a
value equal to 1s. per peasant family in the
vassals domain. From this gift XP also
accrues.
Grant of Title: The Lord grants an
honourific title to his vassal, or perhaps
officially bestows the title associated with his
current noble rank. No monies change
hands, but the vassal gains XP equal to 1 per
peasant family in the vassals domain.
Grant of Land: The vassal is granted from
the Lords holdings one six-mile hex of land
adjacent to the vassals current domain.
Stronghold and garrison improvements may
need to be made. Create the conditions of
this new hex as normal for a new domain.
On the State of Peace & Rebellion amongst
the People
In reality the happiness of the people is
constantly in flux, but a wise ruler can
manage it to some degree. In Treasure
Hunters, we use a nine-point system to
describe the state of the people, from open
rebellion to stalwart support. This shall be
considered the same as a Morale score, and
is changeable in the same way.
A new domain has a morale score of zero.
The minimum score is -4 and the maximum
score is +4. Four times per annum during
the months which mark the change of season,
the Referee shall throw upon Table 4.20 in
order to see whether the people are more
restful or more unrestful than last season.

Table 4.20: Domain Morale


2 Dice
Result
Up to 2
Reduced by 2 (minimum -4)
3-5
Reduced by 1 (minimum -4)
6-8
Moves by one towards 0
Increased by 1 (maximum +4)
9-11
Increased by 2 (maximum +4)
12 +

Unrest means that the domain is in a dark


time. An extra 4 dice of families per
thousand are consumed by the unrestviolence, disease, raiding &c. All revenues
are reduced by one part in four. One ablebodied man per 5 families deserts his duties
to become a Bandit.

Table 4.21 shows the special modifiers to this


Domain Morale throw.

Demoralised indicates the populace sees


their lot a little worse than they should like.
An extra 3 dice families per 1,000 leave or
are consumed.

When a Lord converts to a religion different


from the dominant religion (or converts in a
domain without a dominant religion), apply
the switched religion penalty. Should the
Lord convert to the dominant religion, a
bonus shall apply.
Table 4.21: Domain Morale Adjustments
Morale Throw
Event
Adjustment
Ruler is of a different
-2
Cosmic Alignment
Garrison below normal
-1
Garrison above normal
+1
No festival last season
-1
Extra festival last
+1 per festival
season
Population grew 5% or
+1 per 5%
more
Population shrank 5%
-2 per 5%
or more
Taxes low last season
+1
Taxes high last season
-1
Tithes not paid last
-2
season
Lord switched religions
-4 / +2
Effects of Morale on the People
Rebellion means the domain is revolting
against their Lord! There is no chance for
population growth, and an additional 6 dice
of families per thousand leave or are
casualties of the revolt. Tax, land, and
service revenue drop to zero. Able-bodied
men (one per family) depart their land and
become Bandits in the wilderness. They will
attack merchants, pilgrims, and government
officials. For every 500 families or fraction,
there is a cumulative 1-in-6 chance of a
Peasant Hero (Fighter of level 4-9 with
Exceptional Charisma) emerging to challenge
the Lords right to rule- and maybe to live.
Defiance means that the enpeoplement has
become violently unhappy with the Lord.
The unhappiness turns to Banditry, tax
evasion, and disloyalty. An extra 5 dice of
families per thousand leave or are consumed
by the violence. All revenues are reduced by
half. One able-bodied man per 2 families
deserts his duties to become a Bandit.

36

Sated means the peasantry have what they


need and no more. They have neither love
nor hatred for their Lord. No ill effects.
Loyal means that the domains Lord is
respected and popular. Spies and Thieves
operating in the domain shall receive a -1 to
their throws. The population grows by an
additional 2 dice per thousand.
Dedicated means the domains peasantry are
inspired by their Lord to a nationalist
sensibility. Spies and Thieves suffer a -2 to
their throws. The population grows by an
additional 3 dice per thousand families.
Steadfast means that the peasantry truly love
their Lord and support him stridently. They
feel blessed to live in such a land as his.
Spies the Thieves suffer -3 to their throws
here. The population grows by an additional
4 dice per thousand families.
Laudatory means the people view their Lord
as more than a mere man, but rather as a
Saint or Gods earthy representative. The
population grows by an additional 5 dice per
thousand. Thieving and Spying suffer a -4 to
throws. Land and service income each
increase by 1s. per peasant family for the next
season. In the case of a Cleric or Paladin,
the population shall all convert to his religion
regardless of their former one.
Garrisons and Morale
Normally, the presence of the garrison is
enough to secure morale on the tables. The
garrison does not need to be physically
present, as is the case during war-time. Even
if the Lord takes his entire garrison on a raid
into a neighbouring domain, the fact they are
employed is enough for the peasantry.
However, this benefit only persists as long as
the domain is actually safe. Should the
domain be attacked whilst part of the garrison
is on march, only the part of the garrison
present in the domain shall count for morale
purposes.

Table 4.22: Domain Morale Score


Score
Situation
-4
Rebellion
-3
Defiance
-2
Unrest
-1
Demoralised
0
Sated
1
Loyal
2
Dedicated
3
Steadfast
4
Laudatory
On Conquering a Domain
Through battle and siege (see Chapter
Seven), a domain can change hands in whole
or in part. When this happens, each part of
the original domain shall see its next Morale
throw suffer an additional -2 penalty due to
war. The conquered part of the domain shall
suffer an additional -1 for each of the
following: The new Lord is under Level 9;
he is of a different religion than the
peasantry; he is of a different alignment than
the peasantry; and he is of a different kind
than the peasantry.
On Hideouts
Thieves and Assassins do not hold domains
like the martial classes and the Wizard do.
Rather, a Thief who is able to muscle out the

Mission
Murder
Eaves-Dropping
Smuggling
Spycraft
Pickpocketing
Treasure Hunting

other syndicates in an area shall be entitled to


build a hideout and start his own Thief or
Assassin Guild. No Thief or Assassin shall
be able to do so until he has reached Level 9.
The Player-Character shall be called
Guildmaster. In many ways, he runs his
operation in the same way as a domain. The
syndicate shall be called a Thieves or
Assassins Guild. Whilst Assassins are holy
zealots, they have no problem with behaving
as Thieves do in order to fund their real
work.
Being secret places, hideouts do not confer
title, do not control domains per se, and do
not attract peasantry. They do attract the
elite followers (see Table 4.7) to work as the
gang leaders men.
Each time the gang leader gains a level
thereafter (10, 11, 12, &c), another 1-6 level 1
NPCs of the appropriate type come to join
his gang. All followers must be paid the
standard rate for henchmen with levels (half a
share of their take and half XP), with the
remainder accruing to the gang leader. In
addition, the Guildmaster may hire normal
Men-At-Arms for small jobs and pay them
the normal rate for adventuring types. These
Men do not count toward the maximum size
of the Guild.

6 miles of an urban settlement (e.g. the same


hex). Whilst larger towns are more lucrative
than smaller ones, there is also more
competition amongst guilds for the spoils.
The size of the nearby town determines how
many thieves it will support, and therefore
the largest size of the Guild. Table 4.23
shows the relationship between the size of the
town, the size of the Guild, and the price to
establish it.
Table 4.23: Thieves' Guild Size & Cost
Minimum
Town Size
Max.
Hideout
in Families Membership
Value
Up to 250
25
5,000s.
Up to 625
50
10,000s.
Up to 2,500
100
20,000s.
Up to 5,000
375
75,000s.
Up to
750
150,000s.
20,000
More than
3,000
600,000s.
20,000
Once the Guildmaster has established his
syndicate, its members may be employed on
nefarious & lucrative adventures. There are
several categories of such adventures, which
align nicely with the Thiefs several class
abilities. Some examples of these adventures
are shown in Table 4.24: Up to No Good.

In order to start a syndicate of this kind, the


Player-Character must select a location within

Table 4.24: Up to No Good


Required Skill
Success Means
Backstab; Hide
Bounty of 1,000s. due (500s. for Normal Men)
Eaves-Dropping
Learn rumours worth 5s. x six dice per level of Thief
Stealth
Smuggle 10 loads of contraband. Worth 120s. x level of Thief
Hide
Learn one secret worth 100s. x four dice per level of Thief
Prestidigitation
Steals 120s. x level of the Thief
Find & Remove Traps; Pick A Lock
Find treasure hoard worth one die x 1,000s. per level of the Thief

Each of these tasks takes one Thief one


month to attempt. Only those Thieves with
the requisite skills can attempt them. The
Referee throws against the Thieves skills in
these matters and reports back what they
have gathered. Success means both the
Thief in question and the Guildmaster now
have access to half the rewards listed. Each
also gains XP equal to half the cash value of
the haul.
Failure means there was a mishap. Perhaps
the Thief is dead at the hands of a rival gang
or perhaps he is nicked by the Law. For
whatever reason, he is no longer available to
the Guild & is replaced immediately by a
Level 1 Thief or Assassin.

Furthermore, any victim assassinated for


personal reasons does not generate a bounty
or XP, but the man who does the hit must
still be paid.
Those Thieves who are caught can count on
some punishment being exacted. Throw on
Table 4.25: Crime & Punishment to
determine the severity of the punishment.
The Referee may add situational modifiers to
the throw of up to 2 in either direction prior
to the throw.
On Spies & Thieves
As mentioned earlier, a domain with a high
Morale score will hinder spies and thieves.
Each of the thieving jobs listed shall receive a
penalty to success based on the current

37

Domain Morale, should the morale be


positive. No such adjustment shall apply for
domains with negative morale. However, it
behooves the Guildmaster to maintain an air
of discord nonetheless.
Table 4.25: Crime & Punishment
2 Dice
Result
2
Punitive Measures
3-5
Conviction / Bumped Off
6-8
Plea Bargain / Ransomed
9-11
Acquittal / Release
Acquittal / Release &
12
Apology
Ransom shall be valued at twice the cost of
the job would have paid.

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.

For the next six time periods, the Referee


shall throw and add a new kind of monster
(or more of the same kind, if that is
indicated), to the dungeon.

role of these hapless sods that have come to


plunder!

Should the tower be located in Wilderlands,


the Referee shall throw daily. Should the
tower be located in borderlands, the Referee
shall throw weekly. Should the tower be
located in civilised lands, the throws shall be
made fortnightly.

Monster parts are handy both in magical


research but also as a trade good. Some
Wizards shall hire lower-level treasure
hunters to enter their dungeons to collect
their monster parts. Chaotic Wizards may
even hire such sorts to enter the dungeon of
other Wizards to plunder them. These kinds
are also known to harvest treasure hunters
directly.

Should the monsters who enter find treasure


there worth more than the amount they
usually carry, they will stay. Otherwise, they
will only stay on a throw of 5 on two dice.
Therefore it behooves the Wizard to seed
the dungeon with treasure of sufficient value
to lure the right class of monsters.
Slimes, jellies, carrionets, moulds, &c. will
come on their own accord once there is
something for them to eat.
When one room in three has a lair of a
formerly-wandering monster, no more
monsters shall come on their own (until one
or more of the lairs are cleared). The
remaining spaces are important as buffer
zones between the monster kinds, and offer
places for the Wizard himself to place things
wondrous or deadly.
Tower Defence
At the start of each month, the Referee shall
throw Wandering Monsters for the region to
see if something new has come to move in.
Some results on the wandering monster table
shall show groups of Men or Demi-Men have
come. This indicates an adventuring party
meant to explore and clear out the dungeon
that the Wizard has spent so much time
devising!

In order to find which kinds of monsters visit


or lair within, the Referee shall throw on the
Wandering Monster table for the hex where
it has been built. Those throws which
indicate kinds of monsters which sometimes
appear inside dungeons will decide to take up
residence.

He should likely use this as a good way to try


out tricks, traps and stratagems on the
unsuspecting. Trespass and thievery are
affronts to the Law and the Wizard is
powerful enough to deal with these kinds of
petty threats through his monsters and
cleverness.

Should the player wish it, other kinds of


monsters may be added, but the Wizard
must pay for the monster to be brought in, or
do it himself.

The Referee may choose to turn the table


on the Wizards player, and have him run his
dungeon against the other players, playing the

38

On Harvesting the Dungeon

The Wizard receives no XP for harvesting


his own monsters. However, any magical

research or construction of magic items he


does whilst in the possession of a stocked
dungeon costs him less than normal by one
part in four.
Furthermore, the produce of one monsters
parts will fetch about 1s. per 10 XP total of
all of the monsters so laired, and may be
harvested once per month.
On Peasants and Dungeons
As the other kinds of treasure hunters shall
find their lands enpeopled, so the Wizard as
a powerful man or Elf shall find his likewise
filled with the peasantry, seeking succor and
aegis. However, these people may become
demoralised if the Wizard has a vast
dungeon, and no means by which to keep the
monsters from eating them. Each season
where the people are not affirmatively
protected from the dungeon shall see the
Domain Morale go down by one from the
number thrown.
In order to employ a garrison of sufficient
size to keep the monsters at-bay and the
peasants happy, an expenditure must be
made. This is a monthly expenditure equal
to 1s. per the total number of XP of the
monsters within the dungeon divided by the
number of peasant families in the Domain.
Remember, this is about the perceived threat
amongst a superstitious peasantry. They
dont always have a full appreciation that
monsters do roam, and need to be fed
human flesh from time-to-time. Clearly a
large dungeon feeding upon a small
population requires a great garrison.

Chapter Five: DWEOMERS & PETITIONS


Corpus Magi

On the Import of a Spell-Book:

Through ritual and study, a Wizard learns to


call upon Dweomers: vorpal creatures from a
dimension orthogonal to our own.
Mysteriously, Dweomers seek symbiosis with
mortals and may dwell within a Wizards
neural pathways as a worm shall dwell within
an apple for a time.

Control over Dweomers must be refreshed


through a good nights rest and an hour of
ritual study of the Wizards spell-book.
Calling forth a Dweomer without this
regimen is potentially catastrophic, the most
common result being complete cephalic
liquefaction. Should a Wizard attempt to call
forth a Dweomer without having first
consulted its Asemic diagramme, he must
immediately Throw a Save or die.
Spell books are cumbersome. They are 12
square and contain 100 pages, and count as 3
units of encumbrance. Travelling spell books
may be manufactured which are smaller and
easier to carry, counting as only one unit of
encumbrance, but contain only one-fourth as
much room. The Wizard is assumed to have
only this second kind at the start, having been
bequeathed to him by his master. Since the
starting Wizard only has the asemic
diagramme for one spell, he doesnt need
such a big book.

Releasing these Dweomers in a controlled


manner evokes arcane effect, which is
commonly called casting a spell in the
vulgar. Casting, so-called, demands precise
memorised gestures to which a specific
Dweomer is sympathetic, combined with the
utterance of that Dweomers True Name.

The taxonomy of Dweomers (like other


vorpals) reveals seven groups, based upon
their complexity.
The least of these,
collectively called Cantrips, are harmless and
are known by heart by every Wizard.
Every Dweomer called has a native vibratory
frequency within neural pathways. These
unpleasant vibrations put great strain upon
the host mind. Therefore, when a Wizard
first learns to call and bind higher Dweomers,
he may only hold onto one at a time. As he
gains practise, he may host more powerful
Dweomers and these of a higher order.
Each Wizard keeps the instructions for
calling and releasing those vorpals he knows
in a spell-book. The gestures and True
Names are each recorded in a kind of
diagramme called asemic writing.

An example of asemic writing.


Each diagramme is unique to the symbiotic
relationship between a particular Wizard and
a particular Dweomer, and no other person
can decipher the diagrammes without first
calling upon Read Magic, a Cantrip of some
great utility.

spell per day, each using its own spell slot of


the appropriate level.
On Refreshing Ones Spells
Once a spell is cast, it is erased from the
mind, as the vorpal has departed the brain.
In order to be able to cast it once more, the
Wizard must study the spells asemic
diagramme for 15 minutes time per spell
level, and must study for at least one hours
time per diem in any case. This means
higher-level spells require long study periods.
Casting a higher-order spell therefore means
the Wizard may not be able to cast it again
for some time, depending upon the
particulars of his Adventure &c.
On Harm Taken whilst Casting:
Should the Wizard be harmed by an outside
force whilst casting normally, the spell is
merely spoilt as the aroused Dweomer
departs harmlessly back to its own
dimension. In game terms, a spell takes an
entire Round to cast; preparations begin at
the start of the Round and spells take effect
near the end of the round and therefore may
be interrupted by an opponent throwing a
dagger that strikes true, for instance.
Table 5.1: Cantrips (Level 0 Spells)

Spells of higher orders (2-6) require more


pages to record. Each spell requires a page
for each spell level. For instance, a Level 4
spell requires 4 pages.
Upon attaining a new Experience Level, the
Wizard shall find he may inscribe a new spell
into his spellbook for free & without risk.
Others, he must hunt for.
Aside from this one free spell per level, the
Wizard must throw to see if he can learn a
spell when he finds a new one. Wizards with
Inferior Intelligence must throw 8 on two
dice; those with normal Intelligence must
throw 7; those with Exceptional Intelligence
must throw 6 or better. Should this single
throw fail, the Wizard will never be able to
call upon the particular Dweomer from
memory (although he may do so from a
scroll) or inscribe it into a spell-book or spell
scroll.
In the case of a Wizard with many spell slots,
he may memorise more than one copy of a

Clean an Item

Impressive Atmospherics

Colour Item

Invoke Rude Urges

Detect Magic

Legerdemain

Float-Over

Minor Illusions

Ghost Chime

Open/Close

Hair Growth

Read Magic

Heat/Cool

Summon Vermin

Table 5.2: Level 1-2 Spells


Level

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

Table 5.3: Level 3-4 Spells


Level

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

Table 5.4: Level 5-6 Spells


Level
5
5
5
5
5
5

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

you throw a 2 for Protection from Evil, your


God has deserted you. A vial of holy water
may be used for a +1 bonus to the petition
check (holy water is encumbering, may be
used no more than once per check, and is
consumed when used in this way). Petition
checks for commands and auras are opposed
(penalized) by enemy hit dice.
Table 5.5: Clerical Petition Results
2 Dice
Result
Abandoned (given petition no
2 or
longer available this session, aura
less
ends)
Spurned (further attempting this
3-4
petition is at -1)
Ignored (failure, may try again
5-6
with no penalties)
7-11
Answered (standard success)
12 +

Type
R
R
R
C
A
A
R
C
C

Rewarded (double effect, &c.)

Auras are defensive magicks and only one


can be active at any given time. The player
must decide which before the session starts.
He may drop it and pray for another at his
convenience. This takes just one Round.
Petition checks are used when the aura is
challenged rather than when the aura begins.
So, for example, if a demon attempts to
touch a Cleric that has Protection from
Evil active, then the player throws a petition
check (penalized by the demons HD) to see
if the demon is able to overcome the holy
protection. Auras also have their dangers: in
some situations, they may function as
beacons.
Some Spell Casting Check Examples:
A level 6 Cleric prays for Speak with Plants.
He spends 1 Turn in prayer, then throws 2
dice + 3 (half his level rounded up) 3 (the
spell level), which simplifies to 2 dice, and
consult the petition throw table. If the result
is a failure (but not a 2 or less), the Cleric can
try again if another turn is spent.

There are four categories of Cleric magic,


called Petitions. All require calling upon
holy power, and thus are subject to
mysterious divine whims.
The four
categories are called Auras, Commands,
Rituals and Prayers, the time required of the
latter three of which roughly match up with
the time periods measured in the game: the
skirmish Round, the Exploration Turn, and
the Day.
The petition check uses 2 dice and works
much like an attack throw. Half Cleric level
(round up) is added as a bonus. An
unmodified 2 is always a failure and an
unmodified 12 is always a success. An aura
petition check of 2 ends the aura. Thus, if

Even if the demon overcomes the aura, as


long as a 2 or less is not thrown, the aura
endures and the demon will need to
overcome it again for further attacks.

Type
A
C
C
C
R
A
R
C

Table 5.6: Level 1 Petitions


Level
Name
1
Cure Light Wounds*
1
Detect Evil*
1
Detect Magic
1
Light*
1
Protection from Cold
1
Protection from Evil*
1
Purify Food and Drink*
1
Remove Fear*
1
Turn Undead*
Table 5.7: Level 2 Petitions
Level
Name
2
Bless*
2
Charm Reptiles
2
Detect Alignment*
2
Hold Person*
2
Locate Object*
2
Protection from Fire
2
Silence, 15
2
Speak with Animals
Table 5.8: Level 3 Petitions

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

Table 5.9: Level 4 Petitions

A 2-HD demon attempts to breach


the Protection from Evil aura of a Level 5
Cleric. Player throws 2 dice + 3 - 2, which
simplifies to 2 dice + 1, and consults Table
5.3 to see if the aura holds the demon at bay.

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

Speak with Dead


Sticks to Snakes
Stone to Flesh*
Tongues*
Wind Walk

Table 5.10: Level 5 Petitions


Type
Cost
Name
P
5
Atonement
P
5
Commune
C
5
Dispel Evil*
C
5
Flame Strike
C
5
Insect Plague
R
5
Quest
P
5
Raise Dead*
C
5
True Seeing

Type
R
C
C
R
R
C
R
C

Table 5.11: Level 6 Petitions


Cost
Name
6
Astral Spell
6
Blade Barrier
6
Conjure Animals*
6
Find the Path*
6
Part Water
6
Speak with Monsters
6
Symbol
6
Word of Recall

The Dweomers and Petitions are described


very briefly in Chapter Six in order to allow
the Referee and the clever player to devise
the particulars of each. You shall also note
that some spells have a D cost associated
with them: This is for spells cast-able by the
Druid, an optional class which appears in the
Referees Companion.
Creating New Magic Items
Upon reaching Level 5, Wizards and Clerics
may prepare potions and scrolls. Upon
reaching Level 9, they may prepare
permanent magic items.

Aside from the limit on healing magic, casters


can imbue their potions with effects similar to
any spell they can cast.

Level 6, then the staff costs 12,000s. to


manufacture. The Referee should be freer in
what he allows when crafting a Staff.

On Scrolls

On Rings, Arms & Armour

Scrolls require a fresh quill pen, a fresh vial


of ink, and a fresh sheet of parchment. They
require one day and 50s. for each spell level
on a scroll. A Cantrip or First-Level Spell
takes one day and 50s. to inscribe, whereas a
Sixth-Level Spell takes 300s. and six days to
inscribe. A spell scroll can hold up to 36
spell levels-worth of spells. Then anyone
who can use a scroll may cast the scroll spells
so inscribed without the need for
Components or gestures. Casting the spell
erases the spell from the scroll.

These are permanent magic items which exist


until successfully disjoined by a casting of
Dispel Magic and generally offer static
effects.

A Wizard may inscribe any spell he has in


his spell-book, even a spell which he is
unable to cast normally because it is too high
a level.
In this manner, even an
inexperienced Wizard may attempt to call a
very powerful dweomer.
Should a spell-caster wish it, he may instead
cast Read Magic upon a spell and then
inscribe it into his spell book. This requires
one day per spell level so transcribed &
erases the spell from the scroll.
On Magic Rods, Staves and Wands
Spells may be imbued into wands, staves and
rods. Wands hold 50 copies of one kind of
spell. Rods have many uses but do not
expire. Staves have 50 uses as well, but hold
many spells of a common special effect.

Creating any magic item takes time, money,


and a laboratory or forge. Some special
items also require strange and unique
material components, for which a character
must pay a princely sum or quest for
personally. Whenever you wish for your
Hero to create a magic item of any kind he
can make, talk with your Referee. Tell him
what the magic item will do, and he will tell
you how long it will take, how much money it
will cost, and whether it requires special
components and what those are.

Potions take one day and cost 50s. to brew.


Only Clerics and Druids may brew healing &
restorative potions.

To create these magical items, the caster


must first decide what their abilities are.
Armour that has a +1 enchantment grants a
+1 to Armour Class. Weapons with a +1
enchantment grant a +1 To-Hit and +1 to
damage.
In order to create a magic weapon or
Armour, a special piece must first be crafted.
This piece costs 300s. and one weeks time to
craft on top of the time & cost associated with
the basic item. Then to add a magical
enhancement bonus, the price increases like
this:
Table 5.12: Costs for Arms & Armour
Enhancement
Cost
Time
Bonus
+1
500s.
10 Days
+2
2,000s.
20 Days
+3
4,500s.
30 Days
These prices do not include the base cost of
300s. for the specially-crafted Armour or
weapon.
Some weapons and Armour have additional
spells cast upon them or other special
abilities. These will increase the cost and
time of creation. The Referee shall assign a
cost for each special ability you wish to add,
based upon the costs above.

Fighters may prepare permanent arms &


Armour at Level 9 as well.

On Potions

Weapons which are magical always glow with


the light of a candle, enough for one person
to see what he is doing in the dark.

On Amulets,
Clothing

Wands take 10 days to make; Rods, 20;


Staves, 30 days. Only spells the caster knows
or spell like effects similar to those spells can
be placed within the casting focus. Each kind
costs 2,000s. x the highest-cost spell so
imbued. For instance, if a particular Staff has
two spells, and the more dramatic one is

41

Vestments,

other

Magic

Table 5.13: Costs for Magic Jewelry &


Clothing
Spell Level
Cost
Time
0-1
500s.
5 Days
2
2,000s.
10 Days
3
4,500s.
20 Days
4
8,000s.
30 Days
5
12,500s.
40 Days
6
18,000s.
60 Days
These never increase Armour Class but
sometimes have other abilities. The base

cost of any ring or amulet is 1,000s. This


cost is that of the pure precious metals and
rich jewels which must be used in crafting.
The creator may buy this jewelry or forge it
himself in his laboratory. Any spell you can
think of can be used as the basis for the
ability of a ring or amulet. Based on the spell
level of the spell in question, check Table
5.13.

Creating life takes 1-6 days per Hit Die or


fraction. Further copies of the same creature
require half that time.
N.B.: Creating intelligent creatures and then
forcing them into servitude is a highly
Chaotic act.
The cost of creating a creature is summarized
in the following Table 5.14.

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.

Table 5.14: Costs for Creating Magical


Beasts
Cost per Hit Die
500s.
Cost per Special Ability
500s.
Animal INT
1000s.
Normal INT
10,000s.
2nd or more of same creature
x1/2
type

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!

Monsters are detailed in the Referees Guide.


Magical creatures do not necessarily
understand or obey their creators. For this
reason, it is wise to have a dungeon with
strong wards to store your creations until the
time is right.

42

Chapter Six: SPELL DESCRIPTIONS


Animal Growth
Cost: D4 W5
Range: 100
Duration: 12 Turns
Save: No

Animate the Dead


Cost: W4
Range: 30
Duration: Permanent
Save: No

Call Lightning
Cost: D6
Range: 480
Duration: 6 Turns
Save: Yes

This spell causes 1-6 animals to grow to giant


size. The animals gain all benefits and
drawbacks of giant animals (+5 HD, +5
Natural Armour, double damage dice)

Animates skeletons or zombies from bodies


of dead animals or humanoids. 1-6 undead
are animated; 1-6 more undead are animated
per two levels above Level 8 the caster has
attained. The undead remain animated until
destroyed. Commands of up to twelve words
may be given to the undead.

Dependent upon prevailing weather. Not


useable indoors. The Druid may call down a
lightning bolt from an appropriate cloud to
smite one target or split a great oak for ten
dice damage. He may call a bolt down once
every Turn. Save for half damage.

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-Animal Shell (Aura)


Cost: D5
Range: Touch
Duration: Aura
Save: No
Creates a 10 radius sphere through which no
Man, Demi-Man, or natural or giant animal
pay pass.
Anti-Plant Shell (Aura)
Cost: D6
Range: Touch
Duration: Aura
Save: No
Creates a 10 radius sphere around the target,
through which no vegetable matter, living or
dead, may pass. N.B. many Armours and
clothing have vegetable matter in their
composition.
Astral Spell (Ritual)
Cost: C6 W6
Range: 30
Duration: 12 Turns
Save: No
The caster projects his astral image into a
different plane. The astral body is invisible to
everyone but other travelers on the Astral
Plane. If the caster is more than 60 miles
away from his original body, the link breaks
and the casters soul is cast free. The casters
astral image travels at 60 miles per hour.
The caster may bring along up to five willing
travelers.

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.

This spell works like Charm Person but


works on any living creature. For monsters
of 3 HD or less, 3-18 may be affected. The
monsters get one Save upon casting and one
Save to break free each week subsequent.

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

This spell affects all allies within a radius of


45 around the caster. They are granted a +1
bonus to attack throws and Saves vs. fear.

This spell affects 6 HDs of humanoids or


smaller-sized creatures with 4+1 HD or
fewer. If the creature fails a saving throw, it
becomes quite friendly to the caster. The
humanoid gets one Save upon casting and
one Save to break free each week
subsequent.

Its reverse, Bane, curses enemies within a


radius of 45 around the caster to suffer a -1
attack throw penalty and a -1 to Saving throws
vs. fear.

43

Charm Reptiles
Cost: C4
Range: 60
Duration: 2-7 Turns
Save: No

living things are changed for one Turn.


Things which were never alive are changed
for one hours time.

2-7 hit dice of snakes or other natural reptiles


are charmed by this spell and obey the
casters commands.

This spell summons animals into the casters


service. It may bring one animal larger than a
Man, three animals the size of a Man, or six
animals smaller than a Man. The Referee
shall decide which animals are summoned.

Clairaudience
Cost: W3
Range: Caster
Duration: One Turn
Save: No

The reverse, Banish Animals, shall banish


animals in the same numbers, not to return.
Conjure Elemental*
Cost: D6 W5
Range: 100
Duration: Until dispelled or slain
Save: No

The caster can hear sounds clearly as if he


was standing within 360 of his current
position.
Clairvoyance
Cost: W3
Range: Caster
Duration: One Turn
Save: No
The caster can see as if he was standing
within 360 of his current position.
Clean an Item (Cantrip)
Cost: W0
Range: 10
Duration: Instantaneous
Save: No
Cleans one small item of up to 10 on a side,
or one person or other normal animal.
Cloudkill
Cost: W5
Range: 30
Duration: 1 round per level
Save: Special
A sickly yellow fog bank appears within 30 of
the Wizard with a radius of 10 and billows
away at 10 per Round. Any creature within
the bank is subject to poison damage.
Creatures of 3HD or less are killed instantly.
Creatures of 3+1 to 6 HD Save or die, a
successful Save deducting half its remaining
Hits. Creatures of 6+1 or more HD take half
Hits damage or save for 1/4.
Creatures immune to poison are also
immune to Cloudkill.
Colour Item (Cantrip)
Cost: W0
Range: 10
Duration: Instantaneous
Save: No
The Wizard can change the colour of one
item. Dead things are changed permanently;

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

Table 6.1 Confusion


Reaction
Attack caster
Attack caster and allies
Remain idle
Attack one another
Try to flee

This spell confuses people and monsters. It


affects 2-12 creatures plus one creature per
casters level above 8. Creatures with eight
Hit Dice are immune and creatures with
fewer than three Hit Dice get no save.

44

The spell summons elementals into the


casters service. Throw two dice to see which
elemental is summoned; a caster may only
have up to 16 HD of elementals in his service
from this spell at once.
Table 6.2: Conjure Elemental
2 dice
Kind Summoned
2-3
8 HD Water
4-5
8 HD Air
6-7
8 HD Earth
8-11
8 HD Fire
12
16 HD Caster's Choice
The reverse of this spell, Banish Elemental,
returns up to 16HD of elementals to their
own planes. Save applies.
Contact Other Plane
Cost: W5
Range: Caster
Duration: Some number of questions within
Six Turns
Save: Special
Table 6.3: Contact Other Plane
Plane's Level
#Q
Correct
7th
7
5
8th
8
6
9th
9
7
10th
10
8
11th
11
9
12th
12
10
The Wizard makes contact with a powerful
being from beyond this mortal plane. He
may choose which plane-level to contact.
The planes level determines how many Yes
No or Dont Know questions he may ask.
The Referee shall throw in secret against the

Correct line to see whether the powerful


being answers truthfully. At the end of the
questions, the Wizards player must throw a
Save or permanently acquire an insanity of
the Referees choosing.
Continual Light* (Ritual)
Cost: C3 W2
Range: 60
Duration: Permanent
Save: Yes
The targeted person or object radiates bright
light in a three-person radius.
reverse of this spell, Continual
Darkness, causes the targeted person or
object to be cloaked in darkness, in a threeperson radius. If not cast on a creature,
nobody can see through the darkness with
normal or Darkvision.
The

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.

Same as Create Food and Drink, but only


creates potable water.
Creeping Doom
Cost: D6
Range: 1200
Duration: 1 Round per Level
Save: No
The Druid summons a mass of beetles or
spiders which cover 100 sq. ft. of surface, and
move at 120 per Round as directed by the
Druid. They will bite each target so covered
for 3-18 Hits per Round, no save. They are
repelled by fire but skitter about close to the
source. They can be killed as normal, but
even killing a handful at a time does not
reduce the size of the swarm.
Cure Critical Wounds* (Ritual)
Cost: C4
Range: Touch
Duration: Permanent
Save: No
Heals 3 dice + 8 Hits damage.
The reverse of this spell, Cause Critical
Wounds, deals 3 dice + 8 Hits damage.
Cure Disease* (Ritual)
Cost: C3 D3
Range: Touch
Duration: Permanent
Save: Yes

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.

This spell cures one disease including


magical ones.
The reverse of this spell, Cause Disease,
causes one non-magical disease.
Cure Light Wounds* (Ritual)
Cost: C1 D1
Range: Touch
Duration: Permanent
Save: Yes

Create Food and Drink (Ritual)


Cost: C3
Range: Close
Duration: Permanent
Save: No
This spell creates a one-day supply of food
and water/beer for 3-18 Men and their
mounts. Hobbits count as two persons for
the purposes of this spell.
Create Water
Cost: D2
Range: Close
Duration: Permanent
Save: No

Heals 1 die + 2 Hits damage.


The reverse of this spell, Cause Light
Wounds, deals 1 die + 2 Hits damage.
Cure Serious Wounds* (Ritual)
Cost: C3 D4
Range: Touch
Duration: Permanent
Save: Yes
Heals 2 dice + 4 Hits damage.
The reverse of this spell, Cause Serious
Wounds, deals 1 dice + 4 Hits damage.

45

Detect Magic (Ritual)


Cost: C1 D1 W1
Range: Caster
Duration: One Turn

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

permanent magic effect. Some beings and


objects are immune to such magic.

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.

The opposite, Dispel Good, is used by


Chaotic casters and agents of evil.
Dispel Magic
Cost: C3 D4 W3
Range: 30 + 3 per caster level
Duration: Varies
Save: No

Allows the caster to read one mind and ask


the Referee three questions with one-word
answers related to the subject. Save negates.
The target will know his mind has been read
and by whom.
The reverse, Nondetection, prevents the
caster from being scryed upon, remotesensed or seen in a crystal ball for 24 hours.
Faerie Fire
Cost: D1
Range: 480
Duration: 1 Round/Lvl
Save: Yes
Outlines up to six creatures in a blue, green
or purple glow. Negates cover, concealment,
invisibility, and similar effects.

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.

This spell dismisses an evil magical spell or


banishes an evil entity not of this world. The
chance of success is the casters Hit Dice
divided by the Hit Dice of the enemy or level
of the spell so dispelled.

ESP*
Cost: W2
Range: 1 mile
Duration: One Round
Save: Yes

The first version causes vines and plants to


shoot out of the ground in a 30 radius,
entangling limbs for Six Turns. Everyone in
the area is unable to move. A Save allows
movement at half-speed for a Round; an
additional Save allows an attack or other
action in that Round.
The second version of the spell causes the
soil in a radius of 60 per caster level to
become fecund within 1-6 days. New plants
will grow to double size or yield there for 2-7
years hence. Plant-based creatures entering
the area gain 1-6 HD whilst inside it.

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.

Counters a spell, removes a spell


enchantment, or temporarily suppresses a

46

Neither version affects Elves or Fey.


Fire Ball
Cost: W3
Range: 150
Duration: Instantaneous
Save: Yes
Save for half damage. Everything within a 20
radius of the target point takes 1-6 damage
per level of the caster, maximum 20 dice.
Without sufficient caution, this spell
combusts friend and foe alike.
Flame Strike
Fire Storm
Cost: C5 D6
Range: 480
Duration: Instantaneous
Save: Yes
Calls down a column of Holy or Unholy Fire
to cook targets within a 20 radius of the
point of contact, and as far as 200 above the
ground. Each target takes 12 dice fire
damage, save for half.
The Druid version of this spell is called Fire
Storm, and the flames rise from the ground
rather than descending.

The caster may float along any surface for up


to ten feet without touching it. He moves at
his normal movement rate and lands after ten
feet has been traveled.
Fly
Cost: W3
Range: Caster
Duration: 1-6 Rounds +1/Lvl
Save: No
Allows the caster to fly at 240 per Round,
plus an additional 1-6 Rounds determined in
secret by the Referee.

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

Forces the target to complete a task for the


caster. Not completing the task will weaken
the victim, and refusing (after failed save) will
kill the victim.

Allows the user to conceal a large area with


an illusion of any given terrain type of his
choice. The spell ends when an enemy
comes into contact with the terrain so
enchanted. Good for hiding armies.

Ghost Chime (Cantrip)


Cost: W0
Range: 30
Duration: Instantaneous
Save: No
Creates a chime or other simple, clear sound
to emanate within 30. Not able to create any
complex sound.
Hair Growth (Cantrip)
Cost: W0
Range: Touch
Duration: Permanent
Save: Yes
Makes existing hair grow or recede up to 1.
Unwilling targets allowed a save.

Float-Over (Cantrip)
Cost: W0
Range: Caster
Duration: A few moments
Save: No

allowed. Fey, Treefolk, Druids, and magic


forest creatures are immune to this illusion.

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

Holds any kind of ordinary or giant animal


still. Target is unable to move or attack.

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

Makes one creature invisible. Is dispelled


when the target attacks, wills its ending, or is
subject to Dispel Magic.

Its opposite, Darkness, cancels this spell and


casts an equal pall about an area otherwise lit
up.

Invisibility 10' Radius


Cost: W3
Range: 240
Duration: Until one target attacks
Save: Yes

Lightning Bolt
Cost: W3
Range: 240
Duration: Instant
Save: Yes

The spell works like Invisibility, but shields


people in a 10 area from view.

Just like Fire Ball, but creates a solid line of


damage emanating from the casters hand.

Invisible Stalker
Cost: W6
Range: Special
Duration: Special
Save: No

Locate Animals
Cost: D1
Range: 2 miles
Duration: Concentration
Save: No

Summons an Invisible Stalker. It will fulfil


one mission for the caster, independent of
time and distance.

Allows the Druid to know the direction


towards the nearest example of any one kind
of natural or giant creature he names.

Invoke Rude Urges (Cantrip)


Cost: W0
Range: 20
Duration: Instant
Save: No

Locate Object* (Ritual)


Cost: C3 W4
Range: 60 +1/Lvl
Duration: 1 Turn
Save: No

Forces one person make wind from his body.


Knock
Cost: W2
Range: 30
Duration: Instantaneous
Save: No

Finds one inanimate object he names.

Opens one locked aperture or orifice.

Infravision
Cost: W3
Range: Self
Duration: 12 Turns
Save: No

Legerdemain (Cantrip)
Cost: W0
Range: Touch
Duration: 1 Round
Save: No

Allows the caster to see in perfect darkness


out to 60 as an Elf or Dwarf. If the caster is
an Elf, range is doubled to 120.

Uses real magic to perform a simple feat of


stage magic.
Levitate
Cost: W2
Range: Self
Duration: 6 Rounds + 1 Round/Lvl
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.

Creates a point source of light as bright as a


torch. Can be cast upon objects. Clerics
base duration is 12 Turns instead of 6.

Its opposite, Obscure Object, hides one


object from scrying for seven days time.
Locate Plants
Cost: D2
Range: 2 miles
Duration: Concentration
Save: No
Allows the Druid to know the direction
towards the nearest example of any one kind
of plant or plant creature.
Lower/Part Water*
Cost: W6
Range: 240
Duration: 6 Turns
Save: No

Allows the caster to fly up or down, but not


side-to-side.

When cast as Lower Water, this spell lowers


the level of a body of water by 50%. Part
Water creates a relatively dry passage through
any body of water up to 240 wide and 240
in front and behind the caster.

Light*
Cost: W1 C1
Range: 30
Duration: 6 Turns +1 Turn/Lvl

The opposite of this spell, Deluge, counters


this spell, swamps lowlands, and damages
shoreline buildings and moored boats within
240 of the caster.

48

Mage Hand (Cantrip)


Cost: W0
Range: 30
Duration: 1 Turn
Save: No
Silent, ghostly hand with Inferior Strength
appears and can do anything a hand can do.
Cannot lift more than 5 lbs. Cannot attack.
Magic Jar
Cost: W5
Range: 30
Duration: Permanent
Save: Yes
The caster puts his immortal soul into an
inanimate object. His own mantle lies as if
dead. Afterwards, he can possess the body of
any creature within 120 that fails a Save. He
can return to his body or the Magic Jar at any
time. He must do so if his host body dies. If
the Jar is destroyed, the caster is slain
instantly.

Disguises up to 100 creatures as a forest.


Even creatures moving through the illusion
wont know it is false. The creatures can
move around normally whilst so veiled.
Minor Illusions (Cantrip)
Cost: W0
Range: 30
Duration: 1 Turn
Save: No
Creates little globes of light, a feint tinkling
sound, or a shower of magical sparks.
Alternatively, can animate a miniature item
such as a cup or fork to appear to grow tiny
libs & move slowly. The players imagination
limits the harmless effects possible.

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

Open or closes one near-by portal that is not


locked or stuck.
Part Water (Ritual)
Cost: C6
Range: 120
Duration: 6 Rounds
Save: Yes
Parts water up to a depth of 60 and allows
passage through it. Destroys 1-6 water
elementals who fail a Save.
Passplant
Cost: D4
Range: 3 x 6 x 100 maximum
Duration: 3 Rounds
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

Creates a portal through even the thickest


plant or tree growth. Afterwards, the portal
closes without a trace.
Passwall
Cost: W5
Range: 30
Duration: 3 Rounds
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

Creates a portal through stone or metal up to


10 thick with a radius of 6-10. Afterwards,
the portal closes without a trace.
Phantasmal Forces
Cost: W4
Range: 240
Duration: Until touched or concentration
ends
Save: Yes
Allows the Wizard to conjure the sound and
image of anything he imagines. The illusion is
destroyed if touched or when the caster can
no longer concentrate upon it. If the target
fails his Save, he can take real damage from
it.
Polymorph
Cost: W4
Range: 60
Duration: Special
Save: Yes
Turns the caster or another being into
anything the caster desires. He can use any
abilities he wishes except for skirmish
abilities. Lasts 1 Turn +1 Round/Lvl when
cast upon the caster; it is permanent when
cast upon another, or until dispelled. In any

case, the subject of the spell retains his


mental capabilities.
Predict Weather
Cost: D1
Range: -Duration: One Week
Save: No
The Druid can predict the weather, generally
speaking, over the next weeks time. He will
be aware of any large storms or heat waves if
naturally caused.
Project Image
Cost: W6
Range: 1 mile
Duration: 6 Rounds
Save: No
The caster creates an illusion of himself. For
the duration, all spells &c. will seem to
emanate from this projected image. Damage
will appear real but not affect the caster.
Produce Fire*
Cost: D4
Range: 30
Duration: As normal for the given fire
Save: No
Produces a common fire with maximum
coverage of 10 sq. ft. Combustible materials
are consumed. Characters may be harmed.

Protects from the first 12 points of cold/ice


damage each round. The subject is also
comfortable in the coldest clime.
Protection from Evil* (Aura)
Cost: C1
Range: Touch
Duration: 2 Turns
Save: No
The target gains +2 AC versus evil attacks, +2
to Saves against evil creatures, and evil
creatures cannot directly touch him.
The opposite of this spell is Protection from
Good, and works the same way.
Protection from Evil, 10 Radius* (Aura)
Cost: C4
Range: 20
Duration: 2 Turns
Save: No
Keeps evil creatures outside a magic circle
with a diameter of 10 centred on the subject.
Otherwise is it like Protection from Evil.
The opposite of this spell is Protection from
Good, 10 Radius, and works the same way.
Protection from Fire (Aura)
Cost: C4 D6
Range: Tou3h
Duration: Aura
Save: No

This spell may be reversed to extinguish


small common fires, but not to harm fire
creatures.

Like Protection from Cold, but arguably


more useful.

Produce Flame
Cost: D2
Range: -Duration: 1 Round/Lvl
Save: No

Protection from Lightning (Aura)


Cost: D3
Range: Touch
Duration: Aura
Save: No

Flames as bright as a torch appear in the


Druids hand. May strike a target for 2-7 Hits
and light things on fire.

Like Protection from Cold, but arguably


more useful.

Protection from Normal Missiles


Cost: W3
Range: 30
Duration: 2 Turns
Save: No
Protects the recipient from all damage from
normal missiles such as arrows. Cannot
protect against boulders or magic attacks.
Protection from Cold (Aura)
Cost: C1
Range: Touch
Duration: 2 Turns
Save: No

Turns an existing fire into a blinding spark


inferno or a billowing cloud of noxious
smoke, depending upon the wish of the
caster.
Those failing a Save versus the spark version
are blinded for 1-6 Rounds. Those failing a
Save versus the smoke version inhale the
smoke and are limited to half-actions for 1-6
rounds as they cough up the smoke.
Quest (Ritual)
Cost: C5
Range: 120
Duration: Until quest is completed
Save: Yes
Just like Geas, but the recipient is cursed to a
degree consistent with the difference in
alignment between the Cleric and the subject
of the spell (and Referees discretion).
Raise the Dead (Prayer)
Cost: C5
Range: Touch
Duration: Permanent
Save: Yes
The Cleric can bring one being back from
the dead. The target must throw a Save to
survive the reunion of the soul and flesh, and
must spend 1 week resting before he is back
to full health. Elves and other fey may never
be brought back. The Cleric himself must
rest for one day per experience level of the
Raised.
Read Languages
Cost: W1
Range: Touch
Duration: One or two short documents not
to exceed 6 Turns
Save: No
Allows the caster to read treasure maps or
foreign languages.

Purify Food and Drink* (Ritual)


Cost: C1 D1
Range: a few inches
Duration: Permanent
Save: No

Read Magic (Cantrip)


Cost: W0
Range: Touch
Duration: One Asemic Diagramme or set of
Magic Runes
Save: No

By waving his hands and saying a prayer, the


Cleric makes food and drink safe to eat for
up to 8 people and their mounts.

Allows the caster to read and transcribe one


asemic diagramme into his spell book from a
scroll or other written spell source.

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

Brings one dead soul back to our realm,


alive, in a new body. The soul in question
must wish to return and must make a Save to
come back. In one day, the soul will return
with a new body of a kind thrown randomly
on Table 6.4.
Table 6.4: The Reincarnated's kind
2 Dice
Lawful
Neutral
Chaotic
2
Unicorn
Minotaur
Gnoll
3
Centaur
Centaur
Dwarf
4
Elf
Dwarf
Gnome
5
Dwarf
Hobbit
Elf
6-8
Human
Human
Human
9
Hobbit
Gnome
Goblin
10
Hobgoblin
Elf
Hobbit
11
Treefolk
Hobgoblin
Orc
12
Kobold
Hill Giant
Ogre
The soul will have a class thrown randomly
on the Table 6.5, the level of which shall be
2-7 (1 die +1 level.) Should the class be
impossible for a member of that kind, the
class throw shall be re-thrown.
The souls new body will have an Exceptional
score in the classs appropriate Prime
Requisite and no other Inferior or
Exceptional score, unless prohibited by the
kind.
The souls new body forms magically
somewhere near-by, is filled by the soul, and
then comes to the place of casting within 24
hours time. The new body has no
possessions when formed.
Table 6.5: The Reincarnated's Class
1 Die
Lawful Neutral
Chaotic
1
Paladin
Druid
Assassin
2
Monk
Fighter
Fighter
3
Fighter
Fighter
Thief
4
Thief
Thief
Thief
5
Wizard
Wizard
Wizard
6
Cleric
Cleric
Cleric
Remove Curse* (Prayer)
Cost: C3, W4
Range: Touch
Duration: Permanent
Save: Yes
The caster removes the curse of a negative
level, or an ensorcelment placed upon the
target.
The opposite of this spell, Bestow Curse, will
bestow a negative Attribute rank, cause
blindness or deafness, or such poetic magical
predicaments which the Referee and player
shall deem appropriate.

Remove Fear*
Cost: C1
Range: 30 Radius
Duration: 2 Turns
Save: Yes

Allows the caster and his allies to converse


with animals. Does not make animals any
more clever than they normally are.

Removes all magical fear effects and grants a


+2 Save versus subsequent fear attacks.
The opposite, Cause Fear, shall make 3-18
HD of creatures flee the caster for 2 Turns,
should they fail their Saves.
Restoration (Prayer)
Cost: C4
Range: Touch
Duration: Permanent
Save: No
Removes all negative magical effects from
one target, including level drain, Geas or
Quest spells, controls, fear effects, magical
diseases & &c.
Shield
Cost: W1
Range: 1 foot from wielder
Duration: 6 Rounds +1 Round/Lvl
Save: No
Creates a shimmering dweomercraft shield of
the normal size which hovers in front of the
caster where a normal shield would be held.
Grants +2 AC but may not be Splintered.
May be cast upon another being during a
time of relative calm.

Speak with Dead (Ritual)


Cost: C4
Range: 30
Duration: 1 Turn
Save: No
Summons the soul or spirit of one humanoid
for conversation only. Requires part of the
body or a cherished possession of the
departed.
Speak with Monsters
Cost: C6
Range: 30
Duration: 1 conversation lasting up to 6
Turns
Save: No
Allows the caster and his allies to converse
with any monster. Does not incline monsters
to speak with the caster.
Speak with Plants
Cost: D4 C4
Range: 30
Duration: 6 Rounds
Save: No
Allows the caster and his allies to converse
with plants. Does not make plants any more
clever than they normally are.
Sticks to Snakes*
Cost: C4 D5
Range: 120
Duration: 6 Rounds
Save: No

Silence 15' Radius


Cost: W3
Range: 120
Duration: 6 Turns
Save: Yes
Prevents the calling of dweomers and normal
communication in a 30 circle centred upon a
person, place, or thing. If centred upon a
living being or an object he holds, he gets a
Save versus the effect upon casting.

Turns sticks, staves or clubs into 2-12 snakes,


which will obey the caster for the duration of
the spell.
The Druid version is reversible: It will turn 212 snakes permanently into sticks and staves.

Sleep
Cost: W1
Range: 240
Duration: 1-6 Turns
Save: Yes

Stone to Flesh* (Prayer)


Cost: C4 W6
Range: 120
Duration: Permanent
Save: Yes

Puts creatures to sleep. Affects 2-12 HD of


creatures, HD no greater than 4+1. Smallest
creatures first. Will only affect enemies if in
a mixed group.

Turns one stone being to flesh.

Speak with Animals


Cost: C2 D1 W2
Range: 30
Duration: 6 Rounds
Save: No

Summon Animal I
Cost: D4
Range: 30
Duration: Six Turns
Save: No

51

Its opposite, Turn to Stone, consigns one


flesh being to eternal lifeless statuary.

This spell summons animals into the casters


service. It may bring one animal larger than a
Man, three animals the size of a Man, or six
animals smaller than a Man. The Referee
shall decide which animals are summoned.
The reverse, Banish Animals, shall banish
animals in the same numbers, not to return.
Summon Animal II
Cost: D5
Range: 30
Duration: 12 Turns
Save: No

Allows the user to move inanimate matter


with his mind. May move 200 lbs. x Wizard
level.
Teleport
Cost: W5
Range: 1 mi. per level
Duration: Instant
Save: No

The same as Summon Animal I, but affects


twice the number of animals.

The caster teleports up to 1 mi. per level


away. If he can see his destination, no save is
warranted. If he cannot, he must save to see
if he lands safely.
A successful Save means he is safe; otherwise
he takes 1-6 Hits per Wizard level due to a
bad teleport.

Summon Vermin (Cantrip)


Cost: W0
Range: 10
Duration: 1 Turn
Save: No

Tongues* (Ritual)
Cost: C4
Range: 120
Duration: 6 Turns
Save: Yes

Summons one small swarm of harmless


insects, one rat, or one crow. It is a normal
one of its kind and is not under the casters
control.

The target of the spell may speak and


understand verbal communication in any
Worldly language.

Table 6.6: Symbol


Effect on Viewer
Inferior Strength.
Weakness
Permanent.
May only make halfStunning
actions. 3 days.
Sleep
Falls asleep for 8 hours.
Accepts next suggestion
Persuasion
made.
Pain
Reduced to 1 Hit Point.
1-in-6 chance to do the
Insanity
opposite of any declared
intent. Permanent.
Flees area at top speed for
Fear
1 Hour.
Death
Save or Die.
Type

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

The opposite, Babble, makes all spoken


communication impossible for the target.
Transmute Metal to Wood
Cost: D6
Range: 60
Duration: Permanent
Save: Yes
Creatures holding metal and magical items of
metal gain Save to avoid this effect.
Permanently turns items of metal within a 10
cube to a kind of wood of the Druids
choosing.
Transmute Rock to Mud*
Cost: D5 W5
Range: 120, 30 x 30 x5 section
Duration: One Day
Save: No
Turns rock to mud or mud to rock. The
dimensions may be changed but the volume
must remain constant.
This spell is reversible.
Transport via Plants
Cost: D5
Range: Touch
Duration: Instant
Save: No

Referee shall decide whether there is one,


and where exactly it is.
The Druid may also stay safely within the
plant realm for up to 24 hours time.
True Seeing
Cost: W6
Range: Self
Duration: 6 Turns
Save: No
Allows the caster to see through any illusions,
see anything invisible, and to see creatures in
orthogonal dimensions as if they were here.
Turn the Undead*
Cost: C1
Range: 60
Duration: Instant
Save: Yes
By brandishing his holy symbol, the Cleric
turns away the restless dead, who flee before
him for 10 Rounds. If cornered, they will
cower. If attacked, the spell is broken.
The opposite, Command Undead, will
control undead for a similar period. Undead
are usually stupid and cannot follow complex
commands without close supervision.
Turn Wood
Cost: D5
Range: 20 per Level
Duration: 1 Turn per Level
Save: No
A great wall of force, centred on the Druid
and extending 60 to either side, sweeps
forward, turning away any wooden objects,
splintering them, and sweeping them away.
The wall travels 40 per Turn to its maximum
range. Characters holding wooden objects
will find them shattered and dragged from
their hands.
The Druid need not
concentrate once the spell is set in motion.
Ventriloquism
Cost: W1
Range: 120
Duration: 6 Rounds
Save: Yes
Allows the caster to effortlessly throw his
voice.

The Druid may transport himself from within


one plant of any given kind to a distant one
of the same kind he has seen or heard about.
If he is guessing there is such a plant, the

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

the wall. All undead take 2-12 damage


crossing the wall. Living creatures of 4 HD
or fewer are repelled by the wall but still take
1-6 Hits damage.
Wall of Ice
Cost: W4
Range: 60; 60 or 30 diameter, x 20 height
Duration: Concentration
Save: No
A wall of swirling icy shards. Deals 1-6 Hits
to most creatures and 2-12 to fire creatures,
but also negates fire-based attacks.
Wall of Iron
Cost: W5
Range: 60 2 width, 10 x 10 area
Duration: 2 Turns
Save: No
Creates a wall of solid iron anywhere within
60 of the caster.
Wall of Stone
Cost: W5
Range: 60; 2 width, 10 x 10 area
Duration: Permanent
Save: No
Creates a permanent wall of stone. Will
anchor itself to surfaces where appropriate.

Warp Wood
Cost: D2
Range: 120
Duration: Permanent
Save: No

Wind Walk (Aura)


Cost: C4
Range: 120
Duration: -Save: No

Straight shafts of wood become bent and


useless. Doors of wood are warped open
and unable to close. Approximately one
door, one spear or polearm, or six arrows
can be spoiled this way per level of the
Druid.

Allows the caster and his allies to walk in


three dimensions through the air at their
normal speed, held aloft by the Four Winds.

Magic items do get a Save against this effect,


and may retain their magic in their warped
shape anyway.

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

The opposite spell Air Breathing, allows


water breathers to breathe air in the same
way.

Magically locks one nonliving portal. No


normal force can break the lock. Like Hold
Portal, but permanent. Knock will break the
spell.

Water Walk (Aura)


Cost: C3
Range: 120
Duration: -Save: No

Word of Recall
Cost: C6
Range: -Duration: Instant
Save: No

Allows the caster and his allies to walk upon


the surface of water and other liquids.

Instantly whisks the Cleric back to his


sanctum, or the last Church of his religion he
had visited.

53

Chapter Seven: MASS COMBAT RULES


Once your treasure hunter has his own
domain, he shall at times need to raise an
army to fight on behalf of his people or for
glory & gold. These constitute a military
campaign.

sufficient to work a wargame between two or


more players without the Referee directly
controlling any army.

This is another dimension of the game


entirely, using elements of 1:1 skirmish and
of domain rulership.

Each army shall be organised into one or


more units, representing 120 infantrymen, 60
cavalrymen or ogres, or 20 giants.

The map scale for strategic skirmish of this


kind is the same as for overland wilderness
travel: six-mile hexes.

On Raising Your Force

Usually, the treasure hunter player shall


control one army and the Referee shall
control the other. However, this rule set is

On Organisation

An army is made up of all the available


soldiers from all sources under the command
of a particular leader. Because every domain
must maintain a garrison, every Lord has at
least a small army ready to go.

When the leader of a domain should find


this force insufficient, he shall make a call to
arms to his vassals. When a call to arms is
issued, each vassal must muster a force equal
to half of his garrison. The Lord may call for
the entire garrison, but that shall count as two
Duties. The vassal must muster this half
garrison force from his entire realm, not just
his own domain.
Usually, the Lord will not ask for all the
troops, for that would provoke numerous
Duties and require numerous Favours to
vassals to avoid numerous Loyalty throws.

Table 7.1: Vassal Troops by Domain Size


Title
Emperor
King
Prince
Duke
Count
Marquis
Baron

Personal Garrison
25,000s.
25,000s.
15,000s.
3,000s.
1,500s.
640s.
320s.

Table 7.1 Vassal Troops by Domain Size,


indicates the average number of troops
available to a particular Lord based upon 2s.
per peasant family per month. During
periods of unrest or in particularly small or
wild lands, garrison cost & size may be halfagain or even twice these numbers. The final
arbitration is done by the Referee.
The particular mix of forces which show up
for battle shall be determined by the player
and Referee, with an eye toward Tables 4.8
4.12.
The Muster
When a call to arms is issued, the first half of
troops will come within the first time period
listed on Table 7.1; the next one in four in
the second period, and the remainder in the
third period. Troops will muster at the
Lords stronghold unless directed to join
elsewhere. If it is physically impossible to
muster at a location due to geographic
distance, natural disaster or enemy action,
another muster point must be chosen.
Other Sources of Troops

Max. Realm Troops & Wages


Cost (s.)
3M - 24M
728,000 - 4M
175,000 645,000
40,000 104,000
9,600 17,000
1,920 - 2,560
240 - 400

raised. This is true for the calling Lord and


for his vassals, who may not wish to send
their own garrison.
Mercenaries are attractive labour with the
gold to hire them. Because of the large size
of armies, mercenaries hired in this way will
be hired by their unit, either 120 infantrymen
or 60 cavalrymen all at once for standard
costs listed in Chapter 2.
Conscripts are also a possible source for
men, but this is less attractive because it
unduly strains the peasantry from which the
conscripts are drawn, and results in belowaverage soldiers. Up to one conscript per 10
peasant families can be conscripted. For
each ten men so conscripted and then lost in
battle, reduce the population of the domain
in which he resided by one.
The number of conscripts available changes
with the number of families dwelling within a
domain, so keep track of your casualties and
population carefully when conscripting.
Should the domains morale ever dip into
negative territory, all rebels and deserters
shall come first from the ranks of the
conscripted.

The Lords own garrison & the garrison of


the realm is the best place to find troops.
Sometimes however a larger force must be

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

On the Military Campaign


War is fought in a series of skirmishes called
collectively a military campaign.
The
campaign begins when troops are taken out
of their garrisons and ends when the
remaining troops return. A short military
campaign shall last one month. Longer
campaigns may last many years. The Thirty
Years War is a good example of a campaign
which went on, seemingly without end.
Armies campaign within regions consisting of
one or more domains or realms. Regions
ought to be mapped ahead of time on a sheet
of hex paper using a scale of 1hex = six miles
so that the Referee shall know the lay of the
land.
When on campaign, armies make longdistance movements on the scale of weeks.
During the week, movement is limited to the
movement speed of the slowest units and
further limited by the size of the force. Table
7.2 shows the relationship between
movement speed by the Turn, the Day, and
the Week.
Remember there are two limits to movement
for armies over-and-above those for
individuals & small groups:

Armies of over 100 move one category


slower than normal; armies of 1,000 or
more move two categories more slowly.
And
Armies only move 4-in-6 days, and take
one day for full rest (e.g. Sunday for
Christian soldiers.)
Table 7.2: Movement Rates for Troops
Feet
per
Turn
30'
60'
90'
120'
150'
180'
210'
240'

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.

(one day on, one day off), though armies in


this condition for a week or more will suffer a
cumulative permanent -1 to their unit morale.
Reconnaissance

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

Should troops attain re-supply, they may eat


and drink normally. They regain the ability
to heal wounds normally. They regain one
Hit each and reduce their cumulative
penalties to Hit and Damage by 1 each.
Therefore, in the long run, an army can
barely hold on by consuming half-rations

When the battle ends, the losing army


must retreat to at least an adjacent hex,
usually the last one they were in. The
winning army has the opportunity to
pursue.
Once any pursuit is dispensed with,
casualties are calculated. The winning
army may then seize the spoils of war.

An armys Skirmish Rating is equal to the


sum of the Skirmish Ratings of all the units of
the army, rounded down. The ratings of
several kinds of units are listed in Table 7.3:
Skirmish Ratings. These are the standard
Skirmish Ratings for regular sized units: 120
infantrymen, 60 cavalrymen or ogres, 20
giants, & other units of similar composition.

Should two armies enter the same six-mile


hex, they shall meet upon the battlefield and
resolve matters with glory. This can range
from negotiation through guerilla action to
full combat, as the sides should play out.
When battle does occur, the Referee shall
lead the sides though a series of battle turns,
the procedure for which is presented below.
Each turn represents ten minutes time, just
like an Exploration Turn, rather than
representing a Combat Round.
This
represents ten minutes of bloody fighting and
manoeuvring.
1.

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.

Each leader selects the units which he


shall send into conflict, the remainders
held in reserve.
Each leader calculates his forces
Skirmish Ratings.
PC and NPC treasure hunters & their
opposite numbers may undertake Acts
of Valour.
Each side simultaneously throws a
number of attack throws equal to his
armys Skirmish Rating. The target
number for these special throws is 9
(rather than the normal 7), modified by
the attack throw modifiers listed below.
For each successful throw, one hit is
scored.
Each leader tallies those hits scored
against his army, and removes units
from the field with a combined Skirmish
Rating equal to or greater than the total
hits scored. These units are defeated.
Half are injured and half are dead.
The Referee now checks to see if either
side has reached the point where they
must make a Morale throw, and resolve
those which are necessary. If after these
throws, one army or the other has been
defeated or routed, the battle is ended.
Either army may now voluntarily quit
the field in an orderly fashion. Special
initiative is used to determine which side
must decide first, presented below.

55

Smaller units shall reduce their Skirmish


Rating scores proportionally. Larger units
may be used to more quickly adjudicate vast
battles, and in this case, the Skirmish Ratings
shall be multiplied proportionately.
On Other Kinds of Units
Table 7.3 lists some of the more common
kinds of units. But any sort of creature might
be involved in a fantasy battle.
For a unit comprised of Veterans (Men or
others who are Level 1+ Fighters), add 1 to
the Skirmish Rating.
For other kinds of creatures, there is a
formula to determine their Skirmish Rating.
It is rather arcane:

(No. of Creatures) / (2 x No. of Infantry per


regular unit) x (Creatures HD) x (Creatures
HD + 1) x (1 + Creatures No. of Special
Abilities)
To un-pack this formula, the No. of Infantry
per Regular Unit is normally 120. Special
Abilities are noted in the monsters stat
blocks with asterisks (*) after their number of
Hit Dice.
The Referee may further adjust this result
based upon possession of long-range
weapons, magic spell casting, Armour, or
other technological or racial advantages in
mass combat. This is why the formula does
not necessarily produce the results on Table
7.3.

Table 7.3: Skirmish Ratings


Unit Type

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

Attack Throw Modifiers


Each units throws are modified by these
factors.
Table 7.4: Attack Throw Modifiers
Condition
Modifier
Opposition Surprised this
+1
Turn
Opposition occupies
-1
advantageous terrain
Opposition occupies highly
-2
advantageous terrain
On Strategic Ability
Generals are born. Great generals are forged
in the furnace of War.
A leaders strategic ability begins equal
to his bonus from either Exceptional
Intelligence or Wisdom (choose the
higher) plus his bonus for Exceptional
Charisma (minimum 0).
Fighters & Clerics of Level 4 and others
of Level 6 gain a +1 to this throw.
Fighters & Clerics of Level 8 and others
of Level 10 gain an additional +1.
Fighters of Level 12 gain an additional
+1, for a possible bonus of +3 based on
class.
The greatest generals get more from their
men than lesser ones. At a strategic ability of
+1 or better, each unit gains 0.5 Skirmish
Rating. At a strategic ability of +3 or better,
each unit gains 1.0 Skirmish Rating. At a
strategic ability of +5 or better, each unit gains
1.5 Skirmish Rating.
On Surprise

The Referee may determine based upon


what leads up to the engagement that one
side has definitively won surprise over the
other one; that a normal surprise throw is in
order; or that neither side has the chance to
surprise the other one.
In this
determination, certain Wizard spells may
make the difference, but extraordinary
scouting helps, too.
On Battlefield Magic
Many Wizard spells are designed for war.
Gathering even twenty Level 1 Wizards
under one banner is quite a powerful weapon
indeed. 20 Wizards shall constitute a unit,
and have SR equal to their average
experience level.

The character is the Retainer of a


qualifying PC & is of at least Level 4.
Acts of Valour
An Act of Valour is a fight between
participating heroes and a selection of foes
drawn from the other army. All heroes fight
in the same foray, much as they form a unit
of a sort for treasure hunts. During one Act,
a hero stakes between 0 and 3 points of
Skirmish Rating. The amount of SR staked
represents the personal risk each hero is
taking during the Act. Each hero decides
secretly how much SR he will stake in each
Act. The total amount of SR stakes by all
heroes shall determine how many foes they
will collectively face. They do not reveal
their stakes to anyone other than the Referee.

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

The Referee shall select foes from the fray


from among the units and especially heroes
in the opposing army. Foes enter the fray in
1-4 separate waves, as determined by the
Referee, so that the several players do not
know all-at-once what forces are allied against
them in a particular Act.
If necessary, the heroes shall face off against
partial units of an appropriate Skirmish
Rating.
As an Act of Valour begins, consult Table 7.5
to determine how many yards separate the
heroes & their foes. Based on the terrain,
throw a new encounter distance for each
wave.

Table 7.5: Battlefield Encounter Distance


Terrain
Distance (yds.)
Hills
Desert or Plains
Fields, Fallow
Fields, Ripe
Forest, Heavy
Forest, Light
Marsh
Mountains

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

Resolve the Act of Valour based upon


normal skirmish rules. The heroes may
leave the Act with a Fighting Withdrawal, but
then may not enter the Act anew.
The Stakes
Should the heroes win the Act of Valour, the
opposing army loses units with a combined
Skirmish Rating equal to the total lost in the
Act.
On Great Heroes & Villains
Should there be heroes on both sides of a
battle and they both attempt an Act of Valour
during the same Turn, they shall be pitted
against one another and the highest number
of Skirmish Rating staked shall prevail. Such
an Act ends when all of the heroes from one
side have been defeated or forced to
withdraw.
On the Pace of Battles
Battles were fought all day in many cases.
However, the fighting was not continuous.
Between each battle turn, if both sides wish it,
they may take one Turn to treat injured
soldiers, remove the casualties from the field,
send in new reinforcements, and issue new
orders.
However, should either side decide to press
the advantage and forego this pause in battle,
neither side may benefit from a pause- for
there isnt one.
Such a pause lasts ten minutes (1 Turn).
On the End of Battles
A battle ends when all of the units of one
army have voluntarily withdrawn, have been
routed, or have been destroyed.
Decimation
A battle immediately ends if more than 9/10
of the units of either army are destroyed.

This is unusual. In most cases, an army


concedes defeat before this point.
Voluntary Withdrawal
A battle immediately ends if either of the
armies voluntarily withdraws. Armies which
suffer a collapse in morale are vulnerable to
pursuit.
Morale Collapse
Armies do not as a rule fight to the last man.
Instead they suffer a gradual loss of morale,
becoming increasingly
disordered as
casualties mount until the army is swept away
in a rout. This is simulated with morale
throws.
Table 7.6: Unit Morale
2 Dice Adjusted

Result

2 or less
3-5
6-8
9-11
12 or more

Rout
Flee
Waver
Stand Firm
Rally

During the Morale phase of skirmish, every


unit in each army must make a morale check
throw should any of the following conditions
be met:
One or more units in the army were
destroyed during the preceding round of
combat, and
The total number of units destroyed is
equal to or greater than the armys break
point.
The armys break point is always 1/3 of the
armys starting number of units, rounded up.
Morale Throws

A Morale Throw is made in the usual way.


The units commander throws 2 dice, adds
the units morale score, and consults Table
7.6. The die throw should be modified
based on the army and unit morale modifiers
shown in Table 7.8.
Table 7.8: Unit Morale Throw Modifiers
Entire Army
Modifier
CHA
From the Army's General
Modifier
Army has lost between 1/2
-2
and 2/3 of starting force
Army has lost 2/3 or more
-5
of starting force
Army has lost fewer units
+2
than opponent
Army has lost more units
-2
than opponent
Individual Units
Modifier
Individual Unit Morale
varies
Unit is wavering
-2
Unit is fleeing
-5
In the case of Men, add 1 to the Individual
Unit Morale, for Men are ambitious.
Undead never fail Morale checks.
Results
Rout: The unit shall immediately leave the
battlefield in great disorder. Is shall play no
further part in the battle & counts as
destroyed for morale purposes.
Flee: The unit retreats in disorder. It may
not attack the next Turn. If the battle ends
before the unit may attack again, it counts as
Routed.
Waver: The units morale is wavering. Its
SR is halved whilst attacking in the coming
Turn.
Stand Firm: No effect.

Table 7.7: Starting Morale


Unit Type

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

Rally: The unit shall come together under


pressure. Its SR is increased by half for the
next battle Turn.
On the Order of Morale Throws
The armys General shall determine the
order units take their morale throws. It
behooves the general to check the morale of
the highest-morale units first for it is possible
for early failed morale checks to result in
unfavourable throws later in the order,
resulting in a cascade of flight off the
battlefield.

On the Aftermath of Battle


When a battle should end, the defeated force
immediately retreats into the hex whence
they came, if possible. The victorious army
may pursue the defeated army. An army
which fights a battle may make no further
movement that day, except for pursuit.

apply. Once the victorious army decides to


break off pursuit, or has thrown a natural 2
on a pursuit throw, pursuit ends and the
remainder of the vanquished force escapes.
On Casualties
Subsequent to pursuit each armys general
shall determine his sides casualties, based on
the following guidelines.

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.

Unit Loss: For each unit that was destroyed,


half are crippled or dead (round up), and the
remainder are lightly wounded.
The
victorious armys lightly wounded troops
return to their unit in one weeks time. The
defeated armys wounded become prisoners
of war.

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:

Table 7.9: Pursuit


Throw for
Pursuing Unit
Capture
Light Cavalry or Flyer
7+
Other Cavalry
9+
Light Infantry or
9+
Skirmisher
Other Infantry
10+
Each successful throw eliminates one enemy
unit as captured. If all of the defeated armys
cavalry and flyer units were destroyed or
routed, then it is the victorious general who
chooses which units are captured.
Otherwise, it is the vanquished generals
choice.
As the withdrawing army has the advantage of
knowing where they are going, each
subsequent Turn of pursuit adds a -1 to the
pursuit throws. The Rule of 2 and 12 shall

Troops will expect that at least half of any


spoils captured will be disbursed to them,
each to take an amount proportional to their
differing wages. Should this fail to happen,
the Referee shall throw for Morale for each
unpaid unit; those who throw a 5 or lower
will either desert or turn on their
commanders!
Experience from Spoils
Each participant, whether he be a common
man, a hero, or a commanding general, earns
1 XP for each pound sterling he collects at
war.
For ease of play, each soldiers XP can be
tracked per unit. Normal Men can be
advanced to Level 1 in this manner. In
general, it requires 100 XP and 1-5 weeks
additional training for a Normal Man of any
kind to reach Level 1, and he may do so in
any class he wishes. However, Men and
others who achieve Level 1 solely through
war shall become Fighters in nine of ten
cases; the other part choosing to join a
different class should the appropriate trainers
be at-hand.

If the defeated army has concluded the


engagement with neither cavalry nor
flying units intact, then all units from the
victorious side are eligible to pursue.
In all other cases, only cavalry may
pursue.
For each unit pursuing, the victorious army
general shall throw against Table 7.9: Pursuit.
Add +2 to the pursuit throw if all the
defeated armys cavalry or flyer units were
destroyed or routed.

To reflect this fact, Treasure Hunters


rewards leaders and heroes are rewarded for
the armys valour-at-arms while the common
soldier is rewarded only in material gain.
The spoils of war from a victorious battle are
equal to a months wage for each defeated
unit. Additionally, each prisoner captured is
worth 40s. in ransom or labour extracted.
Higher-level characters and monsters ought
to be treated as individual cases, for they are
worth more at ransom or at market.

Routed Units: For each unit which was


routed, one troop in four (round up) leave
the unit. A victorious armys routs become
deserters and a defeated armys routs
become prisoners.
After these determinations, the generals shall
consolidate half-strength units into new units
if desired.
On the Spoils of War
Historically, soldiers were paid a pittance upfront, but were allowed and encouraged to
take away spoils from their vanquished foes
for payment.
These payments took the form of pillage
from vanquished cities, ransom paid for
captured nobles, and land captured in
combat and granted to valourious soldiers.
Ultimately, it was economic gain that
motivated many soldiers throughout time.

58

Experience from Combat


Only heroes participating in Acts of Valour
gain XP from directly defeating foes. XP is
awarded normally as it would be in 1:1
skirmish situations.
The general of the victorious army earns XP
based on the following formula:

XP value of units defeated XP value


of units lost
Should there be more than one commander
in the field on a side, the subordinate
commanders split half this XP amount
proportionally based upon the number of
units each of them led. If there is no other
commander, the general gets to keep this
entire remainder, effectively doubling his XP
take.

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

The number of structural hit points a


particular fortification has is determined by
dividing the cost of construction of the
stronghold by 8, and rounding up to the
nearest hit point. Structural hit points are
then used to derive the number of units that
can effectively defend the stronghold: This is
called its unit capacity. Units in excess of this
unit capacity may be sheltered by the
stronghold, but will not be able to lend a
hand in battle due to limitations of space and
logistics.

force for their common defence; or the


defenders decide to negotiate the terms of
their surrender, then the siege is stopped. It
may be again re-started if the need arises.

A stronghold may be defended by one unit


per 1,000 structural hit points or fraction
thereof that it has.

Sieges are conducted six days per week;


Christian armies rest on Sunday and armies
from other religions have their day of rest as
well.

Wood strongholds have fewer structural hit


points by a divisor of ten, but the same unit
capacity of stone strongholds.
Mixedconstruction strongholds may have any
fraction between these two based upon the
specific
construction
and
Referees
discretion.
The Referee may further adjust the number
of structural hit points a given structure has
based upon how carefully the player has
devised his floor plan and what materials the
stronghold is made up of. An adjustment of
no more than 10-20% is warranted.
On the Duration of Siege
The necessary conditions of siege are that
there are attacking units in the same six-mile
hex as the stronghold which contains
defending units, and that the defenders
choose to rally within the stronghold rather
than emerge to face the enemy on the field of
battle.

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

A cross-reference without a result indicates


that the defending army is not large enough
to put up a defence against a particular
attacking army, because there are not enough
men to man the whole of the walls, leaving
room for a quick breach by the invaders.
Unit advantage is calculated by subtracting
the number of defending units from the
number of attacking units. Artillery pieces
on either side count as bonus units on their
own. 2 Ballistae are counted as 1 bonus unit.
1 Light Catapult is counted as 1 bonus unit.
One Heavy Catapult is counted as 2 bonus
units.

Should at any time this situation become


fluid, for instance if the defenders do emerge;
that the defenders are joined by an outside

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

Should the situation remain static, however,


the siege is on. The next step is to determine
the duration of siege. On Table 7.10: Siege
Duration, the structural hit points of the
besieged stronghold and the relative strengths
of the two forces come together to determine
the length of the siege.

to 4
23
45
68
90
113
150
225

Table 7.10: Duration of Siege in Days


Besieging army's unit advantage
to 10
to 15
to 30
to 50
9
6
3
2
18
12
6
4
27
18
9
5
36
24
12
7
45
30
15
9
100
50
30
20
150
75
45
30
200
120
80
60
250
150
100
75
200
100
60

army shall throw a series of Morale Throws


for its several units against Table 7.8. At any
point should the defenders drop in number
below the threshold established initially on

59

to 100
1
2
4
5
6
15
23
30
38
40

101+
0
2
3
4
5
8
11
20
25
30

Table 7.10, the siege is ended because the


defenders no longer have the numbers to
continue. Half of the units who have failed
morale checks on either side will be

considered Defeated (10% dead to disease,


20% dead to injury, 20% injured, and 50%
demoralized and ready to surrender) rather
than Routed, &c. due to outbreaks of
skirmish and disease. Because different
armies may be of different faiths, the day of
Morale throws may also differ, leading to
interesting dynamics.
On the Terrain Round the Stronghold
Several terrains offer some degree of
defensibility greater than the structural hit
points should indicate. This differential does
not affect unit capacity of the stronghold, but
it may lengthen the siege- at a cost to the
attacking army in gold and morale. See
Table 7.11 for the effects of terrain on the
length of the siege.

Table 7.11: Effects of Terrain on Siege


Duration
Terrain
Duration
Desert, Hills, Forest
x1
Jungle, Swamp, Mountains
x5
Near good roads
x2/3
Deserted Island
x3
Underground
x3
Peninsula
x3
Riverbank
x2
After the Siege
Once the time for the siege is determined
and the result has been shown, the attacking
force may enter a breach in the fortifications
wall to assault the troops garrisoned within.
At this stage, the defending army may
surrender, or a regular battle may take place

across the breach. There are two exceptions


related to morale however. Defenders who
fail morale with a flee result are considered to
be cowering in the rubble of the stronghold.
Defenders who fail morale with a rout result
are considered to have thrown down their
weapons and surrendered openly to the
attackers, who shall decide the mens fates.
After the Battle
Once the stronghold no longer contains any
defending troops, the attacking general may
secure it. Repairs shall take as many days as
the siege lasts, and cost 500s. per day, even if
this is greater than the original cost of the
stronghold. The general or his Lord may
now add the domain & holdings to his own
or give it as a vassal state to anyone he wishes.

This is a world of Men.


However, some Demi-Humans also inhabit the world in small numbers.
Dwarfs are an underground people consumed by Wealth and Order.
Elves are a Sylvan people consumed by Beauty.
Hobbits are little folk consumed by creature comforts and Family.
Men, of course, are consumed by Ambition.
This is Treasure Hunters, a game of exploration, acquisition, and reclamation, and the heroes
who undertake these pursuits in a fantastic medieval setting. The conflict of the game is of a
dramatic sort, where players work together to attain Gold & Glory. Odd men & monsters,
majestic wilderlands and the mythic underworld await your discovery inside.

For 2-10 adults, aged 8 and up.

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