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Treasure

Hunters

Book I: Players’ Guide


Classic-Compatible Role-Playing Game

1
PRÉCIS EDITION

Foreword
In 1984, my Mom bought into the famous-RPG mania. She had the purple Basic box; she had the red and blue B-E boxes. She
bought several books we would now call “3rd-party” offerings and I can remember a huge dungeon map on graph paper curled up
behind Dad’s Lay-Z-Boy in the living room for months and months. We never got around to that dungeon. The dragon on the
bottom level is undoubtedly sleeping still and dreaming of making us her dinner.

That dungeon was left un-plundered, but it hardly matters. “The Dungeon” is by definition endlessly iterative because it is a
metaphor for the unknown. My mom shared that adventure game with me and eventually with my friends. It may have been the
last thing we shared before I committed the unforgivable sin of Growing Up. I don’t know whether it was the enjoyment of the
game or the enjoyment of watching our enjoyment of the game that kept her refereeing for us for so long. Whatever the reason, in
this and in other pursuits, she instilled in me a life-long love of make-believe that I’ve shared with my wife and my two children. It’s
the one passion I share with my mom. The passion persists today.

Thanks, Mom.

We’ve played Basic, and Expert, and Labyrinth Lord. Grey Matter is and was an inspiration. Chatting with Frank on DF and
Havard and Urieal and S. Stanley and others has been a blast and I hope to continue corresponding with those men for a good,
long time.

Kids love RPGs. Love ‘em. It is a simple and pure love that only a child or former child can have. Kids loved them back then,
and they do still. No child’s imagination is so small that it can fit within a video game, no matter how big the sandbox and how
much RAM they use to portray it. No video game ever made can compete with tabletop RPGs.

And no video game ever will.

With the advent of the safe generation of children who never travel more than a few miles away from their mom and dad (and God
forbid unsupervised and without a helmet!), imaginative play—creative dramatics—and the youthful power fantasy we humans all
need to indulge in, has become more important than ever.

More than for you, my Contemporary, I offer this RPG to The Kids; not only as a rainy-day exercise or an applied maths problem
but something to stand in for the cops and robbers, Egypt games, and pickup sandlot baseball that belong only to our fathers, and
their fathers.

Treasure Hunters is a different attempt at make-believe; to see what might-have-been if we’d lived in Wisconsin or the Twin Cities
during the decade between 1965 and 1974. To see what would have been shared with the world if I’d known Dave and Gary, and
they had known us.

To that end, I’ve strayed not far from the familiar template of other “OSR” offerings. You should be able to use this system to play
all your old favorite modules. Thanks to the Internet revolution, we now know we’re not alone in our desire for the older ways.

If we’ve discovered a country long-forgotten and made the old new again, it’s been because we are blessed to be standing on the
shoulders of Ogres-- Quantum and otherwise.

Scott Anderson
Seekonk, Massachusetts
30 April 2014

2
Chapter 1: WHAT IS IT?

The Object  Practitioners of magic can make powerful magic


items. However, magic in the realm of Men is
In a regular board or card game, there’s one winner and one scarce.
or more losers. The great thing about cooperative RPGs  Most common folk do not experience magic on a
(role-playing games) is that there are no losers. In Treasure regular basis.
Hunters, you assume the role of a fantasy hero. Players  These other races allied with Men in the pursuit of
cooperate to set goals, and then cooperate to reach them. Law are ancient, and that the glory days of their
One player, called the Referee, handles most of the rules, cultures are behind them.
runs the characters and monsters the Heroes encounter, and  Therefore, Men initiate the active pursuit of Law,
makes impartial rulings to keep the action going. There is
and the other races follow.
conflict, but it is conflict of a dramatic nature rather than the
 The world is not safe, but filled with humanoid
interpersonal conflict that happens in lots of games.
beasts and stranger monsters allied generally with
Chaos, as well as dangerous mundane fauna.
The Treasure Hunters RPG plays FAST! It feels like a
 Eternal vigilance and some bloodshed are
board game gone off the rails rather than a tactical
necessary for the continued survival of Men.
simulation. It relies on a lot of abstractions to keep the
action moving. The object of Treasure Hunters is to tell a  Therefore “adventuring” or “treasure hunting” is
compelling story of Heroes who start from humble fairly common among them.
beginnings, accrue power, fulfil their ambitions & leave a
The Mechanics
mark upon their fantasy world.

To this end, each player plays the role of one or more


 Like a lot of folks, you might hate dealing with the
Heroes. You are the Good Guys! While your Hero’s
ticky-tack corner case rules. So we put them all in
individual inclination may be toward Law or Chaos (or
one chapter, arranged alphabetically, for quick
toward neither), he relies upon the order that Law provides
reference. Set it, and forget it.
and seeks to limit the effects of Chaos on the World at large.
 Combat will be deadly. Avoiding combat (at least
fair fights) is better than risking your neck.
In Treasure Hunters, the best way to achieve personal
power is to accrue wealth and loyalty. As a result of quests  To that end, both combat and non-combat
for these, monsters will be vanquished, traps will be encounters will be resolved with simple, abstract
overcome, and the unknown will slowly become known. mechanics that keep the action moving.
 The players and the Referee will be able to tell the
The Setting story of what’s happening even as the dice
determine the end results.
 The World is much as it was in the Dark Ages in  Players will want to make their own way through
Europe, with some common exceptions based on the world, and the Referee needs easy tools to
fantasy literature. generate dungeon settings, wilderness settings, and
 Immortals—transcendent beings of Law, Chaos or random encounters on the fly.
Balance (Neutrality) who have achieved everlasting  You’re busy people with a short window to enjoy a
life through heroic deeds as mortals--are real and game, so there are a lot of content tools here to
godlike, make the Referee’s job easy.
 They answer the prayers of their supplicants with  We assume you’re familiar with the World’s Most
magical powers. Popular RPG. Therefore the mechanics are
 They meddle through their agents in the World, similar enough that you can use your sourcebooks
and they pay attention to Heroes and their and adventures without making many changes.
adventures.
 Elves, Dwarves, Halflings and Gnomes exist, but
are not commonplace in the realms of Men.
 Elves can cast magical spells.
 Some Men can learn to cast those spells too.

3
Play Styles and stores that sell fancy ones. A lot of players like to bring
tons of dice with them. Others have just the handful they
If you’re new to the hobby, be prepared to play with people absolutely need. Both are OK, but it’s important to bring
who have different strategies they use to get the most out of the dice you will need with you to the table rather than
the gaming experience. relying on the dice of others.

Some people will really take to the “role” of their imagined Paper and Pencil
hero, speaking in an affected voice and perhaps bringing
along props or music. And some won’t. A lot happens that you will want to keep track of during a
game. Lined paper, graph paper and hex paper may all be
Some people work diligently to make their hero as effective useful to you.
and powerful as they can, spending a lot of time re-arranging
their gear and so forth. And some won’t. Miniatures

Some people will try many different kinds of heroes, while Sometimes players play with lead or plastic miniature figures
others will work on iterating the one kind of hero they have which represent their Hero. These figures are purely
wanted to play all along. optional and the game can be played with or without them.

These are all perfectly acceptable ways to play, and they are Glossary of Terms
examples of the wide range of activities available to players
of Treasure Hunters. Role-Players sling a lot of lingo around at the table and a lot
of that jargon ends up in books like this. Not to worry—keep
 Chapter Two will tell about how to use numbers this glossary nearby because it’s like the answer key. You
to describe the bare-bones of your Hero, and then will catch on and be talking like an old pro (or “grognard”)
outfit him with the weapons, armor and gear he’ll before you know it.
need to brave the unknown.
 Chapter Three will tell about magic generally and Common Abbreviations
the specifics of some of the spells known to Elves
and Men. Below are some of the most common abbreviations you will
 Chapter Four will explain what you’ll need to find in this book.
know about combat and adventuring. It also
contains a section on all the little rules that you’ll Abbreviation Meaning
need to adjudicate 90% of the odd situations you Abilities Six “Stats”
may find yourself in. STR Strength
 Chapter Five will talk about rewards—how your DEX Dexterity
Hero can become more powerful and effective CON Constitution
over time and how Experience Points (XP) are INT Intelligence
determined and awarded. WIS Wisdom
 The rest of the story is in the Referee’s Guide and CHA Charisma
the sourcebook. The Referee will keep the rules BAB Base Attack Bonus
on monsters, treasure, magic items and generating HP Hit points
content. HD Hit dice (or hit die)
AC Armor class
Treasure Hunters game mechanics (aka rules) should be XP Experience points
EASY and FAST. The tricky parts will happen on the PC Player character or Hero
Referee’s side of the table. NPC Non-player character
cp Copper pieces
What you need to play: sp Silver pieces
gp Gold pieces
The Dice pp Platinum pieces
Roll-Under Roll this number or lower
In many games of this type, you use all manner of unusual Roll-Over Roll this number or higher
dice. Treasure Hunters is no different. There are websites SV Saving Throw

4
Chapter 2: CHARACTERS

Creating a Character Wisdom (WIS) measures how keen your senses are and
how easily you resist magic. It is also a measure of
Creating a player-character for Treasure Hunters follows a “common sense.”
very simple six-step process:
2.3: Wisdom
Step 1: Roll the six basic attributes.
Step 2: Select your character class. Score Language Aptitude
Step 3: Arrange Background Skills.
3 Limited senses
Step 4: Determine wealth and equipment.
Step 5: Determine combat scores. 4-5 Easy to fool
Step 6: Determine name, sex and age. Flesh out the 6-8 A little slow on the uptake
character. Choose alignment.
9-12 Normal senses
Step 1: Roll the six basic attributes 13-15 +1 Magic saves
Basic attributes (or “Stats”) describe the physical and mental 16-17 +2 Magic saves
capabilities of your Hero. Each number ranges from 3-18, 18 +3 Magic saves
but Heroes are a cut above: each of their stats ranges from 8-
18. Roll 2d6+6 for each attribute and write them down on Dexterity (DEX) measures nimbleness and hand-eye
your character sheet or a piece of paper. coordination. It is useful when shooting a bow and arrow
and makes you harder to hit.
The six basic attributes are:

Strength (STR) measures your physical might. It is useful to 2.4: Dexterity


swing a sword or to bend iron bars to escape a cage.
Score AC and Ranged Attack Mod

2.1: Strength 3 -3
Modifier for melee attacks, 4-5 -2
Score feats of strength
6-8 -1
3 -3
9-12 none
4-5 -2
13-15 +1
6-8 -1
16-17 +2
9-12 none 18 +3
13-15 +1
Constitution (CON) measures how healthy and strong-of-
16-17 +2 body you are. A good Constitution gives you more hit
18 +3 points.

Intelligence (INT) measures how well your Hero learns and 2.5: Constitution
retains knowledge. It determines how many bonus
languages you speak. Score Hit Point Per Die Modifier*
3 -3
2.2: Intelligence 4-5 -2
Score Language Aptitude 6-8 -1
3 Unable to read or write; broken speech 9-12 none
4-5 Able speak native language 13-15 +1
6-8 Able to read and write simple words 16-17 +2
9-12 Able to read and write 18 +3
13-15 +1 spoken and written *A character will always gain at least one hit point per hit die, no
matter what number is rolled.
16-17 +2 spoken and written
18 +3 spoken and written

-5-
Charisma (CHA) is a measure of your force of personality. Thieves use stealth and dexterity to defeat monsters, tricks,
It is very important, as it determines how well you interact and traps.
socially and how many loyal followers you can have at one
time. The Cleric is a holy warrior and healer powered by divine
magic.
2.6: Charisma
Wizards are special Men who can learn to cast spells like the
Score Reaction Adj. Retainers Morale Elf as well as fight like other Men do.
3 +3 1 4
Select your character class now, or flip to the end of this
4-5 +2 2 5 chapter to read more and then select it.
6-8 +1 3 6
Prime Requisites
9-12 0 4 7
Each kind of Hero has one or two ability scores which he
13-15 -1 5 8
uses most regularly in his class abilities. Having above-
16-17 -2 6 9 average scores in these stats means he will find his job easier,
18 -3 7 10 and will advance more quickly than similar characters with
lower scores. The attributes associated with each class are
Step 2: Select your character class called Prime Requisites, and they are listed below:

Character classes are like professions. There’s more than 2.7: Prime Requisites
one way to skin a dragon, and there’s more than one way to
survive and get rich in the Realm of Men. This book Class Prime Requisites*
features just a few archetypical character classes. The Elf STR & INT
Referee’s Book has more. If none of them suit you, work
with your friends to devise a class that you like better. Full Dwarf STR
descriptions are presented at the end of this chapter. Halfling DEX

Elves are fairies made in humanoid form. They cast magic Gnome STR & INT
spells. Fighting-Man STR

Dwarves are creatures of the earth and stone, who build Thief DEX
their cities underground. Cleric WIS

Halfling is the collective name for the Little-Folk, who are Wizard STR & INT
clever and resourceful. * See description of class for more details.

Gnomes are little cousins to Dwarves who also sometimes Now that you have selected your Hero’s character class,
use magic. mark it down on your piece of paper. More in-depth
descriptions of the various classes and what they can do
The Fighting-Man is exclusively trained in the arts of combat follow.
and war.

6
The Character Classes

The following sections are in-depth descriptions of the create things now that will become the artifacts and trophies
several character classes open to Heroes in Treasure others will some-day collect. Fool-hardy, curious, creative,
Hunters. As noted before, these are not the only professions quarrelsome, kind, philosophical, romantic, and passionate:
open to Heroes. They are presented as a selection of the shortest-lived of the common races is Man. And
archetypical Heroes from fantasy literature. perhaps because of his short life, he is the most ambitious.
Men can be found in every corner of every continent and on
If you don’t find quite the right character class here (or wish every island of every archipelago. They build great cities and
to play another race), don’t hesitate to ask your Referee terrible dungeons. They wage glorious war and sing love
about writing a new character class that better reflects your songs of heart-breaking sadness.
character concept.
Of all the common races, only Men can be said to be
A Note about Half-Breeds: In many games like this, you ascendant; the other peoples have more upon which to look
shall discover Half-Elves and Half-Lizardmen and Half- back than upon which to look forward. While other races’
Water-Orc-Minotaurs and what-have-you. In this world of cultures are stagnant, Men continue to innovate in every field
Treasure Hunters, such offspring are biologically impossible, of knowledge, art, commerce and technology.
except in the case of the Elf and Man. If an Elf and a Man
should truly fall in love, they may petition the Immortals to The Heroes of Men: Among all the races, there are far more
grant them but one child. This child must decide upon his human Heroes than all the other kinds put together.
18 birthday whether to live forever as a Man, or let go of his
th
Adventuring life suits them, and ambition drives them. Any
mortal soul and live as an Elf. It is these half-Elven children man or woman is a hero in the waiting—even those who
who choose to be Men who are the only kind of Man who come from unlikely beginnings.
may wield Elf magic. These special individuals are the only
candidates for the Wizard class, presented below.

On the Common Demi-Humans: Elves, Dwarves, Men, and


Dragons- the world of Treasure Hunters is filled with strange
magic and otherworldly creatures, both deadly and benign.
Of the common kinds of Demi-humans (races like Men in
many respects), four races can be said to be Men’s allies in
the eternal war against Chaos: the Elf, the Dwarf, the
Halfling and the Gnome. Special Abilities of Men

Demi-humans are not simply Men in funny suits. Their Tenacity: Of all the common races, Men hold on to the
motives are inscrutable and their demeanor alien. mortal coil most tenaciously. The deeds which Man
Adventuring is a fundamentally human pursuit. Of the achieves in life, say bards, live in all Eternity. When
commoner races, only Men are regularly adventurers. The reduced to zero Hit Points, a Man will continue to cling to
others are in decline and no longer predisposed to life. Each round, he will lose one Hit Point until stabilized
exploration, discovery, and expansion. Therefore, the very or he reaches -5 Hit Points, at which point he passes to the
idea of a Demi-human Treasure Hunter is strange and out- afterlife like all mortal creatures do.
of-the-ordinary. Should you decide to play a Demi-human
Hero, you should be expected to explain why he is not like Corporeality: Unlike the other common races, he leaves a
the others of his race, but has rather decided to join in this body that is more-or-less as it was in life, although devoid of
peculiar pursuit of Men. animating spirit. Therefore Men are the easiest creatures
from which to create monstrous undead, and the easiest to
Furthermore, Demi-humans are not as naturally adaptable return to life for great Immortal magic. Only Man can be
and willing to try new things as the Man is. Therefore, they Raised from the dead in his former body.
do not get to choose among character classes, but rather use
their singular natural abilities as best they can on Treasure Adaptability: Also unique among the common races, Men
Hunts. have the ability to choose his adventuring profession among
a wide variety of pursuits. This is reflected by a class list
On Men: Elves, Dwarves and the rest: these are people who system, rather than using the race-as-class system for other
once created artifacts and trophies. Men are the people who races.

7
Elves: Elves are fairies made in humanoid form. They are Elves with a STR and INT of 13+ gain a +5% XP bonus.
lighter and smaller than Men, with finer features and a Elves with a STR 13+ and INT 16+ gain a +10% XP bonus.
naturally affinity for magic. While some elves are born in
the forests near the Realm of Man, many were born Elf Special Abilities:
hundreds of years ago and come from a land far from their
current homes. Elves do not fear mortality, for they do not  Darkvision (seeing in the dark) at a range of 60
die of old age; those who do die are spirited away to the feet.
Realm of Magic to be born again. An elf is 100 years old  Elves can find a secret or concealed door on a 1-2
before he considers becoming an adult, and may live 1000 on d6 (rather than the normal 1 on d6).
years before departing the Realm of Man.  They are immune to Ghoul Paralysis.
 Elves are also immune to Sleep and Charm
Elf Heroes: Young elves sometimes join Men in adventures effects.
for a number of reasons- but usually, because it’s fun.  At 9 Level and beyond, an Elf can create magic
th

items, scrolls and creatures in his secluded retreat.


Elf
Requirements: STR 9, INT 9  Elves speak Elven, Gnoll, Goblin and Orc. Elf
Prime Requisite: STR and INT adventurers also speak the Common language of
Maximum Level: 10 Men.

Weapon and Armor Proficiency: Elves may use any kind of


Armor, Helmet and Shield and use any kind of weapon. 2.8: The Elf
They prefer elegant weapons like the sword and bow to Elf Level Progression Spell Progression
more crude kinds like the Morningstar. XP Level BAB
HD
1st 2nd 3rd 4th 5th
(d6)
0 1 +1 1d6 1 -- -- -- --
4,005 2 +2 2d6 2 -- -- -- --
8,010 3 +2 2d6+1 2 1 -- -- --
16,020 4 +3 3d6 3 2 -- -- --
32,040 5 +4 4d6 3 2 1 -- --
65,000 6 +4 4d6+1 4 3 2 -- --
130,000 7 +5 5d6 4 3 2 1 --
260,000 8 +6 6d6 5 4 3 2 --
520,000 9* +6 6d6+1 5 4 3 2 1
670,000 10 +7 7d6* 6 5 4 3 2

*At level 9, Elves automatically take half damage from any damage-
causing spell or spell-like effect. **Hit point modifiers from
Constitution no longer accrue.

Upon Reaching 9th level: Once attaining 9th level, Elves are
entitled “Lord Elf” or “Lady Elf.” They have the
opportunity to establish a hidden sanctuary, usually in a
place of great natural beauty. Within a short time, around
100 families of elves will come to live in the surrounding
areas and defend the new elven community.

8
Dwarves: Dwarves are stocky humanoids; culturally, they are Wizards do. They may not craft other types of
creatures of the earth and stone, who build their cities magic items.
underground. They are the best engineers of practical  Dwarves speak Dwarven, Common,
edifice and fierce, disciplined fighters. They stand about 4- Undercommon and Kobold.
5’ tall and weigh as much as Men. Dwarves live about 400
years. At death, their worldly mantle turns to stone.
Oftentimes, a Dwarf will decorate his homestead with the
2.9: The Dwarf
stone mantles of his ancestors, just as Men bury their dead.
Only Dwarf men grow beards! The women are as earthy Dwarf Level Progression
and strong as their men (and as fond of precious metals), but XP Level BAB Hit Dice
slightly hairier than their human counter-parts.
0 1 +2 1d6+1
2,205 2 +3 2d6+1
4,410 3 +4 3d6+1
8,820 4 +5 4d6+1
17,640 5 +6 5d6+1
35,000 6 +7 6d6+1
70,000 7 +8 7d6+1
140,000 8 +9 8d6+1
280,000 9* +10 9d6+1
400,000 10 +11 10d6+1*
520,000 11 +12 10d6+4
Dwarf Heroes: Dwarf warriors are usually too busy fighting
640,000 12 +13 10d6+7
evil creatures from the Underdark to worry about the Realm
of Men. Occasionally, a Dwarf will venture into the *At level 9, Dwarves automatically take half damage from any
damage-causing spell or spell-like effect. **Hit point modifiers
overworld for a time, and he generally works well with the from Constitution no longer accrue.
other common races.
Upon Reaching 9th level: Once attaining 9th level, Dwarves
Dwarf are called “Dwarf Lord” (both male and female Dwarves
Requirements: STR 9, CON 9 prefer this title.) They may build strongholds in hills and
Prime Requisite: STR mountains, underground, or even on the borderlands of
Maximum Level: 12 Dwarven kingdoms, in order to better defend against surface
threats. 5d6x10 members of their clan will come to man the
Weapon and Armor Proficiency: Dwarves may use any battlements and defend the land.
Armor, Helmet and Shield and may use any kind of weapon
except the Longbow, which is too unwieldy for them.

Prime Requisite: Dwarves with a STR of 13+ gain a +5% XP


bonus. Dwarves with a STR 16+ gain a +10% XP bonus.

Dwarf Special Abilities

 Darkvision at a range of 60 feet.


 Dwarves can instinctively spot slanting passages,
stonework traps, stonework secret doors, or
unusual and new underground construction on a
roll of 1-2 on d6
 Dwarves gain a +1 to their Save versus poisons.
 Forge Lore: Dwarves of level 9 and above may
craft magical weapons and armor in their
stronghold using the same rules as Elves and

9
Halflings: There are two kinds of “Halflings,” of course: the
Hobbits and the River Folk. The taller peoples of the land Halflings with a DEX of 13+ gain a +5% XP bonus.
call both kinds Halflings. They stand 3-4’ tall and are built Halflings with a DEX 16+ gain a +10% XP bonus.
much like human children. None weighs as much as 85 lbs.
Halfling Special Abilities
Halflings (especially the River Folk) prefer trouble to
boredom. They are notoriously curious. Relying on their  Limited to small weapons.
ability to survive or escape danger, they demonstrate a daring  Halflings receive a +2 bonus to their Armor Class
that many larger people can't match. Halflings (especially against opponents larger than Man-sized.
Hobbits) have ample appetites, both for food and for other  Halflings gain a permanent -1 to their Reaction
pleasures. They like well-cooked meals, fine drink, pipe- Modifier.
weed, and comfortable clothes. While they can be lured by  All Halflings may choose two Thief abilities at 1 st

the promise of wealth, they tend to squander the gold they Level and shall progress in these abilities in the
gain rather than hoarding it. They often go barefoot. same manner as the Thief.
 Halflings speak the Common tongue of Man and
They do not worship Immortals by alignment like the get no free extra languages.
members of other races do. Instead they revere any Halfling
hero: Halflings who have accomplished greater deeds during River Folk Luck: River Folk (only) gain a permanent +1 to
their lives, often saving the Shires against incredible odds their Saving Throws because they are especially lucky.
and now watch over the
Halflings forever regardless Hobbit Cooking: Any injured person under the care of a
of alignment or particulars Hobbit (only) who is able to prepare meals for him will heal
of their Immortality. 1 extra Hit Point of damage per day, regardless of other
conditions.
Halfling life expectancy
is the same as Men, 2.10: The Halfling
but some Hobbits
Halfling Level Progression
live to be 130 years
old due to their XP Level BAB HD (d6)
careful lifestyle. 0 1 +1 1d6
When they die,
2,005 2 +2 2d6
Halfling bodies
turn to good, 4,010 3 +2 2d6+1
dark earth, the 8,020 4 +3 3d6
kind most
16,040 5 +4 4d6
suitable for
planting. 35,000 6 +4 4d6+1
70,000 7 +5 5d6
Halfling
140,000 8 +6 6d6
*At 280,000 XP, Halflings automatically take half damage from any
damage-causing spell or spell-like effect.
Requirements: STR 9, CON 9
Prime Requisite: DEX Upon Reaching 8th Level: Halflings are the least-ambitious
Maximum Level: 8
of the common races and are only able to attain Level 8 in
Weapon and Armor proficiency: Halflings may use any any class. At level 8, he or she is known as a “Sheriff” and
kind of armor, but it must be manufactured for their kind. may start a new Halfling stronghold and community, soon to
They may use any kind of weapon a Man can use in one be inhabited by 50 Halfling families mostly comprised of his
hand, and additionally the Light Crossbow and Shortbow. own racial subtype.
They prefer to use short swords and slings.

10
Gnomes: Gnomes are the smaller cousins of Dwarves and Gnome
larger cousins of Halflings. Many Gnomes live in delves Requirements: STR 9, CON 9
along with Dwarves, but some prefer to live above-ground in Prime Requisite: STR and INT
Maximum Level: 9
warrens, like Halflings. Of the three, they are the only ones
who have any aptitude for Elf magic. Gnomes with an INT
Weapon and Armor proficiency: Gnomes may use any
of 9+ may cast Elf spells. They are excellent engineers, but
kind of armor, but it must be manufactured for their kind.
use this gift to make life more fun, rather than for large
They may use any kind of weapon a man can use in one
public works or weapons of war.
hand, and additionally the Light Crossbow and Shortbow.
They prefer to use hand axes for versatility, but otherwise
They stand 3 to 4 feet
mirror Dwarves’ preferences.
tall and are built
somewhat less
Gnomes with a STR and INT of 13+ gain a +5% XP bonus.
stocky than
Gnomes with a STR 13+ and INT 16+ gain a +10% XP
Dwarves, weighing
bonus.
between 50 and 100
lbs. Their hair and
Gnome Special Abilities
skin can be all the
colors of the forest,
 Darkvision like Dwarves and Elves to a range of
from the lightest green
60feet.
to the darkest brown.
 Limited to Small Weapons, as Halflings.
Gnome women often
 +2AC bonus against creatures larger than Man-
cultivate exotic plants
sized.
from which to make
fantastic hair-dye;  Any Gnome with an Intelligence of 9 or more may
Gnome women love cast Elf spells at 1/3 his level starting at Level Two.
elaborate hairdos and These Gomes may cast Cantrips at level one.
garish hair colors, while  Gnomes have the Thief skill Sleight-of-Hand and
Gnome men will cultivate advance in it as the Thief does.
elaborate facial hair and wear all  Gnomes speak Common, Dwarven, Elven and the
manner of unusual hats. language of small burrowing mammals.

Gnomes reach adulthood at age 32; they will often live to be 2.11: The Gnome
275 years old, although Gnomes even older than that are Spell
Gnome Level Progression SH
known to be alive now. When a Gnome dies, his body turns Progression
to ash and floats away on the Four Winds, leaving his XP Level BAB HD 1st 2nd 3rd
worldly possessions behind. 0 1 +1 1d6 -- -- -- 9
2,155 2 +2 2d6 -- -- -- 9
Gnomes are not, as a race, combative. But there are
4,310 3 +2 2d6+1 1 -- -- 9
Gnomes who train and fight both in their own militia and
alongside Dwarves. They are limited to using small 8,620 4 +3 3d6 1 -- -- 8
weapons, like Halflings. Gnomes speak Common, 17,240 5 +4 4d6 2 -- -- 8
Dwarven, Elven and the language of small burrowing 35,000 6 +4 4d6+1 2 1 -- 8
mammals. 70,000 7 +5 5d6 3 1 -- 7
140,000 8 +6 6d6 3 2 -- 7
Gnome Heroes: Gnomes value learning, and many young 280,000 9 +6 6d6+1 3 2 1 6
Gnomes will join mercantile caravans or seek out the *At level 9, Gnomes automatically take half damage from any damage-
colleges of Men. Others will set off on their own or with a causing spell or spell-like effect.
trusted pet to see the world for a while before settling down.
If adventure calls, who are they to turn down the advances of Upon Reaching 9th level: There is no analogue to feudalism
Lady Fortuna? in Gnome culture; there are no Gnome kingdoms or
baronies. Gnome communities tend to enjoy participative
Classical governments run by town meeting. Therefore a 9 th

level Gnome is known as a “Master” or “Madame” rather


than by a more formal title.

11
Fighting-Man At 8th level, the Fighting-Man becomes deadly with his
Requirements: None choice of melee weapon, bow or crossbow. With his chosen
Prime Requisite: STR weapon, a natural attack roll of 20 (before bonuses or
Maximum Level: None penalties) which can affect a target with level or number of
hit dice equal to or lower than his level deals damage equal
A Fighting-Man, as his name implies, is exclusively trained in
to the target’s current hit point total, dropping the target to 0
the arts of combat and war. They are specialists at dealing
hit points instantly. This damage does not cause the target to
and receiving physical blows. Fighters are particularly
make a Saving Throw
burdened in a group of Treasure Hunters because they are
.
tougher and must take the lead to defend others.
Beginning at 9th level a Fighting-Man gains one additional
attack per round. One further attack is gained at level 14, for
Weapon and Armor Proficiency: Fighting-Men (sometimes
a total of three attacks per round. In the case of reloading
called Fighters) may use any Armor, Helmet and Shield may
crossbows, this allows light crossbows to shoot one
wield any weapon.
additional bolt per round, and lessens the reload time of a
heavy crossbow by one round per extra attack.
Prime Requisite: Fighting-Men with STR of 13+ gain a +5%
XP bonus. Fighting-Men with a STR 16+ gain a +10% XP
Forge Lore: Fighting-Men of level 9 and above may craft
bonus.
magical weapons and armor in their stronghold using the
same rules as Elves and Wizards do. They may not craft
At 2nd level, Fighting-Men develop the savvy to Intimidate
other types of magic items.
weaker foes. Treat this ability in the same manner as the
Cleric’s Turn Undead ability retarded by one level, with the
Upon Reaching 9th Level: At level 9 a Fighting-Man may
following exceptions: The target must be aware of the
become a great leader of men, taking control of a parcel of
Fighting-Man; the target must have a mind, be of at least
land and a leadership rank in his society. A Fighting-Man
animal intelligence; and the target must be able to hear (but
will, assuming money is at hand, build a castle. He may
not necessarily understand) the Fighting-Man. N.B.: Named
ultimately control several villages and towns, but must be a
NPCs (determined by the Referee) are Intimidated on the
good, strong leader and provide protection.
same line as “Infernal” or “Special” undead.

Beginning at 4th level, the Fighting-Man has honed their 2.12: The Fighting-Man
battle-senses to heroic levels. While engaged in melee Fighting-Man Level Progression
combat, he may sense invisible creatures as if they were not XP Level BAB HD
invisible. This ability does not work in normal out-of- 0 1 +2 1d6+1
combat conditions, and it is limited to 30’.
2,005 2 +3 2d6+1
4,010 3 +4 3d6+1
8,020 4 +5 4d6+1
16,040 5 +6 5d6+1
30,000 6 +7 6d6+1
60,000 7 +8 7d6+1
120,000 8 +9 8d6+1
240,000 9 +10 9d6+1
360,000 10 +11 10d6+1*
480,000 11 +12 10d6+4
600,000 12 +13 10d6+7
720,000 13 +14 10d6+10
840,000 14 +15 10d6+13
*Hit point modifiers from Constitution no longer accrue.

12
Thief the Thief is rushed, must be quiet, or is dealing with a lock
Requirements: None of a kind he is somehow unfamiliar.
Prime Requisite: DEX
Maximum Level: None Find and Remove Traps: A Thief may only try one time to
find or remove a trap in an area. Note that these are separate
Tomb-Raiders; Grave-Robbers; Silver-Tongued Devils;
skills, for a Thief must find a trap before he can remove it!
Clever Rogues: Thieves. Thieves have a range of unique
If a Thief uses a tool, such as a 10’ pole or small steel
skills associated with these and similar professions that make
mirror, he receives a +1 bonus to his roll.
them very handy companions in adventures. However,
thieves can be a bit shady and they sometimes are not as
Sleight-of-Hand: This skill is the bread and butter of non-
trustworthy as other classes.
adventuring thieves, for it is a quick source of income, but
not without peril. A Thief may use this skill to attempt to
Weapons and Armor: Because of their need of stealth and
pick-pocket someone. A roll that equals half or less of the
free movement, Thieves cannot wear Armor heavier than
skill target number means the intended victim notices the
Jack, must only use a leather Helmet, and they cannot use
Sleight attempt. The Referee will then roll 2d6 on the
Shields during combat, although they may carry a shield with
reaction table to determine the victim’s reaction.
them and drop it before attacking or using any skill besides
Listen. Thieves must use diverse weapons and are therefore
Stealth: When successful, others will not hear the
able to use any kind of one-handed melee weapon and any
movements of a Thief. However, the Thief always thinks he
crossbow.
is successful in this skill, and will not know otherwise unless
others react to his presence. A Thief may attempt to move
Prime Requisite: A Thief with a DEX of 13+ gain a +5% XP
silently even in unusual conditions, such as stepping on
bonus. A Thief with a DEX of 16+ gain a +10% XP bonus.
dried leaves, over egg shells, or between sleeping animals.
The following are class abilities of the Thief:
Climb: Thieves are
adept at scaling sheer
Backstab: Whenever a defender is unaware of the Thief, is
surfaces, including
flanked by the Thief and an ally, or is unable to actively
walls or steep cliffs.
defend itself (bound or surprised), the Thief may attempt to
They require a skill
backstab. Using this special attack, the Thief may make one
roll for each 100 feet
attack which will receive an attack bonus of +4 and will
they intend to climb.
multiply all damage by 2. At Level 5, this multiplier
If the roll fails, they
increases to x3; At Level 10, x4. Damage is multiplied after
fall a distance equal
the damage die is rolled.
to half the attempted
Read Languages: A Thief of any level can read any language distance, taking 1d6
with 80% probability. This ability does not include magical points of damage
writings. If the roll does not succeed, the Thief may not try per 10 feet.
to read that particular piece of writing until he reaches a Thieves are
higher level of experience. adept at
determining
Cast from Scrolls: Starting at level 10, a Thief can read and whether they
cast magic from Wizard Gnome and Elf scrolls with 90% can climb a
accuracy. A failed roll means the spell does not function as particular
expected, and can create a horrible or hilarious effect at the sheer
Referee’s discretion. surface
at a
Locks: A Thief is skilled in picking locks, 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 lock again until he glance. Roll the
reaches a higher experience level. The referee might grant Thief’s chance of success in climbing the
an additional try depending on the complexity of the lock. first 100’ before he starts his ascent. If he fails this roll, he
N.B.: Under normal circumstances, a Thief can pick any knows that this particular wall is beyond his ability until he
lock in ten minutes. The Referee should call for a roll when reaches his next experience level.

13
Hide: This is a supernatural ability; while remaining Upon Reaching 9th level: Once attaining 9th level The Thief
motionless or using Stealth, a Thief who succeeds with his who has spent significant time making connections at Court
Hide roll becomes invisible to all visual senses including with royals and other aristocrats may hope to win a title and
Darkvision. A Thief will always think he is successful in this the right to build a stronghold. Otherwise, he is out of luck;
skill, and will not know otherwise until others react to his he has not the automatic social standing a Fighting-Man
presence. gains which would permit him to start his own dominion.

Listen: While every character has a chance to listen for Some Thieves will build a hidden hide-out within a town and
sounds (1 on d6), the Thief’s senses are keener than others’. recruit young Men and women to join him in his little gang.
Thieves can attempt to listen for noises in a cave or hallway Should a Thief of 9th level choose this option, 5d6 1st-level
and at a door or other locations but the Thief must be quiet Thieves will join him, in time. But forever after, he will be
and in a quiet environment, and remove his Helmet, should an Out-Law, unfit to mingle in polite society.
he wear one.

2.13: The Thief


Thief Level Progression Thief Skill Matrix (2d6) Roll Equal or Higher
XP Level BAB HD Locks Traps SH Stealth Climb Hide Listen
0 1 +1 1d6 8 9 9 10 5 10 9
1,205 2 +2 2d6 8 9 9 9 5 10 9
2,410 3 +2 2d6+1 7 9 9 9 5 10 9
4,820 4 +3 3d6 7 8 8 9 5 9 8
9,640 5 +4 4d6 7 8 8 8 5 9 8
20,000 6 +4 4d6+1 6 7 8 8 4 9 8
40,000 7 +5 5d6 6 7 7 7 4 8 7
80,000 8 +6 6d6 6 6 7 7 4 7 7
160,000 9 +6 6d6+1 5 6 6 6 4 7 7
280,000 10* +7 7d6* 5 5 5 5 4 6 6
400,000 11 +8 7d6+2 4 4 4 4 3 5 6
520,000 12 +8 7d6+4 4 4 4 4 3 4 5
640,000 13 +9 7d6+6 3 3 3 3 3 4 5
760,000 14 +10 7d6+8 3 3 3 3 3 3 4
*Hit point modifiers from Constitution no longer accrue.

14
Cleric Turning Undead: Clerics have the ability to Turn, or repel,
Requirements: None the restless dead. The Cleric is able to call upon the power
Prime Requisite: WIS of his Immortal to repel or even destroy Undead. Undead
Maximum Level: None
so Turned leave the area however they can and will not
attempt to harm or make contact with the Cleric until ten
Clerics are Men who pledge their lives to serve a particular
minutes have passed. There is no limit to Turn attempts a
Immortal. To this end, they conduct their lives in a way to
Cleric may make, but he may only make one per Round, he
further the desires and will of their chosen Immortal, or the
may not attack in the same Round, and he must have his
Immortals of Law or Chaos as a group. Adventuring plays
holy symbol displayed to Turn.
an important role in the battle between Law and Chaos, so
many Clerics are adventurers.
On the Turning Undead table, there will be a dash, a T, a
D, or a number corresponding to the HD of an Undead
Weapon and Armor Proficiency: Clerics are not restricted
creature, versus the Cleric’s Level. A dash means that the
from the use any form of Armor, Helmet or Shield.
Cleric has not the power yet to turn that undead type. A T
However, strict Immortal doctrine determines which specific
means that the Cleric automatically turns the undead, and a
weapons from which a particular Cleric may choose, based
D means that the undead are automatically destroyed. A
upon his chosen Immortal or pantheon. A default option is
number indicates that the player must Roll-Over on 2d6 in
to limit the Cleric to bludgeoning weapons only.
order to turn the Undead.
Prime Requisite: Clerics with WIS of 13+ gain a +5% XP
Upon a successful roll or a T in the chart, the player rolls
bonus. Clerics with a WIS 16+ gain a +10% XP bonus.
2d6 again and the result equals the number of total hit dice
of Undead creatures turned. A D in the chart requires the
The following are class abilities of the Cleric:
same roll to determine how many HD of Undead are
destroyed. A D# doubles the number of Undead destroyed.
Spell-Casting: Clerics can channel divine energy into spells,
At least one undead creature will always be turned or
which are granted through daily prayer and worship. The
destroyed on a successful use of Turn Undead.
power and number of Cleric spells available to a character
are determined by level. Clerics are also trained to fight. Upon Reaching 9th level: Once attaining 9th level, a Cleric
They are not passive clergy, but holy crusaders. If a Cleric may establish or build a Stronghold or Temple. So long as
ever falls from favor due to violating the aims of his the Cleric is currently in favor with his Immortal, he may
Immortal or breaking the rules of his church, the Immortal buy or build it at half the normal cost due to divine
may impose penalties upon the Cleric. These penalties are intervention. Once a stronghold is established, the priest’s
entirely up to the Referee, but may include penalties to reputation will spread and he will attract 1st and 2nd level
attack (-1) or even a reduction in spells available. Your followers of the Fighting-Man, Archer, Warlord and Cleric
Referee will guide you in making informed decisions in classes (numbering 5d6 x10). They are completely loyal
these matters. (never checking morale). The Referee chooses which
proportions of followers are bowman, infantry, &c.

2.14: The Cleric


Cleric Level Spell Progression HD Turned (2d6) Roll Equal or Higher
XP Level HD 1st 2nd 3rd 4th 5th 1 2 3 4 5 6 7 8 9 10 **
0 1 1d6 1 7 9 11 -- -- -- -- -- -- -- --
1,505 2 2d6 2 5 7 9 11 -- -- -- -- -- -- --
3,010 3 2d6+1 2 1 3 5 7 9 11 -- -- -- -- -- --
6,020 4 3d6 3 2 T 3 5 7 9 11 -- -- -- -- --
12,040 5 4d6 3 2 1 T T 3 5 7 9 11 -- -- -- --
25,000 6 4d6+1 4 3 2 D T T 3 5 7 9 11 -- -- --
50,000 7 5d6 4 3 2 1 D D T T 3 5 7 9 11 -- --
100,000 8 6d6 5 4 3 2 D D D T T 3 5 7 9 11 --
200,000 9 6d6+1 5 4 3 2 D# D D D T T 3 5 7 9 11
300,000 10* 7d6 6 5 4 3 D# D# D D D T T 3 5 7 9
400,000 11 7d6+2 6 5 4 3 D# D# D# D D D T T 3 5 7
500,000 12 7d6+4 6 6 5 4 1 D# D# D# D# D D D T T 3 5
600,000 13 7d6+6 6 6 5 4 1 D# D# D# D# D# D D D T T 3
700,000 14 7d6+8 6 6 6 5 2 D# D# D# D# D# D# D D D T T
*Hit point modifiers from Constitution no longer accrue. ** Special/Infernal

15
Wizard Prime Requisite: Wizards with a STR and INT of 13+ gain a
Requirements: INT 12, WIS 12, CHA 12 +5% XP bonus. Wizards with a STR 13+ and INT 16+ gain
Prime Requisite: INT, STR a +10% XP bonus.
Maximum Level: none
The following are the class abilities of the Wizard.
A Wizard is a warrior-mage of great power and mystery. He
must be a Man who is born of Elf and Man, and choose to
Magic Item Use: He may use any magic item usable by
live a mortal life as Man does. These individuals are
Fighting-Men or Wizards, but not those specially made for
exceedingly rare; no more than nine have ever lived at the
Elves. At 9 Level and beyond, the Wizard can create magic
th

same time.
items, scrolls and creatures in his tower laboratory.

Spell-Casting: Only Elves, Gnomes and Wizards are able to


use Elf-magic. Among Men, this ability is foreign. Only
Wizards are able to understand and harness arcane power
because of their heritage. Additionally, the Wizard (and
only the Wizard) can hope to cast Sixth-Order magical
spells.

Wizards automatically begin play knowing how to read and


write Elven.

Upon Reaching 9th level: Once attaining 9th level A Wizard


is referred to as a “Septarch.” They live in seven-sided
towers which they build, guarded by powerful dweomers and
in some cases magical beasts. The stones of these towers are
painted a creamy white, and the roofs are clad in green tile.
These Septarch Towers are usually located in towns, but
Weapons and Armor: A Wizard can use any Armor, some Septarchs, including the evil kind, will instead find a
Helmet and Shield and wield weapons just as a Fighting-Man remote location, far away from prying eyes and meddling
does, but does not gain his special abilities. In addition, he Treasure Hunters. Some Septarchs build dungeons and
can cast Wizard spells as the Elves do. He may not use a crypts below their towers as well where treasure may be
Shield while casting a spell; he must drop it prior to casting. found.

2.15: The Wizard


Wizard Level Progression Spell Progression
XP Level BAB HD 1st 2nd 3rd 4th 5th 6th
0 1 +1 1d6 1
3,005 2 +1 1d6+1 2
6,010 3 +2 2d6 2 1
12,020 4 +2 2d6+1 3 2
24,040 5 +3 3d6 3 2 1
50,000 6 +3 3d6+1 4 3 2
100,000 7 +4 4d6 4 3 2 1
200,000 8 +4 4d6+1 5 4 3 2
400,000 9 +5 5d6 5 4 3 2 1
550,000 10* +5 5d6+1 6 5 4 3 2
700,000 11 +6 5d6+2 6 5 4 3 2 1
850,000 12 +6 5d6+3 6 5 4 3 2 1
1,000,000 13 +7 5d6+4 6 5 4 3 2 1
1,150,000 14 +7 5d6+5 6 5 4 3 2 2
*Hit point modifiers from Constitution no longer accrue.

16
Now on to Step 3: Arrange Background Skills. These skills are broad and not well-defined. It’s up to you
and the Referee, during the course of play, to better define
Background Skills these skills as you develop your Hero’s background. In this
way, having a strong background story (even one you make
Treasure Hunters are considered to be competent people— up as you go along) has a mechanical benefit: a better
after all, they’re Heroes! They are able to do some things collection of skills to use in various non-combat situations.
other than adventuring very well, and have a wide range of
background knowledge. We represent this concept For instance, if you are a farm boy turned Fighting-Man, you
mechanically with the Four-Skill System presented on the would have a good Rural Skill. If you come upon a wild
next page. stallion, you may say, “Can I try to tame the stallion? I used
to work with ornery horses back on the farm.” The Referee
would probably allow it. But if you wanted to tame a Rust
Monster, he might impose a stiff penalty on the attempt.

The Treasure Hunters Four-Skill System:

There are four skills which describe the general knowledge gained by a character prior to achieving level one as an adventurer,
along with parenthetical examples of what specific knowledge each skill might suggest.

Skill 1. Noble (diplomacy, heraldry, falconry, jousting, fine dining, horsemanship, music, spellcraft)
Skill 2. Urban (gather information, trading, merchant, hiring NPC specialists, militia, streetwise)
Skill 3. Rural (animal husbandry, teamster, farmer, homesteading, leather working, music, carpentry, repairs)
Skill 4. Wildlands (trapping, hunting, fishing, survival, tracking, horsemanship, mountaineering, seamanship)

Not every specific skill is available to every character, Referee’s Option. The specific applications ought to fit with the character's
background. For instance, it would be unlikely that someone who chooses Wildlands as their character's best skill would be skilled
in both mountaineering and seamanship. There may be other specific applications than those listed parenthetically. The player and
Referee must work together to determine them, sometimes in real time at the table.

Based on the character's background, the player shall rank the four skills A-D, A being the best.

With A, the character succeeds at a related task 5 in 6 times, indicating great facility;
With B, the character succeeds at a related task 4 in 6 times, indicating competency;
With C, the character succeeds at a related task 3 in 6 times, indicating some exposure;
With D, the character succeeds at a related task only 1 in 6 times, indicating a lack of experience.

These are background skills and never improve. No skill ought to come up more than once per session (on average). Skill rolls
don’t replace role-playing. All skill use decisions are Referee's option and his decision is final.

And that's the whole system!

Step 4: Determine Starting Money and Equipment

On Starting Possessions

It’s all well and good to be a Hero and be watched by the Alternately, one may approach a table with players of the
Immortals. It’s great that you have a character class and newer kind, who have not played games of this style before.
superior Ability Scores. But you can’t go out into the world You shall wish to start them very quickly on the road to
naked and defenseless!
Adventure, and picking and choosing their gear from among
Starting Money the several choices available in the Player’s Guide can be an
arduous process which leads to “analysis paralysis”, as they
Roll 3d8 x 10. That’s how many silver pieces (sp) you have. call it. This chart below is a superb parry to that unwelcome
That’s really not a lot of money! So much more reason to & time-consuming thrust.
go on a treasure-hunt.

17
Do some horse-trading of your mundane items amongst maximized his chances against the unknown; pooling
your fellow players in order for each to feel he has resources is also encouraged in the hiring of Henchmen.

Treasure Hunters' Kit


Contains: Backpack; Bedroll; Flint and steel; 7 days’ Trail Rations; Rope, Hemp 50'; 3 Torches; Waterskin with a
pint of water or small beer; a change of common clothes, Jack Armor, one dagger or holy symbol, and one other
weapon. Cash-on-Hand: 3d8sp.

Starting characters roll 3 times upon the table below for miscellaneous gear.
d100 Gear d100 Type of Gear
1-2 Blanket, winter 51-52 Rations, unpreserved (7 days)
3-4 Block and tackle 53-54 Rations, trail (7 days, preserved)
5-6 Book, Blank with ink & quill 55-56 Rope, silk (50 ft.)
7-8 Bottle, wine, glass 57-58 Sack, large (empty)
9-10 Candles (3d6) 59-60 Sack, small (empty)
11-12 Cart 61-62 Spade or shovel
13-14 Case, map, with paper, ink & quill 63-64 Spikes, iron (12), with hammer
15-16 Chain (10 ft.) 65-66 Spyglass
17-18 Crowbar 67-68 Stakes, Wooden (4), with hammer
19-20 Flask of Military Oil 69-70 A Tent
21-22 Garlic (3 cloves) 71-72 Wine (2 pints) in bottle
23-24 Grappling hook 73-74 Wolfsbane (fist full)
25-26 Walking Stick (Works as a Club) 75-76 Dog, Standard
27-28 Holy Symbol, Silver 77-78 Dog, Large
29-30 Holy Symbol, Wooden 79-80 Donkey
31-32 Holy Water (Flask) 81 Pony
33-34 Ladder, 10-foot 82 Mule
35-36 Lantern & 3 flasks of oil 83 Horse, draft
37-38 Lock 84 Horse, riding with saddle & bag
39-40 Manacles with lock 85 Canoe
41-42 Mirror, small steel 86 Bandages (1d6)
43-44 Military Oil (1-pint flask) 87-88 A second weapon
45-46 Parchment, Ink & Quill 89-97 A Normal Shield
47-48 Pick, miner’s 98 Upgrade to Metal Armor
49-50 Pole, 10-foot wooden 99-100 Basinet or Leather Helm

Armor: Armor comes in three pieces and three weights. include chain, scale, splint, banded, koujia, and plate. “Suit
Body armor covers the body, either fully or partially Amor” is late Renaissance-style full body armor. It is very
rare and may not be re-fitted if captured.
Of the three weights of armor, Metal and Jack encompass a
lot of the specific armor choices available in other games. Helmets cover the head and neck fully with hard metal.
It’s up to you to decide what your particular suit of Metal or They may look however you imagine. Basinets cover part of
Jack looks like. Examples of Jack Armor are padded, the head with metal. Leather helms are reinforced with
leather, studded leather, brigandine, silk or suikan, cord, or metal but leave the neck, ears and eyes uncovered.
even a thick, heavy cloak. Examples of Metal Armor

18
Shields come in many shapes and sizes. It is assumed your
Hero knows how to use one if it is allowed by his Class, and Bandages: When a Man is at zero hits, he will lose one Hit
most Classes do allow a Shield. Shields are usually made of per round until dead. Bandages stop this and take one
wood or wicker (almost never metal), or layers of animal round to apply. They also stop any bleeding effect, and
hide stretched over metal or wood skeletons. A bashing when applied overnight, heal 1 hp damage.
shield is made of heavy wood reinforced by metal and is
used as a bludgeoning weapon as well as for defense. Battle Standard: A Battle Standard is a tall (8-12’) staff with
Because they are smaller, sometimes 10-12” in diameter, an elaborate device or flag attached. It identifies the unit or
they provide less protection. adventuring group using it. While it is visible (held),
henchmen gain a +1 to morale. When it has fallen, they
Axe, Dane: A Viking-style weapon, 3-5’ long, with a curved suffer a -2 to morale. They may be made into magic items.
axe head. It is popular with Men and Dwarves. It may be Specially-designed Battle Standards and Armor can be fitted
used one-handed or two-handed. When used two-handed, together to allow the bearer two free hands, but this is
is +1 to hit and damage. unwieldy; the bearer cannot also use a backpack or back
quiver.
Dagger, Silver: Silver daggers are -1 to hit, but do normal
damage to werewolves and other shape-changers. Wood, Rowan: The Rowan tree is sacred to Elves and its
heartwood has magical properties. When fashioned into a
A Pilum is like a little harpoon. Whether in melee or shield, the shield may be Splintered to avoid the effects of
missile combat, they are one-use weapons. On a successful any one magical spell or spell-like power.
hit, the attacker may choose to Splinter the defender’s shield
instead of dealing damage.

Weapons Weapons, cont'd


WEAPON Size Cost Damage Type Weight WEAPON Size Cost Damage Type Weight
Dagger T 3 gp 1d4 P 1 lb. Pike* L 3 gp 1d10 P 12 lb.
Dagger, silver T 30 gp 1d4 P 1 lb. Pole Arm* L 7 gp 1d10 var. 12 lb.
Dart T 5 sp 1d4 P 1/2 lb. Quarterstaff* L 2 gp 1d6 B 6 lb.
Axe, hand S 1 gp 1d6 S 3 lb. Sword, great* L 15 gp 1d10 S 15 lb.
Hammer, light S 1 gp 1d4+1 B 3 lb. Trident L 4 gp 1d6 P 6 lb.
Sling S 2 gp 1d4+1 B -- Arrows (20) -- 5 gp 1d6 -- 1 lb.
Sword, short S 7 gp 1d6 P 3 lb. Heavy quarrels (10) -- 3 gp -- 2 lb.
Axe, Dane M 6 gp 1d8 S 8 lb. Light quarrels (10) -- 1 gp -- 1 lb
Club M 3 gp 1d4 B 4 lb. Bullets, sling (10) -- nil -- 1 lb.
Crossbow, light M 16 gp 1d6 P 5 lb. *These are classified as two-handed weapons.
Flail, horseman’s M 3 gp 1d6 B 4 lb. Armor
Hammer, war M 7 gp 1d6 B 6 lb. ARMOR Cost Damage AC Weight
Pilum M 1 gp 1d6 P 5 lb. Body Armor
Lance M 7 gp 1d6 P 15 lb Jack Armor 30gp +1 25 lb.
Mace M 5 gp 1d6 B 5 lb. Metal Armor 85gp +2 50 lb.
Morningstar M 5 gp 1d6 B 5 lb. Suit Armor 1000gp +4 65 lb.
Pick, horseman’s M 5 gp 1d6 P 4 lb. Head Armor
Shortbow M 25 gp 1d6 P 2 lb. Helmet 10 gp +2 10 lb.
Spear M 3 gp 1d6 P 4 lb. Basinet 5gp +1 5 lb.
Sword, normal M 10 gp 1d8 S 4 lb. Leather Helm 5gp +1 3 lb.
Axe, great* L 10 gp 1d10 S 12 lb. Shields
Crossbow, heavy L 25 gp 1d10 P 12 lb. Shield, Normal 10gp +2 10 lb.
Flail, footman’s* L 8 gp 1d8 B 6 lb. Shield, Bashing 10gp 1d6 +1 10 lb.
Longbow L 40 gp 1d8 P 3 lb.
Maul* L 15 gp 1d10 B 12 lb. Other
Pick, footman’s* L 8 gp 1d8 P 6 lb. Horse barding 150gp +5 150 lb.

19
The Value of the Several Common Coins
2.16: Movement and Encumbrance
The exchange rate of the several coins are: Condition Movement Rate

1 PP = 5 GP = 50 SP = 500 CP No Armor and <80lbs. Gear 120'


No Armor and >80lbs. Gear 80'
Encumbrance
No Armor and >120lbs. Gear 40' and -1 AC
Measure of Weight: 100cn (the weight of 100 coins) = 1 lb. Leather Armor and <40. lbs. Gear 120'

Encumbrance is a measure of how much of a load your Leather Armor and >40 lbs. Gear 80'
Hero is carrying. Leather Armor and >80 lbs. Gear 40' and -1 AC
Metal Armor and <40 lbs. Gear 80'
Characters with a STR score of 15 or more can add 40lbs. to
each category to determine how well they can move while Metal Armor and >40 lbs. Gear 40' and -1 AC
leaden with armor, gear and treasure.

It behooves the Hero to hire men to cart his extra gear for
him so that he is never too loaded down to run away!
Hirelings of this sort are called Porters or Stevedores.

Step 5: Determine combat scores

The Basic Combat Mechanic: Roll 1d20. Add Base Attack Bonus + Misc. Bonuses. If this number is
equal to or higher than your target’s Armor Class (a Roll-Over), you score a hit and roll damage.
Base Attack Bonus & Hit Dice Upon achieving a new level, the player rolls the indicated
number of dice and then adds the Constitution adjustment
Each Hero and his adversaries have a Base Attack Bonus (or for each level. If that number is higher than the Hero’s
BAB). This number indicates his experience in combat and current Hit Points, then the player shall mark down the new
it rises as the Hero gains experience. Based on his class, it number as Hit Points. If it is the same or lower, the player
rises at different rates. They also have Hit Dice (HD) which adds 1 to the Hero’s Hit Point total instead.
determines how many Hit Points they have and therefore
how much damage they can withstand before death. The Saving Throw

2.17 Hit Dice & Base Attack Bonus by Level Saving Throws (Sometimes just called “Saves”) give your
Hero an extra chance to escape danger at the last possible
Elf, Halfling,
Fighting-Man, moment. Two belong to any being or object. The third is a
Class: Gnome, Wizard
Dwarf, Monsters gift of the Immortals to those they watch over. To succeed
Cleric, Thief
at a Saving Throw, you must roll equal to or less than (A
Level BAB HD BAB HD BAB HD “Roll-Under”) a target number on a d12. A 1 always
0 +1 1d6 succeeds and a 12 always fails. Certain Heroes will have an
1 +2 1d6+1 +1 1d6 +1 1d6 additional bonus to their Saving Throws, as indicated in their
2 +3 2d6+1 +2 2d6 +1 1d6+1 class descriptions below.
3 +4 3d6+1 +2 2d6+1 +2 2d6 Physical Saves allow you to avoid physical maladies, such as
4 +5 4d6+1 +3 3d6 +2 2d6+1 poisons or a rock falling on your head.
5 +6 5d6+1 +4 4d6 +3 3d6
6 +7 6d6+1 +4 4d6+1 +3 3d6+1 Physical Saves are made making a roll-under with the target
number of your level + your Shield’s AC bonus where
7 +8 7d6+1 +5 5d6 +4 4d6
applicable + your CON modifier.
8 +9 8d6+1 +6 6d6 +4 4d6+1
9 +10 9d6+1 +6 6d6+1 +5 5d6 Magical Saves grant the power to defend against magic spells
10 +11 10d6+1* +7 7d6* +5 5d6+1* and effects.
11 +12 10d6+4 +8 7d6+2 +6 5d6+2
Magical Saves are made by making a roll-under with the
12 +13 10d6+7 +8 7d6+4 +6 5d6+3
target number of your level + the level of the highest-order
13 +14 10d6+10 +9 7d6+6 +7 5d6+4 spell you can cast, if any + your WIS modifier.
14 +15 10d6+13 +10 7d6+8 +7 5d6+5
*Adjustments based on Constitution no longer accrue. Fate Saves are a last-ditch attempt by an Immortal to save
your life; they are rolled infrequently and only by the

20
Referee in secret. Only Heroes have a Fate Save; NPCs and (whether positive or negative). Starting Heroes can have an
Monsters only have two Saving Throws. Armor Class as high as 19, but 14-16 is average.

Fate saves are made by making a roll-under with the target Step 6: Determine name, sex, age and alignment.
number being your level + your CHA modifier.
By now you have a good idea who your Hero is and what his
Hit Points
motivations are. All along we have used the male-gendered
Hit Points (sometimes just called “Hits”) are a measure of singular pronoun, but Treasure Hunters may be women or
how much damage your Hero can take before dying. Every men without mechanical difference and without any bonus
time something damages your Hero, it will do some number or penalty. The Dark Ages was a more egalitarian time than
of Hit Point damage. popular culture would lead us to believe. Especially among
the nobility, there were many women trained for war and
This is a very abstract measure. Sometimes Hit Points will
other dangerous professions. Pick a name, a sex, and an age
refer to fatigue when a powerful monster bashes you with its
mighty fists; sometimes it will be an arrow stuck in your for your Hero.
shoulder. It’s up to you and the Referee to determine what
any particular Hit Point loss means. Alignment

When your Hero is reduced to zero hit points, he is Alignment is a descriptive, rather than proscriptive, measure
incapacitated and insensate. When he is reduced below of your Hero’s ethos. Some Heroes tend toward Law, and
zero Hit Points, he is dead. The one exception to this rule
adventure to advance the goals of those Immortals who
is that of Men who stay alive but incapacitated up to -4 Hit
Points, and die at -5. mean to maintain order. They tend to follow just laws and
treat sentient beings, friend or foe, respectfully. Chaotic
At each level including 1 level, Heroes gain some number
st
Heroes are more interested in freedom than order, and may
of Hit Points. The gain equals the roll of their Hit Die plus or may not follow laws as it suits them. They are sometimes
or minus their Constitution modifier. Whatever the result, tempted by the lure of evil. Neutrality or Balance is a
each character gains at least one Hit Point per Hit Die or
category that encompasses most common folks and some
level. At level 10, Heroes and others stop gaining full Hit
Dice plus Constitution modifier, but rather gain a static Heroes. They are not strongly inclined one way or another,
number of hit points based on their class. or perhaps they are actively committed to maintaining a
balance between Law and Chaos.
Heroes start the game with 4 Hit Points or more, regardless
of roll. If your roll after adjustment is lower than 4, increase Each of these choices is appropriate for a Hero. You are
it to 4 Hit Points. Characters other than the Heroes are on still the Good Guy, even if you decide to be Neutral or
their own! Chaotic.
Armor Class
Clerics have a special burden when it comes to alignment.
Armor Class represents how hard it is to hit your Hero or Their class abilities are largely Immortal-granted. That
other characters with weapons and some spells. The higher means they must be careful not to commit too many acts
the armor class, the tougher you are to hit. that oppose the patron Immortal, whether that Immortal is
one of Law, one of Chaos or one of Balance (as Neutral
Commonly, Armor Class is adjusted based on your Armor, Immortals are called.)
Helmet and Shield (naturally), your Dexterity (representing
your ability to make people miss), and sometimes by magic. The Referee will guide you when he sees you taking a
Some animals and monsters are naturally tougher so they
potentially alignment-violating action by saying something
have a high Natural Armor Class.
like, “Are you sure you want to commit to that Chaotic
Treasure Hunters uses ascending armor class, familiar to action?” so that you may reconsider. You may still commit
players of later versions of the Famous Game. to the ethically-questionable act, but it may affect your Hero
later at the discretion of the Referee.
To calculate your Armor Class, add 10 + your armor bonus
from Armor, Helmet and Shield, + your Dexterity Modifier

21
Chapter Three: Elf Magic and Divine Magic
Elves’ magic is taught to them from an early age; it is ancient Order spells and one Second-Order spell are replaced, it
and it comes easily to the Elf. As we have seen, some Men will take 4 weeks and 4,000 gp. This activity requires
and all Gnomes also know a little of this magic, but Gnomes complete concentration, and a character doing this work
must wait until Level Two to utilize even First-Order magic. may not engage in any other activity for the time required.
It is Men, who are ambitious in all things, who are able to
harness the most powerful of all magical spells. On the Scarcity of Magic: Each time a Wizard, Gnome or
Elf reaches a new experience level which grants additional
Generally: Spells are cast by Wizards, Gnomes, Elves, spell slots, he learns one spell of the highest order he can
Clerics and Warlords. Memorized hand gestures combined cast. The particular spell learnt is ultimately chosen by the
with arcane spoken words bring about magical effects. Elf- Referee. The cost and time to learn the spell are included in
Spell casters are able to memorize a certain number of spells the level training's cost and time. In order to learn other
of different spell orders, depending on the Hero’s levels of spells, he must research each at a cost of 1000 x spell-order
experience. When a spell is cast, knowledge of the spell is in GP. These may be spells from the rule book, or original
erased from the mind of the caster. spells he creates himself. Each spell takes (3d6 + spell-order)
days to research and record.
A character can memorize the same spell more than once if
the character is capable of memorizing more than one spell
of a spell order. There is a fundamental difference between
the spells of Wizards, Gnomes and Elves compared to the
spells of Clerics. Wizards, Gnomes and Elves memorize
spells from spell books. These spells draw upon magical
energies. Clerics do not study spells from books, but instead
receive the knowledge of how to cast specific spells through
prayer to their gods. For this reason, clerics have access to all
clerical spells they are capable of casting when they cast
spells. This is also known colloquially as “spontaneous
casting.”

All Wizard, Gnome and Elf spell-casters can memorize or


pray for new spells after 8 hours of rest. It takes one hour to
memorize all spells the character is capable of learning or to
pray for them. Wizards, Gnomes and Elves gain additional
spells for their spell books in a few different ways. The
Referee may allow these spell casters to consult a
Septarch when they gain
levels. Heroes may
quest to capture scroll
spells to add to a
spell book, or find
other spell books
with new spells in
them, along with
his magical
research.
Scroll spells
of any level
may be
copied to
a spell The only Elf-spells which are always available are First-
book, Order spells. These are the entirety of all the catalogued
but the spell knowledge in the world! A Wizard or Gnome (but
spell probably never an Elf) NPC may sell your Hero a spell (if
disappears from the scroll. Characters may also copy spells you can find him and if he knows it and if he agrees), but no
from one spell book to another, and this process does not collected body of knowledge of spells above the first order
erase spells from a book. exists anywhere in the Realm of Men. Even the mightiest
arcane library only has hints as to how to create new spells or
Sometimes a spell book will either be lost or destroyed. A re-create spells seen or heard of. For instance, there is no
Wizard, Gnome or Elf can rewrite the spells through "Grimoire of Third-Order Spells" ever to be found.
research and memory at a cost of 1 week of game time and
1,000 gp for each spell order. For instance, if two First-

22
Clerics and Warlords have it a bit easier: They are allowed same round, although a Warlord can use a Command and
to cast whichever spells which are on their lists, provided perform other actions besides attacking.
they partake in their daily prayer hour. Cleric spells are
called Miracles. If a Cleric or Warlord has offended his Should a Cleric or Warlord attempt to cast a spell without
Immortal in some way, he will be informed of the penalty holding his holy symbol, the attempt will succeed. However,
and method of absolution for his transgression during this the Hero shall be dealt 1d6 damage per Spell Order rank as
prayer-time. he channels his own life force into the casting.

On Saving Throws: Some spells allow Saving Throws, and


this will be noted in the spell description. When Saving
Throws are allowed, a successful roll will typically reduce or
eliminate a spell effect, depending on the spell description.

On Reversible Spells: Some spells are reversible, and this


will be indicated for each spell. For Wizards, Gnomes and
Elves, the reverse of a spell is considered a different spell, so
that all spell casters must memorize the specific form of the
spell ahead of time. A Wizard, Gnome or Elf may
memorize both forms of a spell. A Cleric can use either
form of a spell without having to pray for the different
versions separately, but the Referee may limit this to some
degree if a reversed spell is against the beliefs of the Cleric’s
Immortal. A Cleric may draw dissatisfaction from his
Immortal if he casts versions of spells that have effects that
go against his alignment.

On Cumulative Spell Effects: Spells that affect different


abilities can be combined. In addition, spells can be
combined with the effects of magic items. However, spells
cannot be used to increase the same ability.
For instance, a character cannot
cast two Bless spells for
cumulative effect.

On Beginning Spells: As
discussed previously, clerics
have access to all spells
when they pray for them.
Wizards, Gnomes and
Elves study the spells
On Spell-Casting Constraints: All Wizard, Gnome and Elf from their spell
spell-casters need to be able to move their hands and speak books, and Wizards
in order to make the gestures and speak the magical phrases and Elves begin
that bring magic effects into being. As a result, these spell- play with a two
casters cannot cast spells if gagged, his hands are tied, or he spells: Read
is in an area under the effects of a Silence spell. Spell-casters Magic and one
may take no other actions during the same round they chosen by the
intend to cast a spell except for dropping what’s in his hands player of any
(never stowing) prior to casting. The spell-caster must spell order.
announce the intention to cast a spell prior to initiative being Any other
determined at the beginning of a round. Should an spells can
opponent successfully attack the Hero doing damage, or if only be
the Hero is required to roll a saving throw and fails prior to added to a
casting a spell, the spell is disrupted and it fails. The spell is spell book
removed from the caster’s memory as if it had been cast. through
Finally, in most instances a spell caster must have the game
intended target of a spell within visual range (unless play.
otherwise noted), whether the target is a specific monster,
character, or area of effect.

A Cleric or Warlord may cast a spell as long as he can speak Gnomes gain Read Magic and one first-order spell of their
in a loud, clear voice and has one hand free. This means a choice upon attaining Level Two.
Warlord cannot use both a spell and a Command in the

23
Spell Details: Each spell has level, duration, and range listed example, a spell range of 0 is centered on the caster, whereas
for convenience, with additional information about each with a range of 30’ a spell could be centered anywhere within
spell in the description. Order is the spell order, and 30’ of the caster. A range of touch indicates that a thing or
availability is determined by the caster’s level. Duration is the creature must be touched for the spell to take effect.
amount of time the spell is in effect. Range is where the spell Sometimes the range of a spell is the same as the area of
effect is centered, not the area of effect of a spell, which is effect, due to the nature of the spell.
mentioned in the spell description, where applicable. For

On Cantrips: “Cantrips” are the collective name of relatively minor Wizard spells. All Wizards, Elves and Gnomes know how to
perform these spells. Gnomes do not gain First-Order spells until Level Two but may perform Cantrips starting at Level One.

Wizards and Elves often use these effects to enhance their mystique as spell-casters; Gnomes will usually use them to play jokes and
lighten the mood. A Wizard, Elf or Gnome may magically do any of the following once per ten minutes:

 Touch someone to cause an involuntary bodily reaction at  Travel while hovering 1" off a solid surface for up to 10'
any time on a failed Fate Saving Throw (fart, belch, blink,  Repair or mend small (minute) breaks or tears
nod, yawn)  Warm or cool an area by 10 degrees F.
 Produce a small lighter-sized flame  Perform minor changes on small objects (change the color
 Chill an object smaller than 1 cubic foot to 40 degrees. of parchment; turn a diminutive bat into a diminutive bird).
 Clean one man-sized creature or smaller, or one 10' x 10' x These changes last from 1 day for very minor (color)
10' cube or smaller. Cleaning the cube takes the magic one changes, to 1 turn for subtle changes, to 1 round for drastic
turn. changes.
 Summon one diminutive vermin or insect  Open or close a regular door. Levitate objects weighing 1
 Kill one tiny vermin or insect pound or less within 10' of the caster
 Control up to 1" of hair growth or removal.  Cause a soft chime to ring
 Cause one object on his person to appear in his hand or an  Animate diminutive objects for 1 turn
object in his hand to disappear off his person.

First-Order Elf Spells


1. Charm Person brings one humanoid creature within 120’ 8. Read Languages allows the caster to understand unknown
under total control of the caster until dispel magic is cast on writing. Lasts one Turn.
target. Undead are not affected. Save allowed.
9. Read Magic allows the caster to understand magical
2. Detect Magic reveals magic items and areas as long as the writing for one Turn, long enough to read one or two spells
caster concentrates the presence of magical effects. 1d4 or scrolls.
Rounds. Up to 30’ range.
10. Shield acts as a normal Shield of AC +2 but hovers in
3. Floating Disk holds 200 lbs. three feet off the ground and front of the caster instead of being held. Shield lasts six
three feet away from the caster for 12 turns. Slightly concave turns or until Splintered. It does not stack with other
and invisible. Shields.

4. Hold Portal locks and holds a portal or aperture for 2d6 11. Sleep causes target(s) of the caster’s choosing within 60’
turns. Dispel magic removes the hold. Knock opens the held to fall into deep magical sleep. Targets must be within 30’ of
portal, and dispel magic entirely removes the hold. each other. Save allowed.

5. Light* must target an object or location. Light illuminates


HD of Target(s) Number put to sleep
as a torch for 6 turns. The opposite, Darkness, cancels
Light and may blind one person or monster for 6 turns. up to 1+1 HD 2d8 creatures
Save allowed.
up to 2+1 HD 2d6 creatures
6. Magic Missile conjures a missile of magical force which up to 3+1 HD 1d6 creatures
sits at the caster’s shoulder for six turns or until discharged, up to 4+1 HD 1 creature
dealing 1d4+1 damage at a range of 120’. It does not miss.
At caster level 5, 10, and 14, one additional missile is
12. Ventriloquism allows the caster to throw his voice up to
conjured, but only one may be fired per round.
240’ for 6 turns.
7. Protection from Evil prevents Magical Beasts, summoned
creatures and Undead creatures from entering a 1’ circle
around the caster for six turns. During that time, attacks
from evil creatures against the caster are at -1.

24
On Magical Side Effects: Magical energies held in the brain can cause side effects. The wizard acts as a conduit for unknown
forces, there are risks. First-order side-effects should be minor. But higher levels of spells could certainly have more powerful or
more far reaching side effects.

This makes Wizards, &c. unique based on the spells they know and can prepare. It also can make them more useful or a liability.

Of the highest-order spell level spells a Wizard, Elf or Gnome has memorized, the Referee will choose one and inflict that side
effect upon the Hero. This side effect lasts all day regardless of when and whether the triggering spell is cast.

Charm Person: The wizards voice become mildly hypnotic. Protection from Evil: The wizard's skin takes on a slick
sheen.
Detect Magic: The wizard's forehead glows slightly with an
arcane sigil. Read Languages: The wizard experiences a slight delay in
experiencing all visual phenomena.
Floating Disc: The objects carried by the wizard are weirdly
supported, seeming to be held up by invisible wires. This Read Magic: When the wizard speaks, runes appear in the
does not directly affect the encumbrance of the wizard air for just a split second.
(although it may reduce the effective encumbrance of items
with bulk). Shield: The wizard's ears shrink to the size of peas.

Hold Portal: The wizard's hair knots at the tips. Sleep: The wizard becomes tired and his voice is somewhat
monotone.
Light: The character's skin becomes mildly luminescent. Not
enough to illuminate his current space, but in a pitch black Ventriloquism: A tiny mouth appears at the tip of one of the
room, you could eventually make out his wizard’s fingers and silently mouths along with the words that
features. Alternately, his eyes may cast a dim light. he speaks.

Magic Missile: The wizard gains a slight echo to his voice.


Alternately, flickers of force may appear across his hands
and arms.

Here are the names of some spells that you may discover during your adventures:

Second-Order Spells Third-Order Spells Fourth-Order Spells Fifth-Order Spells Sixth-Order Spells
1. Arcane Lock 1. Clairaudience/Clairvoyance 1. Arcane Eye 1. Animate Dead 1. Anti-magic Shell
2. Continual Light 2. Dispel Magic 2. Charm Monster 2. Cloudkill 2. Control Weather
3. Detect Evil 3. Fireball 3. Confusion 3. Contact Other Plane 3. Death Spell
4. Detect Invisibility 4. Fly 4. Dimension Door 4. Feeblemind 4. Disintegrate
5. ESP 5. Haste* 5. Hallucinatory Terrain 5. Hold Monster 5. Geas
6. Invisibility 6. Hold Person 6. Massmorph 6. Magic Jar 6. Invisible Stalker
7. Knock 7. Infravision 7. McWreath’s Flying Colors 7. Passwall 7. Move Earth
8. Levitate 8. Invisibility 10’ Radius 8. Plant Growth 8. Telekinesis 8. Part Water
9. Locate Object 9. Lightning Bolt 9. Polymorph Other 9. Teleport 9. Project Image
10. Mirror Image 10. Protection. Evil 10’ Radius 10. Polymorph Self 10. Transmute Rock to Mud 10. Reincarnation

11. Phantasmal Force 11. Protection from Normal Missiles 11. Remove Curse 11. Wall of Iron 11. Stone to Flesh
12. Web 12. Water Breathing 12. Wall of Fire 12. Wall of Stone 12. Magic Sword
13. Wall of Ice

25
Listing of Miracles (Cleric and Warlord Spells)

First-Order Miracles

1. Cure Light Wounds instantly heals 1d8+1 hit points of opponents are treated as having one fewer hit die. Evil
damage. Evil clerics cause light wounds. Clerics are protected from Good.

2. Detect Evil, for 6 turns after it’s cast, identifies evilly 6. Purify Food and Drink makes spoiled or poisoned food
enchanted objects, or individuals with evil intent, within 120’. and beverages (enough to serve twelve people) safe to
Merely harmful objects, like vials of poison or spiked pits, consume. Evil Clerics Spoil food and drink.
are not detected. Evil Clerics Detect Good.
7. Remove Fear makes a target immune to magical and
3. Detect Magic reveals for a short time the presence of normal fear for 2 rounds. That target automatically makes
magical effects on nearby things. his morale saves. An evil Cleric casts Incite Fear, which
forces a morale check each round for two rounds or flee.
4. Light illuminates less brightly than daylight a 30’ circle Save vs. Magic.
around the cleric for 12 turns. Evil clerics cause darkness.
8. Resist Cold prevents the first 10 points of Cold damage
5. Protection from Evil bars magic creatures from per round to a single person for 6 turns.
approaching the cleric for 12 turns, during which the Cleric
makes saving throws from evil attacks at +1, and evil

Second-Order Miracles

1. Bless gives the target(s) +1 to hit and +1 morale for 6 5. Resist Fire prevents the first 10 points of Fire damage per
turns, although the target(s) must not be engaged in combat round to a single person for 6 turns.
at the time of casting. Targets are friendly characters within
30’ of Cleric. Evil Clerics Bane for -1 to hit and -1 morale. 6. Silence 15’ Radius Stops all sound within 15’ of the
Cleric. This also stops spellcasting.
2. Find Traps reveals to the cleric any magical or mundane
traps within 30’ for 2 turns. 7. Snake Charm Holds one normal animal fascinated and
still for as long as the Cleric concentrates. No save. Evil
3. Know Alignment allows the Cleric to discern the Clerics cast Incite Animal forcing it to attack a random target
alignment of one character or monster. Magic Save allowed. until dead.

4. Hold Person completely halts 1d4 living humanoids 8. Speak with Animals allows the Cleric communicate with
within 120’ for 6 turns plus a number of turns equal to the any animal within 30’ for a period of 6 turns. The animal
Cleric’s level. If cast at a single target, that individual suffers will not attack the cleric’s party, and may help them.
a -2 penalty to Magic Save.

Third-Order Miracles

1. Animal Growth One non-magical normal animal within 6. Dispel Magic as the Elf-Spell.
60’ will be doubled in size for 12 Turns when this spell is
cast upon it. The animal can be a giant version of the animal, 7. Locate Object gives the cleric a sense of the direction
but intelligent animals are unaffected. (though not distance) of a known (in terms of color, size,
shape, etc.) object, if that object is within range (60’ plus
2. Animate Dead is a highly Chaotic spell which creates 4d4 cleric level x 10’). Hide Object prevents this effect and lasts
Skeletons, 2d4 Zombies, or 1d4 Ghouls. It requires equal until dispelled.
numbers of bodies of freshly-slain (1 week) Men. Destroy
Undead is the reverse. 8. Remove Curse ends a curse on an individual or object
touched by the cleric.
3. Continual Light lights as brightly as daylight a 240’
diameter circle around the cleric, and lasts until dispelled. 9. Striking cast upon a weapon gives that weapon a +20 to-hit
and double damage for its next attack. Range: touch.
4. Cure Disease cures one target of any disease, magical or
otherwise. Evil Clerics cast Cause Disease.

26
Fourth-Order Miracles

1. Create Food and Water produces a day’s worth of 5. Protection from Evil 10’ Radius works like protection
drinkable water and passable fare for a dozen men and their from evil, but extends around the caster 10’ in all directions
mounts. For every cleric level above 8th, the quantity and lasts for 12 turns.
doubles.
6. Speak with Plants lets the cleric communicate with plants
2. Cure Serious Wounds instantly heals 3d8+3hit points of within 30’ for a period of 6 turns. The plants obey the Cleric
damage. Evil clerics cause serious wounds. as best they can.

3. Elemental Immunity protects one target from the first 20 7. Sticks to Snakes turns 2d6 sticks within 120’ into snakes
points of elemental damage (Fire, Cold, Acid, Electricity) for 6 turns. The snakes (half of them poisonous) obey the
dealt each round for six Turns. cleric. Snakes to Sticks is the reverse.

3. Neutralize Poison stops further damage by poison to one 8. Truesight allows the caster to see through all illusions, to
individual, but cannot revive the dead. see Invisible creatures, and to see Ethereal creatures. It
negates such spells as Blink and Mirror Image.
4. Part Water creates a dry path up to 20’ wide through a
body of water for up to six Turns or until the Cleric
dismisses the effect.

Fifth-Order Miracles

1. Commune lets the cleric ask his deity three questions, and The spell deals 6d8 hit points of damage. A successful Magic
get answers. Clerics only commune with their deity once per Save reduces the damage to 3d8.
week. Rarely, the referee may allow more frequent 5. Insect Plague brings a blinding 360 cubic foot swarm of
communication or more questions per casting. insects, which (under control of the cleric) routes creatures
with fewer than three HD. The swarm lasts up to a day.
2. Conjure Animals summons normal beasts of the earth
(mammals) to attack enemies designated by the caster for 6. Quest compels a target within 30’ to complete a task of
two rounds per caster level. These monsters have 1 HD the cleric’s choosing, or suffer a curse of the cleric’s devising.
total per level of the caster. These animals fight to the death Magic Save allowed.
or until the Cleric dismisses them.
7. Raise Dead brings to life one Man or Halfling touched by
3. Dispel Evil, if successful, ends evil effects within 30’, the Cleric, if the target died less than a day ago, plus four
except permanent evil enchantments like those on magic days for each of the cleric’s levels beyond 7. Instead of
items. The percentage chance to dispel is the cleric’s level, raising the dead, evil high priests kill one creature within
divided by the level or hit dice of the evil being who created 120’ with Finger of Death.
the original effect, multiplied by 100.
8. Word of Recall Teleports the Cleric back to his sanctuary
4. Flame Strike produces a vertical column of divine fire 30’ instantly upon casting. It never fails. The caster must
high and 10’ in diameter that roars downward on a target. designate his sanctuary prior to casting or he teleports back
to the last church or temple of his Immortal he has visited.

N.B.: Clerics and Warlords do not suffer side effects like the users of Elf-spells do.

Creating Magic Items

Upon reaching 9th level, Clerics, Dwarves, Elves, Wizards they may wield, but may not create magic items of the other
and Fighting-Men may create magic items and creatures: sorts.

Clerics, Elves, and Wizards create Armor (including Shields Creating any magic item takes time, money, and a laboratory
and Helmets), Weapons, Rings, Amulets, Scrolls and or forge. Some special items also require strange and
Potions. unique material components, for which a Hero must pay a
princely sum or quest for personally. Whenever you wish for
Elves and Wizards may also create magical Wands and your Hero to create a magic item of any kind he can make,
Creatures. talk with your Referee. Tell him what the magic item will
do, and he will tell you how long it will take, how much
Dwarves and Fighting-Men may create any kind of Armor money it will cost, and whether it requires special
(including Shields and Helmets) and any kind of Weapon components and what those are.

27
On Potions: Creating a potion takes one day and costs 250 bonfire, the remains of a monster with an elemental affinity,
GP regardless of the spell or effect. Only Clerics may create a hand lost to frostbite, a branch struck by lightning. In
healing potions. addition to the sympathetic component, 100 GP worth of
components are required per wand level, along with one
On Scrolls: Creating a spell scroll takes one hour and 50 GP week of work. Thus, a third level wand costs 300 GP and
per spell order for each spell inscribed thereon. A scroll can takes one week to create.
hold up to 8 spells. Those spells may be Elf-spells or
Miracles or a mixture of both, but the inscriber must know Along with the sympathetic component and ritual materials,
the spell (have it in his book or be able to pray for it) in an object for the wand itself must be procured. Simple
order to write it on the scroll. At any rate, only a Thief objects may be used for the wand (such as a yew rod or a
would be able to use spells of both kinds. bone), though wands made from such mundane materials
crumble to dust, shatter, or otherwise fall apart when
On Wands: The power of a wand is measured by damage exhausted. More finely crafted wands will simply cease to
die size, and follows the progression of d4, d6, d8, d10, d12. function when used up and can be enchanted again in
Wands cost 100 GP per die size and can be improved as for another wand creation ritual. Traditionally, wands are
100 GP per die increased. It takes 1 week of time to spend batons, though this is not required.
100 GP in this manner. All wands inflict damage of a
specific elemental type, which is determined upon creation, On Rings, Amulets, Armor and Weapons: These items are
and elemental damage may have additional effects permanent magic items which exist until successfully
depending on circumstance. Elements available are fire, disjoined by a casting of Dispelled Magic and generally offer
cold, acid and lightning. static effects.

Wands may be used to attack a single enemy in sight within Weapons which are magical always glow with the light of a
60 feet. An attack roll is necessary and is never adjusted by candle, enough for one person to see what he is doing in the
distance. Damage inflicted is determined by rolling the dark.
wand die. The target then makes a saving throw, and
decreases damage taken by the margin of success. If the To create these magical items, the caster must first decide
wand die comes up 1, the wand die size decreases. If the what their abilities are. Armor that has a +1 enchantment
wand was already at d4, it becomes exhausted until grants a +1 to Armor Class and +1 to Physical Saves.
replenished. Weapons with a +1 enchantment grant a +1 to hit and +1 to
damage.
For example, a Wizard creates a Wand of Fire (d8) for 300
GP and three weeks’ labor. This wand may be used to make In order to create a magic weapon or armor, a special piece
any number of ranged fire attacks until the damage die must first be crafted. This piece costs 300 GP and one week
comes up 1, at which time it becomes a Wand of Fire (d6). to craft. Then to add a magical enhancement bonus, the
The wand does fire type damage and thus may also ignite price increases like this:
flammable materials, melt frozen objects, and so forth.

As an out-of-turn reaction, no more than once per turn, the 3.2: Enhancement Bonuses for Weapons and Armor
wielder of a wand may counter another wand attack. Enhancement Bonus Cost Time
(Though no damage is dealt in either case, both wand dice
must still be rolled to test for wand exhaustion.) +1 500 GP 10 Days
+2 2,000 GP 20 Days
+3 4,500 GP 30 Days
3.1: Wand Damage
Cost Damage
These prices do not include the base cost of 300 GP for the
100 GP 1d4 specially-crafted armor or weapon.
200 GP 1d6
Some weapons and armor have additional spells cast upon
300 GP 1d8 them or other special abilities. These will increase the cost
400 GP 1d10 and time of creation. Your Referee will assign a cost for
each special ability you wish to add, based upon the costs
500 GP 1d12 above.

Basic Wands Example of special abilities appear in the Referee’s Book


chapter on magical items and treasure.
There are three main types of elemental wands: Fire, Cold,
and Electricity. Evil Wizards sometimes create Acid Wands. Rings and Amulets never increase Armor Class but
Wizards and Elves may craft any of these wands beginning at sometimes have other abilities. The base cost of any ring or
first level. Crafting requires a sympathetic component, which amulet is 1,000 GP. This cost is that of the pure precious
is not necessarily required to be valuable. Some examples: a metals and rich jewels which must be used in crafting. The

28
creator may buy this jewelry or forge it himself in his
laboratory. Any spell you can think of can be used as the 3.6: Costs for Rings and Amulets
basis for the ability of a ring or amulet. Based on the spell Approx. Spell
order of the spell in question, check Table 3.6. Order Cost Time
1st 500 GP 5 Days
If the ring or amulet has more than one spell or spell-like
effect on it, do not add together the spell orders, but rather 2nd 2,000 GP 10 Days
calculate the cost and time separately for each ability and 3rd 4,500 GP 20 Days
add them together.
4th 8,000 GP 30 Days
On Magical Creatures: Magical creatures created by Elf-spell
5th 12,500 GP 40 Days
users may be wonderful or terrible, unique or copies of
other creatures. No creature may be precisely copied down 6th 18,000 GP 60 Days
to the last detail—for instance, you could create a Dwarf-like
creature, but you could not create Bob the Dwarf’s Twin
Brother.

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.

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:

3.5: Costs for Creating Magical Beasts


Cost per Hit Die 500GP
Cost per Special Ability 500 GP
INT 6-12 1000 GP
INT 12+ 10,000 GP
2nd or more of same creature type x1/2

Special abilities are explained in the Monster section of the


Referee’s Book.

The time to create the first of a kind of magical creature is


three days for each 1,000 GP in the cost. After that, each
beast of that type can be created in one day per Hit Die,
regardless of other abilities.

29
Chapter 4: ADVENTURING AND COMBAT

You may usually have your Hero try any action you can  Parley with NPCs or monsters
imagine. In order to succeed at some of these actions  Load or unload a pack with care; saddle or un-
sometimes require rolls-of-the-dice and consultation of saddle a mount
tables. These activities are meant to adjudicate actions, the
Combat Time: When your Hero is in combat or facing a
results of which may be in question. They are not meant to
life-or-death scenario where seconds count, the Referee will
supplant the story-telling, but rather to support it.
inform you he is switching to Combat Time. Combat Time
is marked in one-minute intervals.
How Time is Measured
These one-minute units of Combat Time are called Combat
There are two important measurements of time as your
Rounds, or, simply “Rounds”.
Hero experiences it passing in game. Neither of these time
periods relate to our objective experience of time passing in
When the Combat Rounds period ends, the Referee will
the real world while we play. They refer to the subjective
jump to the end of the current ten-minute Exploration Turn.
time experienced by our Heroes in the game world only.
The mean-time can be assumed to be a period of binding
minor wounds, re-adjusting gear, and catching one’s breath.
Exploration Time: During the course of the game, things will
get tense for your Hero from time to time. Time will Some Actions that can be completed in one Combat Round:
become an important factor in some situations. When we
need to measure time, the Referee will tell you he is marking
Exploration Time.  Run 3x your full speed
 Make a melee attack*
The units of Exploration Time are ten minutes each and  Make a missile attack*
they are called Turns. Each Turn is ten minutes of in-game  Cast a spell
time long.  Drink a potion*
 Switch weapons or equip a new shield*
Some Actions that can be completed in one Exploration
 Barge through a door*
Turn:
 Aid another character*
 Make a charging attack
 Carefully move your speed, adjusted by  Make a fighting retreat
encumbrance
 Run 5x your speed, adjusted by encumbrance
*You may also move 1/3 of your speed. If in melee, your
 Search a 10’ x 10’ area of a dungeon room
opponent may react to this movement.
 Pick a lock or disarm a trap

Combat: How it Works

Eventually you will have to fight for your life. Treasure may have played. It is meant to be played fast, fast, fast—and
Hunters uses a very abstract combat system more in-line combats are designed to be deadly.
with board games than with other Role-Playing games you

The Basic Combat Mechanic: Roll 1d20. Add Base Attack Bonus + Misc. Bonuses. If this number is
equal to or higher than your target’s Armor Class (a Roll-Over), you score a hit and roll damage.

30
Order of Events in One Exploration Turn
1. The Referee rolls for wandering monsters. At the end of every 3 turns, the Referee should check for Wandering Monsters. To
do so, roll 1d6: a result of 1 indicates that the party will encounter a Wandering Monster in the next turn. Additionally, whenever
the party makes excessive noise (combat, forcing a door open, knocking over a great armor rack), the Referee should check for
Wandering Monsters.

2. The party moves, enters room, listens, and may search.

3. If monsters are not encountered, the turn ends. One Turn is marked off. If monsters are encountered, the Referee rolls for the
Number Appearing.

4. The Referee rolls 2d6 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 2d6, 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.

5. The Referee rolls 1d6 for both the monsters and the party to check for surprise. Roll 1d6: a result of 1 or 2 means the side is
surprised.

6. The Referee and the party roll 1d6 or for initiative to see who moves first. The side with the higher roll may move first and attack
first in combat for that round.

7. The Referee rolls 2d6 for the Monster Reaction.

4.1: Monster Reaction Table


Roll Reaction
2 Immediate Attack
3-5 Hostile, possible attack
6-8 Uncertain, continue parley
9-11 No attack, monster leaves or considers offers
12 Enthusiastic friendship

8. The party and the monsters react:


a. If both sides are willing to talk, the Referee rolls 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 combat begins, the Referee should use the Combat Sequence to handle combat.

9. End of Turn. The Referee shall check the Hero's 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.

*EVASION: Sometimes one side wishes to evade (avoid) an encounter. If the evading side has a faster movement rate than the
other and combat 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.

*PURSUIT: If either side wants to pursue the other, time is counted in rounds, and both sides are RUNNING (see below).
Monsters 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 1/2 the time (a result of 1-3 on 1d6). Intelligent monsters will stop to
pick up treasure 1/2 of the time. Burning oil will usually slow or stop monsters in pursuit.

*RUNNING: Running characters may move at up to five times their normal movement rate (per round). No mapping is allowed
while 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 rolls, and their opponents will gain
a bonus of + 2 on their "to hit" rolls. 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.

31
Order of Events in One Combat Round
Pre-Combat Sequence:
1. Declare Actions. The possible actions are: Fighting Withdrawal, Retreat, Missile Fire Combat, Magic Spells, Melee Combat, and
Special.

2. Initiative: each side roll 1d6; highest wins initiative.

3. The side that wins initiative acts first.

a. Morale checks:
i. Check morale after a side’s 1st death.
ii. Check morale when ½ of the side is incapacitated.
iii. Roll 2d6; 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.

b. Movement Per Round:


i. Combat movement speed cannot be kept up for more than 60 rounds. To find the movement rate of
creatures during a round, divide the base movement rate by 3 (for example, a character who moves at 60'/turn would
move at 20'/round).
ii. Attacked opponents may only move defensively (fighting withdrawal or retreat)

Combat Sequence:
1. Fighting Withdrawal: A fighting withdrawal may be used in combat if the defender wishes to back up slowly while 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.

2. 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 + 2 to all "to hit" rolls, and the defender is not allowed to make a return attack. In addition to the bonus on "to
hit" rolls, the attacks are further adjusted by using the defender’s Armor Class without a shield. Any attacks from behind are
adjusted in the same manner.

i. Spell-casters cannot move and cast spells.

3. Missile Fire Combat:


i. Choose targets
ii. Roll d20 + Base Attack Bonus + Dexterity adjustments + Missile Range adjustments + magic bonuses from
weapons.
iii. Roll for damage

4. Magic Spells (roll saving throws as needed).

5. Melee:
i. Assign henchmen
ii. Choose opponents
iii. Roll d20 + Base Attack Bonus + Strength adjustments and magic bonuses from weapons
iv. Roll for damage

6. Special: This includes drinking a potion, switching your gear around, dropping one weapon in favor of another, activating a
magic item, or any other action your Referee may allow.

c. Side with the next highest initiative acts next, until all sides have completed one round of melee.
d. Referee handles surrenders, retreats, etc.
e. Repeat Combat Sequence until melee is ended.

32
The following is an explanation of combat maneuvers, principal game assumptions about combat and a
litany of corner-case rules useful in Adventuring and Combat, arranged alphabetically.

Abstract Marching Order: A system used for abstracting captured) as well as provide a rallying point should morale
marching order. Rather than worrying about exact order, just break.
assign the key positions. Roles are:
In game terms, a standard is treated as a quarterstaff – it can
 Scout: Assumed to travel beyond the light source, be held in one hand, but requires two if you are trying to use
and report back periodically. Using a scout it as a weapon (they only deal 1d6 damage). Typically it is
guarantees that the party will not be surprised held in the off-hand instead of a shield. Anyone who serves
from the front by visible dangers, though the scout under a banner gains a +1 bonus to morale when they can
risks being surprised. see it, but also suffer a -2 penalty to morale if they see it fall.
 Vanguard: protects the center of the group from
melee. Up to two may take the vanguard role As mentioned in the Equipment section above, special
standards and armor can be constructed to fit together and
given 10′ hallways.
leave the bearer’s hands free with some restrictions.
 Second rank: may attack with reach weapons if the
vanguard is in melee. There are, of course, many varieties of banners and
 Torchbearer: you might want to double up on this standards. If you need help designing one, the Referee’s
role, as the light source is an obvious target for the Book has random tables.
minions of darkness. They stand nearby other
characters to light the way. Cost of Hirelings:
 Rearguard: function like the vanguard if the group
is approached from behind.  Men-At-Arms will demand 10 GP per day, and
twice that or more if there is combat. They also
Breaking Doors: Breaking a door down or performing require gear.
another feat of strength requires a Roll-Under the Hero’s  Non-combatants will demand 3 GP per day, and
STR score and takes one Turn. Using a crowbar achieves twice that if there is combat.
the same effect but at +1, and a crowbar can only be used for  NPCs with character class levels get ½ XP and ½
certain strength-related tasks. treasure as their share.
 Retainers always get ½ XP and ½ treasure.
Performing such spot-engineering creates quite a racket
which will draw nearby attention. The Referee will roll for  Specialists get 100-400 GP per month or per job
wandering monsters whenever your Hero decides to try (whichever comes first) plus 1d3 x 100 GP up-
something noisy such as this. front.

Battle Standards: Many armies carry standards into battle. It Each type of hireling expects his family to be justly
makes it easier for commanders to figure out where their compensated upon the occasion of his accidental death. 25-
troops are, and also gives the troops a point to rally towards 50 GP plus their mortal remains is customary.
and keep themselves from becoming completely lost in the
confusion of warfare. Darkvision: Light interferes with Darkvision. A character
may not utilize Darkvision across a pool of light, whether he
is inside it or out.

Fighting Withdrawal: A character in melee may attempt a


Fighting Withdrawal. They do not attack, but move
backwards up to one-third speed (usually 40’ or less) and
retain their full Armor Class. Their melee opponent(s) may
take one free attack out of turn against them. If this attack
deals damage, the withdrawal is negated. If it does not, they
may disengage and move away.

However, standards can also be useful for an adventuring The exception to this free-attack rule is if an ally moves into
party, particularly one that has many henchmen or retainers. melee with the same opponent(s) to cover the retreat.
A good banner will raise morale (or lower it if fallen or

33
Flaming Oil: There are two types of oil normally available: place. Sometimes other light sources are compared to one
lamp oil, and military oil. Lamp oil may be sloshed over of these three measurements.
surfaces and then set alight. It will stay that way for 1-10
rounds, depending on the amount of fuel it covers. Items Candles burn continually for one hour and are subject to
and creatures take 1d8 damage per round in a fire of this being extinguished by gusts of wind. Torches burn
kind. continually for 6 Turns. Lanterns use lamp oil, and burn it
at a rate of one pint per 6 Turns.
Military oil is black and sticky and can be used as a missile
weapon. It stays alight for 3 rounds, dealing 1d8 damage per The Bulls-Eye Lantern creates a cone of light 100’ long and
round. 20’ at the far end. They work rather like a modern flashlight
and consume oil at the same rate as normal lanterns. In any
Henchmen in Combat: Each Henchman in combat with a case, a Hero or group carrying a light source in a dark place
Hero character gains +1 AC. Whenever the Hero hits an or at night cannot cause surprise. Nor can they be surprised
opponent, the Hero deals an extra 1d4 damage for each by another group similarly using a light source.
henchmen involved in the melee.
Light and Continual Light spells increase ambient light in an
Note that this only applies to the Heroes’ henchmen in area rather than acting as a point-source.
melee with a PC. If your henchmen have ranged weapons,
even if they are not the henchmen of the PC using ranged Missile Fire Ranges: Thrown weapons, arrows, etc. have a
weapons, the ranged weapon using PC gains the benefit of range in feet. At Short range, they are +1 to-hit. At long
the ranged henchmen for the duration of the missile fire. If range, they are -1 to-hit.
no PCs are using ranged weapons, then the henchmen will
demure due to fear of hitting their bosses. 4.1: Missile Fire Ranges with To-Hit Modifiers
RANGES in feet: Long
Short (+1) Medium (0)
Henchmen in combat without a PC shall use their own Weapon Type (-1)
combat stats. Crossbow 5-80 81-160 161-240
Longbow 5-70 71-140 141-210
Short Bow 5-50 51-100 101-150
Commanding non-combat henchmen to fight forces a Sling 5-40 41-80 81-161
morale check at -1 and will lower their permanent morale by Spear* 5-20 21-40 41-60
1. Military Oil* or Holy
5-10 11-30 31-50
Water*
Holy Water must be kept in small, specially-prepared glass Axe* or Dagger * 5-10 11-20 21-30
bottles (known as vials) for it to remain holy. For Holy * thrown weapons
Water to cause damage, it must be thrown (as a missile
Hits on charging creatures by spears or pole arms braced
weapon) and successfully hit the target. The effect of a vial of against the ground will do double damage. Heavy
Holy Water on an undead creature is the same as that of a Crossbows may be fired only once every two rounds; the
flask of military oil: 2d8 per round for three rounds. entirety of the intervening round spend reloading.

Light Sources: Mundane Natural Healing: Heroes heal fast. 1 Hit is healed overnight
light sources come in regardless. 1 more is healed with the application of
Bandages. 1 more is healed from Hobbit Cooking. And 2
three intensities.
more are healed from bed rest and clean environs.

The Candle creates Normal Men: Most Hirelings are Normal Men. They have
enough light for one 1d6 Hit Points and a +0 Base Attack Bonus, but otherwise
person to see what he is function as Fighting-Men. In the case of Saving Throws,
doing. The Torch their level is considered 0, and they therefore only save on a
creates enough light for 20.
two people to see what
Retreat, Full: Any melee combatant may attempt a Full
they are doing.
Retreat. He moves away from combat at full speed (usually
120’ or less). His melee opponent(s) get a free attack out of
The Lantern creates
turn against him and the character does not receive the
enough light for three
benefit of his Shield or DEX bonus to AC. If any attack
people to see what they
deals damage to him, the Retreat is negated.
are doing in a dark

34
The exception to this free-attack rule is if an ally moves into even one that deals no damage or one that offers no save.
melee with the same opponent(s) to cover the retreat. This ability is declared after the effect is resolved
(damage/effect is determined and saving throw is rolled, if
Shields Shall be Splintered!: Upon taking any one physical any) but before the effect is applied.
melee or missile attack (but not spell), a character with a
shield may negate the attack by giving up his shield. This Thief skills by non-Thieves: Generally, sneaking around can
means he has interposed his shield against the telling blow. be attempted by any character. Heroes in Jack Armor and
The player may decide to use this ability after he sees how without a metal Helmet can attempt to sneak on 1-2 on 1d6.
many hits damage the attack would have caused. Heroes in Metal armor or with a metal Helmet (or both) can
sneak on a 1 on 1d6. For other actions similar to Thief
Upon resolution, a non-magical shield is utterly destroyed. skills, use common sense. Some Heroes will get 1 on 1d6
The character loses any AC bonus from the shield and it and some will get 1-2.
may be discarded. It may be able to be repaired at the same
cost of purchasing a new shield. Two-Weapon Fighting: A tricky fighting style is wielding a
weapon in each hand. If a Hero should wish it, he may use
A magical shield (one with a magic bonus to AC) may be a weapon of up to Medium size (Small size for Gnomes and
given up more often without being destroyed. Each time it is Halflings) in his main hand and a weapon one or more sizes
given up, it loses 1 AC point from its magical bonus for 24 smaller in his other hand. Alternately, he may wield a
hours. For instance, a +2 shield given up once becomes a +1 Bashing Shield in his off hand. If he does so, he may attack
shield until the next day. A magical shield whose magic twice: once at-2 to hit, and once at -5 to hit. He may only
bonus is reduced to +0 will function like a regular shield, and apply his Strength bonus to damage to his main hand
may even be destroyed by a subsequent use of this ability. weapon.

Shields made from the heartwood of the Rowan tree (which


is sacred to Elves) can be given up to avoid one magic effect,

35
Wilderness Travel: Player’s Daily Steps

1. Mark off a day on the calendar. Note any important events.


2. Record hit points healed and progression of diseases/afflictions.
3. Check Weather.
4. Check Supplies. Mark off supplies used.
5. Plan out route for the day.

4.2: Animal Movement Rates


Type Movement Per Turn Movement Per Day Encumbrance (1/2 speed)
Riding Horse 240 yards per turn 48 miles per day (6 Hexes) 300 lbs.
Pony 120 yards per turn 24 miles per day (3 Hexes) 200 lbs.
War Horse 120 yards per turn 24 miles per day (3 Hexes) 400 lbs.
Draft Horse 90 yards per turn 18 miles per day (2.3 Hexes) 2000 lbs. on cart
Mule 120 yards per turn 24 miles per day (3 Hexes) 200 lbs.

Notes:
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 War Horse will fight. Other mounts will scatter or retreat (mules are a special case) until battle is concluded.
The Pony is for Small characters. 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 ton.
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 5cp per day for riding horses, 10cp for war and draft horses, and 5cp per two days for ponies and mules.

4.3: Terrain Modifiers for Base Movement Rate

Terrain Type Speed


Desert, Hills, Forest x 2/3
Jungle, Swamp, Mountains x 1/2
Road or clearly-marked trails x 1½

36
Henchmen, Hirelings, Specialists and Retainers

A Word About Definitions:


Once the number of interested parties is determined, the
“Hirelings” is a general term referring to all the NPCs type of each applicant must be determined. For each, roll
Heroes have on hire or may attempt to hire. 1d12 and consult Table 4.4 Recruit Types.

“Henchmen” is a collective term for the NPCs the Heroes Non-Combatants:


have actually hired and are active participants in adventures. These are willing to enter dungeons as part of an expedition
These include any Men-At-Arms, porters, torch-bearers, and but will not fight except to defend themselves. They will
even other NPC Treasure Hunters with character levels who usually have 1d4+1 hit points and will be armed with a
choose to be subordinate to the Heroes. dagger or a club. Examples are torch-bearers, porters, cooks,
and grooms.
“Retainers” are loyal NPCs who always follow their Hero
and never check morale. They work for ½ XP and ½ Men-at-Arms:
treasure, they are usually played by the same player as their These swords for hire are the most common type of
Hero, and are limited in number by the Hero’s Charisma. dungeon hireling and will fight for their employers granted
Retainers may include loyal animals who receive no treasure. they are treated fairly and not given any overly-risky duties.
Hirelings may become Retainers through role-play; no NPC Normal morale and loyalty rules apply at all times. All men-
starts as a Retainer. at-arms have a dagger and Basinet.

“Specialists” are people with particular rare skills, such as Roll 1d4, 1d6, and 1d8, then consult Table 4.5 to determine
sages or animal trainers. They work for the agreed-upon each man-at-arms’ hit points and gear:
pay, usually on a job-by-job basis.

Attempting to employ hirelings for treasure hunts consists of 4.5: Man-At-Arms HP & Gear
two parts: (d4) (d6) (d8)
Roll Hit
1) Finding adventurous types willing to enter the unknown Armor Weapon/Shield
Points
for pay, and
1 3 None Hand Axe + Shield
2) Determining what sort of duties they’re able to perform. 2 4 Jack Short Sword and Mace
Locating Potential Hirelings: Each day in an urban 3 5 Jack Long Sword + Shield
environment, characters may attempt to locate hirelings.
This undertaking consists of speaking with barkeepers, 4 6 Jack Short Sword and Spear
serving wenches, local barflies, and the like as well as posting 5 -- Metal Short Sword, Spear + Shield
notices and/or hiring a crier or agent. Generally speaking,
characters can spend 5gp in each tavern/inn frequented by 6 -- Metal Short Sword and Short Bow
adventurous types plus one additional effort which
represents “the street.” 7 -- -- Normal Sword, Axe + Shield
8 -- -- Normal Sword + Short Bow
For example, in a town with a tavern and an inn, three
attempts totaling 15gp expense may be made, one for each
Hiring requires parley, the result of which is indicated on
of the two establishments and a third for the rest of the town
in general. The game master may rule that no hirelings are Table 4.6 Hireling Reaction:
available, especially in small villages and the like.
4.6: Hireling Reaction Table
Each attempt locates 1d6-2 potential hirelings. Medium
cities get a +1 modifier. Very large cities get a +2 modifier. Roll Reaction
2 Accepts Enthusiastically*
Potential Recruit Types:
3-5 Accepts Offer
4.4: Recruit Types 6-8 Uncertain, continue parley
Roll Type Explanation
1-4 Non-Combatant Porter, torch-bearer, &c. 9-11 Refuses Politely
5-11 Man-At-Arms Normal Man 12 Refuses with Prejudice**
Treasure
12 Hunter NPC with Class & Level * Starting Morale increased by 1.
** Will spread nasty rumors about the Heroes. Further hiring in
that location will result in subsequent Hirelings starting with -1
morale.

37
Chapter 5: EXPERIENCE
Heroes learn and grow from adventuring and making the shares. Then award 2 shares each to the Heroes and 1 share
unknown, known. They achieve greater personal power and each to the Retainers.
make the Realm of Men and others safer by overcoming
dangers, slaying monsters, and especially through the Other kinds of hirelings do not earn XP for their
liberation of ancient magic and treasure. adventures, but rather are paid a flat rate. Unless one is
promoted to Retainer through role-play, his abilities will
Treasure Hunters rewards knowledge, discovery and the never improve.
acquisition of wealth with Experience Points (XP).
Experience points are a measure of knowledge and personal Splitting up Treasure
power dependent thereupon. When your Hero earns
enough, he gains another level. This usually means his Base Sometimes when there are valuable magic items to be had or
Attack Bonus may go up; his Hit Dice and Hit Points will go some of the treasure is in gemstones, it will be impossible to
up; and his Saving Throws will go up. Additionally, some split the treasure up exactly evenly. It is up to the players,
classes advance in their class abilities or gain new abilities and not the Referee or a table, to decide how to split the
upon achieving another level (especially spell-casters), so be physical treasure up. No matter how treasure is split up, the
sure to check what new or improved abilities you will XP is split evenly.
receive.
Upon Attaining a New Level:
Activities Which Grant Experience Points
Heroes need two things to attain a new level; the first is
Liberating Treasure: When you loot a dungeon or a bandit sufficient Experience Points. The second thing they need is
camp, you gain money. But you also gain XP at the rate of 1 to spend time and money Training.
GP = 1 XP. Magic items also grant XP based on the value
that they would fetch at market. This is the fastest and Training
easiest way to gain XP.
Training requires a Master. This master can be anyone who
Observing Monsters: Observing and bypassing monsters and is of the same class as your Hero and at least the same level
other opponents or using parley or trickery against them is as he seeks to achieve. Training costs 100 GP x (current
just as valuable as killing them outright in Treasure Hunters. level) x (current level) and takes 1d4+1 weeks.
Of course, killing them also grants the XP award. This
award is equal to 100 XP per HD or special ability the For example, if your Hero wishes to achieve Level Three,
opponent or monster possesses. he must spend 1d4+1 weeks and 100 x 2 x 2 = 400 GP.

Exploring new areas: Every time you explore a full dungeon Only when both of these requirements are met can your
(the Referee will decide how much counts as “full Hero “level up,” add Hit Points and other things, and in the
exploration”), you will gain XP at the rate of 1000 XP per case of the users of Elf magic, record a new spell in his
dungeon level. Every time you explore a new wilderness spellbook.
hex, you will receive 1000 XP per Hero participating.
Henchmen with levels must train up too; a Hero can train
Prime Requisite Bonuses henchmen of the same class for free. This grants the
henchmen a +1 to morale.
If your Hero has high Prime Requisites, he will receive a
bonus to all XP received. Rather than determine this The “Squander” Rule: If a player has his Hero intentionally
amount as he goes along, it is awarded at the start of the waste money on things that the Hero may enjoy, but provide
level. In other words, if your Fighting-Man needs 2,005 XP no in-game advantage (nights out on the town, giving lavish
for Level 2 and has a STR of 16 or more, he will gifts to people other than his friends & hirelings, beautifying
immediately start his career with 201 XP. a town he visits, aiding strangers), he should keep track of
the money so “squandered”.
Splitting XP Awards
Upon the death of that Hero, the player may apply 90% of
All participating heroes must split their XP evenly, and give the Squandered money as XP to the next Hero he creates &
half-shares to their Retainers as well. In the case of a party plays.
with Retainers, count each Hero as 2 shares and each
Retainer as 1 share. Divide the XP by the total number of

38
APPENDIX A: Adventuring Gear

These items won’t kill your enemies, but your Hero ought to have some of them anyway.

ITEM NOTES COST ENC.


Armor, Crate Cost as armor 100lb wt. = 80lb
Arrowhead For use when manufacturing arrows in wild 1sp 10cn
Backpack, Explorers Capacity 80lb 10gp 3lb.
Backpack, Standard Capacity 40lb 5gp 2lb.
Backpack, Waterproof Capacity 30lb 30gp 6lb.
Bandages Stabilizes & Prevents further blood-loss, enough for one 1sp 10cn
Battle Standard ML +1 while visible; ML -2 when fallen. Can be enchanted. 50gp 10lb.
Bedroll, Heavy Incl. blanket & small pillow 1gp 5lb.
Beer/Ale, Firkin 100gp 80lb
Belt 2sp 50cn
Block and Tackle Effectively reduces the weight of hauled object to 5gp 10lb.
25% normal, but requires 4 times the length of rope.
Boots, Plain 1gp 1lb.
Boots, Riding/Swash-top 5gp 150cn
Bowstrings Qty 10. 1gp 10cn
Bull 10gp/week 100gp 1500lb
Large Candle Burns 1 hour; light for one person 1sp 80cn
Cart Pulled by mules or draft horses. Holds 1.5 tons 75gp 200lb
Chisel For chipping away stone 2gp 1lb.
Climbing Hook, hand-held Supports up to 250lb 5gp 4lb.
Cloak, Long 1gp 150cn
Cloak, Short 1gp 1lb.
Cloth, Roll of Linen, cotton, wool cloth 10gp 40lb
Clothes, Extravagant Tunic & Pants; blouse & skirt; Robe; etc. 50gp+ 3lb.
Clothes, Fine See Above 20gp 2lb.
Clothes, Normal See above 5gp 2lb.
Cow 5gp/week 25gp 1000lb.
Disguise Kit Includes wigs, hair dye, make-up 20gp 5lb.
Drill, Hand For drilling through wood or metal 10gp 3lb.
Dye/Pigment, jar of Ceramic jar 50gp 50lb.
Elephant 20gp/week 1500gp 4.46 tons
Figs, peck 3sp 1lb.
Fine Porcelain, crate of 500gp 50lb.
Garlic Used against Vampires 5sp 10cn
Gems, box of 3000gp 5lb.
Glassware, crate of 30lb of glass 50gp 50lb.
Gloves, Heavy Prevents rope burn, assures better grip on slippery items, 5sp 1lb.
protects against contact poisons and things that harm exposed skin (e.g. needle traps); impossible to pick pockets or remove traps
when wearing these.
Gloves, Soft Protects against contact poisons and things that 1gp 50cn
harm exposed skin (e.g. needle traps)
Goat or Hound 1gp/week 5gp 50lb.
Grain/Vegetables, Bag of 125sp 40lb.
Grappling Hook Holds up to 500lb 25gp 8lb.
Hammer, Utility Does 1d3 damage as weapon 2gp 2lb.
Hat 2sp 30cn
Hides/Furs, bundle of 40gp 40lb.
Holy Symbol Needed to Turn Undead 25gp 10cn
Holy Symbol, cheap -3 Turn Undead roll penalty 5gp 10cn
Holy Water Breakable glass vial 25gp 10cn
Horse, riding or draft 10gp/week 100gp 1500lb/2500lb
Ink, Full Glass Vial Enough to write fifty pages of simple text 1gp 2lb.
Instrument, stringed Lute, Mandolin 20gp 10lb.
Instrument, wind Flute, Recorder 5gp 3lb.

39
ITEM NOTES COST ENC.
Iron Spike One spike needed for each 5’ of a sheer surface 1sp 50cn
being climbed by a thief or a mountaineer
Ivory, Tusk of 800gp 100lb
Journal, Blank Fifty 6” x 9” pages 20gp 3lb.
Knapsack Capacity 25lb 3 gp 1lb.
Knife, Utility Does 1d3 damage as weapon 1gp 50cn
Lantern Burns 4 hours, light for three people. 10gp 3 lb.
Lantern, Bull’s-eye Burns 4 hours, light 100’ cone, 20’ base 20gp 3 lb.
Lasso, Leather 5gp 3 lb.
Leather, Bulk 1 square foot for misc. purposes. 1sp 50cn
Lock-Picks Optional portion of Thieves tools – does not permit trap-removal 15gp 50cn
Magnifying Glass For studying fine details and fire-starting 3gp 50cn
Map, Detailed Highly detailed map of explored territory 30gp 1 lb.
Map, Explorers Speculative Map of Unexplored Territory 50gp 1 lb.
Map, General General trail map of explored territory 10gp 1 lb.
Meat 3sp ½ lb
Metal, Common, ingot of 1gp 5lb
Metal, Precious, Ingot of 300gp 20lb
Mirror, hand Made of steel 5gp 50cn
Monster* Cost: 100gp x (HD+ No. of Bonuses) As Monster
Monster Egg Dragon eggs are twice as valuable 250gp x HD 10 lb. x HD
Nuts 1gp 1 lb
Oil, Lantern 1 pint, burns 1 hour 2sp 1 lb.
Oil, Military Does 1d8, covers 10’ square, burns 3 rounds 3gp 1 lb.
Oil, Jar of Ceramic jar 20gp 60lb
Oil, metal flask Prevents accidental breakage, cannot be used as missile 1gp 2 lb.
Papyrus One 12” x 12” leaf 1sp 10cn
Parchment One 10” x 10” leaf 1gp 50cn
Parka 5gp 4 lb.
Pick Axe 1d10 damage but -2 to hit 20gp 20 lb.
Pig 2gp/week 10gp 100lb
Pole, 10’ Useful for poking things 1gp 5 lb.
Pony, Riding 5gp/week 75gp 750lbs or less
Pony, War 5gp/week 250gp 1000lbs or less
Pot, Cooking Capacity 2 Quart 5gp 4 lb. n
Pottery, crate Empty crate = 20lb; pottery wt. = total – 20lb 100gp 50lb
Pouch, Belt Capacity 500cn (5lb) 5sp 20cn
Precious Wood 1400gp 1 Ton
Preserved Meat, firkin of 20gp 80lb
Quill Pen For writing 5sp 10cn
Quiver, Back Holds 40 arrows, prevents wearing of Pack or knapsack 5gp 2 lb.
Quiver, Belt Holds 10 crossbow quarrels 1gp 30cn
Quiver, plain Holds 20 arrows 1gp 50cn
Rabbit/Hen Fodder cost = +2sp/week 25cp 5lb
Raisins 2sp 1 lb
Rare Books, Box of 1000gp 30lb
Rare Furs, bundle of 500gp 50lb
Rations, Iron Weeks’ supply, says fresh 2 months 15gp 7 lb.
Rations, Standard Weeks’ supply, stays fresh 7 days 5gp 2 lb.
Rice 2sp 1 lb
Rope, 50 foot length Supports 750lb; for each 10lb more, 5% cumulative chance of failure 1gp 5 lb.
Sack, Large Capacity 60lb 2gp 50cn
Sack, Small Capacity 20lb 1gp 10cn
Saddlebags Capacity 25lb 2gp 200cn

40
ITEM NOTES COST ENC.
Salt 1lb For preserving of meat and monster parts. 1lb salt/5lb meat 10gp 1 lb.
Salt 1sp 1 lb
Salt, firkin of 9 gallon firkin 2,666cp 200lb
Salted Fish, Firkin of 15gp 80lb
Scroll Case, Waterproof Holds 1 map, 1 scroll, or 10 leaves of parchment 5gp 2 lb.
Semiprecious Stones, Box of 200gp 10lb
Sewing Kit Repair of cloth and Leather 5gp 80cn
Shoes 5sp 80cn
Shovel 10gp 10 lb.
Silk, Roll of 200gp 40lb
Soap 5sp 1 lb
Spell-book Cover Waterproof 1sp 10cn
Spell-book, Blank 24” x 24” x 6”; Holds 24 spells 100gp 20 lb.
Spice, Exotic (saffron, clove) 15gp 1 lb
Spice, Rare (pepper, ginger) 2gp 1 lb
Spice, Uncommon (cinnamon) 1gp 1 lb
Spices, Jar of 800gp 60lb
Stake, wooden To be used against vampires or to secure a tent 1sp 10cn
Sugar, Coarse 1gp 1 lb
Tack-and-harness Equipment for riding or harnessing one horse 50gp 25lbs
Tea, Coffee, Tobacco, bag of 75gp 50lb
Tent, 2-man 6’ x 4’ x 4’, watertight 20gp 20 lb.
Tent, 4-man 6’ x 6’ x 5’, watertight 25gp 50 lb.
Textiles, Bag of Textile (Rope, Hessian, wool fiber) 25gp 50lb
Thieves Tools Needed for picking locks, removing traps 25gp 1 lb.
Tinderbox 3gp 50cn
Torch Burns 1 hour. Light for three people. 1d4 as a weapon. 2sp 1 lb.
Twine, 100’ ball Supports 30lb +10lb@10% cumulative fail 2sp 1 lb.
Vial, Glass Capacity 1 Pint (200cn full) 1gp lb.
Warhorse 15gp/week 500gp 2000lb
Water/Wineskin Capacity 1 Quart (30cn full) 1gp 50cn
Wax For Making Impressions 3sp 1lb.
Weapons/Tools, crate of 100lb - 20lb = 80lb of weapons or tools Cost of tools/weapons 100lb
Whistle Signaling and bird calls 1sp 50cn
Wine/Spirits, firkin of 9 gallon firkin 200gp 80lb
Wolfsbane To ward off lycanthropes 10gp 10cn
Wood, Common Firewood/timber 140gp 1 Ton
Wood, Rowan Magical wood sacred to Elves 1000gp 25lbs

41
42
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43
In a regular board or card game, there’s one winner and one or more losers. The great thing
about cooperative RPGs (role-playing games) is that there are no losers. In Treasure
Hunters, you assume the role of a fantasy hero. Players cooperate to set goals, and then
cooperate to reach them. One player, called the Referee, handles most of the rules, runs the
characters and monsters the Heroes encounter, and makes impartial rulings to keep the action
going. There is conflict, but it is conflict of a dramatic nature rather than the interpersonal
conflict that happens in lots of games.

The Treasure Hunters RPG plays FAST! It feels like a board game gone off the rails, rather
than a tactical simulation. It relies on a lot of abstractions to keep the action moving. The
object of Treasure Hunters is to tell a compelling story of Heroes who start from humble
beginnings, accrue power, & fulfil their ambitions and leave a mark upon their fantasy world.

To this end, each player plays the role of one or more Heroes. You are the Good Guys. While
your Hero’s individual inclination may be toward Law or Chaos (or toward neither), he relies
upon the order that Law provides and seeks to limit the effects of Chaos on the World at
large.

In Treasure Hunters, the best way to achieve personal power is to accrue wealth and loyalty.
As a result of quests for these, monsters will be vanquished, traps will be overcome, and the
unknown will slowly become known.

44

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