FGU7702 - Chivalry & Sorcery Sourcebook 2nd Ed Scanned by Tristan PDF

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cas SOURCEBOOK (Cnivalrya Meiend et ag 5 OUCCU YE eet ea 7 1 ies the chivalry € sorcery sourcebook a supplement EDWARD E. SIMBALIST with Trevor Clarke Wes Ives Gerald Schiller 2.0. Box 182 ROSLYN, N.Y. 11576 EDITORIAL INTRODUCTION ‘The release of the revised C&S SOURCEBOOK marks the close ‘of the first chapter of major ctvsigne to thi popular game systom: Every effort has been made to update the material presented herein and to make thi @ valuable companion volume for serious players of the CAS system, Future ork in the stages of development includes revisions 20 Shuriane ond Arden, 10 bring these vies into line with the newer version of CAS, Several adventure and compoian peeks are alo in ‘the works and should provide players and gememasters with good ‘examples of how the C&S system Is designed to work, Perhaps the most major changes sean io this voiume rete to the Battle Systems. Many might ark why change or tomper with 8 set ‘of award winning rules, The reasons ar simple First, many cele players fre not fully conversant with the complexities of miniature rules and very effort has Baan mace to present this portion of the CAS system Jn-a more eatily understandable Tormst, Secondly, the new version of ‘heee rules bring Into focus eeveral new concepts which had been first applied to miniatures rules by other titles published by FU, It must be remembered that game systems are constantly in'e state ff evolution ene that new ices are adoated by geme designers and applied to their original systems in 8 never ending etfort to improve same, ‘Gamemasters, like designers, should fel free to madify and adapt any ruler system to suit the requirements and testes of their own groups, No rule is invioiee or cest in bronze. Freecom to adspt ideas | fundamental 0 the beet in gomemastaring. CAS prevents veld ideas and methods for dealing with vrutally every aspect of fantasy role play, but some systems should slays be mouiied £0 meet the needs ‘of any individual arming group. ‘We st FGU sincerely Rope that we have provided the material necessary for every group 1 enjoy GBS and encourage ‘tinkering by experienced Give as such modification ‘only improvee & some in Felation tothe gone of the individual gamernarar US. COPYRIGHT NOTICE Copyright 1978, 1989 by Edward E, Simbsist Alligts 9 this 800k are reserved. No part of thi book may be uted fF reproduced in any manner whatsoever without permission, exceat In the cate of brief quotations embodied in cial atiies or reviews {Cover ar is copyright 1983 by Robert N. Charete Interior illustrations are copyright 1977, 1978, 1983 by Mike Gilbert a inccated Interior ilusrtions are copyright 1978 by Edward E. Simbalist as indiestes. For information contact: Fontety Gomes Unlimited ine, P.0,80% 182, Fosiyn, Naw Vark 11576. CONTENTS DESIGNING OUTDOORS ADVENTURES, ssc 8a a Mapping the World os. v= Overland Movemant <> nt EAOUNTE, ss cuit vboes oo soe Be WEATHER & gees DESIGNING Cas wosTERS : MONSTERS ARE PEOPLE TOO... 1.0 .ssssrccecree HERALDIC ARMS, . ea bake #2 EN HatBOY vs sacs sgs wit oe muses vd ‘The Hetala i Player Character 4 PHYSICIANS, WOUNDS, & DISEASES, ae FORESTERS : . THE HUNT peas peyote FEUDAL ECONOMICS | 21.1 sanagt FEUDAL TRADE & COMMERCE Iiita ‘THE CHIVALAY & SORCERY BATTLE SVSTEMS ||| far 101 TrO09 SOM ev vee veeeeeeee ee 102 Fantasy Troop Stands nt 41.03 Troop Types: Cavey = 1.08 Troop Types: Infantry : 1108 Artilery 201 Unites! ae 2.02 Training Level 2.03 Commanders. 2.08 Colors, 2.05 Heroes snd Superneroet «| 206 Command Levels, 3.01 Troop Purchase Values. 4.01 C&S Military Campaigns © << 4.02 The Wor Chest, £408 Initial Morale Levels 4.04 Replacements 4.05 Mercenaries sa oh vl seupnn: 4.06 Goneral Cost: Faising Troops. 0222202222200 21 152 44.07 Upgrading Toons, 53 4.08 Financing Military Campaigns |. cli iss 5.01 Feudal Mobilization & Lagtice Disa 5.02 Military Series. Sena ee nea8a 5.03 Mobilization... vss. 1 ss sss sse sees sess 54 6.01 Sequance of Play (Tactica! Rule. Sipeseaie 6.02 Movement, Scale and Formations 5 03 Movement Rates vo.. ssc. l ss ses ssss sss? 6.04 Terrain Evtecte aes 701 Morale... sss sees see 8.01 Maile Fie, 212 TT IIL £8.02 Horse Archer Tactics 8.03 Musketry.. 8.04 Gunpowder Artilery £8.05 Counter Battery Fire 19,01 Gloss Combet (Mele). || 02 Ambush es a Tiaeesy aes 9103 Pikeren & Shortstworsien os 9.04 Covairy Pursuit 8 9105 Heavy Cavary Breakthrough... sss ss 288 9.06 Light & Medium Cavalry Tactics ©2122. 22222) 1 t66 9.07 Cavalry ws, Infantry... es ssc sse ssl esis 88 9108 Cameiry 3 6s er a 6s ry ry 9 9.09 Chariots wt 4 9.10 War Elephants 2 10.01 Forwses and Sieges 10.02 Gates & Portales 22 10.03 Storming the Battiemenis a 10°04 Drop the Rock : Re 10.05 Missle Fire During Storming Actions 70 10.08 Siege Engines ena Artillery... vs 10.07 Mining Operations PS 10.08 Rams & Penthouses 10.09 Mantiew & Slepe Works, 10.10 Moats & Ditches... = : 10.11 Siege Toners 10.12 incendiaries & Explosives. 2222) iin 11.01 Vietory & Defeat LIT Designing Outdoors Adventures vy edward e, simbalise Ins € & S style of compsign, a good proportion of edventures wl ‘occur in the outsoors setting, The world v8 wie place, indeed, ar i foffers too many opportunities for encounters and experience to be i ered. Moreover, since "Fantasy" traditionally involves # quet, char eters should be expected to tavel about. Tet requires an environment avon with no less care or detail than the “dungeons” which have hit lerto been the prime araras of fantasy role playin, MAPPING THE WORLD “Tha geography of the cempaign region is af mejor importance to outdoors adventures, for it conditions ail aezvities and eneounter, Sav oval possibilities arse If he campaign is based upon 2 work of fantaty, the campsign de: signer will attempe to repeerent as accuretely at posible the actusl land of the fantasy worl. This il require careful reading of the work sblected as the foundation of the eampsign, There area number of 20 lar fantasy worlds thet have sirendy been mappec, and these will prove tasiest 10 develop into game campaigns. Tolkien's Miadle Earth is per haps the most completely portrayed, and several other mapped worles ‘hat come to mind are those of Morcock’s Elie, Norton's Witeh World, Howere's Conan, and Leiber's Fathrd and the Grey Mouser. Games like Archworid (EGU) also provide detailed maps suitable for adaptation to ‘a camosion. IF the campsign is player conceive, the campaign designer enjoys complete freedom to develop the world at he wants it. Such worlds tend to be on 8 smaller scale than the above examples, often including ‘only one or two kingdoms. ‘The campaign maps should be drawn in fsirly broad scale, usually 1 inen = 5 to 20 miles, Important terrain features rae, towns, castles, ste, can be marked on thom. Hex shasts are most useful if they can Be sequired, ‘Once the campaign map has been detianed, attention can be paid t0 pectic regions. | would suggert drawing such maps on 8% % 11 paper, for this size le suitable for placing in's notebook and aio can be xeroxed sally for duplicate cop es. Regionel maps should be drawn on 1 scale of 1 inch = 100 to 600 yards to permit inclusion af as much ‘etal os is required for Game Waster reference. Ouplicates containing ‘more genera information (important secrets are omitted} could be pre- ered and issued to characters netive tothe region for the duration of @ ‘ame ession, efter which they are returned to the Gome Mostar. Tht Permits players to have gengral knowledge of the region of the birth lai stl being ‘im the dark’ about the mysteries of the pace. Only the layers) possessing chorscters ative to the region would be permitted to look at the duplicate svangers would have to make do with general istance references, etc, 95 they try 10 prepore a rough map of ther ‘own. Returning the maps atthe end ofa aesion maintains security, for rmamory is unsure and others will not have the opportunity to see them \Wilderiana maps canbe player designed or eee topographical survey ‘aps may BP durchased at relatively minimal cort from the appropriate ‘department of your government. Such survey mans should be of wilde ‘ess areas. They provide Ineracible dal and are most uretul for this Regional maps do not all have to be prepared by the camgalgn de signer. Payers possessing nobles or mages who dominate 8 particular Fegion could design the maps of ther territories and would retain 9 copy because of their intimste knowiedge of the ares, Indeed, such layers often actos local Game Masters when the action is cariad into areas under their contol, for thoy commend the troops, ete. of the resion, WEATHER Wiesther conditions will vary consideraby, depending upon the eg ion one i in, etc. The following tables are intended to terve es guides, ‘only, and may be modified to sult local weather patterns GENERAL WEATHER CONDITIONS: {Check marin, efterncon, evening, and right. 0100 _Spring/Fal Weather 01-05 Dense Fog & Coo! 0610 ist & Coot 1118 Heavy Rain & Coo! 1620 Light Rain & Cool 2135 Drizle & Cool 36:55 Overeart & Coo! 5665 Cloudy & Goat 86-75 Cloudy & Warm 7625 Gear & Cool 36.00 Clr & Warm Noms 15 Morning: 5 ‘Afternoon: +7 Evening: 10 100 Summer Weather 01-02 Dense Fog & Coat 0308 Wier & Cool 06-10 Steady Rain & Coo! 1118 Steady Drizale & Cool 1620 Drizzle & Cool 2120 Intermittent Showers 3138 Thunderstorm 3648 Cloudy & Coo! 4658 Cloudy & Viarm 5865 Clear & Cool 66-75 Citar & Warm 7500 Clear & Hot Night 8 Morning: ne modification Alternoon: 47 Evening: 5 D100 Winter Weather 0107 lizznrd/Heavy Snow 0818 Steady Light Snow 18:20 Light Snow Showers 21:25 ——_Fogilce Fog & Cool/Cold 2550 Overeast & Cooi/Cold 5170 Cloudy & CooliCold 7190 Clear & Cool/Cola 91-00 Sunny & Warm (thaw) November: 15 December: no modification danuary: “10 February: 5 ‘These general weather concitions ore those typical of the forested lands of Europe. In northern climates, conditions tend to be more severe: in Mediterranean climate, they are warmer and ori. If steppe lands and plains ae involved, candtions in spring, fall and summer tend to be fairly dry, with rains i late summer and serly fall It's impossible 10 include ail 3 these conditions in ane et of table, so players ere urged to design their evn weather charts to reflect the weather cond tions they dese, winos Wind direction is vory important winen conducting the Hunt, for breezes carry scents and sounds @ considerable distance. Depending upon the nature of westher conditions and the neture of winds in the Tegion, at decides by the Game Master, winds cen remain fairly con- stant [check once every 2 hours) of be ceprcious (check every Hour). FRoll 2.6 for prevailing wing, then consult the Wind Shitt Table for changer: D6 Prevailing Wind 1 or Provaling Wind 2 23 South ‘North-West 4 South-East West 5 East SouthWest 6 North-East South 7 North South-East a9 North-West East 10 West North-€oe 1142 South-West North 0100 Wind Shife Variation 01-15 Wing shifts 1 point clockwise 16:30 Wing snfts 1 point anticlockwise 31-40 Wina shifts 2 points clockwise 4150 Wing ahve 2 pointe anticlockwise 51-65 Wingsnift on Wing Table 66.00 Wind remains constant OVERLAND MOVEMENT ‘When € & § wae designed, movement was conceived largely in vs lof encounter situations rather than in terms of extended pursuits. With the dovelopment of hunting rules and the adltionel likelihood of ex: tended pursuits offby enemies overland, mare comprehensive rues were required to account for movement. ‘All creatures are assigned a Fatigue Point (FP) level equel to their Body and Fatigue levels (or body levels, it fstigue eves re not stpul tec), ‘The FP total presents the stamina and reserve strength of @ creature — the sistance it ean go at various speeds before it begins 10 lose Fetigue/Body points, ‘For sec 2.8 minute cros-countryjroad turn, FPs are deducted from the FP total for movement, When al of the FP are uted up, 1 point/2.5 minute turn is ost from Fatigue/Body levels ofthe erature Fun or Max. Speed: FP lss/turn as indicated in the Endurance colurmn Speed: 50% FP loss (50% for wolves, Wolthounc). 1 Speed: 30% FP loss (25% for dogs, wolves, steppe horses, Elves, Hobbits). Wilks: 10% FP loss (cats 8%), ‘There are also other impediments Partially encumbered (40% to 60% carrving ‘capacity used to bear burden! double FP lots Running in chain houberk (4 oF ¥ speed: full is impossibie) double FP loss Funning in combination pate or fil piate (8 speed oniy). Fully encumbered (50% + carrying capacity used to bear burden) Fully fotiguee (al feigue points los)» ple FP lose triple FP lose lose body points For example, jot us take s man with body 16 and fatigue 9. FPM (Fatigue Points for Movement] = 16 + 9" 25, Here are the possibilities: Fun at 857 yes/turn = 2 FP/turn = 26/2 oF 12.5 wurns for 6.2 miles. Ye speed oF 656 ves/turn « 1.2 FP/tumn = 26/12 = 20.8 turns for 7.78 lies 1h speed oF 437 yas/turn = 0.6 FP/turn * 26.06 = 41.7 tuens for 10.4 ries Walk oF 226 yotturn = 2 FP/tuen = 26/:2 = 126 turn for 18.9 miles Running in chain hauberk st % speed, for example, would expend 2x 06 FP or 1.2 FP, siving 20.8 turne for 6.2 mile, If the character wae sso fully eneumbered, FP loss = 2 +3 = 5 x 018 oF 3 FP/turn, giving 8.3 fuime for 2.1 mils, Clearly, the system offers considerable scope with respect to run: ning down engmies by ending tiem lierlly into the ground, ‘Wounded men are regarded os baing partially encumbered if under 28% body damage, and lly encumbered if over 25% demage, The fame is true of animale, monsters, ete CCripples begin at slow walk (is walk speed), with 10% FP loss: then 50% for walking speed and 100% for hal-speed, Crawling is at walk speed st 50% FP loss i injured, Frying creatures may cruise at % speed for 5% FP loss, slow cruise at ‘walk 006 for 15 FP los, “The FPM loves can De recovered at a rate of 25% per hour of rest (Constitutions of 14-18 add +8%, 10 + 10%, and 20 + 25% to FPM re: ‘covery. 10 minute reste/nour are advisable. Once cistances have closed to batla ranges, switeh to the individue! movement speeds siven in © & HUMAN FORM InOpen Un CREATURES — Walk Run Walk Run ian 25 87s 128 450, ef 225 1100 175 625 Hobbit 200 825 125 450, Dwar! 200 750 125 400 Kobold 200 725 125 375 Goblin 200 750 125 375 Ores 200 775 «125 375 Ue Hoi 225 B50 125 425 Bugbear 225 925 125 500 Hobgobiin 225 950 125 500 Grol 225 900 125 500 Ogee 225 900 125 500, Mn Tro 225 900 128 475 Cave Troll 225 900 125 400 Wood Trai 225 1000 180 600 Water Trai 228 900 128 475 Giant 300 1700 260 700 RIDING/PACK/ DRAFT ANIMALS Riding Palfrey 250 1900125 850 Li Horse 250 2000 125 650 Ned. Hore 250 1800 125 625 Hv. Hone 250 1650 125 625 Great Horse 250 3000 125850 Mule 225 1600 125 600 Laden 225 1200 125 500 Wiog0n 225 1000 50 150 ‘TERRAIN MOVEMENT (in yards/motors per 2.5 minutes: = 73= m.p.h.) owt Danse Cover Swamp Swimming ‘Walle Run Walk Run Av. Max. Endurance 75 300 75 130 75 175° 2 FPitun 125 450 75 200 75 200 1 FPitura 100 325 25 75 25 50 2 FPitum 75 275 25 (715 25 50 2 FPiturm 7% 275 28 75 ~~ 3 FPiturn 15 275 25 78 = 3 FPitura 1% 25 25 78 3. FPituen 7 275 75150 — 3 FPituin 75 300 75 180 - — 3 FPitumn 75 325 75 (175 — — 3 FPiturn 7% 300 75 175 — 3 FPiturn 78 325 78175 3. FPituen 75 300 75 150 ~ 3. FPituen 75 300 78 150 — — 3 FPitumn 125 400 75 150 — — 3. FPiturn 75 300 75 250 100 300 3 FP/turn 100 400 50 180 - — 3 FPiturn 75 300 75 150 75 125 4 FPitum 75 300 75 150 75 128 2 FPItum 75 325 75 150 75 125 3 FPitum 75 325 75 150 75 125 4 FPitum 75 400 75 200 100 200 2 FP/tum 75 275 75 180 75 125 3 FP/tun 75 280 50 100 60 75 4 FPitum = = = 25 25 5 FP itu 5 ‘TERRAIN MOVEMENT (in yards/meters per 25 minutes; + 73 * mp.h. In Open —Undergrowth Dense Cover Swamp. Swimming Wolk Run Walk “Run Walk Run Walk Run Ay, Max. Endurance Draft Horse «2251600128 600 75 © 275.-75«180 75 125 3 FP/tumn Leder 225 1200 125 475 75 225 60 100 SO 75 4 FPIurn Wagon 225 1000 50 100 - ~ — — 25 25 § FPIum Donkey 225 1400 125 450 75 250 50 100 50 100 3 FPItum Laden 225 960 125 400 75 175 50 75 25 75 & FPiturn Oxenjcattle 2001400100 500 50 250 60 100 50 100 4 FP/tum ‘Wagon 175 780 50125 ~~ = = 25 25 & FPIturn BEASTS OF PREY Brown ear 200 1600 125 700 75 400 75 150 75 15D 6 FPhum Grizzly 200 1700 125 700 75 400 75 150 75 150 6 FP/um Polar Beor 200 1800 125 750 75 450 75 200 100 250 6 FPItum Leopers 225 2750 125 950 75 475 78 225 75 128 7 FP/um Panther 225 7800 125 975 75 475 75 260 75 125 7 EPiun Cheetah 225 $500" 125 1100 75 850 75 125 25 50 10 FPhurn Lion 225 2500 125 750 75 450 75 200 50 100 8 FPhun Tier 225 2700 160 80 75 500 75 200 75 125 7 FPItumn Dire Wott 225 2000 125 750 75 425 75 175 75 125 1 FPIturm Grey Wott 225 1850 125 700 75 400 75 175 75 125 1 FPhtum Ware, 225 1875 128 700 75 400 75 175 75 125 1 FPftu Wolverine 175 1500 100 675 75 378 78 175 75 125 7 FP/tum Canstrietor 18 350 10 75 10 50 25 100 50 125 10 FP/tum Lge. Constr, 18 400 10 75 10 50 25 100 50 125 10 FP/tum Crocodile 128 700 25 100 78 200 75 400 10 FP/turn Wace! 200 875 175 800 150 700 25 50 25 25° 1 FP/tum * For 500 yard only, at full FPM loss;such runs exhaust Cheetahs BIRDS OF TERRAIN MOVEMENT (in yards/meters per 25 minutes: + 73* mph) PREY InOpen—Undergrowth Dense Cover Swamp Swimming Walk Run Walle Run Walk Run Walk Run Av. Max. Endurance OnGround 50 100 25 50. 25 25) 10 28 — 5 tuinsatvun Gerfaicon 2500 6000 400 2500 260 1200 — — — 1S turns at max Saker Hawk 2500 6100 425 2600 250 1200 — — — 1S turnsatmax. Merlin 2500 6200 450 2600 280 1200 — — — 1S tunsatmax Lanner 2700 6300 450 2700 250 1200 — — — 12 tumsatmen Perrigeine 3000 9000 $50 3300 2500 1200 - — — — 7 turnsatmax ‘Sparrow Hawk 2900 6800 525 3000 2500 1900 - — — — § turnsatmax Eagies (all) 2500 6000 400 2000 200 1000 25 turns at mas OTHER BI Crouse 28 200 25 100 — - ~~ 7 tueatrun Flying 450 2800 250 1250 — 10 wensatmax. Pheasants 25 175 25 100, = = 8 tormeat max Flying 475° 7900 250 1350 — — — 10 turnsat max ous 50 200 50 200 — - - ~ 10 tunsatmax. Flying 450 2700 250 1180 — 7 turnsat max Ducks 50 150 25 75 25 50 25 200 5 atvun, 1Oswim Fiving 425 2000 250 1000 ~~ 25 turns at man Goose 80 150 25 75 25 Sd 28 200 7 atrun, 10swim Fiving 400 1800 250 800 — a5 turns at max Swars 50 150 25 75 25 50-25 200 5 turns, Demin Flying 400 1800 250 900 ~~ 25 turn at ma Others 25 50 25 25 10 25 — — 5 tumsatmax Flying 475 3000 250 1700 ta turns at max. BATS (Fly) 1500 3000 450 2000 260 1500 - =~ — — 10 tums et ma HUNTING & WAR DOGS, Talbot 225 1850 125 700 75 400 75 175 75 125 1 FPitum Staghound 225 1950 125 800 75 450 75 178 78 125 1 FP/tum Wolfhound 225 2050 125 900 75 450 78 175 75 126 1 FPitum Southern Hd, 2251850125 700 +75 «400 «78175 75 125 1 PiU Masuitt 225 1850 125 700 75 400 78 178 75 126 1 FPitum ‘Armored 7251750125 650 75 375 78 150 75 126 1 FPitum ‘sheep Dog 225 1850 125 700 75 400 75 175 75 125 1 FPitum ues 225 1800 125 700 75 400 75175 75 125 1 FPhum SMALL ‘ANIMALS Badger 150 650 125 600 100 300 — — — — 3 FPhum cat 475 1500 175 1200 150 900 28 75 25 25 3_FP/um Cet Familiar «17 2000«178 1400 150 1100 100 250 25 75 O.3FP/um cr 2 125 10 2 - — 28 50 25 25 1 FPhum Fox Frog/Toad Tosd/Famiiar Hare/Rabbst Hedgehog Lara! Omer ‘5m, Rodents skunk Tortoise Torte Sm. Viper ee. Viper LARGE ANIMALS: Boars Wi Pigs Hind nice S29 Catsle/Oxer Bulls Hoas/Sheep GIANT ANIMALS, Giant Ants G. Centipede Giant cra Killer Frog 6G. Porcupine Giant Ram Giant Rat G. Scorpion Giant Skunk Giant Snake Giant Spider Wir Elephant Gant Weasel 6. Wolverine LEGENDARY MONSTERS & BEASTS Basilisk (Centaur La Centar (Centaur Yo Chimera Flying cockatriee Flying Gorgon Flying Gaittin Flying Hopes Flying Hippoarift Fiving Hyde Manticore Minoteue Pogasus Flying Unicorn Wyvern Flying wi wise Fiving Young Dragon Flying Mature Dragon Flying (014 Dragon Flying 225 B 23 8 2 200 175 178 25 225 25 226 1400 1500 75 200 350 75 75 % 225 200 150 150 8 250 225 225 200 225 25 228 225 25 1500 25 1500 25 1500 25 200 225 400 225 2500 225 225 25 225 3000 225 225 2000 225 225 2500 225 225 3000 1350 350 450 1500 250 550 1000 450 ‘550 10 100 1450 1900 2000 2500 2750 4400 1500 1400 1000 1500 600 1000 500 1500 3200 650 300 550 1000 1300 1500 1700 1400 2500 7250 1750 2500 5000 875 3000 1000 3500 22500 500 3780 2500 6500 1000 2500 000 3000 ‘2000 3700 3750 4300 1500 7500 1800 2500 180 150 150 150 150 100 100 150 125 50 150 5 8 135 25 175 125 15 135 150 135 125 125 125 250 125 2000 125 250 125 100 250 125 280 100 125 135 125 250 125 175 20 225 150 150 250 150 250 1200 2% 50 100 150 400 400 275 4400 5 5 50 50 750 728 750 75 825 ‘900 500 600 725 500 50 650 750 500 425 450 400 500 750 725 200 700 625 700 175 750 450 450 500 1000 300 450 2000 00 450 650 280 6 150 10 10 2 2 2 % 25 25 5 5 5 100 25 50 100 150 50 100 2 125 125 125 138 250 250 5 250 2 78 18 78 400 8 250 225 100 250 00 100 250 300 275 400 425 475 625 250 250 25 215 300 200 300 500 200 275 400 350 50 450 1 5 3 50 25 50 50 75 8 25 100 2500 100 3000 100 3000 5 250 380 275 600 50 75 2 5 7s 78 100 100 125 100 100 % 150 275 7 150 100 175 150 100 150 200 125 150 150 150 200 75 150 200 150 20 150 150 200 5 2000 260 600 250 7500 25 ‘800 50 7s 78 asi ssi sss % 225 2000, 100 175 215 2 125 800 25 450 5 100 15 125 125 125 125 100 100 78 100 150 725006000 30007500 30008500, OS FP/un 1" FPieurn OFPiun 1 Fejeurn 2 FPhtum 3. FPitum 1 FPitura 1 FPiturn 2. FPjtun =nI-al N/a 1 FPiuen 1 EPurn Fe jun FPiturn Feieurn Feiturn Feiturn Feiturn FPiturn Feira FPiturn FPrturn FPrturn 10 FP turn Ferturn Ferurn FPicurn A Fejeurn FPftuen FPhtuen FPItuen FP/tuen Phun FPiturn FPieurn FPieurn Feicurn Fejturn OsFPitun 3 FPiun 2 FPituen 1 FP hun OSFP/tun 2 Fe jun OsFP/tun 5 FPfurn 1 FP hare 2_FPiturn O.5FP/tuin 6 FPitun B FP/tun 2 FPitun 2 _FPhun OSFPitun OSFP/tuen FPituen 1 FPitura =Ni-a 7 Fhuen 2. Phun 10 Fe/turn 1 Pun 10 FP/tuen OsFP/uen ‘TERRAIN MOVEMENT (in yards/meters per 2.5 minutes; — 73 = m.p.h.) InOpen—_Undergrowth Dense Cover Swamp Swimming UNDEAD — Walk Run Walk Fun Walk Run Walk Run Av, Max, Endurance ‘Skeletons 225 850100 425-7575 S128 NIA, Zombies 150 500100 300 50 200 50 100 - — —N/-A Ghouls 225. 900_«125_« 425-75 «325-75 —«178«—«75 «125 NIA, Deaths —«-225F B5OF 225F B5OF 225F B5OF 225F B50F 225F BSF —N/-A Wignts 225F B50F 225F BSOF 225F B50F 225F B50F 225F B50F —N/—A Vampires 225 925125 «47575 «325-75 175 ‘NI-B. \Vamp.fst/Gas 250% 2000F 250F 1500F250F 900F 250F 2000F 250F 2000F -N/—A Specires 250F 1000F 250F 1000F260F 1000F250F 1000F 250F 1000F-N/—A Mummies 450 850 100 450 75 300 75 125 N/a, Wraiths —250F 1000F 250F 1000F260F 1000F250F 1000F 250F 1000F-N/—A ‘Nazgul 250F 1000F 250F 1000F250F 1000 250F i000F 250F 1000F—N/-A Ghosts SOF 1000F 150F 1000F150F 1000F 1S0F 1000F 1S0F 1000F-N/—-A Phantoms 250F 1000F 250F 1000F260F 1000F250F 1000F 250F 1000F -N/—A ‘All Undead merked “Fare in ‘lying’ mode, Such Undead are incorporeal or eee 2 fying form ‘of being (Vampire Bet, for instance), and when they are immaterial they are unaffected by intervening terrain features ENCOUNTERS Sinee the major portion of roleplaying activities involve encounter ing some person, monster, or beast, the systems by which encounters fare determined will be crucial to the conduct and balance of any cam. paiga. In a “known” world context, the Input of the eamoaign designer Js crucial, for itis he who must interpret the world and guage the prob- abilities of a particular type of encounter in a given location. All the lencounters which are conceivabie are not necessarily all posible or rea: istic. The nature of the beingls) encountered and the likelihood of being encountered in a given locetion must be decided in the light of the particular campaign. Encounters may be of two types, planned encounters and ehonce Planned! encounters result from the Game Master's deliberately pac ing certain persons, beasts, or monsters in a specific location. if the lagventure party chance upon the pisee in which the beings) ean be encountered, an encounter is highly likely. However, even this i subject 10 the peculiarities ofthe being, the time of day oF night, and so on, “Taking Tolkien's Lord of 1he Rng as an exemple, Wights willbe en- countered in the Barrow Downs, but only at night because they remain in theie tombs in daylight. An encounter probability would take that factor into account, making daylight moctings O%. Night meotings could bo a straight percentage chanco or, perhaps, a percentage relate 10 the distance the party is from the barrow of a particular Wight. Sines stich encounters oceur in relation to the Game Master's conception of the region, itis properly his tosk to decide such matters, Planned en: counters tend to be part of a carefully conceived and orchestrated sen- fri, and itis fitting and right that the Game Marter exercise control ‘Chance encounters result from random probability determination — the luck of the dice. No universal set of encounter tables can be de Signed which serve the needs and desires of every campaign. Iti with ‘this consideration in mind thatthe following pages of chance encounter tables are presented as MODELS upan whieh Game Masters can pattern their ovm encounter tables. Of course, it might be that the fables are generally applicable as they stand, but they should in no may be re- girded as authoritative and absolute, © & 8 is a designer's game, and Percentages should be changed to suit the nature of the individual cam- paign. ‘Chance encounters should always be seen as compromises. They are ‘guides to play, and Game Masters are used to exercise discretion when {ver the encountor raliad would be unlikely in the world they have con- rived or would result in untowsrd play imbalance. There is nothing clever in the random appearance of a monster so learfully powerful that party will have little chance agpinst it, That is where Game Masters ‘may use behavior patterns of encountered being to roleplay them and. ‘develop situations which can offer @ chance of survival to outmatched parties of adventurares The chance eneounte s, furthermore, a senar ‘generator, a source of ideas and situations permitting players to react to various factors of their environment, Combet need not be the Drimary ‘object on the part ofthe Game Matter or the players, NON-PLAVER CHARACTERS (NPC) ‘The following procedures. are recommended once chance en 1, Determine the Alignment of the NPCs. Roll 020 for the leader ff the group encountered. It is the leader's moral character that will ‘govern the actions of his followers. Only i it isimportant to the action will other Alignments be found for the remaining NPCs. it should be ‘noted that Alignment differences (og: Chaotic meets Lew) do not ‘utomstically signal the commencement of hostilities, Alignment is 3 measure of mortal charactor, not fanatical devation to some religion oF other. 2. Determine the experience levels of the NPCs encountered, as described below: NON-PLAYER CHARACTER FIGHTING MEN oll D100 to determine the type of Fighting Men encountered [Numbers are highly variable, but they should be consistent with the location, the situation, and considerations of common sense and bal- sanced game play 01-85 = Menat-Arme 66.90 = Mounted Serceantry 91:00 = Knights Mounted Sergeanty could easly be accompanied by foot troops. Knights ara often attended by Squires, Mounted Sergeantry, Manat. ‘Arms, Ladies, and indeed almost anyone that might be unde their pro- tection of a member of their court ifthe Knight leading the group is of high noble rank. Men-at-Arms will be of experience levels 1-10 (roll O10), with 3 Sergeant of experiance lovel 6-15 (roll 5 + D10) commanding partes of 10 men or more. Large partes will have © number of Sergeants es see: tion and company commanders Mounted Sergeenty will be of experience levels 6-15 (rll S + 010), for they are hardoned veterans, The leader always has the highest exper. iene level (oll 2 O10 or take the experience level of the highest Ser ean). Knights willbe of experience levels 625 (coll § + D20), Squires will bbe of experience levels 1-6 (roll 06) if Squiree.in-Training or of levels 6.18 roll S + D10) if Squiresat-Arms. To determine social rank of Chivalry, use the C & & Social Class determination, This will generate lencounters with Lords and Princes. ‘Once experiance Is found, determine the service and intentions of ‘the NPCs. The percentages are optional and may be altered to suit the nature of 8 particular campaign: ‘Merrat.Arms/Sergeants Owing Servic 01-30 Vassls of Landed Knight 31-40 Vassais of Bannerette or Baron 41-80 Vassls ofa titled Lord 51-60 Vateals of the King 1-70 Mercenaties of a Fighting Order 81-90 Employees of a Merchant/Guild 97-00 Mercenaries 01-50 Contracted company 51-75 Free Company "76-00 Unattached Intentions or Duty of Fighters Encountered: ‘Vasa gubtraet 5%: fe8 Mercenaries 46:00 only 01-25 Patrolling/avardingeolectng axes 26.45 Checking outiarreting suspicious strangers 48:50 Fighting some enemy SESS Recruiting 56.60 Looking for an enemy/thette. 61165 Looking for pereona enemy 85:70 Going to/from some assignad duty 71-75 Looking for entertainment 78-80 Talking, wagering, ee. 81:85 Going to vise rends/coming home 8687 —Mestoge for memier of adventure party 138.00 campea/teting up eampveooking rm Knights Owing Service Torco not check service uness not of ted rank, an are held 19 be independent 3-80 not rolled 01-20 Vasil of Landed Knight 31.60 Vasal of Lord 1-70 Member of 9 Fighting Order 71-80 Varral ofthe King 81-00 Knight Errant (unatached) Kighte-Errant will never rll an Intention/Dty under 26 and wil cnallonge all Knights encountered to 9 rendly” tl at arms, A Lord ‘may delegate 2 champion to Fightin his pace. Intentions or Duty 01-25 Patrollinglavarcing/inspectng demesne 2630 Fighting some enamy 3145 Hunting 448160 Going o vist rende/coming home 6175 scoring Ladyiparty under protection 7620 Looking for enemy 8185 Looking for Monster 36.90 Onquest 91.95 Comers 96:99 Looking for entorsaiementaikinghvagering/ee (00 Message for member of adventure party ‘Remember, wherever the Game Master finds i advantageous to the ‘course of the adventure, he har the option of altering the intention oF ‘ty stated by the random result For example, in times of wor, Fight ing Men wil tnd to be patroling and are nghly suspicious of strangers, Knights encountering Krights wil Joust in friendly way unless they ‘are enemies) out of eourtery end custom. NPCS are characters too, and may be roleplayed as suits the occasion. NON-PLAYER CHARACTER BRIGANOS: Depending on the arte, brigands mey be mounted or on foot Mounted brgands tend tobe found in ope countryside, where cove pare, and fopresent large, well-organized bari. Most wil bein class O to-d armor leaders an their lieutenants may Pave class 3 to 5 armor, Fighters averape 20% of the group encountered, norfightersB0% Experience lve! D10 Experience level D10 + 06 Experienee level 010, Experionee level 08 rigans/Fightors igen Leaders: Brigand Lieutenents: Brigand Non-Fightors Intentions of Brlgands, Deployment: (roll 0100), 01:20 Ambush & robbery by D20.on foot 21.30 Ambush & robbery By DIO mounted 31.35 Ambush & robbery by 20 mounted 3643 Pursult by Di0 an foot 4450 Pursuit by D20 on foot 5165 020 on fo0t/010 mounted ahead & robbing oF pursuing 66.75 Onvay to prepare ambushito hideout” 76.80 Imseoran of entertainment, ee." 8185 Gomped™ 86.90 Pretending o be wayfarer™ 91-98 Onway toltrom "Fence" 96.98 Marvanger to brisand ehiet/fencele 98.00 Messenger to member of adventure party * Numbers veriabe. A brig camp may be quite large and Game Master deretion should be exerclnd when giving the apparent char ‘acter of the pce end the men in it, They could appear “innocent” omters, wavfarart, ee, oF look guy asin NON-PLAVER CHARACTER THIEVES. "Tnieve tena to limit their operations to the owns, although they can bs found accompanying partie of wayfaers. B5% belong to Guilds 15% ore independents, the later operating in small tows, wllages, and the like where Guild organization is oat vely non-existent, “Thist/Non-Fighter: ‘Assasin Fighter ‘experience level 020, fexparienc level D20 Intentions of Thieves: (rll 0100) Mntow” g5% Guldimen, 15% Indegendent Gountry: 20% Gulsomen, 80% Indepanoent* 01.98 Attempt to ct purseick poset $650 intent on mugying, es Atsasin thugl) as partner, and f 51-65 Intent on bugaty, 25% chance of following you home if you sppear to be prosperous 65.20. Ganman looking chest wet 31-78 Gamoing and Woking for victim (coosed dice, et, ging Pe rcantaglonperince te! 0 the te 1620 Gn Gui tanines 31-85 Looking for eerinent 85-0 Looking or aiou" 81.93 On nay tortrom Fane 84.90 Hedging om eime 87-98 Hicing/ranning rom Watch 85.00 Masog "0 remember of erty Intentions of Aseasin: (oll D100) Intowns 5% Guildsmen, 158 Independent Country: 30% Guilasmen, 70% Independant” 01-25 Intent on mugsing a member of the party 255 Inthe actof mugging someone eee 36 Intent to asatsinate a member ofthe party (contract let by unknown enemy) 7.49 Inthe act of azasinating someone else -45 _Hicing/Fleving scene of the ere 446.49 —_Hicng/Flesing from the Waren 5055 Fmaing 156.60 _Extorting “protection money’ from 2 Tradesman {61:85 Extorting ‘protection money" from party 186-70 With Buralar going tortram a “ob’ er on lookout ering & burgiary. 7178 On Gud business 7690 Looking for entertainment. May wish to gamble but “hate rosig, 91-00 Looking fora j00" * Independents in the countryside, small towns, villages, ete, tend to be afiiated with band of baginds, “Thiewts and Assasins are the mattrs of th indirect approxch and rarely, ir ever, adverse their identities or intentions, Many wl assume the puis of repectable citizens a, indeed, appesr to follow accepted trades in the community, Game Masters should orchestrate encounters Story. Females wth exceptional teuty may atte 0 se em 'Begosrs lal DS for axperione) are Non-Fighters. They tend to seek handouts with @ persisenee that ean be maddening at the best of times and utterly obnoxious st thet worst They also function as information ‘rtherers for both the Thieves” Guild ond the oes! authorities, for they be much in her ine of work and make ita point to acca al sraNg {5 10 obtain alms, When rebutfed, they tend to be insulting to the wx- NON-PLAYER CHARACTER CLERICS rial types tens to be raven from a wise variety of Chureh insti ‘tions and vill be Involved ina broad variety of pure Established Clergy are members of the formal Church hierarchy and have ® 65% ehonee of being abroad on Church business and a 35% chance of being out on private busines: 01-10 Seminary Student or Deacon Experience lve! 08 1625 Priest ino parish) Experience level 4+ 08 635 Curate Experience level 4 + D10 2650 Chaplain (to Knight or Lord) Experience evel 6+ O10 51-65 Chaplain (to Bishop, Primate, ete) Experience level 6 + 020 66-90 Rector (Parish Priest) Experience level 6 + 010 91-95 Dean Experience level 8 + 010 96:98 Conon Experience level + 010. 99 Archdeacon Experience level 10 + O10 00 Bishop (10% chance ‘Archbishop, 5% Primate) Experience leve! 10 + 020 Church Busines: (01-30 One ofthe following, as appropriate tothe Cleve’ rank: “buyiell with tov tradeeman buyiell with Gulekmen Svat negotiate with nobleman Crepotiate with loesl authorities Crepatiate with Lora, Crown “Church Conwacetion oF Canterence going to wait Churen superior inspection of Church domains delivering message 31-40 Heslng the sick in the community 441-50 Soliciting aims forthe poor 51-60 Preaching sermon 61-70 Seeking materials for Santification of sacred waters, sero, 71-80 Dispensing alms to the poor 81-90 Seeking out the ungoialy ‘91-95 Steking out a specified heretic or Enemy of God 95.00 Any other mission alloted Private Busines: (01-25 Going on pilgrimage or quest 230 Looking for religious Books to buy 31.35. Estingicrinking or seeking same 3640 Looking for entertainment 41-50 Taking care of family or friends 51-60 Going to the hunt, tourney, or to prscties fighting skis. 61-70 Going to seek a quiet piace of meditation or meditating 71-90 Protecting the poor trom unjust oppresion 91.00 Any other sctwity that i suited toa Civic. (Mer, the Align ‘ont piaysa significant role, and the Cleric of high alignment ‘may be getting into trouble or doing something frowned on By the Church) Winen rolling Alignments for Cleves, reall scores over 10 for Bish ‘one, Archgescone, and canons. No Cirle wll have an Alignment over 16. ‘Monasti Clergy are members ofa cloistered religious order and have ‘2 90% chance of being abroad on Church business and a 10% chance of being about on private business 01-10 B10 Novis: +1 MonkiNun {of evel + O10), Experience level 06 11-20 D10 Lay Brothers + 06 Monks {of evel 4+ O10), Experience level 06 21-85 DIO Monks/Nune Experionce level 4 + 010 91-99 Chapter Official (Chaplin, Cllerer, Precenter, Sserstan, Almoner, with 01-10% chance (of Abbot or Abbess in pact 120 honks/Nune latove) 00 Oficial af Monastic Grand (caer, with escort Experience level + 010, Experience level € +020, CChureh Business: Private Business: for Extablished Ciera. 235 for Established Cleray. Friars are mendicant monks or may attend 2 small rural chapel “They are very much in the world and have only 8 25% chance of being abroad on Church business and a 75% chance of being about on theie ‘ow business 01-75 Mencieant (vow of poverty) Experience level 206 7698 ‘Fighting’ Friar (Friar Tuck verity) Exparience level 2010 96.00 Hermit (Alignment 1-2) Experience level 8 +020 Church Busines: Private Busines: 5 for Established Cleray 5 for Established Clergy IMuitary Orders are Fighting Clerics and tond t0 be very efficent ‘and fanatical warriors, They have a 1-50% chance of being on patrol {highly suspiious of Infidels, 51-75% chance of being on Church Bus ines, and @ 76-00% chance of being on private business 01-40 Sergeante/Menat-Aems Experience level § + 010 31-90 Knight of tne Order fplus a: tendant troops, it apsropritel Experience level § + 020 91-95 Chapter Officer (Knight Com: ‘mander/House Master) Experience level 10+ 2010 96.99 Provincial Officer Provincial Commander) Experience level 12+ 2010 00 Oificer ofthe Grand Order {Seneschal/Grand Master) Experience level 15+ 2010 {A ranking official of a Miltary order will tend to have an escort of loraiy proportions Church Busines: Private Business 2s for Ertablished Clergy 5 for Extabished Clergy or for Knight or Fiohting NON-PLAYER CHARACTER MAGICK USERS Magick Users should not realy be encountered randomly in C&S ‘campaign. They are typically few in sumber in any true fantasy novel fr legend, and they should be rare in a same a well, Because of their ft, they rarely are in places a6 @ matter of chance, and thus should be ‘pre-determined NPCs wha are encountered because they are in a certain piace with a definite intention in mind. Such intentions might be: Looking for entertinmentiamusement Seeking needed materia for enehentments (i Evil, @ 25% chance smoterais quired are sacrifice or victim: it Neutral, a 10% chance) ‘Going tofrom Secret Society meeting. Going to/from or in place of meditation to contemplate or practice ‘Going on quest to nesrby /dstan place. Going to wit friendsieoming home. Going on plarimage Going on tong journey. ‘On Guild businose or other personal business. {Going to eat/drink somawnere. ‘Seeking personal enerny ‘On errandiquest for Master. Seeking member of adventure party/aishing 1 involve someone in party with nis oars ‘Such alist is endless. In any event, the encounter should be seen a, not being a matter of chance a ll, for the Mage willbe where he wants fo be end will meet ar avoid the psrty in accordance with his own Dens land motives, Al too often the sanario seems to begin in the legends nc ‘he fantasy novels ‘'ve been wasting for you Tha profiianey and mapica! equipment of the Mage is highly ver: able, but some guidelines are in orgee 1. Chanee of Focus: The probability of 2 Mage having @ Focus i rectly related to his MCL and his social status: MKL1-2: No Focus MKL.8: Probability of Focus = MKL + percentage given below: sert = 119% Yeoman = 1.20% Tonneman = 130% Guildsman = 17-45% ‘Noble 185% Royalty +-60% er = 1708 High ei = 1.90% Dwart = 1.505, MKL9+ Four has been enenented. 2. Chance of Magical Items: The probability of 9 Mage having mos ies! potions, serols, etc, corresponding 20 Simple. Magical Devices IC aS) is equal to his NIKL + percentage given above for his social class, One check may be made for each MK he posers 3. Chanee of an Amulet of Protection = MIKL + percentage given above for his socal elas. "2. Chance of Knowing a Spell: Refer to € & S. This is, however, only # general guide, and Game Masters may rule thot NPC Meges have ‘cquired certain spells, particularly if thay are within a specialization (Thaumaturgsts, for instance, are matters of llusions and will tend tO have mastered these at or below their casting levels as 8 metter of course, ‘5. Doviees of Power: When mapicl devices of great power are con: cerned, the rule of thumb should always be the level of the Mage and the sosropriatences of having euch a device under the circumstances af the encounter. Such devices should be rare, by their very nature NON-PLAYER CHARACTER ELVES & FORESTERS Al Elves are Magick Users, However, ith the exception of the High Ever, who are obviously high-talent Mages, most Elves will not pose much of 2 problem when setting up chance encounters. Use the chance of a focus to determine the probability of an Elvish bow, After MKL 9, an Elf wil Reve his bow and 2 good supply of moo ies arrows. Encounter percentages would be highly variable, and much ‘depends upon the neture of the rea, In Elish woods, any woodsman feneountered would likely be an Elf, Outside such areas, the encounters ‘would tand to be of the planned” variety Foresters may be encountered perhacs more than any other type of charecter ina woodland, Same are simply plain humans keeping the ‘me lan others ae Fighters and/or Magick Users a3 wal Elvish Foresters High Elves Fighter/Foresters Non Fignter Foresters ‘Shaman/Dance Chant Foresters Experience level D20 Experience level 010 + 020 Experience level D20 Experience level O10 Experience level OB + 020 0 Most Foresters will tend to be ordinary men, not Magick Users. ighter/Forestere wil usally be om patrol, hunting, and the like, Their task isto keep the woodlands for their Lords and to prevent poaching They also. wage var on monsters and maurading beasts, and act as scouts against lovaders, Non-Fighter Foresters are the serfs who have taken up poaching for a vation or who asi in the great hunts of the nobility. IN TOWNS & CITIES {A host of eifferent personages can be encountered in urban environ iments. Indeed, within view of the characters might be seen as many ab 20 or 20 aitferant cleus of people st one time, Thus the Game Mester ‘must exercige quite bit of personal contol over the ation. Some peo: le will be readily recognizable by their clothing, ete., and thus ques tions from the players about the nature of people around them could bbe met without ae rolling; the Gare Master ul simply decide whether for mot the type of person sought is present in the atea. Other classes Will be Tess Yecogoizable, In any event, town encounters should be Played by ear, to.8 degree, OF course, a well-developed town will Reve Getinite personality NPCé les in Judges’ Guild City State and Thunder hold), so some encounters will be planned, No encounter The Daytime Crowd: tradesman, pedlars, pusheert Iman, entertainers, wagons & tradesman, Doggrs pilgrims, messenger, physician, ehirurseon, University eage/seholar, Guildsmen (10% Gu Syndicl, Thieves mingling with the crowd, andlor courtesan, apprentices, runaway sert Tooking for job, Knights & Squires/Nobles & 3s, OMieisi of Royal Bureaucracy, Lies, children, conmen, gvking yeomen & serfs, Clerics, ae The Watch Thieves (1-3 in dey, 1-10 after dark) Fighting Men Procession (Civie/Chureh/Nable/Royal) Smugglers cit Lovere Drunken porty goers (often rowdy Vermin Woe, feral pets, small onimals) ‘Only in towne where there is some reason for a monster to be lurk ing about in the shadows, (rarely in daytime) should a monster en ‘counter be envtaged. These can be arranges (Game Masters should orchestrate the senarios which develop. Not ail of she encounters wil be aimed directly atthe adventure party. For ‘example, an encounter with Thiewes could be TA man running with something clutched under his erm, and someone caling from behind, ‘Stop, Thietl’ Players sre obligsted to ‘anger the huesnery. Morn Day Evening Night Late Night V1 9705 O10" 01-20 91-30, 1165 0665 1150 — 66:75 6675 1-60 21.35 31-50 7680 7680 61-67 3650 51-70 8193 8193 6889 51-70 71.75, a 9 90 = = 38) Bert 76-80 = 5 = 7275 e183 ole 76.89 84.90 9500 9500 9200 90.00 90.00 2. A group of shadowy figures crouched ov ‘Aman struggling with an assailant and erying out for hep, 4, Several figures lurking in a shadowed doorway. They may be ‘observing @ rich merchant on hie way home efter a drunken perty at the Guiles Hal ‘The choices are manifold, and to limit the posi raking rigid prescriptions is unnecessary. the falen body of les too much by u ON THE HIGHROAD “Traffic on the roads depends upon the nature of the roads and the surrounding countryside Nature of Highway Encounter Near Town On Highrosd_ Rural Road/Near Fiet Day Night Day Night’ Morn Afternoon Night Serts to/from town/market ids orto 02 010s =" 0125 01-25 01.03 Yeomen to/from town/marketfielis 11-20 03.05 0615 0103 2635 26-35 04.05 rovers with herd Mocks & doge 2425 0608 16-22 0405 3645 3645 06-07 Pediaes(ealhordan, tinker, ee.) 2630 09 25:26 0607 4648 4548 © 08 ‘Tradesmen with wagons earts & appcen tices tbuteher, baker, weaver, tailor, dyer, ete.) 3140 1011 2735 08 4949 Wandering Toubadours/Jongleurs) Payers 4145 1213 9640 09 6050 09 Guildemen with aporentices (10% chance ‘of Guild Syndie on Guild business) 46:50 14 «41.5810 - - Benker /Monaylender/Goldemith ‘Jeweler (usualy with an escort) 518s 15 4667 11 Fighting Mon (ge NPCs, On the fet, Tes usually @ patrol) 5465 1619 4865 1216 S169 6169 1012 Pilgrims (mixea types) 6668 20 © 6670 1718 7 70 13 Begearslunemployedicripplsiiepers = 89.71 — oT Thiet/Brigandk/Aseossin/Courseran 7278 222 7278 1930 1 Ot 14.15 Animal Traine /Oster/Forester/Noblet with doge & horses, 25% chance ofa hunt in pursuit of quarry 7e77 = 79 ana 7297 7297187 Fosd Repair crow ea - aoa - 7 78 ba University Sage Scholar /Physician/ CChirurgean/Apothacary ras 230825 - Messenger Rayal Official eas 2406833607 7979 ie Clerics (see NPCS) 2690 25 8489 3842 80 80 Great Lord/Bishop/Prince/King & retinue 91-92 26 9091 a ~ Funaway serf/apprentice/manastic 9394 2793 9293 43.47 81.25 19.29 Student on Wanderjahr with his Master 95348 BBG 30 Animals 9600 3595 9509 4990 8798 8297 31-90 Monsters = 9600 00 $1.00 99.00 98-00 91.00 "Nature of Highway Encounter Witdertand 1d Forest Day Night Day Night Serfs/Yeomen to/from town/marketifields O04 = == Drovers with herds/flocks & dogs a Pectars 0609 02 01-02 oF Merchant Caraven (under escort) 1015 03 032 Fighting Man 1620 0405 0405 03 Clerics 21-26 06 0608 Brigende 2540 0725 07.08 05 Pilgrims 4145 2627 09 06 lunsway /Oeserter/Fugicive 4650 2820 10 07 Messenger a Forester Porol/Elvsh Patrol 5265 97-458 1290 0820 Hunters/Animal Trainer/Fishermen/ Felconers 06-75 4649 91.99 21 Animals 75.90 50-85 3480 2275 Monsters 91-00 8600 81-00 76.00 It should be noted that Highway Encounter in Wilderiand and Enenanted Forest i subject to a general Wilderland Encounter check beforennd, IN THE FIEFLANDS ‘The Fiefiands tond to be welinbabited and, during the day, itis lfticut not to meet someone, Ar nigh, few tond to be abroad that one ‘woul tke to ma Nature of Encounter Settled Countryside Wilderland Fist Mor Day. Eve Night’ Morn Day Night Fief Inhabitants: in fieldsiwoods 01-70 01-75 01-40 01-30 01-40 01-60 1-10, poachers yeoman farmers hunters friarthermitiprest horckmen lovers warts Manor Patrol (25% foresters in ay, 60% at night) servants Knight & Sauie The Hunt — Lord & family Strangers: usunly on roses; those 71-75 760 41:50 3140 41-45 61465 11.20 off roads in wa0ds, ete, probably ‘re up to little good Glee Fighting Men refugee runaway fugitive fort travelers troubadour smugglers jongleur poachers lovers cattle thieves pedir Brigande: 76:77 81-82 51-55 41-45 \4650 66-75 21-40 Animals 7899 8399 5698 4695 51.95 7695 41-05 Monsters 00-00 98.00 9600 96.00 9500 85.00 Fr encounters in the forest and woods, be “Encounters in Settled Forest Replons" in the CHANCE ENCOUNTERS IN FORESTS & WILDERLAND, Wilderness regions tend to be quite empty of huiman life and few charaeter of the reglon then coll D100 to determine the % chance of an ‘encounters with people occur off the roads, There ara different kinds encounter. If an eeounter occurs, roll D100 to Gatermine its nature, and ‘of wilderness st wal, and each has its own probablities of ehance en- move on to the NPC/Animai/Monster Appearance Table appropriate £0 ‘counters. To determine the probabilty of bn encounter, consider the the situation Natureof ENCOUNTERS IN TRUE WILDERNESS SETTINGS: (every 2 hours, day & night) Encounter OnHighroad Game Trail InClesringPool/Stream Off Tralis In Swamps Day Night Day Night Day Night Day Night Oay Night Day Night % Encounter 01-25 1-15 01-40 O1-25 07-55 1-90 01-95 01-95 01-50 01-90 0160 01.40 Tate 0115 O05 — — oe oro 0105 = 01.05 Woodmen 1625 06-07 01-18 01-02 01-20. 01-10 01-20 = Sm. Animal 2680 0860 1660 0335 21.50 11.35 21-50 11-40 06-70 01-40 06-50 01-95, Lge. Animal 81-95 61-80 $1-85 36-60 51-90 36-75 51-90 41-75 71-80 41-60 51-75 3659 Uncsual An, 9699 81-90 86.95 81-00 91.95 76-88 91.99 76.90 51.90 61-80 75-90 56-75, Mons 00 91-00 96.00 91.00 9600 89-00 00 91-00 31.00 81.00 91-00 76-00 Nature of ENCOUNTERS IN SETTLED FOREST REGIONS: every 2 hours, day & night] Encounter On Highroad Geme Trail In Clearing Pool/Stream Off Trails In Swamps Day Night Day Night Day Night Day Night Day "Night Day Night Encounter 1-45 01-20 01-40 01-26 01-50 01-25 01-90 01-35 O1-AO 01-30 01.50 1-80 Trafies 0140 O10 — — oe Woodmen 41-50 11-18 01-20 01-04 01.20 01-10 01-20 1-10 01-04 01-02 01-10 01-02, Sm. Animal 51-90 16-70 21-85 05-40 21-50 11.45 21.60 11:50 05-70 03-40 11-60 03-45 Lge. Animal 91-97 71-90 5690 41-85 51-95 45.80 61-95 51-85 71-90 41-80 6185 48.75, Uncsuel An, 9600 91-98 91-98 86-95 9699 81-92 96-99 695 91-07 61-90 86-95 76-00, Monster 99:00 99-00 9600.00 9300.00 96.00 9800 91.00 96.00 91.00 Nature of ENCOUNTERS IN ENCHANTED FOREST REGIONS: (every hour, day & night) Encounter On Highrasd Game Trail In Clearing Pool/Stream Off Trails In Swamps Day Night Day Day Night Day Night Day Night Day Night Encounter 01-25 01-25 01-45 01-90 01-60 01-35 01-45 O15 O55 0140 01-60 01-50 Tathen OOS Woodimes 0610 01 01-05 Of 105 01 0105 or ors — Ever. ete.* 11-20 02080618 0203 0615 02100615 O1 0210 01 0406 Sm.Animsl 21-60 0650 1645 0435 1645 1130 1640 0235 11:50 02.40 0750 01.90 Lge. Animal 61-20 3-70 4625 36-70 4685 31.60 41-80 36-70 51-70 4160 51-75 31-50, Unvsal An, 81-95 71-85 9645 71-80 8695 61-75 81-90 71-89 71-85 61-75 7690 51-65 Monster 9600 86-00 96-00 81-00 96-00 76.00 81-00 8400 86.00 76-00 91-00 65.00 ‘Traffic a given for The Highsay. “Elves, et, refers co the fact that Enchanted Forests ually ‘belong’ to someone, ond unusuel or magical things sre hapsiening in them. In Elvish Fortsts, most Wloademen are Elves. Ia Entish Forests, Woodsmen or Elver could be Ents, st the Game Master's discrevion, In other Enehanted Forests, Woodsmen, Elves, ete, could b> petraing Poresters, Mencet-Aras, and the like Encounters da not have to be {ace to face, In many instances, play- ors will merely hear the song or ery ofa ied or animal or se its tracks. In the case ofthe ster, the Game Master may rule on thei freshness oF ‘age, In some instances, the srimals, ete, could be in places of conceal ‘ment and watching the party. Such matters could be made subject to Fandom determinations, but it parhaps restricts the Game Master too ‘mush, The following behaviors are therefore given as svagestions of poe sible actions Birds Flying overhead Singing in ree/bush/on rock Siting in tree overhead Swimming (water fowl Nesting Silently wetching perty Feeding Making sil lif predetory) Bird messenger Aiea Hungry and looking for food Grazingleating kill Stalking rey nearby lif predatory) Stalking party (it prectory en arge or in packs) ‘Thisty and looking for water/arinking Urinating/6afecating Mating/rutting i springtime) Sleeping/sleepy and unalert with youn In open/undr cover Animal Messenger Marking teritory/defending territory against taebass Fieeing/hiding from predator er hunters nearby Unusual animals and Legendary Beatts tend to behave in @ manner consistent sith the above, In the case of Great Eagles, Grilfine, and the Tike, who inhabit the High Places and come to Earth only to make 3 Kil, the options are more limited MONSTERS Monsters have 2 vast number of motivations. Uninteligent and somi- inteligent monsters tend to behave like animals for the most part. In- teligent monsters behave with the same cunning and attention to pian ring thot cheracterizes any party of men, Goblins, Trolls, and thei kind Will tend to have such intentions as robbery, robbery and killing, teking Eaptives for ransom, etc, but it con be possible hat they are cai ox. hungry and afraid in some circumstances, Game Mesters should avoid ‘the Killer Instinct and play the situation with some imagination, Rarely reall monsters hostile at al ies, Goblins, Trolls, Giants: Cemping/prepering meat/eting & drinking Setting ambush for party, Setting ambush for others “Ambushing other party Robbery intended Robbery & slaying intended ‘Capture for ransom intended Lost and Seeking aid Roturning from raid with loot prisoners Seeking enemy Hunting game/aressng carcss/ishing Patrolling area for "The Boss Bandaping wounds after losing battle Collecting tlt Escorting someone Looking for work with a ganerous Chaotic Riddle ame desired (Gients, Goblins) Torrorizing villagers cate “iting ‘orturing prisoners Requerting Information, directions Giving information, arctions Lying outrageously Building fort/oridge/cave complex Prepering for war/planning reid Meeting with mysterious strangers ‘Gambling/otter to gamble with party ‘Quel in progress 3 Dividing loot (ten quarrel in progress) Pillaging ambush caravan/looting bodies Having tun’ skinning Dwarves/Hobbits/Eives Preparing gallows/stake and taggots/ete. Using golons/stake and faggots, ete Cutting down tees bad in Elvish and Entsh forests) Causing a fair damsel cistoss Aiding friends Coming to aid of trend in party Fecosnizing member of purty trom formar expedition {triendtae) Evening old scores and accounts Serling leadership of thelr band Intending to buy sal/Arade goods, loot or prisoners From the foregoing, it becomet apporent that more than justo ther bout of killing may be in the offing, Intelligent monsters behave in much the same manner as people do, only they tend to express their esis in actions perhaps a trifle more ‘erude’ and “vulgar” then in hu Goblin races and Gnolls may be given favorite weapon bonuses (C8) for weapon skill. Only ane weapon should be singled out. Ko- bolds and Goblins would recaive non-fighter Bonuses, while Ores, Uruk Hi, Hobgoblins, Bugbears, and Gnolls have fighter bonuses. Goblin Face ranks of King, Ore-Loro, and Uruk Hai Weriord are abe to use any Chissirc foot weapon, All Goblin race officers are equivalent to Ser ‘geants and may use the Chivalrie scimitar or any battle axe in the Chiv airie combat table, Al regular troops use Infantry weapons or the Gob Tinoid scimitar Goblinoid Scimitar (infantry weapon) 100 SP/7 Or, wt./3 blows! 2 WOF/Length: 3 o 1 2 3 4 5 6 7 8 9 w 50 45 4 35 30 20 15 10 05 00 -5 30.25 20 15 15 10 10 05 0S 05 oS Goblinoid weapons may be obtained from Goblins or from a veteran of a battle with Goblins wno have carried off a souvenier Exceptional Monsters: “The C & S monster/animsl characteristics ae eapable of some mac: ification to permit the development of exceptionelly dangerous adver saries, As 3 rule of thumb, such ereatures could have thelr body /ftigu levis increased by up to 25%, their hit bonuses by 25% log.) if hit bonus was 12%, 125% = +258), and similarly their dodge and parry bonuses could be improved, Such creatures would appear quite ‘normal until engaged ina ight Wiater Troll Water Trols are noted for their high intelligence ond skill in many fof the legends, One feature is their ability to use weapons with partic bar skill, although they also fall back on fang and claw. Give Water ‘rolls fut weapon skill bonuses as for Fighters for 3 weapons, such weapons being of any clas, Giants: ‘Giants are really crummy fighters, so give them non-fighter weapon sill bonuses for infantry weapons and non fighter weapons, One weap: (on may be selected SMALL ANIMAL ENCOUNTERS (Depending upon the type, location, time of day, season, et, from 1-20 small animals may be encountered. Some willbe solitary, others in groups, depencing upon their natures. Game Masters should use dacre tion when determining numbers and behavior of encountered animale rather than depending upon random dies 4 Animals On Hightoad Game Trail In Clearing Pool/Stream Off Trails__——_In Swamps Encountered Day Night Day Night Day Night Day Night Day Night Day Night Badger =" Of 01-02 1-04 O12 1-04 OF 01 O02 OTe — = ats = 02 = 0508 = 0507 = = 5G Crows oror- 03 =H =D Guckoss = 02S ate Ducks a a A Doves oe tt oS Eagle — 08 ae Feral cat «0408-08 08 0709 O10 08421516 0309 0910 O712 TO11 0210 Feral Dose 05.08.05 «O709 10142131710. T1431 Fox 09 05 © 1012 11-43 1344 1445 1B 142 t4t7 119 — FrogTad = 2A 1322 — 1320 10-28 Grose == 5 = Se HS SS Om Grouse wo > 4 > tea > ek eg ST Howie mole Some 2 3338 = 2028 = eo = Hore/Robbit 1245 07-11 1524 1420 2540 1630 3539 2329 2534 2029 3133 26-28 Hedgehog 16.1243: 2871.29 419133 AD 30D Lark 121-2629 4229 nae 3637 Groree 22.28 1417 3031 2428 4850 3439 4550 3039 3839 3133 3440 2945 Nightingale §= 1820 2830 — 4041 - fae 3439 Ou! = 724 = 31g3 = azas - asg0 aes 6.49 Otters SoS lL LD reo 5185 2 e148 5085 Pheasonts = 245233 THD Tm Pigeons 2527 segs iss 2 wg Quai 220- 3839 — «6570 63 wgy Raven oe wee ‘Sm. Flodemts 31-50 2550 4155 3450 7281 4770 6570 5564 4960 4560 4560 5565 ‘Skunk 5185 6160 5660 5157 82 71.73 71-72 6585 61.62 6162 6162 6657 Snipe oe ee BS Sporroms 56-75-6169 — © a3a8 = 7982 wae? «6-70 Swallows 76-77-6370 — © 990 wea we Swons aol el ST sas 2 =D tae = Thrushes = 7882-74-74 9S ww Torro a 7576 BB Tones — goat ort = 73-77 6872 Sm.Vipers 8487 61-66 7780 5865 97 7478 92 72.73 7778 6365 7eB4 73.79 Lge. Vipers 8889 67-70 81-82 65.69 98 7677 92 74 «796847 8-88 G084 Wieases so 71-72 83 7071 — 7880 04 «750g Foll 1-3 times 91-00 74-00 84:00 72:00 99.00 81-00 9500 76.00 81.00 69.00 5900 85.00 LARGE ANIMAL ENCOUNTERS Large animals may be encountered in the flesh, or elze their sound for tracks may be detected and a bout of trailing may be necestary be- ‘ore the beast is confronted. In the case of tracks, only Forester char ‘acter will have any cereainty of recognizing the Boor of the beast or of following it for any distance. Most characters wall be ‘babes in the woods’ and would be able to tell litle from tracks. The same i true of sounds made by beast, “Tracks may be fresh or of several days’ age, the Game Master mak- ing sven decisions. On Game Trals, many a& 1-10 different tacks ‘may be found, requiring the exoert judgment of a Forester 10 make any Depending upon the type, location, ete, from 1:20 large animale may be encountered. As in the case of small animals, Game Masters should use iscration and common sense when determining their num: bere and behavior ‘Animals On Highroad On Game Trail In Clearing Pool/Stream Off Trails In Swamps Encountered Day Night Day Night Day Night Day Night Day Night Day Night Brown Bears 01-05 O1-15 O15 O1-15 04-20 01-20 01-20 O11 1-75 OID 01-10 O1-05 Bears/Young 0609 1620 1620 1617 2130 21-22 21.30 1112 1620 21 11-14 0607 Boors 1025 21.35 71-30 1830 3139 31-34 3134 1914 21-35 2290 1525 0809 Hinds 26.35 3638 31-40 31-33 4050 3540 35.43 1546 3640 3192 2632 1011 Hinds/Young 36-4239 41.50 34.35 B14 4450 17 at44 3334 9338 12 Greot sag 375153. 36 5153 18 4550 3538 39 13 Sto95 3839.40 8460 3739 5459 1920 97.60 37-40 4041 14 ila carte with bulls 40-5041 6185 39 71.76 4778 6063 20 Grea 41 Wild Pigs 81-59 4245 66-70 40-41 7779 49 6465 21-22 6465 42 4245 1516 Grey Wolves 60-70 43:59 71.75 4255 80.89 5060 6575 295 6675 4355 — Roll Tracks 71-80 60-85 76-90 5660 9095 6165 7605 36-40 7690 5660 4655 — Foll Sounds 81-98 66-95 91-95 61-90 9697 6585 9698 41.80 91.95 6180 5670 1660 Unusual An. 99:00 96-98 96-98 91.98 96.99 8698 99 81-90 9598 81.90 71.90 61.85 Legendary An. = 09 9800 97-00 00 97-00 00 91.00 99.00 91.00 91.00 85.00 15 UNUSUAL ANIMAL ENCOUNTERS [Unusual animsis are those rarely encountered or else those which are not normally encountered in» particular environment, Animate On Highrosd On Game Trail In Clearing Pool/Stream Off Tralls_—_In Swamps Encountered Day Night Day Night Day Night Day Night Day Night Day ‘Night Consirietor 011-02 01-03 01-03 — = -O1-05 01-05 OF-04 O1-04 01-08 01-10 Lge-Constr. 0203-04 08.06 0806 — = 08-06-10 05.07 05.07 0946 11-20 Grocodies a8 1735 21.35 DireWolf 0210 O15 O76 O18 O15 0145 21-30 2635 0820 0820 3645 3645 Grizzly 11-20 16-24 17.29 1928 1625 1630 3045 3650 2130 2130 4650 46.47 Polar Bear = 21-5308 GT Leopard 22-25 26-30 31-98 31-40 27:34 3240 4755 5261 3241 3245 51.60 4756 Lion 76-30 31-392 3940 41-42 3540 4143 56 62 42 «46 Tiger 3135 3237 41-47 4355 41-45 4448 57.68 65-72 4355 4762 6165 5742 Wierse 3650 38-50 48.60 56-75 4560 4955 67.72 68.68 5669 6375 — — - Wolverine 51-85 51-55 6185 7680 61-65 56-60 72.75 69-78 70-74 — - Roll Tracks 56-75 5665 6680 81-85 66-80 6165 7683 7580 7595 76-80 66-70 — Roll Sounds 76-95 6685 81-90 85-50 81-90 66.85 8352 81.85 8690 185 71-85 6340 Legendary An. 96-00 86-00 91-00 81-00 81-00 86.00 93.00 86.00 91.00 86.00 86-00 8000 LEGENDARY ANIMALS Legendary animals divide in ‘appraprintentsr of their spnecr hree categories. Depending upon the might be drawn upon in a chance encounter situation. If» randomized Pe, one, tw0, oF all tree categories approach is being used, the following probabilities apply’ Creature On Hightoad_ On Game Trail In Clearing Pool/Stream Off Trails in Swamps Encountered Day Night Day Night Day Night Day Night Day Night Day Night Giant Animal 01-86 01-70 01-85 01-80 01-90 O1-65 01-90 01-55 01-75 01-80 01-65 01-85 Lycomhropes 9690 71-85 86.00 6185 91.95 6685 91-95 01-80 76.85 51-80 6680 4605 Legendary An. 91-00 86-00 91:00 86.00 9600 9600 96-00 81-00 86.00 81.00 81-00 6600 Giant Animal (On Game Trail In Clearing Pool/Stream OFF Trails In Swamps Encountered Day Night Day. Day "Night Day Night Day Night Giant Ants 0104 OF 0105 01 1-02 OF Ord? OF O06 OF G. Centipede 0508 02 0807 02 03 -—«02:«0809 02-0709 02 Gimcabs = = tan 08-12 Groat Eagle 04 «= = 0708 =e =e Killer Frogs = ag 35 G. Mosquitoes 05 06-09 09 03.07 11-03-09 0508 0242 1947 O22 2796 2695 G Porcupine 06 10-11 1041 0810 12 1013 08 1944 ta91 T9I7 = Giant Ram 0708.0 1215 1347 14M 2B Giant Rats 0910 12-14 1648 1146 1820 1518 12 1548 2730 1822 37-42 36-42 Scorpions = 11 9 a Giant Skunk 1216 1520 2024 17-22 2324 1921 1415 1749 3436 7327 44.45 43-45 Giamt Snake 17-18 21-23 2527 2326 25 22 «1619 2025 3740 234 4650 46:50 Giant Spider 19 26-2830 27:20 26 © -23.-««-2023 2669 41.43 3529 51-55 5157 Wor Elephant 20° — 30 2728 242425 ade Giont Wasps 21 3132 — 2931 26:28 4748 5659 Giant Weosei 22:29 25-29 39-33 90.34 3283 2527 2030 3031 4950 4143 — — G.Wolverine 2429 30-35 37.41 35.99 3438 2832 3132 3233 51-55 4448 — oll Tescks 3040 36-40 4251 40.44 3944 3337 33-41 3337 5660 4959 GOG4 — Roll Sounds 41-45 41-50 5256 45:59 4549 3845 4750 3850 GI-65 5460 65-70 58-60 oll Lge. An. 46-90 51-85 57-80 50:78 50-75 4670 51-75 51-70 6675 GI.70 71-75 61-65 oll Un. An, 91-95 86:90 81-93 75-88 76-85 71.85 7685 7180 7660 71-80 7680 6670 Roll Lycan, 9691-95 9495 89.00 86-87 86.91 O687 81-88 1-83 81.90 81-85 71-60 Roll Leg. An. 97-00 96:00 9600 91.00 8800 92.00 8800 8900 8400 91-00 96-00 81.00 Lycanthtopes On Highroud On Game Trail In Clearing Pool/Stream Off Trails In Swamps Encountered Day Night Day Night Day Night Day Night Day Night Night Werebesr 01-05 01-10 01-10 01-10 1-15 OF-75 01-20 OID O10 OF-10 01-05 Wereboers 06-10 11615 14-25 1145 1622 1619 21-25 1143 11.25 11415 06-08 Wereions “11-15 1617 2635 1618 7332 2024 2630 1415 2530 16 = Woretigers 16-20 18.30 3640 1935 3937 2598 3140 1690 31.40 17-29 0920 Werewolves 21-30 31-40 4150 36-50 3847 3950 4145 31.95 4150 30.35, = 3195 41-42 5155 5154 4859 51-53 4650 3637 51:52 36 2130 36-45 43-50 5660 5560 6065 5463 51-60 3847 5355 37 31-45 oll Trxcks 46-70 51-85 61-80 61-65 66-75 6468 61-80 4853 5670 3845 4650 — Roll Sounds 71-90 5685 81-90 66-85 76-85 6980 81.85 S5E0 71.20 46-70 51-80 46:00 Roll Leg, An, 91-00 8600 91-00 86-00 86-00 81-00 8500 87.00 81.00 71.00 81.00 81-00 16 Logendery Asie On Highosd On Game Trail In Clearing Pool/Steeam OFF Trails Encountered Day Night Day Night Day Night Day Night Day Night Dragons 01-02 01-02 01-02 01 0103 OF Or 1-03. OF Blatant Beast 03-04 03-0 03-04 0204 0405 0203 02 01 04.05. 02 Centaurs 05-07 0509 - 0510 0405 0308 — 0607 — Chimes 08-5105? ?TO ‘Gorgon p07 111308 Gaittin 09 = tna y21@ e188 05 Horpios for 13 a nn es Hippowitf «13 1445 819 08 10 ag = Hiya 140807 1517 0609 2023 00-11 1113 0407 25.29 05.09 Manticore 15-24 06-10 1821 10-11 2429 1213 14 — 3035 tot - Pogasus ae rn Roe me = 22 - os2 9 ta Unicom = = ge witoWisp 5 Wyvern mB nm 2 ts Questing Beast” 26291213 2530 1314 3440 1516 1623 0507 4650 1915 1418 1617 oli Trocks 3048 14.20 21.80 1519 4155 1721 2430 0812 1620 1924 19.19 Rol Sounds 46-60 21-60 1-60 21-40 5660 2250 3150 1340 6165 71-40 2550 2050 Roll Lge, An. 61-80 51-75 6185 41-70 61-85 51-80 51-70 4178 6675 41.70 51-70 S165 Roll Un. An, 81-95 76-85 8695 71-80 86-05 81-90 71-85 7885 7685 71.80 71.80 66-75 FRoll Monster 96400 86-00 9600 81.00 96.00 91-00 86.00 86.00 86-00 81.00 81-00 76.00 * Questing Bast Tracks oniy! MONSTER ENCOUNTERS ‘A wide variety and number of monsters ean be encountered in & wilderiana seting. For the intelligent races, check purpose os for Gob- lin, Trolls, oF Glamts. Undead attempt to terrify or slay their vitims, ‘or may attempt to enthrall them for some mysterious purpose of their town, If the monsters appear in an inappropriate setting, reroll on the {2neral encountorenart to #68 what m Monster (On Highroad On Game Trail In Clearing Pool/Stream Off Trails Encountered Day Night Day Night Day Night Day Night Day Night Kobolds O05 — ONS OS OS = ONE Goblins = 0610 = 0610 = 0610 = 0810 = st Hobsobiing = MI MBS SS SB Bugbears = G17 617 tet? tg Ores — 127 e279 ee oar Uruk Hei 01-09 28-40 01-08 26-20 01.08 30-40 01-03 2226 0105 2824 Or 01.08 Grolle| 445 4s as 2730 See Oares — 4652 — 4650 — 4650 — 3133 — 3040 — 055 Teollst = 5860 — 5157 — 5160 — 3450 06-10 4155 0205 1630 Giant” O15 61 O10 S8—OT_ I-64 OT-10 5153 11-20 6658 — 31-99 Ghost = 663 - 59 AIO 34-40 Skeleton | 16-18 64-68 11412 6063 11-12 6668 11 5556 21 6D 11-14 41-45 Skeleton Il 19-20 67-68 13 6465 13 69 12-5758 22 61 «1618 46.50 21-23 68-71 1415 6668 1415 7072 13 5960 23 62 1921 51-65 24257273 16 6870 16 73. 14 «= «G162 24 «GI_—21-25 5660 — a7 - 7173 ~ 47 = 6387 ~ — Oaes GTS = ® = m4 = w= 6 = 6569 = 6066 = 9 = % 2 m7 = = 775 - 6768 — oe - 67 - 7m = mn 0 677 — 6970 5B 5 me oD Roll Tracks! Sounds 26-75 86.95 1740 7990 1750 8090 1550 73-85 2550 7985 2650 7380 ge. Animal 78.00 96.00 41-00 91-00 51-00 91-00 S100 9600 51-00 8600 51.00 8100 * Trolls include Cave, Mountain, Wood, and Weter varieties. The type encountered depends to @ large degree {upon the terrsin, Wood Trolls would tend to abound in heavily forested argos, with Water Trolls in areas with poole, streams, or swamps. Cave and Mountain Trolls would be found only in hilly or mountainous regions, Similarly, Giants may be of the Hil, Cave, Cyelopes, or Cloud varieties. Hill and Cave Giants ae found in appropriate terain, while Cloud Giants tend to be great manderers and go fer afield from ther towering homes, The Gyelopes tend £9 be found on islands, tending sheep and goats and inviting wayfarar to dinner, [A number of "watchdog" monsters like the Galisk, Cockatrice, Gargoyle, Minotaur, ete, are not included nacause they are not wand: fevers. Such beasts tend to remain in the same place a: guards and prop erly are encountered in that role, Similarly, certin highly unusual ane mals (Apes, for example) and birds (Ibs, Peacock) ore encountered too rarely tobe worthy of special encounters, ” Weather vy wes ives win Month None Light Brick Blustery den. 01-60 61-20 81-90 91+ Feb, 01-60 51-70 71-85 86+ Maren 01-40 41-60 61-75 7695 April 01-60 61-85 86.95 96+ May 01-7071.90 91+ — dune 01-80 81-90 91+ — wy o1sosty Aug, orgogi = Sept. 01-60 61.80 81-95 96+ Oct. 01-80 41.68 66-85 86.95 Nov, 01-80 43-60 61-80 81-90 Dec. 01-60 61-80 81-90 91.95, PRECIPITATION Month Any Sprinkle Shower Heavy Steady dans 30% 01-40 41707180 Bt Feo. 25% 01-50 5180 81.95 (96+ Moreh 20% 01-60 ergo ty April 38% 0140 44707190 ait Mey 25% 01-80 rao a+ dune 18% 01-60 6190 ote July 05% 01-80 8195 8+ Au. 05% 01-80. 8195s Sept. 15% 01-60 6130 81-90 gi+ Oe, 25% 01-80, 51g0 81-90 i+ Nov. 25% 01-80 41707188 BB+ Dec. 30% OF-€ 4170-7180 ate For precipitation, rol frst the “Any" column for the month. If the roll Is lek than or equal tothe listed percentage, rol again for the type (of precipitation For Temperature and Wind, roll percentile dle and fing the column {for the proper month to erat reference the ie ral fre result EFFECTS OF COMBINATIONS: (Gola + Any Preciitation = Snow Precipitation Type Amount of Snow Sprinkle Light Dusting Shower From 1/10" to 1” Heavy 1-2 Inches Steady 2 D6 Inches Snow accumulates during cold weather and melts at arate of 1 inch per day of chilly weather, 4 inches per day of fair weather, and all snow ‘on the ground on 8 warm oF hot day will malt SNOW thet is 12:24 inches deep reduces foot movement by one half; daeper snow reduces foot movement to one quarter normal and horse movement to one half normal. Snow les then 12 inches deep (but more than 3 inches deep) reduces foot movement by one quarter. i Temperature i Hot or Warm, all Showers and Heavy precipitation fare accompanied by thunder and lightning. Any precipitation reduces Hot temperatures to Warm end Werm to Foie for the duration of the It the Wind is Brisk, Blustery, or Gale, reduce Temperatures by one category. This dose not sllow reduetion into unutual categories ino er {eantage chance for the month) like Cold in May. IT yesterdoy's temperature nat Cold, subtract 10 fram today‘ tem- perature die roll. If yesterday's temperature was Hot, add 10 to today’s temperature die roll If the wind was Blustery oF Gale yesterday, add 20 to today’s wind sero. ‘TEMPERATURE Cold chilly Fine Warm 01-80 81+ 01-60 61> 01-30 31-70 oe 9180 or-10 ne 51-90 o1+ 11.70 71+ 01-20 21-80, 0180 01-20 21-80, 11.70 71+ eis are = orto 01-60 30 31.90 70 71+ ot = on oi 96 IH there wes any Precipitation other than Sprinkle yestercay, sub tract 25 when rolling for possible rain today. This may make ran im- possibe in same months, PRECIPITATION TYPES ‘Steady Rain Travel is one quarter of normals oftoad travel nae five sxths (eo six sides aie) cranes of becoming lott; oll once each hour for cols: ‘chance of becoming surorised is increated by 30%: Bash percentages are doubled due to slinpery footing: everything is soaked ana nothing wil bburn unless it has been specially protected; meals cooked in the field sare bad on 1-50%, neutral otherwise. Duration is 24 hours, with die roll at the end of the period: if the die roll is 1-2 om a siesided le, the next cay's weather ie slgo steady ‘SNOW: Results are the same as ain except that things do not get at wet. Fires can be started and food is cooked normally, Heaw ‘Same effects as for Steady Rain (and snow: wind increases by one category for the duration of the storm, which ie 1 + 1 D8 hours (2-7 hours). Next day's weather is rolled normally. Shower fects os for Heavy for the duration of the storm, which is 10.x2 1D6 minutes (20-120 minutes) Ifthe duration is less than seventy min- tutes, the party ean stay reasonably Gry under dense treee oF similar Duration it § x 1 DB (5:30) minutes. Parties can stay dry under ‘wees. Chance of being surprised is plus 10% (not +30% as for heavier rains), Teavel speed i not affected Unies the party spends time under ‘ees f0 keep dry. Rl for coe TEMPERATURE CATEGORIES old (-80°C and below) Cold westher clothing must be warn at all times failure to do +0 Invites Frostbite on all exposed body parts. Cold weather gear reduces ail combat bonuses by one half. Such cold weather gear must sso be fry oF it affords no protection. ‘Chance of Frostbite is [35 ~ Constitution)% per hour. f the tem= perature is rolled as Cold and there is also 8 Brak, Blustery or Gale wind, the chance of Frostbite le (50 — Consttution)3. Frostbite is insidious; thus the gamemaster should not tl the player he is bazoming Frostbitten unless he rolls fess than or equal to the emaractr’sInte- ligance on a twenty sided die, If Frosbite ls untrested for four hours. it becomes gangreno ‘Shock as a result of wounds i twice at likely to occur, If 8 person exposed to such Cold weather stops moving for any reason, he vill {rere to death in Constitution/& hours, Warmth may be obtained by fire, tents, or makeshift shelters (which take tivee hours to construct) Chilly (-6° ~ +590) ‘Shock is 1¥ times as likely to occur a @ result of wounds; non-activ- lty results in death In 2 x Constitution hours, Proper clothing reduces all combat bonuser by ane quarter. Feir (150 — #2000) {Good weather. No mociications 10 anything, Warm (+209 ~ +3080), ‘Good weather, But tring for hikes. Overland cittance travelled fe reaueed by Het (430°C and over) ‘Overland travel is redueed by one third: characters with Constitur tion of 16 oF les lve one fatigue point par hour of activity between 10:00 AM and 8:00 PM After the second consecutive hour of activity Guring these hours, check for Sunetroke [20 ~ Constitution) if In thade or [25 ~ Constitution! if in the sun ~ treatment is a5 for shock, texcept the victim is kept coo!) Characters engaging in Melee during the above hours lose one fatigue point per melee round if in AC 0-3, 2 fatigue points if in AC 4.6, 3 Fatigue points If in AC 7.9, and 4 Fatigue poins ifn AC 10. If char. ‘acter has no fatigue points left, do not take off body points, check for Sunstroke, Wino EFFECTS Winds serve 10 cool she ambient temperature, They can also inter: fere with archery. Use mocitiers Weapon Brisk Wind Blustary Wind Gale Bow =10 = =40 (cross Bow “5 =10 20 ‘These macifications apply to the archer’ chance of hitting his tr owt Designing CKD Monsters vy edward e. simbatise In the final analysis, any fantacy role-playing game lms at the en counter between man and ‘monster’. Chivalry & Sorcery monsters might spear to be rather limited in numbers to those players condi- tioned to the veritable avalanche of dungeon and wilderness nasties that tan be found in the prozines and spazines of fantasy gaming and in ‘ther fantasy role games, However, it should be remembered that C&S ‘nas designed initially es @ fentesy simuletion set in'a mide ages en Sironment, and the monster chosen for it were those typieal of such 9 sting “That does not mean that other monsters ar automatically excluded ‘rom aC & S campaign. Quite the contrary! The fantasy world created bya Geme Master end bis friends naed not be @ historical medieval ‘World at all, Remember, feudalism is @ type of sorial/palitca/economic ‘ordering of society and ean apply to Anyplace and Anywhen. The range ‘of possible worlce of fantasy that can be characterized by ane sort of feuaaliam or another is large. Such worlds are limited only by the imag intione and organizational skill of thore designing them, Within fantaty world, there could be @ place for almost any type cof ereature, But — and it isa very big but ~ the monsters should have ‘heir piacel The chance of encountering @ given monster should be rectly related to its nature ond the appropriateness of his presence in ® particular region, Some monster types, and especially the exotie varie ties created out of whole cloth by players instesd of being drawn from factual myth anc: legend, ought to be strety limited both in numbers ‘and in the locations in whieh they might be encountered, “There ore players who regard the number of monster types as some how being » measure of the quality of a cempaign. That is a mistaken assumption ‘Numbers in themselves never amount to better, There are hundreds of ifferant monsters now available, Its rare that any one Gore Mester will have the time, inclination, or ability to use them al in an affective tenner. Considering tht every mistake, every falure to exploit the fl Dotentials of # given monster type retuits in blayer Victories and exper fence bonuses, quantity is simply not quality. Its, at best, only a novel {ty that quickly wears Of. At itt worst, It fe bad campaigning, No gin tick monster, however cute of clever t may be, wil ever replace imag inative and skillful Game Mastering Whats parhops of greatest value are the possibilities for selecting specific monsters from the plethora of beasties avaliable. Each Game Moster has his favorite monsters, 9s do the players. Selection of mon. sare for 8 campaign is 9 personal matter. It cannot be otherwise, for teh campaign wil bear the mark of the Game Master conducting it.I ‘ysl, wll have nothing to do with monsters that violate my personel fenge Of what i authentic and reesonabie, The monsters | esign and Use heve to mest my standerde of believabllity and goad play bslanes. ‘To a degree, my proferaness are 2 matter of pertonal preludice, and | prefer authentie monsters adapted honestly and fairly accurately trom Betual myth and legend, oF from good works of fantasy fiction. TTdo not condemn monsters designed outside the bounds of tradi- tion, Umber Hulks have always occupied 2 special place in my mean little Game Master's heart. But I do reject many of the poorly con: ceived monsters arbitrarily designed and introduced into many cam- ‘elgns without any real thought as to their impact on play balance, not to mention more fundamental considerations which eral be raised shortly. Io not scceDt any defense of such monsters on the grounds thet ‘i's only 8 game’. Nor do | accept the argument thet just because ‘the designers of one game or another put in or excluded @ monster that [either have to use for refrain fram using i, There ls no one true wey In such matters except sweet reason and developing fair and balanced Play. BASIC STANDARDS OF MONSTER DESIGN When choosing monsters to adept to a fantssy campaign, one hes several sources. Fitst, they may be adapted directly from actual myths and legends. Sacond, they may be drawn from works of fantasy fltion. ‘Third, they ean be created entirely asthe product of s designer's imag When monsters are bated upon real models, models drawn from legend or fetion, a designer Is under an obligation to pratent the mon. ster ot it actualy appeors In the sources, The legends and fictional ‘works provide stores which ean be used to gauge the physial and other charecteristies and abilities of various monsters. Such stories are valu: fable guides to desion. Legendery monsters and those of fantasy fiction should be drawn ‘rue 10 their rources because nothing gatos on the nerves of someont ‘amillsr with the genuine article more then geting plain violence done 10.2 monster because the designer of that creature was ignorant of the sources of elie thought that he could ‘improve’ on the original model, [Let me give several exampes. Hydras (there was realy only one) ore int, sergentlike creatures with three headk. According to the Greek Tegena in which it appears, every time that one head was severed fram the body, two would grow instantly in its place. I cannot comprehend ‘the reasoning that converted ths very stisactory, very deadly ereature into a dinosaurlike monster! The term ‘Hydra’ is very specific in mean Jing. If one Is going to name a monster ‘Hydra’ prevent the Hydra that Hercules fought, not a totally aiferent creature which bear litle or no resemblance to the original. People, lke me, who are familiar with ‘the legends will become confused by the indofensibie liberties taken ‘Again, the Gorgons were three sisters with snakes in their mar, ane of ‘which was the famous Meduss slain by Persous, don‘t understand how ‘they could be confused with the brazen bulle whieh Jaton yoked to low a field, one of tho tsks et for him to win the Golden Fleece! ‘Such incredible and insensitive, heavy-handed and ilLinformed bboteh-ups abound inthe reaim of fantasy roe-saming. If one i ging to be original, ne should et lest have the grace co keep his hands off gen tine monsters and Invent ones that do fot steal their names, As a stu- dent of legendary lore and ab an educator, | retent the propagetion of Ignorance, Dragons are a prime case in point. As | pointed out In C& $, Orag- ‘ons were medieval symbols of grt destructive force — almost irresst able in their power. Chinese Oragons, if one is going to turn to that ‘other great source of Dragon Lore, were sometimes very banevolent, ‘but agsin represented great and simost lrreistable force. To reduce them t0 40 oF 60 hit points worms is lain sacrilege It misrepresents and degrades one of the mightiest monsters o fly through she pages of World myth and legend, But in how many cemeaigns is dragonslaying taken for granted because the dragons are pushovers? Try out a C&S (la Dragon sometimes. You'll find out why instant promotion and ‘national honors are accorded » dragon slayer! If your character survives the encounter, that ‘Trolls are my first and favorite love amongst the monsters. C&S Wter Trols are the epitome of trolidom and are modelled sfter thoes fof Nordic Legend and sags. In particular, the Anglo-Sexon Beowult Influenced the game monster for it pretents a very satisfying an com- plete rendering of such creatures In the persons of Grendel and his ‘mother, the dresd Sea Hag. They appear as tall, man-shaped beings of ‘reat strength and feersome power, Thus Water Trolls can reach heights Of B' and weights of 900 Dr. (more if armor Is worn, which some intel- ligent trols did on occasion). Their strength is legendary. Ther bodies Ould absorb incredible amounts of damage, yielding 100+ hit points, ‘and could quiekly regenerate. Their armor cls Is very high, for tolls have scaly, flinty, or rubbery hide that resist ordinary waepone, With ‘their mass they were able to bash and batter the nay through a room full of srmed warriors, single out a vietim, and carry him off with eae. Creatures of darkness, they postess night vision and detest the light of ‘ay, but only in Tolkien are they turned to stone by daylight! In battle, ‘thelt armaments and prowess are formidable, thir large claws tearing through armor as if it were cardboard. This is only damage caused by their claws: bites are an added bonus, while *hugt’ ean produce still ‘additional damage. Lest anyone think thls is extreme, remember that 9 trolls had # reputation for being able to rip a warriors head off with 3 tingle blow, and two tolls in. Beowulf terrorized the entire Danish ration. Nor are they stupid; many trolls have an intelligence that Is truly fienah in its cleverness. Nor will tolls — especialy water Troll = ignore the use of weapons, which permits ther to do even more dam- ‘Trolls, In short, characters “The guidelines used for agendary beasties are equally applicable for those monsters drawn trom fantasy fiction. Be true to the actual mon- F8 not 10 be used for combat practice by low level NATURAL LAW 'No matter how fantastic the setting, the basic laws of the universe shoula sani. ‘This fat about the nature of the universe — any universe — has been all to0 often lost on many game designers and players alike at onetime ‘or another. Part of the problem is that many players themselves ae sil fequiring « working knowledge of basi physics, chemistry, and biology as well as any other relevant science. There will be someone out there ready and eager to interject at this point that “t's only 2 game’. | apres ‘out I wll roming him that role games necessarily end inevitably simu late environments, Players have been too thoroughly conditioned by their ow life experiences and have acquired enough knowledge about lahat happens in their own world to make setting it aside far too di ficult. Its too much to expect of players to demand that they accept tn arbitary universe conceived by the Game Master which has natural Tews too far removed from those of our real world. Water flows down hill, not up. Flocks do nat hang suspended in midir unless comprised of ferrous material and buoyed up by an eleetro-megnetie fila. Living freaturee can be damaged and killed by physical agencies. These are facts of science. Why should it be suddenly different in a fantasy wworla? ‘A Game Master bent on violating natural laws should be reauired 10 prevent detailed explanations of the laws of his universe which conflict ‘with those we know prior to playing in his world ‘Any surprises in this ares are simply inexcusable Biological science should be our general guide when designing na lural monsters — creatures of the animal and plant kingdom. Any at tural monster that seriously violates biological truth isa poorly designed: ‘monster and should be thrown out with the bathwater. Also, if the monster salve and has 8 physical body, it can be and is fully subject: Physica! ws Here Isa practical enpieation of these principles. Supposing thet 2 Giant Siug is Biologically possibi, we would Go well ro bogin with an ‘overgrown version of the common garden variety. A giant slug would bbe slugpth in its movements and would not properly be capable of fast fr even moderately fest speeds, even when in @ hurry, because of the ‘nature of Ms locomotive apparatus and its mass. It would have 30", slmest pulpy body, and thus alo a very low armor class. Because that body is reiiant, It would absore damage trom club and maceiike weapons with ease (1/2 or 1/4 damage et best): but edged or pointed ‘weapons would readily open up its body and allow the escape of Inte: rel fluids. Because itis» low order creature, it would possess the vital: ity of such primitive life forms and would therefore nave» body high in| hit points. Covered with a slimy seeretion, t would likely be resistant to but not proof agsinst fire. Certainly it would instinctively claike heat, Just a5 real slugs do. A large bag of salt would drive i erazy i broken across its body. Its eyesight would be limited, but it cule sens Vibrations through the ground (esused by walking or other movement) Fr would not possess devastating weapons besides an acicie mouth cap. able of enguiting its prey. Of course, some compromises could be made fn this last point, permitting It o split an acid saeration for 20 or 30, fect, Its intligance, however, would be excruciatingly low, ond its gon tral manner would be pacifstc unless attacked or hungry. Certainly ft will be easly confused, and one might realy distract it by throwing it food. With 2 very low-grade intalligence, magicel command might have to be limited to simple terms, like “Stopl" or "Go Away'’.lilusions would instontly be believed by such a creature. “The real danger of a Giant Slug is bumping into it ~ literally. In a confined space, Ie could sceidertiy krock 8 person down and eruth him Under is bulk. Hardy exciting, but that’s the way it would realy be. ‘Some of the giant worms are really nothing more than magnified and modified insects on the centipede model, Others are mare worm Tike. The characteristic mark of such creatures in fantasy campsigne ie their singularly carnivorous nature, Indeed, 2 whole host of dungeon, crawles 's possible, but some self-estaint Is advised on the part of ‘monster derigners, Such creatures would tend to be lowgrade type, ruled by instinct. With such creatures, ‘out of sight” means ‘out of mind’ Their powers of ‘sticktoitivity” are strictly limited. Thus they ‘amount to natural subterranean hazards. They would be hard o kill be ause of their lovrievel natures, but never would they ba immune tO petoral agencies, Using reallife models in neture would yield the best ruts, There are enough genuine horrors in nature to provide scads of ‘crawiie’ for any eampslgn. Tough, but stupid! "The same a true of gant ingests, These will tond 10 be of a cani- worous nature aed will 86 tenacious in the extreme, Often they will be hare-shelleg, yielding 2 high armor clas, They possess considerable ‘itaity. Some, ke ants, willbe capable of fairly good speeds. However, ‘ones again, their intelligence wil be low-grade and they will be easly tracted. Model them after their real counterparts. Fire will be doves tatingy affective, and even an out thrust tren wil cause them to hes tate in the attack, Higher order animals can be designed from their natural counter ports, Giant versions are merely bigger and equipped with lager natural Biological end zoological science will be the source of al relevent factors that shape such monsters. Magnification of size might be impor sible in scientific terms, out that is a concession which ean be readily Supported in fantasy gaming. Ineedible ermarants and invuinerability ‘o\netural forces (enarp weapons, fire, cold, blocks of stone cropped on them, ete) are indefensible, however. Various amoebic life forms can be postulated ~ giant one-celled creatures, But the actual natures of such erestures should not run to filly preteriptions requiring the use of auch and such a spell ee. £0 op them because they are mysteriously (and inexplicably) invuiner- tle to fire or lightning or whatever. Certainly an amoebic evestre will find its being attacked by edged or mace-like weapons amusing because its protoplasmic simplicity prevents demsge from such attacks. One could stipulate, however, tht a hit inthe nucleus ofa supersized one Called eveature was a mortsl blow. In any event, heat and cold would have devostating effects on ther all. Lightning i an electrical dicherge producing blast nd bur, af wel as elztrle shock, al of which would ‘aus havoe 10 a simple one-called organism. With a primitive biological make-up and a totaly instinctive directive force Impelling it, it would Gefinitely obey instinct and avoid hot and cold places and things! All manner of oozes, jl, puddings, and the ike are exceadingly ‘primitive life forms. Their sensory apparatus is limited in range and Information-gathering power, Thelt modes of attack are essentially Singular: enguit the food and get it with powerful acids. They wil move slowly, definitely slower than 8 man, and their determination to purave prov that hat sipped outside of sensory range is nil. One would {Almost have to velk Into the reach of such creatures to be in trouble. ‘Above al, they literally don't have the brains to concentrate on more ‘than one task or victim ata time, They certainly would not stalk their prey or be attracted to it from a great distance. ‘Molds and slimes are easly enough dealt with. These are pastive rmonetars that meraly lurk In wait for food to blunder into them. And mean Into them! They would not be able to cause instant rotting or ereation, Such Fates are purely the constructs of uncontrolled imag. ination and strain biologie! truth, More lkaly, disturbing @ mold Could release spores or vepars (secretions from ames) which paralyze ‘or put a vitim to sleop, causing him to fall into the mass of the mold ‘or slime to be digested slowly at leisure. Being ofthe lant world, such monsters would be highly vulnerable to fire and probably cold as wel Natural law, then, dctates that monsters correspond to biological ‘and zoological insights, This is not a limitation, but rather 2 guide ‘which permite a monster designer to cheek out his latest brilliant idea ‘otinet what is even vaguely possible and reasonable. He can gauge the ature of the ereature and its abilities inthe light of real models. it is to0 wild, t00 far out, it should ether be discarded or toned down, LAWS OF MAGICK No creature, natural or fantastical, shall violate the basic laws of Matick. EL. Bonowits, 8 genuine mage and scholar of the occult, has com ranted in his recent book on Authentic Thaumeturay (Chat 41978) that few game designers and players alike have any real gras what magick ital! about. Indeed, it seems quite clear from the way ‘magick hae been handled by some that Its assumed to be on excuse ‘that jutfies whatever they ike, They couldn’ be more wrong Just because fantasy games are being played does not provide any Justification to violate the laws By wien the universe functions. If Mag Jick is part of the fantasy universe — enc we al assure that iis ~ then Magick will follow definite ond disearnobe lews. All physical objects, ail living crestures, and all ereatures of magical or supernatural nature ‘Forigin willbe subject to the las of Magick “Thus itis that some Undead, like zombies, are highly resistant to most physical agencies, That is @ function af their undead natures Swords and spears simply do not damage dead flesh the way they do living tstue, Fire is nasty, but nor effective against rotting flesh a its fpsinst living, feeling skin, But, cartaking of the supernatural and the ‘magical, Undead are winerable to theurgie and thaurnaturge magick. It fannot be otherwise. One cannot have it both ways. Ifa Beings, by ome scvident of nature or tome magical cesign, immune to ordinary fire, it wall not be immune to magia! fire. Magick Fire isthe very quin- tastence of the mare iset, the macieal forces that pervade the universe. Soying that any bang is immune to Magick Fire because the being is ‘magical ls mising the entire idea of what Magick is all about. And that Ts wary Undead tear fire itis apical foree, the mara, the one thing thet can always consume and destray them utterly. Mogical creatures are never immune to Mogick. Some are more resistant and are harder to target than ore others, but once targeted they may be more winerabie to matleal operations and effects than are brdinary beings. That i the reason that even the mightiest Demon e3n be bound or the most terrifying Undead can be ordered hence or 2 ‘melevolont Spirit can be exorcised, Once the mage or cleric ‘has thelr Fane’, magiesl nl supernatural creatures have real problems. “This issue has to be raised because uncontrolled and uninformed Jmaginatione have churned out many clever monsters that twist and tdstort the truth of such matters to the point that pure invention knows tno reasonable bounds, The characteristics of magieal beings must be ac ‘ountes for in a rational and correct explanation of why the monster is {he way itis, fit transcends the lars of the physical and biolosical Univers, it still must answer to the laws oF Magick. ‘THE LAW OF COMMON SENSE ‘As long at one sticks closely to models drawn from authentic sources, few real problems will aise. The legendary or fantasy fiction Sources provide more than enoush information by which the capabil- {ies of @ monster can be determined. Even better, they justify the very fexistonce of the monster and permit ¢ defensible introduction of the ‘monster into 2 campaign. When pushed to the wall, one can alnays Tappeel to authority" and pul te referance text down from the shelf to prove thet you knew what you were doing, that such a besste i not Ineredibie or impossible or ridiculous. "The moment one depars from the known monsters as they ere de- scribed and sustained by the literature of myth, legend, and fantasy, the ‘chance of real trouble arises, Often, it is due to plain ignorance or insen- sitvay. .E.|. Bonewits, in e general condemnation of the tendecy of some came designers and players to create and use supernatural beings of 8 high order (Gods and demi-Gods in particular), has observed that such people do not comprehend the nature ofthe forees with which they are ‘aaling. | jin in his view. Bonewits, for example, points out the por sibility in some games of @ morslactusly defeating and slaying s deity Tike Ouin Alltather, Odin was perhaps one of the most powerful beings in Western European myth, and even hinting at his posibie demise at ‘the hands of puny mortal i, ja Bonewite terms, downright scrie- ‘Sous, Iti, | might Ada, downright impassibie it one remains at all tue {fo the very nature of Odin as the Nordies conceived him, Oain is de ‘ined to alo uncer the fangs of the Fenris Wolf a the Ragnarok. To per mit any other possibilty is to do damnable violence to 8 great and hon- brad tration, It totally misses the whole paint! Indeed, it exhibits ex treme insensitivity to oF else ignorance of the materials of Norcie myth {and legend. To call a game-construct ‘Odin’ and not provide him with feveral hundred thousand hit points, ineredible weapon handling cap> bites (with attendant damage to his victims), and the equivelont of 1000 PMs of magick eapablity isto be totally lacking in authenticity. fone insists Upon introducing high level deities ina eampeign, doit right! MY advice isto stick with low order demons and spirits that are ‘comprehensible and in line with the capabilities of the poor mortals Wino must cope with them, Messing around with direct and personal interventions by real Gods introduces. no end of complexity. It de- mands comprehensive rules to govern their use by Game Masters and Players alike, Worse, it demancs a total drawing up of bettelines on the Cosme seal, What are the reltionships of the verious gods to one an ‘ther? How do deities of ctferent religions Interact? Its a Pandora's Box, 8 can of worme that best be left unopened. Besides, if «high order Deity aid appear, what makos players think He would mant to inter vvene. The wovs and purposes of the Gods are mysterious, and they ‘end, ike Crom, 19 appear, observe, and depart without doing anything 4or-oF to those who summon them. Mortal affis are left for mortals to resolve. As Bonewits comments, it & often because the Gods do not fGve 10 men whet they want when they want it that the impatient ‘Smongst Us turn to demonic forces to grant thei requests “Turning trom Gods to monsters in general, | submit thatthe use of random dice to. determine such vital factors as body hit points fraught with problems, | once rolled 8 12 HP tell with random dice — sheor impossibility if ane is going to be true tothe legends! It is for that reason that C & $ monsters were assigned more fixed values, Veriations (of several hundred percent in the capacity of citferent monsters of the ‘same type to take damage simply don't make sense, The greater the number of hit dice used, the larger the variation: eight dice, for ex: ‘ample, produces an 800% range between lowest and highest values with, 0B. |Lam not saying that there is anything wrong with randomizing = ‘monster's body points with hit die; 1 ar suggesting that some definite minimum values should be sssgned which prevent ridiculously low HP values. ‘Common sense should also be exercised before one begin to deve- ‘0p a new monster or else to adopt someone else's construct. Ask your- Self, “why is this needed?" There should be 2 good rearon, and | don't ‘ean one like ‘Wel, its @ neat idea’ or ‘| have to get romething to take ofthat tough dungeon party” or “need something new’. A Game Mas t's frst ond most important ats is his imagination and skil et hand. ling the resources already available to him you are creating a monster from legend, be sure to rd the legend first. Others have, and if you are too far wrong, your cleverness wil come back to haunt you. I YOU ae departing from known monsters of lagend and fetion, realize from the start that design becomes fraught wath problems and perils. For when we come to pure invention of monsters that were never contained in any previous source, our enthusiazm tometimes over: whelms all good sense and judgement. We create impotsibie beings Charged with all sorts of cute masieal powers anc talents and/or with Dhysical abilities and fighting prowess that i enough to turn the hair of {8 Demon pure white. Often, we ignore the realities of Magick, if we fever were aware of them inthe first pce, ‘Remember, you might not be aware of such things, but there always is someone ese who is. H he knows his tu, he won't be impreseed oF amused at all, Let's be honest. We all indulge in monster design becave It feeds our egos and gives us 9 nice feeling when we see our erations in Drint in a prozine or apazine or even a game or game supplement, But when We 90 public, even in our own private gaming groups, we run the Fisk of being fools, too, That isn't what we vet, 20 ets avoid it ‘As a common sense rule, monsters shovid be lets intelligent and less magically capable than are men. There ore exceptions, of course, But ‘they are few. The majority are not the equals of men, in the final anal- ‘ysis, This the thread that rune through the length and breadth of the legend and also most fantasy novels. Te endow more than a fev men- ster types with high eves of intelligence and magical proficiency invites the inevitable question, “Why haven't they taken ove the world, shen?" ‘The foregoing question was exked in all seriousness. We talk about ‘setting up universes, but whan we do establish our worl, what aseump- ‘ions do we mske? If It i populated by huge numbers of monsters, ‘many of which appear with no more reason thin they were rolled upon 2 random table of appearance, we have @ problem. One cannot resgond vith trite and flippant retort like, “I's just game, haven't I told you that already” Whenever the gome involves @ world larger than a dun. ‘20, the problem of maintaining the status uo is highly relevant, The whole story of the Lord of the Ring, for example, turns upon the fact ‘that the monsters of the world are matsing under one leeder and have ‘the numbers and military strength to overwhelm their Human, Elvsh, {and Duervish opponents once Sauron obtains his Ring and nedtralizes ‘the megicks of his enemies, (Of course, one might answer, ‘Well, the cungeon is enchanted, s8¢, £0 they can't get our’. Why not? Who was so powerful that he poststed fuper-powerful magick (not contained in any set of rules published) mighty and enduring enough to keep them there fora time? Even if ‘such spells exist, what happens when intruders distura the bincing pels? And make no mistake intrusion wil disturb them. Moreover, monsters are not limited to dungeons. In any fantasy ‘campaign worth mentioning, adventures occur In the wide world out. Side the dungeons, with plenty of encounters withthe most wonderaus of strange beasts. Not every monster is confined to dungeons. “The point Is that everytime anew monster is introduced into cam- pelgn, a risk occurs that the whole Balance of play will be disturbed. “This doesn’t mean that new monsters are unwelcome, It means that one thes to ba careful when 9 new monster is conceived, Game systems are ‘Rot designed to absorb an infinite number of variations, whatever the Claims of the designers. Sooner or later an overload will occur, and & tampaign isn big troubi. ‘THE LAW OF PREDATION What do monsters do? How do they survive between adventurers for luneh? Remember, if itis alive, is hat to eat. This places monsters right Inside the whole food chain, In a sense, lam til talking about Natural Law. a Every creature has is predator. There must be predation if monsters of a carnivorous nature are to survive. This is especially true in dun- ‘eons, where the vast majority of monstars are anything except the nor- mal lite forms found in nature. But if predation fe nacesary, how does ‘one account for the prolific numbers of manstare encountered in the ‘dungeons designed by most Game Masters? Further, how dose one ex- Disin the tendency of such monsters to cooperate In hunting down ad ‘ventures? There will be obvious animosities between the monsters ba- {eause thay use each other for food! Who is whose predator inthe word fof monet Even supernatural creatures will have their natural enemies, Nature has @ vay of balancing the numbers of the many species that exist in the world. By assigning predatory monsters t0 ach monster tyne, & balance is reached. Besides, it can be fun —a new dimension in fantasy gaming, It often generates the most unlikely alliances against = common foe ‘THE LAW OF THE ACHILLES HEEL "No being is without its weakness. This i¢ expecially true of monsters, Each has some signal felling, some chink in its armor, that permit the knowledgeable man to defeat It. Monsters not having a weaknest a not true monsters, They are game-constructs designed by the Game Master to kill off characters without affording them @ reasonable ‘chance. Thus the mighty dragon has aeoft spot right over the heart. ‘Often, the most powerful monsters will hve 3 bane existing som ‘here in the world, 2 magical weapon or device which will surely tay ‘THE LAW OF LOCATIONS Does it make sense to find beings, whose natural enviranment i in the woodlands or plains, ina dungeon at wel? Not ikaly. Weter Trolls, {or instance, tend to live in underground coves with outlets into streams cor rivers. They are, in offaet, nocturnal outdoors creatures, Rerely would they be found in dark, damp dungeons far beneath the Earth I's not their bag, Woives might make their airs in an earth den, but their natural environment is in the woods. And 0 on, When stocking fne’s world, such eharacteristice of monsters should be taken into sc count. The entire world eauld contain a vast number of different types ‘of monsters. But every kind of monster Is not found everywhere — not, that is, unless the Game Master is using @ universal encounter system ‘that assumes a universal mix of monsters everywhere onthe planet, ‘THE LAW OF EXCEPTIONAL MONSTERS Exceptional monsters my appear from time to time. Thete exceed ‘the usual parameters for a particular monster type. For example, in my ‘own Wolf Hill dels the incomparable El Lobo, the leader of = pack of dre wolves. He rates at a body of 75, with 500 Dr. weight, % Hit +40, Dodge ~35%. His MLE3 fangs coliver +8 WOF, with #5 bites. His intel ligenes is avery shrewd and cunning 18, with wisdom 20, s0 he recog. izes traps instantly for whet they are. He isa veritable DEMON of the wilderland and makes war on his enemies with an almost human feroe- ity. Fortunately, there Is only one of him, although | have made pro- Vision for one cub of histo have his general charaoterietics should he be slain ‘Again, Arrgh Rufhluk, a very old and wiley Water Troll, as been running © suceesful toll bridge Yor decades, He hes. chain haber {oshioned for him by the renegade Dwsrvsh armorer Albrecht. Imagine the surprise on the faces of stalwart fighters when they cleave through ‘that armored cost only to be told that a second rol is needed to pen- ttrate the equally armored hide of the troll! After al, penetrating clase {8 chain mail does not constitute breaking the skin underneath when ‘that ekin is algo clos 8. ‘Such exceptions do not violate any rules so ong as they are kept to 2 reasonable minimum and do not exaggerate the capabilities of a mor fer to an unnatural degree, A heavier body, more hit points, greater peed, higher hit probebiltis, more biows/melse round, et, than the sverage can al be factors to consider for exceptional monsters. DESIGNING THE MONSTER ‘Whether one I designing an entirely new monster never before con- cvived or Is just adapting one taken from legend, fletion, or another ‘2m, a general assessment must be propared. This wil ist all your im- pressions and notions about the monster, and it wil become the guide {or developing the monsters profile. The following factors will be cone sieved 1. GENERAL CONFIGURATION: The over-all shape ofa creature will affect many of its characteristics. For example, if Ht Is bipedal, i Will possess certain advantages in combat because itis free to use its upper limbs. But it would probably Tose out on movement if itis pat 2 ticularly humanoid in shape, 2 configuration not designed for high Speeds. A'short, thick neck would restrict head movement, a feature important both for purposes of observetion and for effective use of fang 3 HEIGHT & WEIGHT: In the light of the monster's general con- figuration, height and weight can readily be arrived at. These two foc ‘tors are significant in deciding upon the agility, carrying capecity, and Combat effectiveness of the creature (remember, C&S combat systems stra th effects of mass in elose combat] 3, STRENGTH & CONSTITUTION: Also growing out of the mon- ers goneral configuration, these factors largely determine the brute force and the stamina of the monster. Strength hasan important effect fon the WOF multiplier and the number of blows 2 monster can strike in melee torn” Constitution reflects both the resistance of the monster to the shock of injury and its staying power in combat or in long dis- tance movement. It ean also have 3 bearing on the number of blows that can be struck “4. CARRYING CAPACITY: The ability of @ monster to bear bur- one ig often important. ts size, strength, and constitution will oi Setermine He carrying capacity, As 8 rule, the bigger and stronger iis, the more it can carry, Creatures of weak constitution might be reduced Sccordinaly, despite size; while fying creatures would have fairly sever Festrctions placed on loads eatied in flight {or good seradynamic reasons). ', INTELLIGENCE & WISDOM: These factors are really the most significant of all, Monsters with limited mental eapacity tend to act instinctively far moro than they do with clear and reasoned delibers ton. Game Masters to0 often moke the mistake of playing beasts as Tesroning being. A beast (hich can be a pretty exotic monster, not just an animal is never the equa ofa highly intelligent ereature when i ‘comer to the chojee of tactics or any other course of ection, for that matter. Mantal capacity als affects fighting capabilities although some beasts can show considerable cunning in 9 battle to the death, When it ‘comes f0 magical powers, mental capacity is wtal there should be ve {ually no serious mesleal effects possible to creatures of low mentality. [Magick ig not something that can be handled with lip of the random des, At bet, some beasts might possess natural talents in the area of Detection, Communication, or Transportation. Only the real heavy: weights [always rare as species or as individuals) might have greater powers. 6. DEXTERITY: The apity of @ eresture Is largely detormined by its general configuration andthe environment for which its shape is best suited, Men, for exam, are highly agile and can dodge with far ‘greater eaze than a bul ean, especialy in e charge. I's a question of size and physical make-up. Birds are incredibly agile in the air but ean only be described a pitifully clumsy an the ground ~ with the exception of those avians who have given up flight fora life on the ground. And so ‘on, Also, i @ monster is equipped with henclike appendapes, it might be able to employ weapons ~ but rarely if ever with the skill of men, 7, BODY & FATIGUE LEVELS: These factors, of course, reflect ‘the general configuration of the erestue, siz, strongth, and consit ton, They are also determined, in part, By the legende or fictions! saries from which a monster is abtracted. '8, MOVEMENT: Once again relecting general configuration, the speed of a monster will be determined by is locomotive appendages ‘more than any other factor, although strength, constitution, dexterity and weight may individuslly or collectively have a major part to play here. As rule, compare creatures to known types, particulary those of ‘the animal kingdom, and use the known ereatures as model 8. ARMOR CLASS: The general impression one has of a creature wll determine ite armor class. However, the heavier the armor in most Tnetanees, the slower and les dexterous the monster will be. There are fexceptions, But usually armor must make concessions in the way of peed andlor agility (dodge, for example, could be lower for armored types). Most beasts would fall inte the O to 4 armor classes. Rarely will armor of @ natural sort be found over cass 5 oF 6. 10. NATURAL ARMAMENTS: The weapans with which Nature (or the meddling of eugenis-prone Magick Users] has provided a monster tll be of exceedingly great significance to the place # monster has in a Smosign. The more exotic the armaments become, the les often the treature should be encountered, For sxamole, acidspitting, polson-ges tmitting. fe-bresthing, and other such weaponry ate highly uneom- ‘mon. Most typical are fangetalons and clews/beaks. Some erestures ‘ay sls0 possess unpleasant odors (like skunks) or poison fangs or spines, The exact rating of such natural weapons will be possible by ‘udying the Noturally Armed) Monster matrix and deciding which will bbe most appropriate to the monster a tis conceived TT-FIGHTING ABILITY: The WOF multipliers chosen for the nat- ural armaments, hit bonuses, % parry bonuses (i any), % dodge Bon- Uses, and other such factors will be determined by a general assessment ff what all of the aboue factors realy mean. To 8 large degree, a fair bit of trial and error is required to at once represent the monster 3st should be (true tothe sources) and yet avoid play imbalances. ‘2.SPECIAL FEATURES: As hinted at earir, some monsters may hove special powers. Those of high mental ability might have spel-cas ing powers of some note, provided that those powers are reasonable anc in keeping withthe nature of the ereature. Such beings tend to be mem bers of a race rather then just @ species of wandering monster. A few boosts might have special talents, Such nsturalaolities should be few in number and not many species should have them. Nightision i typical of nocturnal ond subterranean monsters. Keon eyesight is typical of Ereatores of the plains and the ait. Keen hearing, acute sense of smal, {he ability to move inilenee, the ably to freeze and blend in with the Surroundings, all these and many other natural abilities can be given to 1 have been asked by 9 number of players how to adapt monsters from other games to C&S. Before ombarking on sn explanation of such 2 task, I ould first sires that C$ combat and Magick systems Gitfer considerably from thove of other games. Indeed, a veritable void Of difference exists in some respects; and direct comparisons of abil ties, combat or magical, often become s0 difficult that one might at ‘well design a new creature, This wll become clearer when I show how to convert an Umber Hull Wie are told that the Umber Hulk is large and barrebike in form, generally humanoid but much more squat and massive, Its capable of Fipping its way through rock at an Inetedible rate with its large elas, frauing for immense strength. Because of the configuration of the ee ture, which does not allow for a mobile head and neck, | would not front it any bonuses for biting unless a victim was conveyed bodtly to the mouth of the creature By its claws. The jaw, despite their form= Idable appearance, would not be overly powerful because of the en- dency of the monster to depend upon its claws lan evolutionary fac tor). Since iti copable of tunnelling quickly, | would assign it several ‘deitional Blows with its claws and give them high damage multiplier. ‘At the same time, iti cumbersome from its description and likely has Itule agiity or speed. Dodging by sucha creature would be a joke, Par- Fving ability with its clawe would be limited, As for the body itself, it ‘ould be fey well armored, capable of taking considerable punish tment, and heavy. The monster would alo possess Nightvision, being & subterranean creature, Its sense of hearing | would rate as very low, probably equivalent to that of Lower Undead. “The Umber Hulk, By rearon of ite brute nature land personal pre- ference) Irate 2s having low inteligence and wisdom, probably 1-6 0n 8 scale of 20, I is instinctive in its hebits and behavior, probably very ‘dogged in its persistence to dig out prey once it has found it but ikely too stupid and too ill-equipped with renee of smell or hearing or sight to track prey that has fled. CGicarly, the monster that is going to emerge from such an interpre tation will be am Umber Hulk in name only. The monster necessarily Lndergoee significant changes in conversion 10: 46 Digging: 1Oft/tuen in sand: G¥e/turn in earth; Bt/turn in orous rock: TIt/turn in dense rock. Ws: 46 Targeting: Percentages given for Centaurs Movement: 60/130 Hearing: a8 for Lower Undead Environment: Subter- ranean Dungeon only “This ie the type of analysis thet is required to develop monster in © & S terms, Clearly, such interpretation often demands value judg ‘ments {rom the designer. In effect, monsters adapted from other game systems have tobe redesigned. Body Size Wt. os 800 aie 225% %Pany % Dodge Shox Blows oy Natu MLCS lrge claws 46 MMLBS large fangs +2 1 Weapons WOF Armor Sore Experience +2000 2 Monsters are People tO0 vy cavarae. simbatie ‘One of the most fundamental rules of proper fantasy rale playing is ‘that the Players develop their characters so that the PCs generally be- Ihave in charactor as famasy personalities in their wn right, not as mere ‘extensions of the Players’ ral selves. BY definition, roleplaying i pt tending to be someone you are not. It is 8 deliberate entering into a role, much like an actor on stage, to develop an alterote personality land to depict the character's words and actions in the light of his own personality and motivations. Many players goto great lengths to create ‘etailed personalities for their characters, complete with descriptive names, comprehensive personal histories, a wide range of personal ideo: Syneracies, kes, dlalikes, personal goals, et. Unfortunately, some Gametssters overiook the simple fact that they are not exempted from the role playing activity. Their characters are literally everyone else besides the player characters. This hos pro- found implications for the quality and the general conduct of any fan- tasy role playing adventure or campaign. For the character play of the GameMaster (or the lack of it) determines what the Prayers wil be en: ‘couraged to do or discouraged from daing with ther own characters. IIs useless for a Player to try to portray his character as © metic: lously davwn person in his own right Ifthe GameMaster fails to recipro cate by playing al of his Non Player Characters as individual 00. Role playing is interaction between personalities, Much of the rel ction in volves no dice rolling and no consultation of results tables, The action Should largely proceed through the spoken interactions between PCs and NPCs and through the descrintive commentary and the spoken Fesponses of the Players as they reply with explanations of what their characters are doing. Common sense and a firm awareness of what is Feasonable, relist, or possible should govern the outcome of such If everyone is behaving ‘in character’ itis posible for the Players +o predict the various responses of NPCs 10 certain actions or proposals made by the Player Characters. Similarly, if the PC behave “in ehar- acter, the GameMaster can anticipate PC reactions to what hit NPCs are saying and doing, or to the ongoing flow af events surrounding the PCs. All of this should be seltevigent. Buti is easy to lose sight of the ‘eal nature of roleplaying. If the Gamettater thinks it unimportant 10 enter his own NPC roles effectively, the entire activity rapily degen: erates rapidly into mechanical alee rolling tne mechanical application of tables of randomized ‘outcomes’ which have litle real bearing on what should or what might reasonably happen in the given situation, imately, continual conic situation i erated, an eternal ‘dungecn craw’ in which every hand/fang/claw is turned aguint the ever embat- Aled adventurer, Even worse, those Players who do role play are unfairly penalized whenever their PCs behave in character. That is the GameNtaster may {et up a situation loaded against staying in charactor it any survival, let ‘alone success, is desired. He thereby demands tha the Payers abandon their cherseterizations entirely and aet merely as wargamers computing ‘the statistical odds (thsi called ‘minimaxing'] for and against the suc ‘ees of a given action or response. And ‘mini-moxing” taket all he ole Blaving out of fantasy role playing. Every character is reduced 10 8 Cardboard mask behind whieh the Player sits and acts just ike hisel All the atmospheric effects of a fantary world become unimportant “The background of the characteris made irrelevant. The whole thing I ‘an exercise in game mechanics. ut bluntly, it becomes boring to anyone with any imagination and Le us consider the situation faced by the Knight of «romantic lo: fend when he comes upon a damsel in cisteess, This is classical moti. ‘The Knight, ithe is to remain true to his vows of Knighthood, will do ‘the chivalric thing and attempe a reseus, Thet ie eminently predictable it the PC is acting n character, Now, let us consider the ‘clever referee who delight in trapping PCs vith cute tricks. Knowing thatthe Payer will have his Knight bahave in character, he ‘ranges’ for the ‘lady' to be a vicious litle vixen who, will des! treacherously with the Knight the first chance she gets. The nature of the treachery is not importent, for the momant, What is im portant is that she wil certainly behave treacherausy. That isthe sole Feason for her being there. The referee, preying on the Players fitting ‘concern about playing his PC in eharacter, uses that concern to bush ‘wack the PC. But as for his lady’ he feos litle concern that she isnot scting in character. Rescued damebletond to show a warm regerd for their rescuers. We hove innumerable authorities to establish that ab @ fact. But, instaac, the lady’ of this adventure sandbags the hero when he is sleeping, steals his purse and horse, and slips away ~ or whatever! 1's plain ehoap gaming IW the lady were to act in character, she could provide plenty of ‘exc citement’ wile remaining supportive’ and adoring, For instance, the ‘dams will be vory ready to volunteer that her Lord can whip anyone flee in the place and, hands on shapely hips, will lare defiantly st any Fighting men present, daring them to prove her wrong! That i always {00d for a nasty joust or two. Or she may have extraordinary expensive tastes and, once an ina has been found, wl proceed to order a veritable banquet and then eats like bird. She will become weary at the most inopportune times and wil refuse to go any farther until she has reste. ‘She will demand that her Lord's squire fetch and extry and wait an her every whim, deving the poor lad to distraction, She can in short. make life areal tral for her rescuer ~ and all perfectly in character. For is, art, the Knight will be torn between utter frustration and @ growing infatuation with his Lady, who is invariably beautiful and well:born and has 9 rich, influentiat father who just might further his interests if he ‘an only gether home safe and sound, That ‘home’ is a hundred leagues ney, across hostile teritary, is another insignificant complication, Such sre the beauties of Honest rele playing. Players can be driven close 1 the brink of ineanity without a single “tricksy" move on the part ef the Gametoster. From this point of view, the damsel in alstress can prove ta be @ proper ‘monster’ — a worthy adversary for the PC. At the same time, she will be entirely on his sie s0 long at he proves worthy af her and shows conventional devotion to her needs, monsters are people, too, then people ean also be monsters in their ovin nay, Let us considera situation in which @ conventional encounter can be ‘pened up into a wide range of possibilities. it ean alto be foreed into a highly restricted combat response if the GameMaster ignores his own, role playing duties, A party of adventurers ar sitting around their eamire. It is some: what after sundown, the region is 2 wilderness known to be fillad with dangerous animals and roving bands of goblins and other creatures of ‘their ik, and the party is somewhat jitery because of the unusual night noises. They killed 2 doer late in the afternoon, and several fine haunches of venison are rossting on wooden spits over the fire. The ‘eat is almost done to a luscious bark brown. The arama of the foost- ing flesh is wafting on the night breeze, The men in the party walt ex Deetantly a the cook leans forward to text the meat This s an ideal time for an ‘encounter, There is» sound of bushes rustling, the snap of a twig underfoot, and's band of goblins stumbles ‘out of the undergrowth. They number peehepr three times the party ‘The adventurers, somewhet forewarned, ave lept to ther fet and eve reaching forthe nearest weapons clove to hand. [AL this point, the stereotyped response is immediote butte. The goblins charge and the adventurers moet the attack. The nomrole play ing referee regards all goblins as always having it all together. They know exactly where they are, have completely scouted the adventurer, ‘greed on their tactic, and alays will be the nasty bad guys who attack without warning or merey. To be blunt, the referee regards the ‘monsters as nothing more than the fantasy equivalent af unthinking, Lunfetling cannon fodder to be hurled at the adventurers without sny thought about what the monster themselves want. They are the mon- stars, right? Everyone knows that monsters alway attack fist and talk later — provided that they bother to take prisoners, ‘On the other hand, good charscter play asks @ number of questions that do not readily occur tothe referee who automatically assures that all monsters ae ravening automatons First, what are the goblins doing here? They could be “patrol” the usual function of goblins in some fantasy campaigns. But suppo%e, instead, that they era lost patrol ort, Bewildered, and terribly hungry because noone in the group knows much about hunting, and they haven't been able to bag #0 much as 2 single cotcental since th tions ran out three doys ago, They ae bitten by mosquitoes, plagued by Clouds of Diack flies, sratcned by thorns and brambles, and generally fextausted and fed up from days of wandering aimless in circes. Now here they are ina caring, with two lovely legs of venison roasting over af and seven rather tough and well armed men in posession of it. ‘And nobody seems very surprise or overawed, ether ‘Sure, the gobline might fight, But — just perhaps there is another way, Put yourself in the shoes of tha goblin leager. Your men sre ex- hausted ond weakenes from hunger and the ordeals suffered over the last days, Worse, they are demoralized and beginning o show a serious respect for dicipline and your leadership — which hasn't been very good of late, Berides, you are just a8 tred and demoralized, yourself {and you would much rather eat than fight, come to think of it. Even if ‘you fight and win, 2 good number of the troops are going to end up Grad, And your chieftain does not like that, unles there iso goad deal (Of loot involved. This buneh seems fairly well outfittee, but tare ino Show of ebvious wealth, All they have for sures that alr of lovely lage ff roasting venison, and your eel simply won't understand how im Portant and valuable thet venison is right now. Question, Mr. GameMaster: Wet do you do as the goblin leader? ‘Also, to complicate your decision a little more, pretend for the moment ‘that your goblin leader Is tho only enaracter you are going o play for the rst of the session Ifyou lose him, you are out of the aetion for the test of the time tody, Of course, being GameWfaster, thats nat really ‘the cate, But if you wore only Player, you would likely be facing that possibility. Consiger that your restions are lot differnt if you nave {trictly limited resources, chereeter-wise, than If you have an unlimited ‘supply to f00! around with "That diference isthe differance between monsters being people and ‘otherwise just a pack of faceless, mindless sets of gaming statisties to fall dice around! That ig also the elfferance between inspired role piay- ing and mindlass dependence upon appearance tables and resction out ‘Maybe — just maybe you can suing 2 litle deal here. Try talking firs, 1 won't hur, If you get lucky, you might end up with a ful belly fan avald a fight. After al, you could always tal the party later and hit them in a proper ambush when your troops have both ther spirits ‘and strength up. Or you could use the few minutes spent in parley so ‘hat the troops can edge into better postion for an attack. For that ‘matter, you wouldn't bein this miserable pot in the frst pace if Sno9g Gantt have It in for you and stuck your troop with the rotten missions Inthe first placet Come to think af it, You and your boys haven't even ben any silver for the lst two moons, and that’s made this realy raw oe “iHey, youse guys, don’ shoot! Boy! Is we alad to see youse guys! We ben trampin’ “bout these blankety-blank his for days, now, and we— Uus-well, we got us kind of lost, you know. Uh, any of youse fellas kknow the way to Thunder Mountain, huh? Say ~ is that roast deer you ot there? Sure smells good...” Ie all up to the PCs now. The Players are going to name the game, ‘not the GemeMester. Tis is role play ~ interaction time. The goblins {re pretty much in postion to make a fight of i, butt might not come ta that i the Players are quick on the uptake, Some very strong lines of alternate piey have been built into the situation because the Game: [Master has settled in his own mind the psychological state of mind pre- ‘ling among his monsters, Just obout anything can happen, depending fon the Playas and thar own wit in handling the situation. Let us tuppose that the PCs decide to be wary and watchful. They decide that they coUld probably win the scrap ~ the goblins do iook 2 forry sight now that they've had a moment to study them. & litle handout might be preferred to a fight, though, because the adventurers sll have @ long way to go through hostile teritory and a truly hai raising rid to perform st the end, A log of venison is sacrificed in the interests of studying an the problem a bit longer. "Ae the ravenous goblins dig into thelt victuals, one of thom is ove heard muttering to 2 companion that "This be the only good luck we had lately, Goragb, Firs we gts that now chief and al his stupid blank: fty-blank rules and spit 'n aolish inspections, Then there's 0 pay ‘camin” for more 'n two moons. We draw day guard duty for a full month just ‘cause a few of the guys enck some beer on that route march, An’ finally thie here dumb patrol, So what happens? We go and ‘et ur Tort, that's what! I'm tellin” youse, Goraab, we goto luck at al 24 We should've stood at home in bed. Gee, this hare deers rel good! Whaner ifn we can get any mare... Tt takes really stupid bunch of Players not to pick up on the drift cf this little conversation, This le 8 platoon af wory irate goblins, ready {fo chuck their former emaloyment it anyone makes ther an offer they tan't refuse. Right nov, that would come toa handful of sihver, regular reals, anda firm promise of » good scrap and loot later on. ‘This is only one of # core of posible lines af play that can develop, ‘A ot depends upon the GameMaster, though. He Ras to decide what his ‘monsiets ere up 0 in the first place, To 9 degree, this argues strongly for planned encounters. Randomized encounters have a definite place in role ploy, but deliberately preatranged encounter can be thought tut a bt in advance. The motivations of the monsters ean be settled on, Sha their reactions can be prepared for in advenes. This permits the {GameWaster to enter into the role playing proper, which is the most tnjovebie part of many adventure, after ell. Direct interaction between ‘onstors and players alo develops the Players skills in this ars, so that {hey do not lapse into that boring habit of drawing weapons and wad: ing into every stranger they mest aut of an antranched feeling of para Never forget that monsters are people, tool They have their own ‘personalities and their own personal histories, their own ambitions and fears, weaknesses and strengths, enemies ng axes to grind ec. If these fare kept in ming even a litle bit, » campaign becomes greatly enriched by often hugely enjoyable role play interactions. The GameMaster, ‘through his characterization, ean cross mental swords withthe Players Jn an enttely cifferent form of ‘combat In which NPC or PC can rex onably and believably turn a situation to advantage. (just don't know what went wirang, Farley. That Gores seamed areal sucker for @ ‘me of erape, You think maybe he palmed the dice and switched a pair (of loaded ones on me? Naw—he's too stupid for that!) ‘The guiding principle to follow when gavsing the conduct of most NPCs, monsters, and Beasts ie to decide what you would do if you were such an individual in the same situation. This sometimes requires bit Gf careful role ploying to get oneself in the proper frame of mind. Let us consider 2 pack of savage timber wolves who have encoun: tered # party of three hunters deeo in the woods, The men seemed easy prey at first, but those long wooden pointy things the two-legged ones {re grsping in their pave ere sharp and nasty Olé Growler’ down Feady and bleeding badly, Dear Stalker's clearly dead, and you and se fal others In the pack have been painfully nicked. Time has come, Gray Leader, 10 decide whether there twoslegged creatures areas testy ax they looked at frst, Sure, you're the mighty leader of e strong pack. Buta few more minutes of this and you won't have much of @Dack to aaa, Wolves aren't at al stupio, and pack leaders are the smartest of a canny breed, ® pack leader knows when to eut his losses. There is Plenty of easier prey inthe forest. So why welt fora morale check? The wolves are bugging out—now! Wny ist thatthe enomy-wvhatevo i is-in some fantasy eampalens fre oblivious to perzonsl danger and keep coming ight down to the last ‘man or goblin or wolf or troll or green slug or whatever? The ans is Simpl. The referee is quity of not thinking out the reasons behing the NPG conduct, The motivations animating tne NPC are very imaortant Such considerations like the ones illustrated above will be totally be- Yond the ability of any game mechanics to hancle properly. No random ice results can be devised to provide appropriate and realistic reactions to ongoing events. A great deal depencs upon the GameMaster's pe onal judgement. By starting with the insight that monsters ae peopl too, the GameNaster nll be more able and willing to clim® right insie ‘their skins and see through their ayes. The results ae worth i. The very best Gamellasters in the busines tend to do that as @ matter of routin The result is 8 gaming session filled with excitement, tension, and laughs ‘Best ofall it gives the GameMtaster a chance to get in onthe tun of role playing wien his Players are enjoying. “The development af» rounded personelity for an NPC is never more important than in the case of a major NPC win will accompsny a perty for 8 considerable period of time, ar who will play 8 major and influ fntal vole in determining the course of action for 2 good partion of the Eampeign. A powerful Wi23rd who is in oppasition to the PCs, for in- ‘stance, needs to be draw In some detail ~ atleast in the Gamehaser’s mind. What kind of @ person le he? How does he affect subordinates? How does ne lay hie plane againet foes he clearly regards as inferior worms? Sauron, in the Lord of he Rings, isnot really encountered Until the very end of the trilogy. However, we kom him well from the Bctions of his minions, Orcs under his command, for instance, ate pet fied with terror of Sauron and hie Nazgul lieutenants — so much so that they maintain 9 rigid cscipline even when removed from their rect ferutiny and supervision. On the other hand, it is clear that the Ores Will be more lax and prone to commit breaches in discipline when their leaders are less powerful “Taken along another line, the new C&S contains a section on the rmantal set of Demons. Very powerful Demons will have an arrogance ida sense of power that often blinds them to the chance that a seem ingly weak opponent can stil stalemate them or even defeat them. Thi ig the fatal weakness, the Achilles Heel, that renders them open to fal ture, Every NPC, hurtan or otherwise, must have such fatal flaw, and It often ig related to @ quirk of personality. Without role play, such Wesknestes become quite irelavant, Even mighty Demons like Lucifer ‘are people, tool They make mistakes. They can be fooled. They can ‘verreach themselves. They can be corrupted or bought. They can be too clever for their own good. They can be surprised, baled, shocked, land bewildered when factd by the unexpected. But only If the Game- Master sbendons his all-knowing position as reterae and descends into the arena to enter into ther skins and ect es they would likely actin the situation, DHeralbdic Arms by Gerald Schiller ikon chainmall and a conical helm with nasal piece, The effect Is about ‘the same although the iron armor was derker in hue. Unioss you got © 00d look at the face of « particular Knight, you would not know him from another. The same wor true of the common troops, clad In un th oF, at best, in clothes of dull brown or green. But take kite’ shields caried by the Knights. There you s ‘color. The one with the red shield and the wide white diagonal across it Will certainly be marked apart from his neighbors, Being able to distin- {uish one man from anather on the battlfild is just what heraldry fy all about EARLY HERALDRY It i dificult to aay exactly when heraldry began. I is fecly clear ‘that armies have been squaring off and fighting one another since the ‘dewn of clulizaton. From the very bepianing, i often proved contus- ing as to who was fighting on which side. To asst the troops to tel ‘iend from foo, a variety of measures were taken. Troops Ina partic- ular unit adopted slitinctive helmet shapes, helmet cross, devices pelnted on ther shields, ete. Leaders would don distinetive and colorful "mor, robes, ee, and often kept a flag or standard close by to serve as 2 rallying point for their man. The ancient Greeks developed a consige able number of distinctive devices to be painted on the shilds of the raised in the different city states. The Romans, with sev fons during the Imperial period, hed distinguishing insignia {or the shields of each legion, and often varistions for sub-unit within the legion—as well as citinetveleglonary and cohort standards. ‘As Rome fel, 40 also did the heavily ornamented shields of the ‘Roman legions. The wooden shields of the Germanic and Seandinav berberians are perhaps typical of the Dark Ages. Such shields wer wooden, typically with little or no reinforcement of iran or bronze, and thus having a very brief batte life. Any serious ornamentation appears to bee waste of time; the thielde would not lat long enough under heavy use for the time spent In the painting to be worth It. More im Portant, the units were fairly smell—typlally clan groups or raiding parts who knew everyone by sight, if not By name. The helmets worn, If any ware worn at all, were oper-faced conical helms that made per: ‘sonal identification easy. Everyone more or les Knew everyone ess in the ermy By sight, nd everyone was falriy much visible, Heraldic den ‘ifletion wes not particulary necessary. However, 88 armor came Into widespread use in th late Dark Ages, ‘and as styles of armor tended along similar and not overly distinctive Tine, Idonttication became @ problem again. By the Norman invasion fof England in 1066, Knights and Huscars wore chainmail hauberks ana helms of fairly identical design, it wes needful to tell friend from fo, land shielée of stoutar design ware decorated with simple devices to ‘mark Individuals. was during the hot summer of the First Crusade that men started \weering turcosts over thelr armor to avoid slow baking ave under the Intense Midcle Eastern sun, Surcosts were fairly easy to decorate, There 30 arose a strong need to identify a person ata distance because of the large numbers of men involved in the war. ‘Most European conflicts tended to be small scale affal thousand-man army being rather large Indeed: everyone knew each ‘other more or less by sight and simply regarded an unfamiliar individual 8 protably an enemy. The Crusader Involved 88 many 38 40,000 to 150,000 troops of all types at times-too many for tha “I know him’ technique tobe of much use in a mob lke that. ‘Knowing one's leaders and alles by sight vas essential ina military system based upon personal service, so heraldry or the decoration of ‘stor, surcost, shield, and horse soon became an expression of personal Pride, wealth, and postion. ‘With the ‘coming of the Second Crusade, there was a noticosble change in the color of the invading army. More and more nobles and knights were wearing distinctive colors or arms of thei femily. The Herald, who did all the liazon work between the various national arm- ies, historically developed a common language thet could best be de- seribed at pidgin French, It i in this languege that all coats of arms ‘were and stil are decribed today. In 1188, the frst international agree- tment on the colors of crosses to be morn by the Crusaders was made ‘The English would wear # blue eross on white; the French o ved cross ‘on white; the Flemish » green erots on white: and so on. These astine- ‘tons were not observed t00 closely, however. The English, for instance, had a red Cross of St, Goorge and often wore it instead. But at last some tempt vas being mede to establish rules of heraldic indentitica- ‘Some rules of heraldry were established at this time. Most notibly, the symbol on one’s shield was to be recognizable from a distance. A fighter wos expected to design his shields as his mark in the world, establishing its reputation with worthy deeds. The son who inherits the ‘vice could bask in the light of hie fether's reputation, and alro add to the femily honor by performing noteworthy deeds of his own. As the ‘vice became more and more identified with a particular family, honor sictated that no other man could bear the same arms LATE FEUDAL HERALDRY From the 13th century onward, more and more rules governing heraldry were made and kept. The distinctive markings on 8 man's shield wore recorded in his foriy's name and pessed on trom tion to generation. The markings ware called a “devica" or a ‘coat of arma’, In effect, ones ‘arms’ became a calling eard or advertisement of England in 1417, King Henn V decreed that ell coats of arms ‘would be issued by him and him alone, Other countries saw similar Geerees promulgated. In effect, all these mesnt that ell honor flowed from the toversign, and only he could say who was a noble and who was not, in 1484, King Richard i of England ertablished the College of ‘Arms, comprised of 13 heralds In whose cherge wes placed all of the heraldic business of England. By 1638, the College of Arms had estab lished @ set of exacting written rules on heraldry which are il applied today. In other nations, similar developments also occurred, end though ‘ot a of the rules correspond exactly, there tended to bea uniformity Insisted upon in all of the heraldry within a particular nation. Tt should be ne rules of heralary were not hard ‘and fast In the earlier period and evolved over time, However, the fol- lowing orincipies should be followed: (1) Each cost of arms should be distinctive from all others. (2) There are 7 basic ‘colors and 2 ‘metals’ used in heraldry. Sable (black) Gules (rea) Tawny (orange) Vert (green) Purpre (pure) OF (Gola/yellow) Azure (ou) Senguine (blood) Argent (lver/wnite) (3) Any neturl color ofan object may also be used, such atthe hue of e flower. (4) Thore wishing more elaborate shields might heve “turs"adéed or borders placed sround the edge. (5) goneral rule wes evolved thet a color should not be placed rectly on another color, oF a metal on a mel. ‘A considerably greater amount of detail exists in the rules of herald- 1y, but for the purpose of painting up the shields of one's favorite fig ‘res, these wil suffice, If utter authenticity is required, @ good text- ‘book on heraldry is in order SIMPLE HERALDRIC DESIGNS “There are hundreds of different variations on the simple, rather standard designs used in heralcry. To begin with, there i the first eolor ‘of the fieldthe major bese color of the shield, AS noted above, the Colors used are black, aren, blue, red, purple, blood a shace of rea), land orange. ‘These are all fairly solid, pure colors, as the quality of Dainte at the time did not make for many pastel shades-sithough thoy became more likely later on, Silver and gold might be prevented ia fsctuel metal leaf on a decorative crert or coat of arms, but a proper bat- te shield would have these metals represented by yellow and white ‘One of the earliest methods of covering # shield so thet it would hhold together bettr is through the use of fur pelts. Much later on, the “furs! ware represented by characteristic patterns painted on the shields, might be noted that thie ie not eiffielt process on areal shield but may prove very painstaking svork on a 25mm figure, Ermine is 2 rare Slost fur (similar to wease| with smaller darker-colored fur designs or tails attached to ft, Vair fa fur similar to that of the common squire, represented by e counter bell pattern of bive and yellow or sometimes ‘rey and beige. “The field of the shield can be divided up in 8 pumber of ways. Re- ‘member, of course, that the simpler the design the earlier it likely Exlsted-one of the measures of the degree of nobility possessed by 2 family, 9 the earliest nobles also had the simplest designs. Complexity Increased in costs of arms as important families merged, with their arms all bring included, But the grestert complexity exists in the arms ofthe “Johnrie-comelatelis" in the very lee feudol period and following, a: ail of the simpler designs had Deen used up. For example, a simple ‘quarterly design can be painted in just 20 ways. As well the edges used in the lines of cvison ean be deawn 9 numberof aitferent ways, adding ‘more ornementation to the designs and thus also cistinguishing fea ‘Another way of dividing up the field of a shild was by using the ‘Ordinaries’, which offer a considerable veriety of alternate designs ‘through use of different colors and metals, Some ofthe Ordinaries may ‘themsbves be varied sightiy to provide dstinctive variations. Finally, there isthe use of the ‘Charge’. These are typically animals and objects used as decorations or representations and may be com bined with divides Fields and orcinares. Often, the symbols carried special meanings, The lion, for instance, represented courage. On the ‘other hand, Richard Il (eiled the Lonheart), had three lions on his ‘Shield which represented the thee French provinees he held. The stance fof animals and mythical beasts could also be varied—rempant, couch- ‘ant, rogarcant, ete.—to add variation to the patterns ‘Until a son hed dstinguished himself sufficiently to earn a coat of arms of his own (the heir often kept his fathers arms as wel), he would tse the arms of his father with s "Mark of Cadency'. Upon the death of the father, the heir would become heed of the line and removed the mark of his cadet status, Cadeney marks ar: EREARIAENS st Son: Label of tha Heir 6th Son: Fleurde-Lis 2nd Son Crescent 7th Son: Rose 3rd Son: Nolet ‘8th Son: Cross Moline 4th Son: Marti. 9th Son: Octofeil 5th Son: Annule Bastard: Baton Sinister ‘The first grant of arms recived is the ‘schievement’—the shield with its bate heralcie design, For Knights and titled Nobles the shld repre- sents the actual arms worn into combat on shield and surcoat. It is ‘esign that will be recognized everywhere 98 surely 83 one’s own came. ‘The same design, perhaps with rome slight datingushing mocifiestion, vill also be emblazoned on the surcoats and shields of one’s followers 10 serve as identification that they are their Lora's men—part of thet branch of heraldry known as livery 26 Subsequent grants of sems may be won by gaining further honors ‘rom the sovereign. Each grant of arms brings the following, in order: a helm over the shisld (these vary, dopending on the nationality): the ‘mantling, a two-color twisted band or device atthe top ofthe helm; the {rent surmounting the helm; the motto, written in a srall atthe base of ‘the coat of arms; the supporters, animals or mythical beats who stand at either side of the shield to support It the crown or coronet awarded te Baronets, barons, earls, counts, dukes, et; and finally the princely rabe of state, reserved for dukes and royalty It should be pointed out, of cours, that painting heraldic symbols fon your lead miniatures is far easier said than done. Simple designs are perhaps the best~as these can be sean ata distance. Considering the size Of 2 25mm figure, anything over six or eight inches of viewing range is ata distance ‘Remember alzo that it watn’t until the late feudol period that costs fof arms were under the firm control of the King and his College of ‘Arma, In earlior vim it was quite possible to meet your very own cost fof arms on enother'sshisl, In fantasy eampaign, such a meeting be- tween two eharsctere would certainly give rise to @ most unplessene Etuation grievously in need of immediate resolution on the field of honor, In the early feudal period, trlal et arms would certainly decide the matter. Later on, in the period of High Chivalry, lengthy court bat- ‘ler might result instead. For instance, around 1350 or so, two Knights ‘vith very similar or identical srme would probably resort t0 official Channels t0 settle the dispute. One might write a letter (with a small ‘9ft} requesting the local baron to declare his shield has precedence. Mesnwile, the second Knight might write a letter (with a more sub stantial gift) to the locel Earl to reverse the Baron's deesion, But the first Knight will likely mot take this passively, so he wil write to the Seneshal of the Kingdom (with a very substantial gift enclosed) tore verse the Earl's decision, Of course, he second Knight, quite outraged, ould appear in the loyal Court to pray that His Majesty intervene In ‘the matter (a huge gift might algo be In order). This could be 2 costy and nasty busines. We recommand the tral at arms, unless character has cleat re ceived hie arms from the sovereign. ‘That's a lot cleeaner and usually more fun, ‘Coats of arms were not universal, but rather national. Thus itis pos sible for a person to lawfully have arms exactly the same as another per fon ina different country, who also won his erm lowly. For in Stance, the Haye farly al held identical are: Sir de la Heye in Nor ‘mandy; Haye of Slade in Ielandend Lora Haye in England, ‘Costs of arme problems ean be used in a roleplaying game to good ‘ettect, When @ PC encounters another Knight or Noble, both the PC fand the GM roll 10100. Ifthe dice ros match, so do the coats of arms. Something must be done ebout this, and to back down isto lose honor. ‘Some very famour Knights also concealed their coats of arms and rode as ‘blank shields’. In the Moree d’Arthur this was dane to permit ‘the Knight to Indulge in hi-jinks he normally could not get away with, uch as taking position at» ford or bridge and demanding that passing knights jourt with them, This led to very tragic contest between Balin tnd Balan, in which one knight killed his own brother because nether ‘was identifiable. Alternately, some Knights were targets of Feys (or Faye] who were infatuated with greot knights and trieato ensnare them in deep enchantments to keep them close. Such Knights took extra fordinary pains to ride ineogrito as blank shielde when undertaking & long journey through potentially dangerous lands. “alonk Shislee” also refers to knights without proper erms—tome- times used as an epithet of cerision and contempt. It can also refer to 8 landless knight or one without any re reputation or family. Final, it ‘may refer to a knight in mercenary service—an honorable estate for a landless knight, by the way, a6 he was properly ‘in sevice, even if he held no lands of his own or elee was working for board, room, and rome pending money. Note thatthe term ‘blank thielde” thus refere not ro ‘uch to someone without a cost of arms, but rather to someone with: (uta 168! station or reputation, ‘THE HERALD AS A PLAYER CHARACTER Finally, we come to the character of the herald himself. A herald is similar to an adventurer when it comes to overall experience, and in his fonn way he ean be far more dangerous. Having a good memory and voice are important for this job, as well as being able to read and ate. Ina sense, the herald is the King's Public Reletions Officer, His job exertion is something lke the following: (1) Reading important public announcements to the populace— ‘whieh may prove dangerous when one considers how unpopular some measures may be withthe general population. (2) Arranging public ceremonies, tournaments, and the Ike, (3) Serving as an official secretary to Hie Majesty, (4) Acting as an official witness and recard:keeper on all matters chivalric, For instance, heralds Kept records on who was knighted and by whom, date of knighthood, et, fr each dati. (5) Acting a military historian and war correspondent” during Im- portant campaigns. Heralds would take station on a nearby Hillside or ‘other vantage point to oversee the battle, making mental notes on who ‘was brave or cowardly on the Feld. & report would be dispatched to the King, On some oceatione, the heralds would also travel a eirevit round the country to tell the war neva to the populace, Of course, this function might also be performed by minstrels or mumers who Would sing of the event of the wars, (6) Acting the feudal equivalent of the Red Cros in its protect function as abiter/raferee of the Geneve Convention. Wars were su9- ted to be fought according ta the Code of Chivalry, and hersics were allowed to visit enemy camps to see the prisoners of war and, without ficort, £0 spenk with them in privat, The herald could verity the noble status of any prisoner who wished to be treated according to his rank (He would alo Keep silent when a prisoner didn't went his rel identity rovesled, for fear of reprisal in situations were alot of bad blood lay between the prisoner and his eeptors=it they knew his identity). OF cours, the herald would arange for the transfer of rantoma, ete, (1 Aeting a8 authorities on matters of honor and chivalric custom, “The herald would, for example, stand next to his Lord's banner an his Lord had fst the hatte, t was the Heras duty to see that the ban ner was surrendered to the ‘proper” personages. The herald is expected to deliver messages to the enemy camp and to arrange for parieys, While Inside the enemy camp, the herald vas duty-bound not to take note of the enemy defenses or preparations, numbers of troops, ete. If ha dt see anything of Import, he was honor bound not to speck of it. After 2 battle, the heralds would count casualties and even declare who had ‘won’ of “lost” the engagement when the outcome was unclear. At the height of the chivalric period, the heralds would alo negotiate the site upon which a battle would be fought, the time It would start, etc, THs 19s an interesting economic measure often adopted to prevent unnec: essary destruction of property-—castis, villages, crops, et. At times, ‘war" resembled 9 scheduled sporting event as fares the nobility were concerned, (8) Finally, ond perhaps most significant, the herald will not, inthe ame of honor, bear arms or wear ermor besides 8 chainmail shirt under his tabard (surcoat). He s essentially @ non-combatant, and his personal safety was simost always respected because his services were esrantial 10.8 properly run feuds! military campaign. The herald wears the bright and colorful arms of his Lord, who is not necessarily the King. It was & Universal convention of feudl warfare that the heralds would be une ‘molested throughout a bettie, an his bright costume marked him clear ly asa ‘no hit’ target. Nevertheless, aczicents could happen, and his hid ‘den chainmail served to protect him from stray arrows. 'A herald enjoyed the confidence of hi Lord, end this could make him an object of envy and suspicion. Knights might wonder If their ‘valiant’ deeds had boon witnessed and properly recorded, Others might 7 wonder if the Lord's/King' decisions are being unduly influenced by ‘the heralds) who sand close to his side. Any why, stil others would ask, should a man who is not a fighter be given a title and lands for having a glib tongue and a good memory? And, in his roe a the diplo- ‘matic representative of his Lord jn the land of his enemies, the herald could easily be suspected of spying-ne matter what honor demonded. 11 could prove a very dangerous job when bad news ha to be delivered ‘or an implacable demand was to ba mada in the name of the heralds lord. No-one likes tad news oF harsh ultimate, and heralds sometimes iad for it, no matter i the Code called for the inwiobilty of thelr Persons. Here are few ideas for permitting herald charactors to function In @ fantasy campaign: First, because of the nature of fantasy worlds, permit the herald to be armed and able to use wecpons when not acting officially in his heraldic eapecity, He could algo be allowed to waer full armor. This is ‘ot, strictly speaking, hitore, But iis realistic concession to the real- ites of most fantasy campaigns. Next, fora litle excitement, a herald may be given the potentially hazardous mission of traveling across the land to the various towns and, villages to publish (ead) an unpopular decree—such at 2 massive in- crease in taxes. That there is @ portion of the countryside which ie especially dangerous to travel over at any time could add to the general adventurousness of the situation Alternately, one’s Lord might decide he no longer wishes to be ® vassal of the King and is going to declare fora rval. Honor unfertun- ‘ately demands a formal declaration of wer. The herald and his escort ‘mus ride aeross a hostile region into the very heart of the King’s power ‘and, in the central square of the capita, sound thei trumpets and rad the declaration of war. The popularity ofthe herald and his escort wil likely not be too high with His Majesty when he hears of this ‘presump- tion’, s0 the herald should post his proclamation on the main doors of ‘the nearest public bullding and then lead a quick retirement to his Lord—wha is now probably well on hit way to the capital at the head of hig army, In 8 fantasy campoign, the social monsters would also be quite in- clined 10 90 along with the Code-respecting the herald ax the represent. ative of the other side in any parioys. If the monsters are treated at thinking individuals in theit ow right, they would recognize the neces. sity of having to negotite of, at last, to exchange demands and threats. An embassy to the court of the Goblin King could prove tobe 12 very ‘interesting’ mistion for the herald and his companions. “Any further inquiries concerning heraldry ina fantasy compalgn can be edressed care of Fantasy Games Unlimited, £0 Gerald Lovis Joseph Schiller Sustaining Member ofthe Society for Creative Anscronism ae ‘Alphonse de Lorraine, Award of Arms, Member ofthe Ain Tir College of Heras, Pursulvant Extraordinary Shield device os of August 22 MCMLXXXVII (1982) ‘Azure (blue) on a pile indented throughout sable (black) fimbriated argent (iver, a lion rameant and in eantons fleur-dosis OF (gold) Phsicians, Wounds, & Biseases by Edward E, Simbalist PHYSICIANS: Physicians tre born Into any of the protessional Gulds or el oF Alehemist-Physicians. Initially, 8 Prysleian sdvaness in kil in a manne similar to Alehem= Ist, for he must master certain Basie knowledge and skills before he can rise to a higher experience lave. Once bese skis are mestereg, further progress is made by acquiring experience by performing diegnosis, ts ‘mont. and the lke Basic prerequisites for Physicians ere: 10/12+, Wis/12¢, Dex/124, ‘The Medical Ability of the Physician is found by adding these three scores and dividing the total by 3. Medical Ability will determine his learning speed (ubtrect 1 day per Med.Ab. point) and affects his chance of successfully treating the afflictions of nis patients, 8 usually non-fighters. PCs qualify for this cles If they Monks, Shaman, RES 7 Vora s ey Exper Timeto Exper Level Medical Art Learn Points® Exporience/Treatment® 1 Stounch Wounds 30 dove 500.10. *1/exper. Iv. 106 1 Treatfor Shock — 30 devs. 500-10. +1/exper iv. x 108 1 SewUp Wounds — 30 deys 500.10. /exper. Iv. x 108 3 Treat Burne 50 dbys 1000 10 +1/exper. vl. x 108, 2 Basic Anatomy 90 days 1500, = 2 Relieving Pain. «60 days 100010. +1/exper. vl. x 108 3 Probing Wounss 30 days 60020 +1/exper, vl. x 108 3 Setting Bones 60 days 200010 +/exper. Iv. x 1010 3 Exact Teeth 30 days 60010 +/exper. vl. x 106 3 Gauterize Wounds 60 days 2000 25 +1/exper. Iv. x 1010 4 Ohiurgery Y20daye 7500 50 +6/exper. il. x 1010 4 Saver & Ointments 60 days 250010 +/exper. Il. x 108 4 Cordials & Elie 60 days 500010 =1/exper. ivi. per body or {atigue point restored DIAGNOSE/TREAT: 5 Common Cold 20 days. 2000 ~ 5 Dysentery 30 days 3000 20 +/exper. Wi. x1D10 5 Rashes &itches —30.days 300010 +1/exper. ul. x 105, 5 Pneumonie 30 days 3000 20. =1/exper- i. x 1D10 5 Recurrent Fever 30 days 3000 20. +1 exper. ivi. x 1D10 5 Qhicken Pox 30 days 3000 10 1/exper. Iv. x 1010 5 Tuberevlors 30 days 3000 50 +B/exper. Il per week 5 Leprosy, 80 days 5000 100 +Sexper. Il per week {8 Leprosy af the Tomb 60 days 6000250 +Sexper. ul. x 2001020 © Malaria 30 days 3000 20 +/exper. Ii. 1010 6 Snail Pox 30 days 3000 50 +3/exner. il. x 10+7010 6 Typhoid Fever «30 days. 300050 +3/oxper. il. x 10+1D10 6 Typhus 0 aeys 3000 50 +4/exper. vl. x 1041010 6 Cholera 30 days 3000 50 +Blexper. il. x 10+7010 6 —Bubonic Plague ——«30.days- 400075 +Blexper. il. 10+2D10 7 TrestParaivsis ——120davs 10,000 200 +Blexper. Iv. x 10-110 7 Poisons & Antidote 180deys 15,000 100 +S/exper. Iv. x 1020 (a) Experience bonus received for learning the Medical Art. It is nso the cost, in ep. for any non-physicnnlehirurgeon who wishes C0 learn the er (no more ‘than skill per exper. Iv], To pass the test given by the Physician uncer syhom the PC is studying, 2 percentage chance of ruccess is found by multiplying the PC's Med. Ab, x 5. Faure results in further 10 days” study x exper. I, ofthe medical rt, followed by another test —5% par felure. Four failures prevents further study, but the PC does acquire the skil at i success chances when per: {forming treatment /diagnosis, and experience points are aworded, Tb} Ones the Physicion/Chirurgeon has mastered a Medical Ar, he can arectice it. Experience is swarded for succesful treatment during the Exper/1-7 learning period, but the ep. gained are recorced on the side. When the Physician attains Exper/a, these trestment points are added to his total ep. All advancement from Exper/8 onward is based solely upon the practice of medicine, and no experience le awarded for other activites, In the ease of mixed characters wh follow some other voeation be sides mecicine, macical experince Is awarded at full values and the ring period is doubled. However, note thst Shaman and Alchemists so funetion in @ quasi-medical mode in some caser and thus can be ex fempted from this rule. ‘Since few PCr wil have a significant number of player character or INPC patients, asume that 2 practicing Physician or Chirurgeon wil re vive 10 exp. current Exper, Iv. on an average dey-provided thatthe Physician fe in 2 place that would bring in patiente daly (euch st 8 town), The GameMester can adjust the 10 ep, base downward to {lect the situation, During wartime, Physicians and Chirurgeons atenc- Ing during seiges or ina field army could wasliy have double the stand ard experience, Plagues can triple the average dally experience avaiable ‘Shaman and AlchemistPhysicians acquire their Medical Art at the same time they advance in their Magical Arts, tut only if they are Well ‘Aspected. Neutral or Poor Aspects require additional time in learning the medical sil, and double entries must be kept to show experience from Magical studies and works and experience from Medical Prectice. Inshore, the experience from Mages! activities will nat apply to mec lea! proficiency end vice vers, PCs who are notin a medical vocation ‘must pay the @.p. requited forthe skill snd then keep double entries, ‘with only medical practice experience applying to the level of pro: ficiency with the sl. (CHIRURGEONS: Cirurgeons advance in the same way as indicted for the Physician, bout they complete their training onee they acquire Chirurgery in Ex: er JA. At that point, further advancoment ie based upon the practice of his chirurgie! arts, His average day's experiance i 6 e.0, x Exper Il ‘ubjeet to the situation and the ikelinoed of having patients “Traditionally, Chicurgeons ina feudal society were also Garber. ‘They had litte real stancing or statue inthe mactes!treternity. Fighters land other cheracter clases can also learn the skit. As in tho caee of Physicians, POs who follow a vocation other than Chirurgery/Barbering receive treatment ep. at values and ean apoly only their medical ep. tnen determining Chirurical proficieney, These ep. are recorded sep. {rately and ate applied only for thi purpove, THE MEDICAL ARTS Ip actual fact, the medicine practiced in prescientifc times was ‘often a mixture of reasonably effective procedures, folk remedies, and plain mumbo-jumbo sna superstitious ignorance. Often, the cure had Tita to do with the recovery ofthe patient, and success wes often the result of natural causes. But the Physician would receive erect Ifthe petient lived and recovered, even if the procedure in fact hed no gen Sine media ae, The toioning racers rei te Nt OF mes ‘quality of early medicin hence that 2 truly succesful med: ital practitioner would learn a fw effective techniques of dealing with jury and disease as his experience increased, STAUNCHING WOUNDS: The prevention of blood loss by applying packings and bandages to the damaged tissues. Staunching is effective against minor and moder ate bleeding, but chances are reduced 10% against any uncontrolled bleeding. Percentage chance of succes: ~ 20% + Mod. AB. +3% per Exper. Iv, to.a maximum of 90%. Non-physician/chiturgeons = 20% + 3% per Exper, Il, obtained in medical practcr. TREATING FOR SHOCK. Keeping the patient warm and administering cordial such as brandy to prevent withtrawal of the blood to the body eavity, uncanscious hese, coma, and eventual death. If shock occurs, percentage chance of sicces ~ 20% + Med, Ab. + 4% per Exper, Il, to a maximum of 90%. Non physieins/enirurgeone = 20% + 3% ner Exner. Il. obtained in ‘medics! preitee. Physicians only can alzo prepere specia! corals equ lant to."Water of Life’ to restore body levels slghily to counteract bleeding, Such cordials ean be prevared at 2 rate of 1 dose per day. ‘sing the Magick Materials List, but no more than 6 dovte per medica! ‘experience level of the Physician will be on hand at any one time, ur foes he has thought to augment his stocks with purchases from other Physician, ete ‘SEWING UP WOUNDS: “The prevention of serious loss of blood due to uncontraliad bleeding ‘or body demage exceeding 50% (from wounds). Percentage chance of Success = 30% + Med. Ab. + 3% par Exper. il, 8 maximum of 90%. 'Non-Physcians/Chirurgeons = 30% + 3% per Exper. Ml. obtained in retical practice. TREATING BURNS: Equivalent to treating to prevent shock plus the proper dressing of wounds, this skil wards off the chance of buen thock and infection Percentage chance of success = 100% ~ the percentage damage of dam age to the body from fire + Mad, Ab. + 2% per Exper. Iv. Non-Physi- Cians/Chirurgeons have % the chance, and Med. Ab. isnot counted in ‘The same chance applies to prevention of burn sears, Seare whieh are ina visible place will produce a 1 App scare reduction per 10% of ‘damage done to the body, Failure to teat burns alfectively wl all for ‘septicemia check if over 20% af the body. basic ANATOMY “The knowledge of the human body sufficient to prevent bleeding temnorarily through applying pressure to aporopriate points (tfective ‘only if limbs are Bizedina. Basie Anatomy aso adds @ 1D10% success bonus 10 Chirurseal procedures. f desired, it can ao be a measure of Midwifery skis, permitting the possessor to id in the successful deliv fry of babies with a flot 95% chance of succoss (alures are due 10 ur toward complications beyond the medical skills of the age. RELIEVING PAIN: ‘The knowledge of how to prepare and preseribe painkilling powders ‘and potions, and also of sleaping powders and potions. Percentage ‘chanee = 35% + Med. Ab. + 4% pat level to.0 maximum of 95%, Only Physicians, Alchomiss, and Shaman types can prepare such items, but CChirurgeons and even non-medical types can learn how to administer them. Incorrect dosages have a 01-65% chance of simaly not working though gragginess may result from sleeping powders and potions (al Dhysial and mental abilities may be reduced by ~10% to ~B0% of nor- ‘mol levels fora time). There's 8 66-100% chance that ineorret dosages Will produce a comatose condition for 6.06 hours, with death posable ita Gon CR (taken hourly) fais if over 27 hours, Physicians ean prepare 5-10 doses of an opiate or White Lotus powder in 30 days — Mod. AB, (One dove wil relieve pain in a humanized being for 8 hovrs, while two doses will render such a patient unconscious for 6,020 turns (25-500, minutes). Other preparations can be developed by the Physician Player land GameMaster, in consultation about the nature of the ingrecients, the effects, duration, ete PROBING WOUNDS: ‘The finding and extraction of forsign objects, such as spsar or arrow point, from # wound, Percentage chance = 16% + Med. Ab. + 5% er Exper, Il, to 9 maximum of OB%. On failure, there is 830% chance — Med. Ab. ~ 2% per Exper. Il. of striking a vein or artery, aroducing un controlled bleeding. Non-Physicians/Chirurgeons = 18% chance + 4% ‘ber Exper. Iv. obtained in medical practice, with a 30% chance of un- controlled bleeding. (Afterall, anyone can pul 2 shaft from a wound, bot) SETTING BONES Diagnosing the nature of the break and setting the bones properly {or splinting and mending. Percentage chonce = 20% + Med. Ab. * &% per Exper. Iv. 10.2 maximum of 90%. Non-Physiians/Chirurgeons 20% chance + 3% per Exper. Iv. obtained in medieal practice. Failure to set bones properiy ithe check is made after the bone has healed) Fosuits in 5.08% imosirment of the affected limb, which fe atsseod 2 ageinst fighting ability, movement, andlor carrying capacity, as a: plicable, The bone can be vebroken and reset if it heals poorly. Phys: {ane can use "boneset” or some other folk preparation to improve the ‘chance of proper healing by 1D10%, The skill also includes the ability {to bind up cracked ribs, ee, 0 that the danger of puncturing a lung, tte, removes (automotie sucees). TOOTH EXTRACTION Pulling decayed or painfully broken teeth. Percentage chance = 40% 4 Med, Ability + 2° por Exper. vl, t0 3 maximum of 85%, Nor-Phys\ ians/Chirurgoons = 20% chance + 23% per Exper. IM, obtained in med ical practice, Failure to extract cleanly brings an 01-65% chance of the patient losing the swrong tooth (unless the problem is visibly ebvious) ‘and 2 68-100% chance of 2 broken tooth, necessitating Chirurgery and Probing to remove the roots. In the meantime, the petient will bein ‘exter pain ‘CAUTERIZING WOUNDS: Searing a wound with heated irans or fire or hat pitch to prevent uncontrolled bleeding, This procedure is used when sewing is inconven ent or impossibie (atin the case of an arm amputated during a melee) landior when time is at premium. Ital used to burn out infection. Percentage chance of preventing uncontrolled bleeding = 40% + Med ‘Ab. + 9% per Exper, I. Percentage chance of burning out 9 localized Infetion * 20% + Med. Ab. Percentage chance of Shock = 25% — Med ‘Ab. — 1% por Exper. vl. Chance of scarring = 50% — Med. AD. with 106 App points lost i in an exposed feature considered important 10 fone's attractiveness, Non-Physiians/Chirurgeons with the skill have ‘tandare chances, A total inept has a minimum chance, but with @ 50% chance of shack and scarring CHIRURGERY: AA variety of procedures, usually involving skill wth some form of scalpel, Boils can be lanced. Amputations of extremities Itoes, fingers) fan. be performed without complication. Probing Wounds has. 2 S1O10% ehence of success bonus. Various growths ean be removed swith 8 90% chance of success, Finally, ond most important, moute: tions can be partocmed with a percentage chance = 20% + Med. AB. + [3% per Exper. Ii. Non-Physician /Chirurgeons have % standerd chences. Failure by PhysiianiChirurgeons rests in uncontrolled bieding, Fall: ‘re By others results in uneontrallea bleeding and shook, The sil azo fan be used to determine the effacte of 2 deliberate Dieading of the patient to let out the bad humours. A sealpel or leeches can be used, ‘with 198 body points of blood let by the former and J408 by the lt. ter, Bleeding imoroves chances of survival from a vrlety of ailments by DBR, but has no effect in any situation involving blood loss. (In the case, it can worsen the situation, Dut it might be applied anyway because the mecies! doctrine ofthe time called Yori) SALVES & OINTMENTS. “The preparation and prescription of various topical ungents to re lieve skin irtations, swellings, en rashes. The Physician will require 21 diferent Magical Materials unenchanted and in any kind of combina- tion) to produce 1041010 doses, From 1-3 doses will be applied per ‘hy until the preseviption is exhausted, Percentage chance of success = x Med. Ao. of Phyician. Ae an alternative, layers may make up ae ‘ual folk remegies (these can be found in books on herboloay and folk medicine). CORDIALS & ELIXIRS ‘The preparation and prescription of 22 different remedies for ver tous common slmants. Each contains 7 Magical Materials (unenchanted land in any combination) to produce 10+1010 doses. These corals and ‘lis vl increase recovery chances by 1010%, provided the prescrip- tion is followed to the letter. Players ean refer to actual folk remedies 4s well as make up their own wild concoctions. Revolting mixtures of ingresionts are quite acceptable, as mecieine was often expected 10 molitarefiook tad and patients are reassured they are receiving the best treatment, Once s romedy has been formulated fora particular a ment or affliction, the 1010% bonus is determined and remains there Sfter constant. A preseription will have an effect on 1 or 2 ciseaes/al Imentsafflictions whieh must be stipulated before the effectiveness Setermined, ‘Wien 2 Physicion attains Exper/10, he may enchant an elixir oF cor sal which has the same elfect as « Cleri’s Cure Minor Wounds, with 75% success chance. For the purpose of making such a preparation, treat the Physician as a neuirally espected Mage with MKL/TO, Seven [Magical Materials of common type are required, and 4+106 doses re ‘At Exper/15, the Physician may enchant a cure for each of the com: ‘mon diseases which hos a 75% chance of effecting a full recovery once the disease runs ts coure (rolled first ft falls, make the standard re covery roll], requires 21 Magical Materials of some rarity and great ost to produce 44106 doses. At Exper/19, 8 similer preparation may be propered to Cure serious wouns. Again, treat the Physician 35 3 neutraly apected Mage with MKCL/10 for enchantment purposes. ‘Note- An Alchemist Physician may function at is personal aspect ‘and MEL when preparing the advanced elixirs and corals DIAGNOSIS & TREATMENT: Until a Physician hat studied 2 disease to learn its symptoms and sigo the recommended procedures of treating it, he will have a chance "20% + Med. Ab. of properly diagnosing the ailment and ariving ata fegimen of treatment. In matt instances, he would probably ques the Fight asease, but he would likely fal to prescribe proper, and natural fecovery would apply, Once the disease has been stuied, the cursive bonuses given under the various diseases can be epplied automatically. UAt Teast one treatment must be given per week the disease lasts forthe Physics to be effective ‘TREATMENT OF PARALYSIS: Paralysis resulting from grievous wounds or touching by various monsters, etc, is relatively incurable By any means. Allow a flat 25% Chonce of a eure per month + Coo of the vietim, whether attended by Physician or 3 Cleric. Each fllure reduces success chances by ~5% (cumulativel, Natural recovery is equal to the Con score of the victim, exprened a2 percentage and checked monthly POISONS & ANTIDOTES See Chivalry & Sorcery for the types of poisons and antidotes sted in the Thieves Skils, A Physician hat the same skis once he learns bout she besie poisons and their counteractants. THE TIME ELEMENT \Winen treating various afflictions and disorders, @ considerable per lod of time may pass. Some procecures are particularly important, timewise. ‘The following teestment periods should be carefully con sidered Steunching Wounds. .. . 308 min. (60% of time for Dex/154) ‘Treatment for Shock | 208 min. Sewing Up Wounds... .2 min, per 10% body damage (60% for Dex/t5+). Treating Bures 1 min. per 1% body damage (50% for Dex! 1s), Relieving Pain 1 min. ipreteribeladminster powder/potion) Probing Wounds 208 min, (~50% for Dex/1+), Setting Bones ‘SDE min, (80% for Dex/16+) 206 min, (-50% for Dex/16+), 506 min [Highly variable, depending upon the proce ‘dure, but usually 560 minutes. Lancing fc, i usualy undee 10 min, ameutation i 1560 min. Time can be reduced by ~S0% for Dex/16+. 1 min. (oreseribeladminister remedy] 1 min. (orescribeladminister remedy 21 min, ~ Med, Ab, But it mare than one Physician is present, add 20D10% of 21 ‘min. for consultation and argument. Extracting Teeth CGauterzing Wounds, > Chiturgery Salves, Ointments (oes, liars Diagnosis. CLERICS & MIRACULOUS CURES With the introduction of Medical Arts into campsign, the Game- Master may wash ta macity the basic curative powers enjoyed by Clor ies s0 that they ate more inline with those of the medical profession ‘That is, Cures would be used to ward off Shock and to restore lost, blood, or else to increase body and stamina levels to 9 more desirable ‘condition; but they wil not stop bleeding, remove imbedded weapons, ‘mend bones, Bermanently close wounds, and the lke, Cure Disease {would merely reduce the chance of death but mould not entirely eli inate it, and racovery and recuperation would wll be necessory. Cure Grievous Wounde wovld aid 2 person to say more or less in one piece witen bones are broken or deep wounds have been sustained, but 2 nor: mal recovery period would still be required for permanent ‘cur’. In short, miraciee” can stave off each death but eannot replace the Physi {ian or Chitargeon, who must patch up the mangled bodes 20 WOUNDS & BROKEN BONES Chivairy & Sorcery combat systems provide fora variety of Injuries resulting from eritieal bite. There ential damage results ean be used a: ass for subsequent treatment by 9 physicln oncg the combat is nde! or the vietim can be dragged aside for first aid. The GameMaster tay also decree certain typer of injury in cases where no rites have boen suffered but extensive damage to the body hes been sustained by 8. PC or NPC, (This gues an air af resliem to the action, as wel a= some thing forthe Physician to:do) PAIN (OPTIONAL) Ce and NPC¢ alike can be subjected to pain for several ressons. The most obvious cause is damage to the body, but neurologies ailments (headaches, ee.), toothaches, and certain types of disease may also pro- cue pain 'A character's basic resistance to pal is expressed as 2 Pain Thresh- fla. The Pain Threshold is equal to 8 percentage equal 10 2x Con plus Str ‘For example, a PC has Con/t8 and Sir/12. His Pain Threshold is (2x18) +12 = 60%. Any time he sustains damage to the body exceed ing 68% of his body points, he must roll a Con CR each turn to contin {ve funetioning st normal levels, Wa PC falls 2 withstand pain by rolling his Con CR, he loses 1% et ficioney for each 1% that his bady damage exceeds his Pein Threshola level For example, ihe has 9 PT of SOM and has sustaines 81% body omage, he wil sutfera 21% lots to his physical and manta eapact: ties and such things 9 hit probebilites, pares, dodges, NDF, carving Capacity, movement, mages! targeting, remembering, ete, will be at {59% normal loves. ‘Special cates such a8 toothache or serious critical hits will require immediate Con CRs to determine whether the pains simply too much to bear and stil maintain efficiency. For instance, a grievous chest ‘wound might fall below the Paia Threshold percentage, but it would {ause severe pain and thus require 3 Con CR when iti sustained. If the PC pastes the Con CR, he can continue on without fear for the moment thatthe pain wll cause ineapacitation (he has successfully blocked the pain until the emergency is cleariy over) Pain will affect efficiency levels until the damage falls below the PT leveled either to natural or miraculous healing, Some sources of pain, like toothaches, must be elimineted befere pain is no longer felt, and regular Con Chis wil be required in such chronic estes to stand the ‘A poinkling druo can increase the PT level by 6.06% and has 2 ‘duration of 5:30 full sme turns, Alternatively, It can increase the Con CR by +3 Imax. CR = 19). No more than one paimilling Preparation can be taken safely in 8 30-turn period ‘Superhurmans with Sir/20 and Beserks are uneffected by pein until body damage exceeds 20%, But they wil be affectea by ‘annoying’ anc persistent pain, like thet of tootheches. Also, when bese, a PC is unat {ected by any form of pain unt! the beserker fury wears of, "Toothache can occur at 2 resut of a blow to the face (broken or chipned tooth} or from dental cavities. Taoth decay hes @ 15% chance fof eceurring every 18 months, minus the PC's disease rosstance. The ‘only known cure ist pull the offending tooth. Toothache is equivalent to 10%+1 010% pain reduction in ellciency and will roduce attacks of 16 hours duration, mith 1-4 attacks per day! Pain is considered optional because it does require extre work and may interfere with routine gaming. It may also be ‘inconvenient’ in Combat situations, However, it does add an element of realism to 3 Campaign and proves to be an interesting factor in o strongly role- played earpsign. BLEEDING There are three clases of bleeding SLIGHT BLEEDING: More unsightly than dangerous, slight bleeding will not result in a significant lot of blood or strenath until the body is over 51% damage, {at which point itis considered to be Moderate Bleeding, Sight Bleeding faaulte in 1 body point in lost blood every 10 minutes. twill be realy Ropped by natural clotting (Con CRS) or by bandeging, and once Haunched wil not reeu. MODERATE BLEEDING ‘There is an 01-50% chance that 06 points of blood will be lost from the body avery 8 minutes if the bleeding i not staunched. H the body is at §1%% damage, Moderate Bleeding will become Uncontrolled ia Con CRS ie filed (taken every § minutes until the wound is staunched osuterizedfoandageal UNCONTROLLED BLEEDING: ‘An artery oF vein hes been severed, oF eke 9 fairly massive wound has been sustsineg, s0 that 16 points of biood is being lost from the body every 115 minutes! Check for Shock, Such » condition is clearly ‘threatening tobe fatal unless attended to quickly. sHock ‘Shock is the retrest of the body's remsining blood supply to the central trunk. Shock ean result whenever the body sustains over 20% bburm damage or has suffered severe injury or uncontrolled bleeding, The chance of Shock is 2 percentage equa to the percentage of body dam ge suffered minus the Con seare of the vietim, For example, » PC with (Con 17 nas suffered 55% damage to the body ond has a 95 ~ 17 = 38% ‘chance of Shock. I Shock sets in, a Con CR must be rolled each turn to withstand its effects, Shock takes from 3 to B turns to take affect (15-40 minutes) after the injury, and. failed CR will enue in the cam plete incapacitation of the victim, Unless a victim vito has succumbed to Shock is kept warm and given treatment, there isa 50% chance mi us Con score that he will die. This is checked hourly for 2-12 hours Treatment by © Physician oF Chirurgeon will significantly reduce this probability By ~2% per Exper. lM. of the meciea| attendant if Shock has set in. treatment is given ri entirely SEVERE WOUNDS Subject to the severe pensitiee for bleeding and shock (see above), severe wounds and reduction of the body levels ean grievously impel & PC's or NPC's efficiency. Such pensities should properly be areaeed after the complation of combat situation, when the fighting eat has ‘waned somewhat and the extent of the damage really begins to be DEATH Death is not automatic in Chivalry & Sorcery. When body levels reach z2r0, 2 PC becomes unconscious, Bleeding wil further reduce this level to minus values, The PC's capscity to resist death is found by ad- «ing 5% of hie weight to % his Con scare. For example, a PC of 250 cr with Con/15 has a blood less capacity of —12.5 +~7.5=~20. He can lose 20 points of blood below ter levels before he ces, When a PCs reduced to zero or negative body levels, he will contin= ut to decline by —1 oF ~2 points every 5-10 minutes it he fails 8 Con CCR, even if there is no bleeding. If there is bleeding, the bleeding rate fe substituted for the —1 or ~2 point decline noted above, Meal atten- tion wll thus be required to prevent death, Wounds can be bound Up and cordials administored. Cleves can asst by easing negative levels to 2010 oF postive levee ‘Once a Physician or Chirurgbon has tabllizec’ body decline, natural healing rates begin to apply and will restore a victim to positive levels wits time RE—OPENING WOUNDS (OPTIONAL) (Characters who have been andaged, sewn up, or spinted will risk ‘waring open their wound if they involve themasives in any violent oF fenuous activity — Ike fighting, running, or carrying heavy burdens Fisk of opening wounds exists until the body has been restored 10 75% ‘of norma levels. To determine the risk of re-opening wounds, find the percentage of ‘the body remaining, add 2x Con score, and subtract from 100. This it ‘the percentage chance of re-opening the wound, As healing from nate Ural or clerical causes rises the body level, the rsk is reduced, For example, @ PC has a body of 27/and 2 Con/t5. He suffers 22 points oF damage, lasing him with 5/27 or 19% of his body level Further suppose that a Cleric effected a Minor Cure of 5 points, while a Pysician staunehed the wounds and bandaged him up. The PC's body, ‘now at 10/27 or 37%, has 100 ~ 37 ~ [16x2) = 33% chance of being torn apen by violent ctivit “This ie fairly ralietic, 8 no one can walk around with goshes in his side and hope to get anay with anything except moderate setivty. Sew: jing up wounds ean reduce the chance of teoring something open by ® further 10%. At the same time, zome book work is required to apply this rule, and 20 it is optional and should not be used if players and the GameMster desire a fost-paced and relatively unencumbered game. Ifa wound re-opens, there is an 01-33% chance of slight bleeding, & 34.67% chance af moderate bleeding, and a 68-100% chance of uncon trolled bleeding. If desired, 2 Con CR ean be rolled and, if succesful, will reduce the bleeding by one lve. In that eas, a slight bleeding wil be at the rate of 1 point per 10 minutes. ‘Broken bones ean be treated differently. A fall would carry a chance of further breaking equal to the risk of reopening wounds if the PC to the onset of Shock, it wll be prevented a fails a Dex CR (to cushion the impact). Such an effect would take ef fect the moment it occurs, A similar effect would result ifthe broken | bones were struck by a weapon, only with a Con CR required to aver the rebreaking oF further damage, PLAGUES & DISEASES (OPTIONAL) ‘During the feudal period, the dreaded cry of “Plague!” put more sheer terror in the hearts of men than cid any army — and with good Feason, Disease has sloin more people thon hes any war, and the feudal Period saw numerous epidemics decimate entire populations, Leaving rations economically and militarily bonkrupt and wasted, The follow ing options! rules permit the recreation of the effects of outbreaks of logue and disease both on a nationel and an individual level, The GameMaster is warned that rigorous application of the rules might lead to highly realistic but perhaps somewhat undeirebe simulation of the {actual state of affairs. He therefore slays has the right to modity ang reduce the overall effects of plague outbreaks, both with regerd to fre ‘queney and intensity. ‘Several terms will be used throughout this setion: EPIDEMICS are highly contagious diseases that spread through the entice population. They occur only under special eoncitions In any given year, there is up toa 10% chance that an epidemic will break out in some region, especially ® center of population, The mors unsanitary the conditions, the worse the personal hygene of the pop- Llaes, and the higher the frequeney of trade, the greater the likelihood (of plague, Also, times of famine andlor war may produce conditions favorable to plague outbreaks. Check once per 250,000 townsmen in ‘the nation. The time of year the plague breaks out can be decided ran ‘domly by rolling 106: 1-3 = January-June; 46 = July-December, Then roll 1D8 again to find the month. Note that some plagues will not occur in certain seasons, in which case a plaque is impossible and a reprieve is srined, During war, unsanitary conditions caused by overcrowding during protracted seiges lover 60 days) or by large concentrations of troops fay act to produce plague conditions. Bexeiged estes and towns have {8 10% chance + 1% por 2000 in the fortrass of « plague breaking out leach week the seige lasts beyond 60 days. If plague breaks our, the beseising army has to Immediately deengage or run the risk of the plague spreading to its numbers (10% + 1% per week it remains). ‘Armies much over 10,000 men may contrect the plague if concentrated for more than 60 days ata time, with a 10% chance + 1% per week aver 60 dys. NON-EPIDEMIC DISEASES can occur when the GameMaster de- cider that the conditions for such ciseases are present during an adven ‘ure, Such diseases affect individuals rather than whole populations, ‘VECTORS are the sources or conditions under which a cieage be: iw. INFECTION Is the percentage chance that an individual wall eon: ‘tract the cease ‘SURVIVAL ie the percentage chance that an individual wil ecover from the disease if he contracts it, The percentage is modified by the bbonuses/penalties for diseao resistance given in C&S for Constitution. INCUBATION is the period of time required for the symptoms 0 ppear after exposure DURATION is the period oft worst ravages of the disease. [DEATH RATE is the number of deaths that will ccur in a popula- tion during an epidemic, expressed as a percentage dead per week. ‘CURE is the effect of clerical acts, Cure Dismse cannot be used arbitrarily, however, for'no Cure can be attempted until a person has fctuslly contracted the disease and the symptoms are present, Further, 1 Cure will not completely eliminate the cstaee, but merely increases ‘the survival chances of the victim. Successful medical procedur Droximete the effects af Cure Disease, INCAPACITATION is the dopree to which a disease vietim is r= {duced in physical and perhaps also in ments! powers during the line and during recuperation, RECUPERATION is the recovery period needed to restore the dit ease victim to his fll powers, once survival i assured EPIDEMICS Vien determining the point of outbreak of an epidemic or plague, ‘ll towns in a nation should be assigned @ number. For instance, if there ‘were 27 towne, dvi them into three groups of ten (or part thereot. ‘dice roll can be made to determine the target group, ana then a sec ‘ond roll to find the point of outbreak. In the case of seiges or over- Sized armies, the locaton is already known. “The following epidemic diseases may occur if the conditions are ‘right’. Bubonie plague, choles, and tyahus cannot occur between the ‘months of November and March because the cold eliminates the insect that a vctin wil suffer from the vectors, The other epidemics are possible in any season, Rell 1010, withthe renult indicating the cssase with the corresponding bracketed umber Bubonie Plague/Black Death (1) Epidemic, lssting 2 + 1D10 weeks before disappearing, Desth Rate: 19% per week, with a toread in all girections of 3.6 miles per week after the initia! outbreak, Veto: rats carrying plague-ridden fleas, and ‘so Infected vietims. Infection: 25% per week per person is exposed. Survival = 30% (60% if Cured). Incubstion = 1-3 cays. Duration = 1-3 Gays with 100% incapaeitation. Black Death produces blood spots on {he skin, enlargement of lymph glands, high fever, severe chil, fre- {quent vomiting, great thir, and morning carrhea, with most vicxims Selirious. I a person is not infected during an epidemic, thee iz 10% ‘chance + Can seore that he it immuno, Ther is also a 10% chance that fan exposed person i carrying plague fleas for 1-8 weeks afer exposure, Drovided he does not change clothes or take # good bath £22.27 aay, with vietim at 80% capacity physically, Cholera (2): Epidemic, lasting 1D10 weeks, Desth Rate ~ 13% per week, with @ spread of 1-6 miles per week in all directions, Vector: contaminated ood, water, and infected people, Infection = 20% per weok a person i ‘exposed {10% if food i lean and water not contaminated, with mint mal contaet with cholera victims 31O10% Hf Cured). Incubation = 1-6 days. Duration = 48 days, with 175% ineapacitaion. ‘Cholera produces cowere darrhes and extreme ‘dehydration, weakness, and intermittent fever and delirious states. Re ‘cuperation = 410 weeks, with 25%50% Incapscitation. Typhus (3): Epidemic, lasting 1 +106 weeks, Deeth Rate * 1.3% por wook, with 12 spread of 1-6 miles per week, Vector = fleas, mites, body lice, and ticks which thrive when there Ts overcrowding and filth, plus a food thortage. If such conditions do not exist to.® serious degree, plague Period is halved. Infection = 10% per week exposed (20% during seges fr in oversized armies). Survival = 75% (00% If Cured. Ineubati ‘days. Typhus produces very high fever which lasts 106 cays, with vic- tims totally incapacitated. There is 8 305% chance tht a survivor may tufferarelape in 1-2 years, and 1-5 years thereafter, with each onset 2§ ‘dangerous a¢ the intial infection, No immunity is possible, but persons ‘with high resistance will likely not contract a recurrent ines. Recuper ation = 1.4 weeks, t 50% incapacitation ‘Typhoid Fever (4): Epidemic, astng 3 + 108 weeks. Death Rate = 1-2% per week, with 8 spread of 1-3 miles per weak, Vector = Infacted food/water/mik, ‘ies, creer contact with infected material, and "Typhoid Mary’ type carriers. Infection = 50% If infected foodwater/milk is ingested, and 50% if exposed in contact] with infected materials of carter. Sur vvel = 75% (95% if Cured. Incubation = 10-14 days. Duration = 1.8 ‘week, with fever forthe first 1-10 days, ncapacitation = 75% url the {over breaks, after which one is at 50% of physical powers until recov ‘ered, In rare cases, rupture of the intestines and internal hemorrhaging ‘occurs (5% chance), with» 50% ehonce of death in the fever period Recuperation = 408 wesks. Persons who are exposed but do nat con: ‘oct the csease have 2 1 chance of becoming carriers i they fal 2 (Con CR. Typhoid fever can be reacily recognized because it producse small red spots on the skin, usually onthe chest and abdomen, the frst 10 days of the disease. 2+ 1D6 weeke, Death Rate = 1-2% per week, with 1 spread of 1-6 mils per week. Vector = direct contact with victim. In- fection * 20% per woek or a single 60% chance upon first contact (player choice). Survival = 70% (90% If Cured). Incubation = 15-21 clays. Duration = 14 days, Small pox produces hgh fever and massive ‘kin eruptions, Once a vletim has recovered, thre is 1D10% chance of scarring by pockmarke (reduce App score by 1D8) and a 110% chance ff skin dgcoloration (reduce App score by 106). The victim is 75% in ‘eepacitated by fever for 106 days, after which he is 60% pnysically in ‘espacitated until recovered. Recuperation = 4D8 weeks. Survivors wil have full Immunity if exposed to the dsease In the future, 2¢ do any who accept the 50% infection risk end do not contract the disease. (They do:not know this, of course, and will hve to pass a Fer CR to {ace small pox situations or aid victims). Once struck a community will be immune from a small pox outbreak for 10 years. Armies sufor J the ‘ual death rate, as i is assumed that many solders have been exposed to the cisose at some time and acquired immunity a2 Influenza (6-7): ‘A strange and hitherto unknown dlseoee strikes 110% of the pop- Liation within the week and thon dieappears from the area affected (s one with a diameter of 10 + 1020 miles. Infection = 10%, Survival = 178% (90% with a Cute. A vietim ig at 25% to 75% incapsctation for 7 Gays, ater which he recovers, Survivors have a 25% chance of outright immunity i exposed to a new outbreak ato loter date (itis assumed 3 Similar strain strike in ost instances). False Alarm (8-10): While significant number of the population i striken by some dis: cease, vary fev dit, However, the symptoms seem to revemble one of the ‘plagues, end players may be conlured and confounded by this. The ‘Gemeblaster should announce thet some dead cistae hos broken out, swith numerous rumors of widesaread deths and other Torro abound Ing for 1-3 weeks Wien @ plague strikes, thee is 9 considerable chance of panic. An army may refuse to attack infected castes, towne, oF armies. Indeed, ‘ngntened troope might demand to be witherawn to s safe distance, ‘with 2 50% ehanee of outright mutiny this is not done. Mutiny brings Sezertion by 1D10% of the army per day that the withdraval is not begun, Once infected, tonns tend to became islands of isolation, The Fegional authorities wil attempt to block al attempts by the inhabit nts {0 flee into the countryside (indivigual PCs must attempt to break ‘ut, and they may even kill eeapees on sight before they can reach the safety of the woods oF whatever. "Rural areas (manors, costes, towns of 2500 or las) can effectively isolate themselves from 2 plague 75% of the time by going to ful seige status, With the drawbridge up or the gates bolted, and all strangers and ‘ursiders nor welcome to enter, a measure of security can be obtained fat the expense of totaly paralyzing the area's ususl activities and com- meres. The same is true in large towns, but with 2 50% chance of sue~ fos, Such checks are mado weakly after the fourth week of an out- break, After 60 dys, seige status itelf brings the risk of plague in the igolated community TY plagues break out in ports, there is 20% chance that a ship lat bearing the disease, Roll 1020, with each point onthe aie representing 10 miles, Then roll 106, with 1-4 repeexenting north, gest, south, and west [subject 10 coastline limitations). ARY port approximating that Gstance away in the indicated direction iz the destination. Check for ‘outbreak of plague there in the sare week asthe initial source of infec- fion plus 1 week per 100 miles or part thereof travelled. The same plague can thus break out 8 considerable distance away. ‘Once a plague has ravaged an area, its usualy Immune from 9 @- ceurenes of that cieese for st least 5 yaars, excepting als slarms NON-EPIDEMICS Individuals may be expared to a variety of non-apidemie diseases at the diseretion of the GameMaster, sho must determine the concitions Ine porticular area. A fev diseases are given below, Dut gamers are free to-add tothe ist as thay see fit Dysentery: ‘Severe diarrhea cauted by contaminated water or food exposed to ‘ith, fies, spoilage, ete, Infection = 26%, Incubation = 1 day. Duration DB dys. Survival = 95% (100% i Cured}. Recuperation = 106 dys. “The vition is 25% physically incapacitated during the disease and recov- ‘ery. The lines: can be caught only between June and September, but may oceur from October t9 May with @ 10% infection rate ifthe eon: tributing factors ae eepecially bad, Some forms may resemble Cholera fr Tynhus, and others may be panicked. Infact, no chance of infection exists from contact with a vietim. Common Cold: ‘Golde have litle chance of ceusing death in themselves. Infection = ‘20% when expared to prolonged or extreme damp and chills (#15% ‘when exposed 10 a cold victim who is sneezing and snufling a lot) Duration ="3:8 days. If duration is 7-8 days, there is 2 50% chance that ‘the cold will persist for another 3-8 days. The victim will suffie and Sniff and sneeze at untoward times (Con CRS for silence required), ‘hie might compromise a party depending upon stealth. Such a per 400 wil also be headechy and cranky, make demands for hanckerehiets from his trends, etc. After 7 days, see pneumonis, below Characters with Con/19* are immune, a ae Elves, Pneumonia: “There is 820% chance — Con CR per week @ cold persists that i wil develop into pneumonia (double if conditions are wet and chilly). Durae tion = 10 + 1010 days. Survival = 85% per day after the third day of Const, with Incapacitation at 40% during the duration of the disease. A (Cure increases survival chances to 95%, If the victim cannot be kept warm and dry, reduce Survival chances by ~25%, Characters with Con/ 184 are immune Tubereulosis: ‘A savage debilitating disease requiring complete bedrest and inactiv ity to combat it, T.8. can be contracted from 2 variety of sources: d rect exposure to a victim (10% + 2% per week exposed, 10.9 maximum ‘of 30%: by living in crowded cities (18% chance per year), or by send ing more than a week in a dark, deep, damp dungeon (15% + 3% per week incarcerated, to 8 maximum of 60% par week). Durstion/Recup {ration = 5.06 weeks, with any activity during any week extending the duration by 1 week, The victim |s 10% incapacitated in the fest week, 20% in the second, 30% in the third, and eo on until 6O% Incapacity is Feached. Survival = 50%, without any rest (check if active more than 106 days in any week); BO% with rest. A Cure inerestes Survival by 425% ifthe victim» is active, and by 10% if inactive during the recup- ration period, Cheracters with Con/T+ are immune Malar Encountered in tropies| and sub-tropical areas, particulary jungles ‘and swampy regions, malaria brings high fever and almost ttal incapac: ity caring attacks, Infection = 40%. Vactor = malarial mosquito (bites required to infect). Duration ~ 1-3 days per attack. Frequency of A ‘tacks = 20% chence per month, during summer or fall. in 8 temparete (or cold climate, the ottscks wil not likely oesur, Survival = 80% par at ‘ack (95% if 2 Cure is performed) ‘Spotted Fever: ‘Also known as recurring fever, this disease has about the same gen effects ax malaria, Infection = 30%, Vector = ticks, usvally encoun 1d in dense woods, Duration = 1D6 hours per attack. Frequency of attacks ~ 10% per month in summer oF fall only. Survival = B5% per at {ack [95% if Cured). There also a TD1OX chance that a survivor of an attack becomes mentally unbalanced from fever induced brain demaae It the Con CR ie under 12, Chicken Pox: ‘A disease which appears to layman to be Small Pox, but which 2 trained Physician can fairly readily diagnose. It's treated as Small Pox. fexcopt Death Rate = 1%, All survivors are gueranteed immunity. The Js also © 75% chance thet those who lve nthe area and/or who ware personally exposed are immune, Survival Rate = 95%, Infection = 40%, Duration/Recuperation = 14 days at 25% incapscitation. Note: the ds- fesse can be considered as an epigamic in that itis highly contagious and will sbeend. But itis tually quite “harmies” when compared to the ‘reat plagues. Seerring ean occur ifthe pustules are seratehed — a pos SIblity with weak-willed characters. ning can result 120% of the time, minus the PC's de ‘ate resistance whenever wounds are caused by edged weapon, and the body has been reduced 10 25% of normel levels, Survival Rate = 50% (80% If Cured). Only Physicians who have been trained ina Muslim ration or in an ancient culture {ike Greco-Roman) may understand the fature of such infections and guard agent them by using clean dres- Sings and instruments, cleaning out wounds, ete. They can therefore fttempt "Cures" while normal feudal Physicians will be powerles, Re ‘uperation = 10 days, with 75% incapectation, A wound may become ‘mildly infected and might be Burned out or tested with herbs, ete, With success. But a falure means septicemia may result. Also, note that Some races may rub the edges of their weapons with fith to bring a “10% chance of infection when wounds are infited, Peritoni Infection of the body cavity will result 30% of the time minus the sease resistance of the vietim when the chert cavity is breached by 3 \weapon — especially when the stomach and intestines (abdominal area) Is involved. Survival is 40% (70% if Cured by a Cleric or treated by a Physician trained in @ Muslim nation), Recuperation = 20 deys, with 178% ineapactation. Gangrene: “This grievous infection will occur 50% of the time minus the vi: ‘imme disease resistance when he has lain in moist ground, fith, oF dun on damp for more than 28 hours without having his wound clesned fnd dressed, preferably by # Physician. Gangrene infects open wounds, Compound fractures, etc, and only racial surgery [amputation of the tfectec exiremeties or limb) will cure it, short of a miracle. An amp tation or Cure must be performed within 72 hours of the inection’s on- set (B0% success chancel, oF the vietim will apse into coma end high fever. Each hour thereafter reduces the survival ehanca by 5%. Recuper- ation: a survivor wil need about 24 weeks to recover, with 50% inca pecitation Robies: ‘There is no known cure for rabies, but a Cleric may be able to effect 1 Cure (25% chance + vitim's dseese resistance). Only one Cure Dis 6 may be attempted on the vietim each dey for the fist th fof the aisoase, aftr whieh the ings Ie iereversible and f 2 2-day incubation period, during which the victim grows ineressinaly leritable, eventually developing a fear of water, In the fourth doy, there |s a 25% chance per hour that he wil go mad, frothing at the mouth land attacking those around him. Once maddened, the vietim has 8 10% chanee per haur of dying and, by the end of the seventh day, will from the disease. Vector = bite from a rabid animal or contact with the {roth Infection = 25% from bite; 10% from froth Leprosy: In ancient and medieval times, leprosy vas a dread illness which ‘eoused uneeosoning fear in onlookers. Lepers were shunned by all healtny people, and contact was avoided. Lepers nos to wear hooded cloaks and ring a bell to warn passers-by. They might beg alms, but were forbidden to touch healthy people. They also had to live apsrt in leper colonies. In fact, leprosy isnot 3 contagious disease, but so oreat Js everyone's fear that they will likely panic or resct with hostility fa ‘leper does not obey the rules of no contact and non-asociation, Leprosy causes the siow rotting away of tissue, beginning with the ‘outer extromitis end spreading tothe body trunk. Its quite teribie in sppearance, expecially. in advanced stages. Infection = 2%, checked very 6 monthe spent in Midaie-Eostern regions (do not apply disease Fesistance factor); Con/16+ = 1%; Con/d-? = 4%, Incubation = 1-3 tweeks, Duration = 24 months + Con {ia months), Survival = 75% per ‘manth after the 28th month, A Physician may raise the survival chance ‘and the duration by his Med, Ab, A Cleric may attempt a Cure once every 146 months if of Piety/t4r, at % the chance of a miracle occur- Fing. A Cure ill ctaly elimingte all the ravages ofthe sense. Leprory Victims lose 1 Appearance point per month, beginning after the 6th ‘orth, and alo lose $3 of their physical capecities per month after the {th manth until 75% ineapecttation is ached, Rashes: ‘A wide range of rashes and skin iritations may occur becouse of contact with various plants (ike poison oak, poison ivy, nettles, ec.) hilergy to some food or object, ete, Most of there resnes simply clear up ifter avila, others require some mecieal trestment, Essentially, most are armies, but # few will appear to be leprosy in its ear ‘ages — whieh ean prove frightening to both the vietim and those round him, Singe auth rathes can be cured by application of salves, fe., come Physiciens may seguir quite» reputation for thei ability #3 cure leprosy Leprosy Of The Tomb: ‘Also known 2s the ‘Mummies’ Curse,’ this extreme form of leprosy may be contracted in ancient burial places or directly trom mummies. Infection = 15% if exposed to the germs for any significant length of ‘ime spent in a tomb: 30% if touched By a mummy. Incubatian = Im mediate. Duration = until zero capacity is reached. Vietims lose 1-3 Ap- ‘eranee point per week they auffer from the caeate, wounds will not heel, and ~2% capacity i ost per day infected. A Physician can only arrest th ilness for 4 + 108 days and cannot curs it. A Clerie may at tempt a miraculous Cure each week, at % the normal chance, There it also a chance equal to the incapacity incurred that the damage caused by the disease is permanent. Death will ccur when the vitim reaches 2510 capacity, and there is no chance of resurrection If that miracle allowed in the campaign. Note: The cusase la genuine ‘cure and is fuscaptible to 8 Remove Curse if performed within one hour after ex

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