Arsenic and Old Spellbooks Campaign Book

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Arsenic and old Spellbooks

Campaign book

A Campaign by Emanuele Betti


Arsenic and old Spellbooks
Campaign book

INDEX

INTRODUCTION.................................................................. 2
CHARACTER CREATION..................................................... 3
Ability Scores................................................................................ 3
Abilities.......................................................................................... 4
Classes.......................................................................................... 6
Fighter............................................................................................ 7
Magic-User.................................................................................... 8
Thief............................................................................................... 9
The image on the cover of this handbook and the other
Mystic............................................................................................. 10
images in the book have been taken from internet. Rights Elf................................................................................................... 11
for the images are owned by the drawers. This is not a Nagpa............................................................................................ 12
commercial publishment, and is never to be commercia- Hit Dice and Hit Points................................................................... 13
lized. Therefore, the images are not used to get an Saving Throws............................................................................... 13
economic gain. Credits for all of the images in the book are Equipment...................................................................................... 14
given at the end. If an author finds out that the credits are Armor Class................................................................................... 25
wrong or doesn't want his image to be used in here, the
General Skills................................................................................. 26
Strength Skills................................................................................ 26
author of this book is available to change the wrong credits
Intelligence Skills........................................................................... 27
and to remove the images. Wisdom Skills................................................................................ 32
Dexterity Skills............................................................................... 34
Constitution Skills.......................................................................... 35
Dungeons & Dragons and the connected trademarks are Charisma Skills.............................................................................. 36
a property of Wizards of the Coast. In this book, they are Languages..................................................................................... 38
used only for a decorative reason. This book is not and is Moral Alignment............................................................................. 41
never to be considered an official supplement for the game,
Age and Ageing............................................................................. 42
Wrestling Rating............................................................................ 42
and is not supposed to be sold. This book is for personal
use only. Reproduction of this book or any of its parts is
allowed only for personal use.
RULES.............................................................................. 43
Exploring the World....................................................................... 43
Food............................................................................................... 44
The rules in this handbook are based on D&D rules as A Day in the Wilderness................................................................ 45
described in the original handbooks in Basic, Expert, Rewards......................................................................................... 46
Companion, Master and Immortal sets, in the official Fortresses...................................................................................... 46
Gazzetteer expansions, and in fan-made products, with a
Followers....................................................................................... 47
Missing Players.............................................................................. 50
special mention of the works of Marco Dalmonte.
New Players................................................................................... 50
Combat.......................................................................................... 51
Fighting Outdoors.......................................................................... 53
To play with this handbook you must have the original Non-Lethal Combat........................................................................ 53
Basic, Expert, Companion and Master set rules for Magic............................................................................................. 55
Dungeons & Dragons and the Gazzetteer 03: the
Principalities of Glantri. SETTING............................................................................ 58
General Informations..................................................................... 58
History............................................................................................ 58
Geography..................................................................................... 58
The People.................................................................................... 59
Ethnicities...................................................................................... 59
The Great School of Magic............................................................ 61
Special Classes............................................................................. 61
Nobility and Politics........................................................................ 62
Taxation......................................................................................... 64
Licences......................................................................................... 65
Guilds and Corporations................................................................ 66
The Great Army............................................................................. 67
The Shrines of Rad........................................................................ 67
Other Religions.............................................................................. 67

M ASTER REFERENCE......................................................... 68
Game Time.................................................................................... 68
Monster Abilities............................................................................ 69
Master Tables................................................................................ 71

1
INTRODUCTION
This book is a reference for the use this description to develop their characters not to be always balanced. It
players who will take part in the character, his background, ethnic is common to have plenty of
campaign Arsenic and old spellbooks, origins, and to plan for a career in the spellcasters and no proper tank.
set in the Principalities of Glantri. future. It is highly recommended that However it may look to you, this is the
the players become familiar with the flavour of this campaign, and once you
CAMPAIGN STRUCTURE
setting to better role-play their get used to it, you will find that the lack
The campaign Arsenic and old
characters. of balance in the group will bring up
spellbooks is of a new concept of
The fourth and last part is the new ideas and interesting situations.
campaign: it is divided into separate
MASTER REFERENCE section. Here the
books, or chapters, that may be played ABOUT RULES SET AND EDITION
DM will find instructions, suggestions
in sequence, but the Master may also This campaign is written to be played
and new rules to play the Campaign.
decide to play just one single book with the BECMI edition of Dungeons &
New random treasure charts and magic
every now and then, in his own Dragons. To make it clear, it is the
items charts will be introduced.
campaign, or even to just add some of Frank Mentzer edition divided in five
his own adventures to the campaign. THE BOOKS boxed sets called Basic, Expert,
This concept is good for groups that As already explained, the Campaign Companion, Master and Immortal.
tend to change players often: this way, is divided in Books, which are groups of From the initials of each set comes the
at the end of each chapter it will be very 5 adventures connected by a storyline. collective name BECMI. This edition
easy to replace the lost players with These adventures may be set in a was published as an ntroduction to the
new ones. particular area, and also have particular game for teenagers before confronting
characters in them. Each of the Books with the bigger volume of rules of the
CAMPAIGN BOOK
of the Campaign will expand the setting Advanced Dungeons & Dragons, a
This book is divided in four parts.
and the rules of the Campaign. Many parallel edition made for experienced
The first one is about CHARACTER
new character classes, spells, monsters players. As a Master, I find the BECMI
CREATION, where the rules for making
and magic items will be described in the edition one of the best ones to play, for
up your own character will be
Books. Many smaller areas of the the small number of rules that make the
explained. Together with this book, the
Principalities will be described in game fast and intuitive, and for the
players need the Characters
greater detail, together with many new easy mechanics that are behind
handbooks, where the single classes
NPCs. In each of the Books, there will inventing new classes, monsters, spells
are explained in detail, and the rules,
be 8 pre-rolled character that the and writing adventures.
skills and spells are analyzed one by
players may want to pick and use The setting of the world of Mystara,
one. In these handbooks, new sub-
straight away, instead of spending time where this Campaign is taking place, is
classes are introduced: some are taken
to generate one. Pre-rolled characters very tightly bound to the BECMI rules,
from official expansions, and some
are carefully balanced to match the but if the Master prefers to use a
more have been invented by the author
Books where they are introduced. different edition of the game to play this
or inspired by non-official sources.
campaign, many of the features of the
The second part will go through all of ADVENTURING IN GLANTRI
game will have to be reviewed and re-
the RULES of the game. Rules are As a player, you will soon learn that
balanced. In particular, in the newest
explained and, in some case, expanded adventuring in the Principalities of
editions, characters have many more
or changed. To play this campaign, the Glantri is not at all like any other
class options, more skills and powers
needed rules will be summarized in this setting. The highly-magical setting, the
and are, in general, less vulnerable.
book, so no reference needs to be division between Arcanes and
made to other rules sets. A character Mundanes, the big influence of the OTHER RESOURCES
sheet made to be specifically used with Guilds in the society, the strong To play this campaign you also need
these rules will be published separately specialization of all of the characters, the Gazzetteer of the Principalities of
for the players to use as well. Many the bureaucracy and political plots all Glantri and the rest of the gazzetteer
new rules about magic are introduced make for a campaign that unravels series. The Creature Crucible books
here. between the dangers and monsters of have been used as well as a reference,
The third part of the book is about the adventures and the intense role- and they may help too. An optional but
the SETTING of the Campaign: the play of day-to-day life. Moreover, the very useful tool is my Atlante geografico
Principalities of Glantri. In this book the absence of Clerics, Dwarfs and dei Principati di Glantri, which is an
Principalities are described the way the Halflings in the Campaign and the big Italian language full cartography of the
characters know them. Players may focus on magic, make for the groups of Principalities on a 1,5 km per hex scale.

2
CHARACTER CREATION
This chapter will go thorugh the rules ABILITY SCORES points usually count for a character
that govern character creation, from being very strong or very weak. The
Ability scores are the base stats of a
base stats to all of the skills and the Master may decide to reduce some
character. Each of them gives a
equipment. Please note that in this stats if a character has very high
numeric measurement of one of the
book for each class there will be only a scores, or may allow to re-roll a
basic features of the character. Their
short summary. Classes will be better character completely if the total is very
score is always in a range between 3
described in the character handbook low.
and 18, and once they are determined,
series. Spells won't be described here
it's very unlikely they will change at all.
either, as they will be described in the CLASSIC 3D6 ROLL
For this reason, determining the Ability
classes handbooks as well. The player rolls 3d6 for each ability
scores of a character is very important.
and writes down the total.
Abilities may have average scores (9
If the total of the scores is below 61,
to 12), high scores (13 to 18) and low
the character can be re-rolled.
scores (3 to 8). When a character has a
low score in one ability, all of the
DOUBLE 3D6 ROLL
actions connected with that ability will
The player rolls 3d6 twice for each
be harder for him than for other
ability scores, then he writes down the
characters, and his chances of failure
highest of the two scores.
will be higher. On the other hand,
having high scores means that a
4D6 ROLL
character will have higher chances of
The players roll 4d6 for each ability,
success and the actions connected with
then picks the three highest scores and
that ability will be easier.
adds them up.
In game mechanics, this translates in
If the total points of a character
modifiers. When an ability has a high
generated with this method are 80 or
score, it will give the character a bonus
more, the player must re-roll the whole
on his rolls. When an ability score is
character or decide with the Master
low, the character will suffer a malus.
how to reduce the scores so that the
The abilities are described in detail in
total does not exceed 79
the following pages. Their modifiers are
also described and summarized in
PICK 68
tables for quick reference.
The player has 68 points to split the
way he prefers among the ability
DETERMINING ABILITY SCORES
scores.
There are many ways to determine
The character generated with this
ability scores. The players may chose
method must have at least 6 points in
the one they prefer. Each of the
each ability score and may not have
methods listed below has upsides and
more than one 18 points score.
downsides.
The players should not aim at having
PICK 8
characters with only high stats, as they
All the ability scores have a base of 8
may be easier to play, but characters
points. The player rolls 1d6 7 times and
with some dumb stats may be much
notes down the numbers obtained.
more fun to role-play. The fact that
The player may then add to the
different characters have different
ability scores the obtained numbers.
abilities is what makes a group work
The player may not split the points
well, because each of them has a role
obtained with only one die in two or
in the group.
more scores: the whole score of each
A balanced character usually has
die may only be added to one ability
ability scores that, all summed up
score. The player may add the scores
together, range between 65 and 76
of more than one die to a single ability.
points. More than 79 or less than 62

3
CHARACTER CREATION
This method gives the players a very ABILITIES Characters with low Intelligence
personalized character with very limited usually know just their native language
Here you can find the description of
maluses. and may have problems understanding
the abilities and their bonuses and
long words, complex sentences or even
maluses.
ADJUSTING THE SCORES speaking.
If using the Classic 3d6, Double 3d6 Arcane spellcasters with high
STRENGTH
or 4d6 roll methods, a player may want intelligence scores gain bonus spells at
Strength is the measurement of the
to adjust the scores he rolled with the first level, as described below, based
character's Physical strength.
dice to get the character he wants. The on their Intelligence score. Arcane
Strength bonus or malus applies to
other methods already give the player a spellcasters with low Intelligence scores
the chance to hit in melee combat and
fairly personalized character. do not get maluses, but may face
to the damage dealt with melee
Once the player has decided what trouble researching new spells or
weapons and thrown weapons.
class of character he wants to play (see enchanting magic items (as described
Strength bonus also applies to the
later, Classes), he may swap some in the Classes handbooks).
"Open doors" roll, that is used to crush
points to improve the character's Prime The Intelligence general bonus is
a door open.
requisites. To do so, he takes 2 points used to determine the score of General
The OPEN DOORS roll is just the roll of
from any other ability and adds one Skills based on Intelligence and for
1d6: if the character gets a 5 or a 6, he
point to the Prime requisite. The player every other thing that needs an
managed to slam the door open.
may do this as many times as he Intelligence modifier.
Strength bonus may change the
wants, as long as he follows the
chances of success, but a natural 6 is
following rules. INTELLIGENCE MODIFIERS CHART
always a success and a natural 1
The player must take both the points LANGUAGES AND
SCORE GENERAL
always a failure. BONUS SPELLS
that he's going to lose from the same Languages: native
When attempting an open doors roll,
ability. He cannot take one each from language
a character takes 1d4 points of damage
two different abilities. 3 -3
himself. The amount of damage taken Problems speaking and
Charisma cannot be reduced. Points understanding long
by Opening Doors can be reduced or sentences
must be taken from any of the other Languages: native
increased depending on the character's
ability scores. language
Constitution. See Constitution for 4-5 -2
No ability can be reduced below 8 or Problems understanding
detalis.
increased above 18 by swapping long sentences
Languages: native
points.
STRENGTH MODIFIERS CHART language
Only prime requisites can be 6-8 -1
SCORE BONUS APPLIED TO Problems understanding
improved. Points cannot be taken from
long words
one prime requisite to improve the 3 -3 Languages: native
9 - 12 -
To hit rolls with language
other, if the character has two. 4-5 -2 melee weapons Languages: native
Once changes are made, they are +1 language
6-8 -1 13 - 15 +1
permanent. Even if the character ends
Damage dealt Spells:
up with 61 points or less in the end, a 9 - 12 -
with melee and +1 first lv.per day
character that's been adjusted should 13 - 15 +1 thrown weapons Languages: native
+2 languages
not be re-rolled. 16 - 17 +2 16 - 17 +2
Open doors rolls Spells:
18 +3 +1 first lv. per day
+1 second lv. per day
Languages: native
INTELLIGENCE +3 languages
Intelligence measures the chara- 18 +3
Spells:
cter's ability to overcome problems with +2 first lv. per day
+1 second lv.per day
his mind and his learning ability.
Intelligence determines mainly the
WISDOM
number of languages a character can
Wisdom is the ability to understand
speak and his or her skill in those
situations and apply the most suitable
languages.
strategies to keep out of trouble.

4
CHARACTER CREATION
Wisdom general modifier applies to Dexterity swiftness modifier applies CHARISMA
saving throws against spells, staves to thieves and mystics skills scores: This ability records the character's
and rods. The bonus or malus is Open Locks disposition towards other creatures: it
applied to the die roll, and not to the Remove Traps measures leadership and the ability to
saving throw score. It also applies to Pick pockets bring other ones to one's side.
any other thing that needs Wisdom Catch Objects Charisma gives different modifiers to
modifier. different checks. Please read carefully
Holy spellcasters with high wisdom below.
DEXTERITY MODIFIERS CHART
scores gain bonus spells at first level, Charisma reaction modifier is applied
INITIA- SWIFT-
SCORE AC GENERAL
as described below. Holy spellcasters TIVE NESS to determine the reactions of monsters
with low Wisdom scores do not get 3 -2 +3 -3 -15% and other characters towards the
maluses, but may face trouble character. When a character speaks for
4 -2 +2 -2 -10%
enchanting magic items the group, his or her character's
5 -1 +2 -2 -10%
Charisma score is used to determine
WISDOM MODIFIERS CHART
6-8 -1 +1 -1 -5% the reaction towards the whole group.
SCORE GENERAL BONUS SPELLS
9 - 12 - - - - Reaction rolls are rolls the Master
3 -3 - makes every time the characters meet
13 - 15 +1 -1 +1 +5%
4-5 -2 - someone whose reaction is not clearly
16 +1 -2 +2 +10%
pre-determined and every time the
6-8 -1 -
17 +2 -2 +2 +10% characters engage some NPC into a
9 - 12 - - talk.
18 +2 -3 +3 +15%
13 - 15 +1 +1 first lv.per day ML stands for Morale and is the
+1 first lv. per day Morale score of the followers of the
16 - 17 +2
+1 second lv. per day
CONSTITUTION character the moment they join him.
+2 first lv. per day
18 +3
+1 second lv.per day The character's body structure The number of followers is the

determines his constitution and his maximum number of followers that a


DEXTERITY character with that Charisma score may
ability to resist to wounds and hits.
Dexterity is the measurement of both have.
Constitution modifier reduces the
the agility of the character and his skill The general modifier is used for
damage taken by a character who is
handling small things with precision. general skills, and for anything else
attempting an Open doors roll, as
Dexterity gives different modifiers to connected to Charisma that gets a
explained for Strength score (see
different checks. Please read carefully straight bonus or malus
before).
below.
It is also added to the Hit Points a CHARISMA MODIFIERS CHART
Dexterity Initiative modifier only
character gains at every level until N. FOLLO- REACTION
applies to individual initiative rolls, SCORE GENERAL ML
reaching level 9. The Constitution WERS ROLLS
determining who acts first in a round of 3 -3 1 4 -2
bonus only applies once per level and
combat. If you use group initiative rolls, 4-5 -2 2 5
only up to level 9.
this does not apply. -1
6-8 -1 3 6
Dexterity AC modifier applies to the
9 - 12 - 4 7 -
character's AC, adding to his total AC. CONSTITUTION MODIFIERS CHART
13 - 15 +1 5 8
Dexterity general modifier applies to HP PER DAMAGE TO +1
SCORE
LEVEL OPEN DOORS 16 - 17 +2 6 9
the chance to hit with thrown or ranged
3 -3 +3 18 +3 7 10 +2
weapons and to all other things that
may be affected by Dexterity. 4-5 -2 +2

6-8 -1 +1

9 - 12 - -

13 - 15 +1 -1

16 - 17 +2 -2

18 +3 -3

5
CHARACTER CREATION
CLASSES Mystic The only excepton is the Nagpa that,
Elf being such an extraordinary character,
After determining the Ability scores,
Nagpa should always be only one in any
the player needs to decide the class of
group.
his character. The class will determine Other traditional classes of
In the following pages there will be a
the character's Hit Points, his ability characters, like Cleric, Dwarf and
summmary of the six basic classes, one
with weapons and armors, his special Halfling are not available in this setting.
per page, to help the players pick their
abilities and skills, his level progression See Setting chapter for details.
favorite one. The characters are much
and his saving throws. More classes will be added in the
better explained and analyzed in the
There are six basic character classes Campaign Books, when needed. If the
Characters handbooks, though, and it is
in this Campaign. These are: Master wants, characters of those
highly advised that players read at least
classes may be played as well.
Fighter the handbook of their own character, to
Normally, a group may have any
Magic-User get used to his features, skills and
number of characters of any class in it.
Thief abilities.

6
CHARACTER CREATION
FIGHTER FIGHTER'S EXPERIENCE TABLE
The Fighter is the character that XP LEVEL HD THAC0 XP LEVEL HD THAC0
is the best in combat, within the
0 1 1D8 19 1.440.000 19 +2 7
group. He doesn't have special 2.000 2 2D8 1.560.000 20 +2
abilities, doesn't cast spells and 4.000 3 3D8 1.680.000 21 +2
8.000 4 4D8 17 1.800.000 22 +2 5
has no particular features, but he's 16.000 5 5D8 1.920.000 23 +2
the best at using any weapons and 32.000 6 6D8 2.040.000 24 +2
64.000 7 7D8 15 2.160.000 25 +2 3
may wear every armor. His 120.000 8 8D8 2.280.000 26 +2
absence of skills allows the Fighter 240.000 9 9D8 2.400.000 27 +2
360.000 10 +2 13 2.520.000 28 +2 2 (1)
to focus on what he does best:
480.000 11 +2 2.640.000 29 +2
fight. 600.000 12 +2 2.760.000 30 +2
720.000 13 +2 11 2.880.000 31 +2 2 (-1)
840.000 14 +2 3.000.000 32 +2
GENERAL SKILLS 960.000 15 +2 3.120.000 33 +2
The Fighter has 3 general skills 1.080.000 16 +2 9 3.240.000 34 +2 2 (-3)
1.200.000 17 +2 3.360.000 35 +2
at first level, plus a number of
1.320.000 18 +2 3.480.000 36 +2
bonus skills equal to his Strength
bonus. If he has a malus on FIGHTER'S SAVING THROWS TABLE
Strength, the number of skills he SAVING THROWS
DEATH RAY MAGIC PARALYSIS & DRAGON'S SPELLS,
gets at level 1 is not reduced. LEVEL
& POISON WANDS TURN TO STONE BREATH STAVES & RODS
1–3 12 13 14 15 16
WEAPONS & ARMORS 4–6 10 11 12 13 14
7–9 8 9 10 11 12
Fighters may use any weapon 10 – 12 6 7 8 9 10
and any armor, and they can use 13 – 15 6 6 7 8 9
16 – 18 5 6 6 7 8
the shield. Fighters have base 19 – 21 5 5 6 6 7
mastery in 4 weapons of their 22 – 24 4 5 5 5 6
25 – 27 4 4 5 4 5
choice at first level, and they obtain
28 – 30 3 4 4 3 4
new mastery slots at levels 3, 6, 9, 31 – 33 3 3 3 2 3
12, 15, 18, 21, 24, 27, 30, 33 and 34 – 36 2 2 2 2 2

36, and for every 250.000 XP after


that.

MAGIC
Fighters cannot cast spells. They can
only use basic magic items that
everyone can normally use.

PRIME REQUISITE & XP


Fighter's Prime requisite is Strength.
A High strength gives a Fighter a bonus
on all the gained XP, but a low strength
won't affect XP negatively.

STRENGTH SCORE BONUS ON THE XP


3-12 None
13-15 +5%
16-18 +10%

HIT DICE
The Fighter's Hit Die is 1d8. After
level 9, the Fighter gets +2 HP per
level, and Constitution modifiers do not
apply anymore.

7
CHARACTER CREATION
M AGIC - USER'S EXPERIENCE TABLE
MAGIC - USER SPELLS PER LEVEL
XP LEVEL HD THAC0
Magic-users are characters that I II III IV V VI VII VIII IX
0 1 1d4 1 - - - - - - - - 19
study magic, and eventually learn
2.500 2 2d4 2 - - - - - - - -
how to cast spells. Their powers 5.000 3 3d4 2 1 - - - - - - -
are weak at the beginning, but high 10.000 4 4d4 2 2 - - - - - - -
20.000 5 5d4 2 2 1 - - - - - -
level Magic-Users become very 40.000 6 6d4 2 2 2 - - - - - - 17
powerful. Magic-Users usually 80.000 7 7d4 3 2 2 1 - - - - -
150.000 8 8d4 3 3 2 2 - - - - -
spend so much time on their 300.000 9 9d4 3 3 2 2 1 - - - -
studies that they neglect the 450.000 10 +1 4 3 3 2 2 - - - -
600.000 11 +1 4 4 4 3 2 - - - - 15
Physical training, therefore they are
750.000 12 +1 4 4 4 3 2 1 - - -
quite weak when it comes to 900.000 13 +1 5 4 4 3 2 2 - - -
fighting. 1.050.000 14 +1 5 4 4 4 3 2 - - -
1.200.000 15 +1 5 4 4 4 3 2 1 - -
1.350.000 16 +1 5 5 5 4 3 2 2 - - 13
GENERAL SKILLS 1.500.000 17 +1 6 5 5 4 4 3 2 - -
1.650.000 18 +1 6 5 5 4 4 3 2 1 -
The Magic-User has 3 general
1.800.000 19 +1 6 5 5 5 4 3 2 2 -
skills at level 1, plus a number of 1.950.000 20 +1 6 5 5 5 4 4 3 2 -
2.100.000 21 +1 6 5 5 5 4 4 3 2 1 11
extra skills equal to his Intelligence
2.250.000 22 +1 6 6 5 5 5 4 3 2 2
bonus and the bonus general skill 2.400.000 23 +1 6 6 6 6 5 4 3 3 2
Reading and Writing. If he has a 2.550.000 24 +1 7 7 6 6 5 5 4 3 2
2.700.000 25 +1 7 7 6 6 5 5 4 4 3
malus on Intelligence, the number 2.850.000 26 +1 7 7 7 6 6 5 5 4 3 9
of skills he gets at level 1 is not 3.000.000 27 +1 7 7 7 6 6 5 5 5 4
3.150.000 28 +1 8 8 7 6 6 6 6 5 4
reduced.
3.300.000 29 +1 8 8 7 7 7 6 6 5 5
3.450.000 30 +1 8 8 8 7 7 7 6 6 5
WEAPONS & ARMORS 3.600.000 31 +1 8 8 8 7 7 7 7 6 6 7
3.750.000 32 +1 9 8 8 8 8 7 7 7 6
Magic-Users are not good 3.900.000 33 +1 9 9 9 8 8 8 7 7 7
fighters. They cannot wear any 4.050.000 34 +1 9 9 9 9 8 8 8 8 7
4.200.000 35 +1 9 9 9 9 9 9 8 8 8
armor except the Alphatian Silk 4.350.000 36 +1 9 9 9 9 9 9 9 9 9 5
tunics (which are extremely rare MAGIC
and expensive) nor use the shield. Magic-Users may cast Arcane Magic INTELLIGENCE
BONUS ON THE XP
Magic-Users are allowed to use as SCORE
and may research new spells. They
3-12 None
weapons only Dagger, Two-handed may use every magic item that's 13-15 +5%
Staff, Torch / Club. allowed to Arcane spellcasters. 16-18 +10%
Magic-users have Base mastery in 2
of these weapons at level 1, and PRIME REQUISITE & XP HIT DICE
receive a new mastery slot at levels 5, Magic-User's Prime requisite is The Magic User's Hit-Die is 1d4.
10, 15, 20, 25, 30 and 35, and for every Intelligence. A High Intelligence gives a After level 9, the Magic-User gets +1
500.000 XP gained after reaching level Magic-User a bonus on all the gained HP per level, and Constitution modifiers
36. XP, but a low Intelligence won't affect do not apply anymore.
XP negatively.

M AGIC - USER'S SAVING THROWS TABLE


SAVING THROWS
DEATH RAY PARALYSIS & DRAGON'S SPELLS, STAVES
LEVEL MAGIC WANDS
& POISON TURN TO STONE BREATH & RODS
1–5 13 14 13 16 15
6 – 10 11 12 11 14 12
11 – 15 9 10 9 12 9
16 – 20 7 8 7 10 6
21 – 24 5 6 5 8 4
25 – 28 4 4 4 6 3
29 – 32 3 3 3 4 2
33 – 36 2 2 2 2 2

8
CHARACTER CREATION
THIEF SPECIAL ABILITIES hits the target, the damage is doubled.
The thief has many special abilities.
The thief is a character that has
Most of them are reported in the thief's GENERAL SKILLS
plenty of special abilities: he can move
experience table in this page, and their The Thief has 3 general skills at first
silently, find traps and even steal things
use is checked by rolling 1d%: if the roll level, plus a number of bonus skills
from enemies and other characters. He
is lower or equal to the skill score, the equal to his Dexterity bonus. If he has a
is not strong in fighting, nor he has
thief succeeds in the use of that skill. malus on Dexterity, the number of skills
magic powers, but his many skills and
On top of the abilities in the he gets at level 1 is not reduced.
abilities make of a thief a very important
experience table, the thief has another
addition to any group of adventurers. If
skill, called Backstab. If a thief WEAPONS & ARMORS
you like secrecy, deceiving and
manages to gain the surprise by Thieves always try not to wear metal
intrigues more than plain fights, the
attacking an enemy from behind, his armors, or any armor that may slow
thief is the character for you.
attack gets a +4 bonus to hit and if he down their movements. For this reason,

THIEF'S EXPERIENCE TABLE thieves are only allowed armors that


THIEF SKILLS* don't give any malus to the
XP LEVEL HD OL FT RT CW MS HS PP HN THAC0 movement rate, like Alphatian silk
0 1 1d4 15 10 10 87 20 10 20 30 19
1.200 2 2d4 20 15 15 88 25 15 25 35 tunic, Leather armor and Elven silver
2.400 3 3d4 25 20 20 89 30 20 30 40 mail, the first and the last being
4.800 4 4d4 30 25 25 90 35 24 35 45
extremely rare and expensive.
9.600 5 5d5 35 30 30 91 40 28 40 50 17
20.000 6 6d4 40 35 34 92 44 32 45 54 For weapons, thieves don't use
40.000 7 7d4 45 40 38 93 48 35 50 58 shields or any 2-handed melee
80.000 8 8d4 50 45 42 94 52 38 55 62
160.000 9 9d4 54 50 46 95 55 41 60 66 15 weapons. They can normally use 2-
280.000 10 +2 58 54 50 96 58 44 65 70 handed ranged weapons, like bows
400.000 11 +2 62 58 54 97 61 47 70 74
and crossbows. First level thieves
520.000 12 +2 66 62 58 98 64 50 75 78
640.000 13 +2 69 66 61 99 66 53 80 81 13 have Base mastery in 3 weapons of
760.000 14 +2 72 70 64 100 68 56 85 84
their choice, and they get new
880.000 15 +2 75 73 67 101 70 58 90 87
1.000.000 16 +2 78 76 70 102 72 60 95 90 mastery slots at level 4, 8, 12, 16, 20,
1.120.000 17 +2 81 80 73 103 74 62 100 92 11 24, 28, 32, 36 and for every 400.000
1.240.000 18 +2 84 83 76 104 76 64 105 94
1.360.000 19 +2 86 86 79 105 78 66 110 96 XP gained after reaching level 36.
1.480.000 20 +2 88 89 82 106 80 68 115 98
1.600.000 21 +2 90 92 85 107 82 70 120 100 9
MAGIC
1.720.000 22 +2 92 94 88 108 84 72 125 102
1.840.000 23 +2 94 96 91 109 86 74 130 104 Thieves cannot cast spells and
1.960.000 24 +2 96 98 94 110 88 76 135 106 can only use magic items that
2.080.000 25 +2 98 99 97 111 89 78 140 108 7
2.200.000 26 +2 100 100 100 112 90 80 145 110 normally everyone can use.
2.320.000 27 +2 102 101 103 113 91 82 150 112
2.440.000 28 +2 104 102 106 114 92 84 155 114
2.560.000 29 +2 106 103 109 115 93 86 160 116 5 PRIME REQUISITE & XP
2.680.000 30 +2 108 104 112 116 94 88 165 118 Thief's Prime requisite is Dexterity.
2.800.000 31 +2 110 105 115 117 95 90 170 120
A High Dexterity gives a Thief a
2.920.000 32 +2 112 106 118 118 96 92 175 122
3.040.000 33 +2 114 107 121 118 97 94 180 124 3 bonus on all the gained XP, but a low
3.160.000 34 +2 116 108 124 119 98 96 185 126 Dexterity won't affect XP negatively.
3.280.000 35 +2 118 109 127 119 99 98 190 128
3.400.000 36 +2 120 110 130 120 100 100 195 130 2 (1) DEXTERITY BONUS ON THE
SCORE XP
* Initials stand for the
THIEF'S SAVING THROWS TABLE 3-12 None
following skills: SAVING THROWS 13-15 +5%
OL: Open Locks PARALYSIS SPELLS, 16-18 +10%
DEATH RAY MAGIC DRAGON'S
LEVEL & TURN STAVES
FT: Find Traps & POISON WANDS BREATH
TO STONE & RODS
RT: Remove Traps 1–4 13 14 13 16 15 HIT DICE
5–8 11 12 11 14 13 The Thief's Hit Die is 1d4. After
CW: Climb Walls
9 – 12 9 10 9 12 11
MS: Move Silently 13 – 16 7 8 7 10 9 level 9, the Thief gets +2 HP per
HS: Hide in Shadows 17 – 20 5 6 5 8 7 level, and Constitution modifiers do
21 – 24 4 5 4 6 5
PP: Pick Pockets 25 – 28 3 4 3 4 4 not apply anymore.
HN: Hear Noises 29 – 32 2 3 2 3 3
33 – 36 2 2 2 2 2

9
CHARACTER CREATION
MYSTIC to have in any group. Mystics put their SPECIAL ABILITIES
mental strength into their hits, ad they The Mystic has many special
The Mystic is a monk that studies
are able to hit with bare hands abilities. Most of them are reported in
martial arts in the monastery where he
creatures that usually can only be hit by the experience table in this page, and
lives. He does not use weapons or
silver weapons. Moreover, they cause their use is checked by rolling 1d%: if
armors, but his physical discipline
much more damage than normal the roll is lower or equal to the skill
allows him to fight almost as well as an
people, when hitting with their hands score, the mystic succeeds in the use
armoured fighter. The mystic also has
and feet, and with the experience they of that skill.
many physical and mental skills that
learn to get faster and stronger.
make of him a very versatile character GENERAL SKILLS
The Mystic has 3 general skills
MYSTIC'S EXPERIENCE TABLE
at first level, plus a number of
SPECIAL ABILITIES*
XP LEVEL HD AC MOVEMENT ATTACKS DAMAGE THAC0
CW MS HI HN CO bonus skills equal to his Dexterity
0 1 1d6 87 20 10 30 61 6 36 / 12 1 (Silver) 19 and Constitution bonuses added
2.500 2 2d6 88 25 15 35 62 39 / 13
5.000 3 3d6 89 30 20 40 63 5 42 / 14 together. If he has a malus on
10.000 4 4d6 90 35 24 45 64 45 / 15 17 Dexterity or Constitution, or both,
20.000 5 5d6 91 40 28 50 65 4 48 / 16
the number of skills he gets at
40.000 6 6d6 92 44 32 54 66 51 / 17 +1
80.000 7 7d6 93 48 35 58 67 3 54 / 18 3 / 2 (+1) 15 level 1 is not reduced.
150.000 8 8d6 94 52 38 62 68
300.000 9 9d6 95 55 41 66 69 2 57 / 19 WEAPONS & ARMORS
450.000 10 +2 96 58 44 70 70 13
Mystics do not wear armors, do
600.000 11 +2 97 61 47 74 71 1 60 / 20
750.000 12 +2 98 64 50 78 72 +2 not carry shields and do not use
900.000 13 +2 99 66 53 81 73 0 63 / 21 2 (+2) 11 weapons. Mystics may always
1.050.000 14 +2 100 68 56 84 74
1.200.000 15 +2 101 70 58 87 75 66 / 22 decide to use weapons, but it
1.350.000 16 +2 102 72 60 90 76 -1 9 goes against their teachings, and
1.500.000 17 +2 103 74 62 92 77 69 / 23
1.650.000 18 +2 104 76 64 94 78 +3 the Master may apply a malus on
1.800.000 19 +2 105 78 66 96 79 -2 72 / 24 5 / 2 (+3) 7 the XP if a mystic does so.
1.950.000 20 +2 106 80 68 98 80
Nevertheless, a level 1 Mystic has
2.100.000 21 +2 107 82 70 100 81 75 / 25
2.250.000 22 +2 108 84 72 102 82 -3 5 Base mastery in 4 weapons, but
2.400.000 23 +2 109 86 74 104 83 78 / 26 he cannot improve his mastery
2.550.000 24 +2 110 88 76 106 84 +4
2.700.000 25 +2 111 89 78 108 85 -4 81 / 27 3 (+4) 3 levels in any way.
2.850.000 26 +2 112 90 80 110 86
3.000.000 27 +2 113 91 82 112 87 84 / 28 MAGIC
3.150.000 28 +2 114 92 84 114 88 -5 2 (1) Mystics cannot cast spells, and
3.300.000 29 +2 115 93 86 116 89 87 / 29
3.450.000 30 +2 116 94 88 118 90 +5 are only allowed to use magic
3.600.000 31 +2 117 95 90 120 91 -6 90 / 30 4 (+5) 2 (-1) items that everyone can use.
3.750.000 32 +2 118 96 92 122 92
3.900.000 33 +2 118 97 94 124 93 93 / 31 PRIME REQUISITE & XP
4.050.000 34 +2 119 98 96 126 94 2 (-3)
4.200.000 35 +2 119 99 98 128 95 96 / 32 Mystics have two Prime Requi-
4.350.000 36 +2 120 100 100 130 96 +6 sites: Dexterity and Constitution.

* Initials stand for the following skills: CW: Climb Walls A High score in both gives a

MS: Move Silently HI: Hide Mystic a bonus on all the gained

HN: Hear Noises CO: Catch moving Objects XP, but a low Dexterity or
Constitution, or both, won't affect
MYSTIC'S SAVING THROWS TABLE
XP negatively.
SAVING THROWS
DEATH RAY MAGIC PARALYSIS & DRAGON'S SPELLS, STAVES
LEVEL HIT DICE
& POISON WANDS TURN TO STONE BREATH & RODS
1–3 12 13 14 15 15 The Mystic's Hit Die is 1d6. After
4–6 10 11 12 13 14 level 9, the Mystic gets +2 HP per
7–9 8 9 10 11 12
10 – 12 6 7 8 9 10 level, and Constitution modifiers do not
13 – 15 6 6 7 8 9 apply anymore.
16 – 18 5 6 6 7 8
19 – 21 5 5 6 6 7
22 – 24 4 5 5 5 6 DEXTERITY CONSTITUTION BONUS XP
25 – 27 4 4 5 4 5 3-12 any None
28 – 30 3 4 4 3 4 13-15 13 + +5%
31 – 33 3 3 3 2 3
34 - 36 2 2 2 16-18 16 + +10%
102 2
CHARACTER CREATION
ELF ELF'S EXPERIENCE TABLE
Elves are members of an ancient and Magie per livello
PX Livello DV I II III IV V TPCA0
magic race: they can always cast
0 1 1d6 1 - - - - 19
spells, and at the same time they are 4.000 2 2d6 2 - - - -
good fighters, but to learn how to do 8.000 3 3d6 2 1 - - -
16.000 4 4d6 2 2 - - - 17
both properly, they need more time and 32.000 5 5d6 2 2 1 - -
training than more specialized 64.000 6 6d6 2 2 2 - -
120.000 7 7d6 3 3 2 1 - 15
characters. They also live very long 250.000 8 8d6 4 3 2 2 -
lives and are very connected with 400.000 9 9d6 4 4 3 2 -
600.000 10 +2 5 4 3 2 1 13
nature and animals. For this reason,
elves usually live in the woods.
ELF'S SAVING THROWS TABLE
SAVING THROWS
LEVEL PROGRESSION DEATH RAY MAGIC PARALYSIS & DRAGON'S SPELLS, STAVES
LEVEL
& POISON WANDS TURN TO STONE BREATH & RODS
Elves, like all the demi-humans,
1–3 12 13 13 15 15
cannot reach level 36. Elves all 4–6 8 10 10 11 11
progress the same way until level 10, 7–9 4 7 7 7 7
10 + 2 4 4 3 3
then they can decide whether they want
GENERAL SKILLS PRIME REQUISITE & XP
to specialize in magic or in fighting. The
Experience table in this page only Elves live long lives, and learn many Elves have two Prime Requisites:

shows levels 1-10. More detailed things. Thus, a first level Elf always has Strength and Intelligence. A High score

experience tables will be given in the 6 general skills, plus the bonuses on in both gives an Elf a bonus on all the

Elf Handbook. both Intelligence and Strength, plus the gained XP, but a low Strength or
bonus skill Reading and writing. If the Intelligence, or both, won't affect XP

SPECIAL ABILITIES elf has a malus on Intelligence or negatively.

Elves can see in darkness with a Strength, or both, the number of skills STRENGTH INTELLIGENCE BONUS XP
power that's called infravision. It allows he gets at level 1 is not reduced. 3-12 any None
13-15 13 + +5%
elves to see hot and cold things as
WEAPONS & ARMORS 16-18 13 + +10%
different colours, but it may be used
Elves can use any weapon, can carry
only when there's completely no light.
HIT DICE
the shield and may wear any armor.
Elves are very sensitive, and may
The Elf's Hit Die is 1d6. After level 9,
A level 1 Elf has Base mastery in 4
find hidden things, such as hidden
the Elf gets +2 HP only at level 10, and
weapons of his choice, and gets one
treasures, secret doors and things like
Constitution modifiers do not apply
new mastery slot at levels 3, 6, 9, 12,
this, with a double chance than
anymore. Above level 10, Elves do not
15, 18, 20 and for every 250.000 XP
humans.
gain any more HP.
gained after reaching level 20.
Elves are naturally immune to the
paralysis induced by ghouls and thouls.
MAGIC
They are normally affected by other
Elves may cast Arcane Magic and
types of paralysis.
may research new spells. They may
use every magic item that's allowed to
Arcane spellcasters.

11
CHARACTER CREATION
NAGPA'S EXPERIENCE TABLE
NAGPA GENERAL SKILLS
Natural Anti-magic
Nagpas have a XP Level HD THAC0
AC aura
The Nagpa is a monster that looks
huge knowledge of -750.000 -8 1d8 8 19
like an old man with the head of a -742.500 -7 2d8 18
everything: at level -735.000 -6 3d8 7 17
vulture. Usually Nagpas are seen as
-8 they get 8 -720.000 -5 4d8 16
dangerous creatures, because of their -690.000 -4 5d8 6 15
general skills, plus
Chaotic attitude, but their only goal is -630.000 -3 6d8 14
the bonuses on both -500.000 -2 7d8 5 13
the research of knowledge. Even if -250.000 -1 8d8 12
Intelligence and
sometimes their methods are not very 0 0 9d8 4 11
Wisdom, plus the 250.000 1 10d8 10
nice, Glantrian Magic-Users appreciate
bonus skill Reading 500.000 2
Nagpas' pursue of knowledge, and 750.000 3 11d8 9
and writing. If a 1.000.000 4 3 5%
tolerate them until they don't become a
Nagpa has a malus 1.250.000 5 12d8 8
danger for them or their people. 1.500.000 6 10%
on Intelligence or
For this reason, in the Principalities 1.750.000 7 13d8* 7
Wisdom, or both, 2.000.000 8 +2 15%
of Glantri it is possible to see Nagpas
the number of skills 2.250.000 9 +2 2
living among people, working in shops 2.500.000 10 +2 20%
he gets at level 1 is 2.750.000 11 +2
and even adventuring with humans and
not reduced. 3.000.000 12 +2 25%
elves. Nagpas cannot cast spells, and 3.250.000 13 +2
are quite weak fighters, but they have WEAPONS & ARMOR 3.500.000 14 +2 30%
3.750.000 15 +2
many magic skills, general skills and Nagpas can use 4.000.000 16 +2 35%
knowledges. all of the one- 4.250.000 17 +2
4.500.000 18 +2 40%
handed weapons,
LEVEL PROGRESSION 4.750.000 19 +2
the Two-handed 5.000.000 20 +2 45%
Nagpas are monsters, and they don't
staff, the Sling and
follow the normal level progression of Arcane and Divine spells from scrolls.
the Crossbow with no limitations. They
humans and demi-humans. They start Nagpas don't need to Read magic to
can also use bows, but with a -2
at level -8, with negative XP, and their understand a magic scroll.
modifier to hit and to the damage
stats grow until level 0, when they have PRIME REQUISITE & XP
caused with them. At level -8, Nagpas
the stats of a "normal monster" of their Nagpas have two Prime Requisites:
get the Base mastery of 2 weapons of
class. From that moment on, they gain Intelligence and Wisdom. A High score
their choice, and they gain one more
levels normally. The maximum level a in both gives a Nagpa a bonus on all
mastery slot at levels -4, 0, 4, 8, 12, 16,
Nagpa can achieve is level 20. the gained XP, but a low Wisdom or
20 and for every 500.000 XP after
Intelligence, or both, won't affect XP
SPECIAL ABILITIES reaching level 20. Nagpas cannot wear
negatively.
Nagpas have three magic abilities armors, except for the Alphatian silk
that they can use once per day each. tunic, which is very rare and expensive, INTELLIGENCE WISDOM BONUS XP
3-12 any None
Darkness works exactly like the and cannot carry a shield.
13-15 13 + +5%
inverted version of the light arcane
MAGIC 16-18 16 + +10%
spell.
Nagpas cannot cast spells HIT DICE
Fire allows a Nagpa to immediately
themselves, but they can use all of the The Nagpa's Hit Die is 1d8. After
ignite a flammable item within 18 m.
magic items available to all of the level 7, the Nagpa gets +2 HP per level,
The item will burn for 1d3 rounds,
spellcasters, both Arcane and Divine. and Constitution modifiers do not apply
causing to whoever touches it 2d6
This also means that they can cast both anymore.
damage per round, that can be halved
with a ST vs. Spells. The nagpa cannot NAGPA'S SAVING THROWS
ignite hair, but he can ignite clothes and ST
RODS,
wooden tools. DEATH RAY & MAGIC PARALYSIS & DRAGON'S
LEVEL SPELLS &
POISON WANDS TURN TO STONE BREATHE
Paralysis can be used to paralyze all STAVES
of the Lawful creatures within 3 m from -8 – -7 13 14 13 16 15
-6 – -4 12 13 12 15 14
the Nagpa for 1d4 rounds. It doesn't -3 – -1 10 11 10 13 11
work on creatres that are Neutral or 0–1 9 10 9 12 10
2 7 8 7 10 7
Chaotic. 3–8 6 7 6 9 6
9 – 15 5 6 5 8 5
16 – 20 3 4 3 6 2

12
CHARACTER CREATION
HIT DICE AND HIT POINTS number of HP is added back to the their best (Nagpas 13), monsters may
character's ones, up to his maximum. have a much higher number of HD. At
Hit Points (HP in short form) are the
A healing can never take the HP of a the same time, characters also have a
numeric measurement of the
creature above its Total HP score. level that may reach up to 36.
character's health level. The player
Diseases may interfere with natural As a general rule, if characters need
must record their number every time
and even magical healing of wounds. If to compare their HD or level with
the character gets wounded or every
that happens, a creature must be cured someone else's, characters match their
time he gets healed. A character or a
the disease before having a chance to HD with monsters, and their level with
monster at 0 HP is not dead, yet, but
recover lost HPs. other characters. Nagpas, being both
he's passed out and, if not healed
monsters and characters, may use
quickly, he will surely die. A character
RESTING either of them, always picking the one
dies at -6 HP.
Resting, the characters may restore thatìs higher.
Characters may have up to 9HD:
some HPs, but the rate at which the All characters usually start at first
once they reach Name Level, they stop
characters may restore their HP during level with 1 HD and they gain one more
earning HD and only get some bonus
an adventure depends on the HD per level, until they reach level 9,
HP at every level. Thus, there won't be
environment where they are resting and but there may be exceptions for special
a big increase in HP after 9th level, and
how well they can rest. and unusual classes (like the Nagpa).
characters of 9th and 12th level may
If the characters have to rest without The HD used for all of the monsters is
actually have very similar scores.
a proper shelter, in a fortune camp, the 1d8, while only the strongest characters
recovery rate is just 1 HP per night. use that as a HD. Many characters use
PASSING OUT
If the characters have at least a roof 1d6 or 1d4 instead.
A creature does not usually just die:
and are protected from bad weather, Characters with high Constitution
there is always a short time when it's
the recovery rate is 1d4 HP per night. scores add the constitution bonus to
bleeding to death unconscious and,
If the characters have a chance of their HD roll every time they get a new
during that time, it may be saved by a
sleeping in a proper bed for 8 hours in a HD. After reaching level 9 (level 7 for
tempestive healing. That's why
row, without being awake for a watch or Nagpa), the constitution bonus no
characters at 0 HP are just passed out.
being interrupted in their sleep, they longer applies, and all characters only
A passed out character with 0 HP will
may recover 1d6+1 HP overnight. get the bonus HP determined by their
stay like that for up to 10 rounds. If
And finally, a character that has a class.
nobody heals him in that time, then the
chance to rest properly, with nice food
character starts losing 1 HP per round
and a nice bed, usually at home or in a SAVING THROWS
and, by reaching -6 HP, the character is
comfortable place, for one full day and
dead. Saving Throws are used to try and
two quiet nights, recovers all of his lost
A character with his HP between -1 avoid dangers or to reduce damage
HP. In this case, the character must not
and -5 will immediately start losing 1 from area attacks and traps.
be involved in any fight, must not cast
HP per round. There is a total of 5 different saving
spells or do any kind of action that may
Characters that are passed out may throws, and each applies to a different
caus fatigue.
only be revived after healing them to a situation. To do a saving throw, a
Recovering HPs this way is also
positive HP score. character must roll 1d20. If the score of
called natural healing. Some diseases,
the die is higher or equal to the Saving
poisons or curses may influence natural
TOTAL HP AND HEALING Throw score, the save succeeded,
healing negatively or prevent it
Total HP is the maximum score of otherwise it failed.
thoroughly. In that case, the adverse
HP that a character may have when Consequences of succeeding or
condition must be lifted before natural
he's perfectly healthy. Total HP score failing in a saving throw may vary a lot,
healing starts back as usual. Conditions
usually increases at every level up. and it will be the Master to determine
that affect natural healing rates do not
Actual HP is the number of HP the them, most of the time.
apply to magical healing.
character has in this moment, and they
may be reduced for damage taken from PARALYSIS AND TURN TO STONE
HIT DICE AND LEVELS
monsters, traps, poison and so on. This saving throw is applied against
Hit Dice (HD, in short) are the total
When a character gets wounded, the all of the effects that may block, slow
number of dice that are rolled to
damage is subtracted from the HP of down, paralyze or even petrify a
determine a creature's HP. While
the character. When he gets healed, a creature. This includes monsters'
characters' HD may reach up to 9 at

13
CHARACTER CREATION
abilities, spells, fear, glue traps, EQUIPMENT encumbrance by wearing too many
weapons that entangle, and so on. things on their bodies.
The equipment is everything an
There is even a space for "Belt slots"
adventurer carries on himself during an
MAGIC WANDS with six slots available. Often some
adventure. It includes the money, the
This save is applied to resist spells characters want to have some useful
weapons, the armors and all of the
cast from magic wands only: these stuff ready for emergencies: potions,
other items he may need.
effects are usually quite unpredictable, wolfsbane, scrolls, or even rings can be
Characters may carry more or less
and aimed at one target only, so they stored in the belt so that the character
equipment on themselves, depending
are not that easy to avoid. The same can just use them without losing one
on their strength score and on the
saving throw is applied to other round to take them out of the backpack.
items' size and weight. The rules used
situations in which a character is In these slots, every character can
to determine how much one character
possibly taken by surprise with a very store only items with an encumbrance
may carry go under the name of
personal attack, for example magic class: A (see below) and only one per
Encumbrance rules.
traps and dart traps. slot.
More informations will be given in the
ENCUMBRANCE RULES
DEATH RAY AND POISON list below.
In the character sheet, in the carried
This save is applied every time the
equipment page, you can see a grid
character is in danger of being Encumbrance classes
with 2 big columns' divisions and 5
poisoned, and to resist to all of the The following encumbrance classes
rows' divisions. Rows divisions are
spells and attacks that may cause apply to the items in the game. If an
connected with strength score: the
instant death or energy drain. This item is not listed in any encumbrance
stronger a character is, the more
saving throw also applies to traps that class, it will be the Master to decide to
"space" he has in the inventory.
may be lethal if not avoided. which class it belongs.
The 2 columns groups give you your
character's movement rate: if you can fit
DRAGON'S BREATH Objects in this class are small
all of your character's equipment in the
This saving throw is used to resist and easy to carry along: A
left group, speed is normal, but if
the breath weapons of dragons and potions, scrolls, oil flasks,
something comes out in the right group,
other creatures, usually allowing the tinder box, bags of nails, each food
speed is halved.
saving creature to half the damage ration, each jewel, each empty bag,
If something comes out at the
taken. It may be also used to avoid or wolfsbane, holy water, garlic and in
bottom, ending up in a row your
reduce the damage from traps that general every other small item you can
character should not use, the weight
affect an area. think about.
and encumbrance are too much and
your character cannot move at all.
SPELLS, STAVES AND RODS This class is made for objects
All the items are divided in different B
This saving thorw is applied that are bigger, but still very
encumbrance classes, as listed below,
whenever a creature is hit by magic, be easy to carry around:
depending on their size and shape.
it from a spell, a staff or a rod. Some spellbooks, bags of sling
Small objects just take one slot. Bigger
magic traps, especially the ones that berries, holy symbol, thieve's tools,
items can take 2, 3 or more slots.
affect the mind, can be avoided with small weapons like dagger, sling,
this saving throw. All of the effects that blackjack, small hammer, candles and
What do I wear?
affect the mind, from any source, every magic wand. Spellbooks are
On the other side of the same sheet,
always require this saving throw to be usually smaller than other books,
there is a list of "positions" on the body:
avoided. because they are made to be carried
here everything that is worn by the
When rolling to save from Spells, around. Most of the other books are
character or anything he holds in the
Staves and Rods, a character must much bigger and suit in a different
hands can be noted: this will not affect
always add to his die roll the bonus or encumbrance class.
encumbrance and maximum amount of
malus on his wisdom score. The
objects. The players must try and be
wisdom modifier represents the will This class contains most of
realistic in storing items in these
power of the character that's opposed the one-handed weapons,
to the vicious magic.
spaces. The Master may penalyze C
which are quite big and heavy.
them if they try and cheat on
Here you can find hand-axe,

14
CHARACTER CREATION
mace, short sword, warhammer, when the total encubrance of the a disenchanted Crown is only worth 5
quivers of arrows or quarrels, magic character is not too much. Ducats. The Crown is also the coin
rods, torches, clubs and even rope rolls that's used as a base vallue in the
(15 m each). MONEY administration of the feuds and the
Everything the characters may need Nation itself.
This class is just for the to start their adventures, needs to be
normal, long sword. bought with money. Money will be very Every character in the Principalities
D useful later on as well, to buy better of Glantri gets 3d6 X 10 +150 Dc when
equipment, pay for services and so it's created. This is much more than
on... what characters usually have to start
In the Principalities of Glantri 4 coin with elsewhere, but as you will learn
types are commonly used. soon, life in the Principalities is much
This class includes all the long more expensive than elsewhere.
weapons, like pole weapons, The Penny (Py) Coins are usually stored in the coin
E
two-handed swords, poles, It is a copper piece, and it is the pouch, that every character has. The
two-handed staves and, in smallest coin the characters may find or coin pouch can also be used to store
general, all of those objects use. It's usually worth some very gemstones, that are very small.
which are very long and thin. unexpensive item, like a parsnip or a A coin pouch can only fit up to 1.000
cup of chamomile. coins and gemstones inside. If a
All of the items which character wants to carry more money,
F
are tall as they are wide The Sovereign (Sv) he should carry on himself some empty
and of medium size fit This is the silver piece, and it's worth bags to fill at the need. If he doesn't
in this cathegory. 10 pennies. It is an average coin unit have any bags to fill, he may just store
Helms, shields, books, cauldrons, for poor people. One sovereign can buy extra coins in pockets and in the
wineskin and waterskin, boots or shoes, a pint of beer, one chicken drumstick or backpack, recording them in the
even chain rolls (3 m each) and bags something unexpensive like that. inventory, but in this case one space of
with up to 2.000 coins each fit in here. Usually, a commoner earns about 5 the inventory will be full with just 200
sovereigns per day in a humble job, coins.
This is the biggest while a farmer may earn no more than
encumbrance class and one per day. Money exchange
all of the very big or G Characters may want to exchange
oddly-shaped objects the The Ducat (Dc) money in two cases: if they find money
characters may carry The ducat is the gold piece and is that they cannot spend, or if they have
along fit in here. Here you can find worth 10 silver Sovereigns, or 100 too many copper or silver coins and
bows and crossbow, armors, cloaks, copper Pennies. It is used in cities, they want to make them easier to carry
two-handed axes, and all of the other mainly, and one Ducat may buy a meal around or to protect.
big objects the characters may find. in a pub, a hen, some sweets or the In the first case, the coins the
cloth needed to sew a shirt. This coin is characters find may be very old, from
Huge objects used a lot by merchants and in more an ancient civilization, or from another
If the characters decide to carry expensive shops and venues. country. These coins are not usually
along objects that are far too big to take accepted, and to be able to spend them
with them, the Dungeon Master can The Crown (Cr) they need to be exchanged for the
give to those objects special Made of platinum and enchanted to currency in use.
encumbrance classes, making them as shine, a Crown is the most precious Whenever the characters want to
big as he decides. coin in the Principalities and is worth a exchange their money, they need to go
No object bigger than 12 total slots huge 50 Ducats each, or 500 Sovereign to a bank (there's a number of them in
can ever be carried by one character or even 5.000 Pennies. The Crown is the biggest cities of the Principalities) or
alone. used mainly by rich people to pay for to an exchange agent or a merchant.
Every object bigger than 6 slots luxury goods. If the magic that makes These people usually charge 5% or
causes the character or group of the coin shine wears off, the coin loses 10% of the value of the coins
characters that's carrying it to slow most of its value and is exchanged for exchanged as their commission, that
down to half their usual speed, even the price of the metal only. In this case,

15
CHARACTER CREATION
ENCUMBRANCE SPEED
the Master may decide from time to Alphatian ARMOR COST PROTECTION
CLASS MODIFIER
time. silk robe
SHIELD 20 F -1 none
Alphatian LEATHER
40 G -2 none
Other effective methods to reduce spider silk is ARMOR

the encumbrance of treasures for the one of the SCALE MAIL 80 G -3 -3 (1) m

characters may be spending the most resistent CHAIN MAIL 150 G -4 -6 (2) m
smallest coins first, or using coins to materials that BANDED
350 G -5 -9 (3) m
MAIL
buy jewels and gemstones, that have a can be found. PLATE MAIL 600 G -6 -12 (4) m
high value and a small encumbrance It is fresh to the
FULL ARMOR 1.000 G -9 -18 (6) m
touch, smooth ALPHATIAN
Special G -1 none
ARMOR and SILK ROBE
ELVEN
Armor is used by the characters to comfortable Special G -4 none
SILVER MAIL
protect and reduce the chance to and can be DRAGON
Special G -6 -3 (1) m
SCALE MAIL
receive damages from enemies' easily used to
make a dragon's skin into a scale mail
attacks. Not all characters can use all make robes that even a magic user can
is very long and needs a high level
armors, as specified in the class wear and still protect from the attacks.
spellcaster to be completed.
descriptions. Alphatian silk robes are extremely rare,
All armors have the same though, and their price is huge.
Note
encumbrance when not worn, but when
Alphatian silk robes, elven silver
a character wears an armor, there's a Elven silver mail
mails and dragon scale mails cannot be
big difference between wearing a soft Elves are masters in working silver.
purchased in shops. They have been
light armor and wearing a heavy metal With this metal, they can make a
included in the list for completion, but
one. The different weight and comfort of chainmail that is so thin and
they can only be found if the Master
wearing different armors is mirrored by comfortable, that the person wearing it
allows that in the campaign, or made if
the fact that heavier armors reduce the would think it is silk. The elven silver
the characters find a way to get one. It
speed of movement of the characters mails do not even make any noise
will be the Master, depending on the
wearing them. when they move, making them a
situation, to determine how much any of
perfect armor for thieves and elves. The
those items may cost to the characters.
Shield elven silver mails are some of the most
Other armors have not been
Shields are not technically armors. uncommon items in the world, and
described because they only protect
They are carried in the off-hand of a many adventurers die without being
people from strikes and have no special
character, while having a weapon in the able to see even one of them. Their
features.
good hand, to protect oneself from price is usually extremely high, but they
enemies' attacks.. Shields cannot be are normally made for elven heroes and
WEAPONS
used if a character is using two are not to be sold.
Characters need weapons to fight,
weapons, one per hand, or a two-
attack enemies and kill them. Not all
handed weapon like a halberd, a Dragon scale mail
characters can use all the weapons, as
claymore or a crossbow. This amazing mail is much lighter
explained in the description of the
than a metal scale mail, but still it is
character classes.
Full armor very strong and resistant. Dragon scale
Used only by knights, it's not sold in mails can be made from any dragon's
Weapon Mastery
shops, but it must be fitted on the knight scales through a magic process, and
It is obvious that, when a character
for whom it is made. It is extremely each needs the skin and head of a
trains with a weapon, his skills with that
heavy, and a knight wearing one of whole dragon to be made. The dragon
weapon improve, he is able to use the
these armors would need the help of at scale mail also protects whoever wears
weapon to perform different actions,
least another two persons to get on his it from the breath weapon of dragons of
and generally fights better. The weapon
feet if grounded, and to put the armor the same type, allowing the wearer to
mastery is exactly the expression of the
on and take it off. The full armor is half the damage taken automatically,
training a character has with each
mainly used in tournaments and for and still be able to half it once more by
weapon. The downside of the weapon
official occasions, more than in succeeding in the saving throw.
mastery is that, if characters may train
adventures. Wearing or taking off this Dragon scale mails are also very rare
armor requires one whole turn. and expensive because the process to

16
CHARACTER CREATION
and get better with weapons, monsters DAMAGE BONUS Shooting range increases of 3 / 6 / 9
and foes have this option as well. Depending on the base damage of m per level above Base mastery for
the weapon, the character deals more missile weapons.
Basic training damage with it in proportion to his Some weapons have in their
When a character is created, he mastery level. The following table description a shooting range of 0 / 0 / 0.
already has a basic training in some explains the proportion. Those weapons are not usually thrown
weapons. Characters with stronger to enemies, but characters with a
combat skills start with a bigger number WEAPON'S BASE DAMAGE mastery level above Base may do that,
MASTERY
LEVEL UP TO
of weapons they already know. 1D6 1D8 1D10 at very low distances.
1D4
The basic training allows a character
Base - - - -
(or a monster) to use a weapon FIGHTING WITH TWO WEAPONS
Skilled +1 +2 +2 +3
normally. To learn specific skills and get All characters may decide to fight
Expert +2 +4 +4 +6
bonuses, the creature will need to with two weapons, if they want. To do
Master +3 +6 +6 +9
proceed above basic training. so, they have to use as a off-hand
Grand
+4 +8 +8 +12
Master weapon a weapon that they know at
Unskilled fighting least at Base mastery.
If a character is using a weapon he MANEUVERS AND SPECIAL EFFECTS When using a second weapon in the
has not even got a basic training in, he Some weapons allow the user to do off-hand, that weapon is used at one
does not have a clue how to use it, and special attacks or get special effects mastery level below. It means that a
is possibly just bashing around with it. A when attacking. These are always character that's got Base mastery in a
character that is Unskilled in a weapon specified in the description of the weapon used in the off-hand will end up
will suffer a -2 malus on his to-hit rolls weapon itself. In the description it will using it as if he was Unskilled.
with that weapon, and the basic also be explained at what mastery level The off-hand weapon can be used to
damage of the weapon is halved the special effects or maneuvers can be make one extra attack in the same
(before adding magic and strength used. After the description of the round, with a -2 modifer on the die roll,
bonuses). weapons, a short description of all of but doesn't allow a character to carry a
the special effects and maneuvers will shield. Long Sword, Javelin, Spear and
Training advantages be given. Trident cannot be used as off-hand
By training with weapons, characters weapons.
may get different advantages. First, TWO-HANDED WEAPONS

they fight better with the weapons, and Normally, two-handed weapons are TRAINING TO IMPROVE MASTERY LEVEL
they deal more damage and hit more heavy and hard to use. If they are used To improve in weapon mastery or to
easily. by characters that only have a basic get a Base mastery in a new weapon,
Second, they learn how to use the training, they give them a -2 to their characters need to train with teachers.
weapons to perform different actions or Initiative rolls. Unskilled characters Training takes time and costs money,
obtain different effects. automatically lose initiative. and it's not guaranteed that the training
Third, with two-handed weapons they If a character gets Skilled mastery in will be successful.
lose the malus for Initiative and get a a two-handed weapon, that malus is When training with weapons, the
defensive bonus. reduced to -1. character needs to find a teacher first.
Fourth, for ranged weapons, the When a character gets to Expert The teacher must have at least the
shooting range increases. mastery in a two-handed weapon, the mastery level that the character wants
malus is cancelled. Moreover, from to achieve, or higher. To find a suitable
TO-HIT BONUS Expert mastery on, the weapon gives teacher may not be always easy,
Very simply put, for every mastery the character a protection bonus of -1 because Masters are quite rare and
level above Base, the character gets a that adds up to his AC. Grand Masters are very rare. The DM
cumulative +1 on the to-hit roll, up to a may ask a character to start an
maximum of +4 at Grand Master level. SHOOTING RANGE BONUS adventure only to find a teacher to
Shooting range increases of 1,5 / 3 / reach the highest mastery levels.
4,5 m per level above Base mastery for When a suitable teacher is found, the
thrown weapons. character needs to pay for the training.
Standard costs are written in the table
in this page. Note that instead of

17
CHARACTER CREATION
money, the teachers may ask for an THROWN OBJECTS Grand Master level.
item or a magic item of the same value, Characters can always throw objects A Net does not make any damage at
or may ask a character to make them a to their enemies. Every character is Base mastery, but it makes the bonus
favour and embark in some adventure. considered having Base weapon damage at higher mastery levels. Net
When the character pays for his mastery for throwing items that are not can be used hand-to-hand or it can be
training, the training begins. The weapons. Things like holy water, thrown at enemies.
training time is specified in the table as molotov cocktails and the likes are Range: 0 / 0 / 0
well. At the end of the training, the items to be thrown with Base mastery.
student has to undergo an exam with Thrown objects may deal any Whip
his teacher. The basic chance of damage from 0 to 1d8 and can always Like the net, the whip can be used to
success is given in the table and needs be thrown with one hand. The damage Entangle enemies from Base mastery.
to be chacked by rolling 1d%. If the must be decided by the DM whenever it For every mastery level above base,
number obtained is lower than the is needed, if the character is not using a the saving throw to resist being
success rate, the training is successful, standard item. entangled suffers a cumulative malus of
otherwise the student will have to -1, up to -4 at Grand Master level.
repeat the training and try again. WEAPONS DESCRIPTION The whip can be used in hand-to-
The success rate may be improved if ONE-HANDED WEAPONS hand combat to hit enemies up to a
the student : ENC. BASE distance of 3 m, but cannot be thrown.
WEAPON COST
1 - Has High Intelligence, Dexterity or CLASS DAMAGE

Strength. Bonuses on these Abilities NET 7 F 0 Blackjack


WHIP 7 F 1d2
are added to the Success rate. Maluses Blackjack is used to Knock out
BLACKJACK 5 B 1d2
are not taken into consideration. enemies from Base mastery. For every
BOLAS 5 B 1d2
2 - Has already trained for this mastery level above base, the saving
SLING 2 A 1d4
mastery level and failed. Each time the throw to resist being knocked out
CESTUS 5 A 1d4
student repeats the training, his suffers a cumulative malus of -1, up to -
DAGGER 3 B 1d4
success rate is increased by 5%. 4 at Grand Master level. Blackjack can
CLUB 2 C 1d4
only be used in melee fights.
HAMMER 7 C 1d6
IMPROPER WEAPONS
MACE 8 C 1d6
Improper weapons are all of those Bolas
JAVELIN 10 E 1d6
objects that a character may pick up If bolas hit an enemy, they can
SPEAR 5 E 1d6
and use to strike an attack, like a strangle him since Base mastery. For
SHORT
8 C 1d6
broken chair, the arm of a broken SWORD every mastery level above base, the
statue, a frypan, and so on. TRIDENT 10 E 1d8 saving throw to resist being strangled
Every character may always use AXE 10 C 1d8 suffers a cumulative malus of -1, up to -
LONG
improper weapons at Base mastery, but 10 D 1d8 4 at Grand Master level. In the same
SWORD
the mastery for Improper weapons can way, the unmodified die roll needed to
never be improved. Net strangle an enemy falls by 1 point at
Improper weapons may deal any Net is used to Entangle enemies every new mastery level from 20 at
damage from 0 to 1d10 and may be 1- from Base mastery. For every mastery Base mastery, down to 16 at Grand
handed or 2-handed. These details level above base, the saving throw to Master level.
must be decided by the DM whenever it resist being entangled suffers a Range: 3 / 6 / 9
is needed. cumulative malus of -1, up to -4 at
Sling
The sling is a simple missile weapon
WEAPON TRAINING TABLE
CHANCES OF SUCCESS BASED ON TEACHER'S MASTERY that shoots metal berries to enemies
MASTERY
TIME WEEKLY LEVEL and consists in a scrap of leather that's
LEVEL
NEEDED COST GRAND
SOUGHT BASE SKILLED EXPERT MASTER rotated until the moment to release the
MASTER
Base 1 week 50 30 60 80 100 100 berry. The sling cannot be used in
Skilled 2 weeks 100 - 30 60 80 100 melee combat and needs berries to be
Expert 4 weeks 200 - - 30 60 80 used. In absence of berries, a character
Master 8 weeks 350 - - - 30 60 may try and collect stones more or less
Grand of the same size to use.
12 weeks 500 - - - - 30
Master

18
CHARACTER CREATION
From Skilled mastery level, a sling thrown at enemies as well, but it's not maximum of 16 HD at Grand Master
may stun enemies hit at short range. as easy to throw as a hammer. level.
From Master level, it may stun enemies Range: 0 / 0 / 0 Range: 6 / 12 / 18
at medium range as well.
Range: 6 / 12 / 18 Javelin Axe
A javelin is a smooth and well The normal axe is a curved blade
Cestus balanced lance that's made especially mounted on a long wood or metal stick.
This glove-like weapon can be used to be thrown. It may be used in hand-to- It is balanced enough to be thrown at
in the off-hand without losing one hand combat as well, but it's much enemies with precision, and can also
mastery level and may only be used in more efficient on long distances. If used be used effectively in hand-to-hand
melee fight. at Skilled mastery level or higher, the combat. In melee fights, it can be used
Javelin may cause double damage, to disarm enemies from Skilled mastery
Dagger
when hitting the enemy with an level.
Short, sharp and balanced, the
unmodified roll of 20. The unmodified Range: 3 / 6 / 9
dagger can be used to stab people, but
die roll needed to deal double damage
also it can be thrown with precision to
falls by 1 point for every mastery level Long Sword
enemies. The Dagger may cause
above Skilled, from 20 at Skilled The long sword has a long blade and
double damage from Skilled mastery
mastery, down to 17 at Grand Master is thin and sharp. It is designed for
level, when hitting the enemy with an
level. melee fights, but expert swordsmen can
unmodified roll of 20. The unmodified
Range: 6 / 12 / 18 throw it effectively to enemies when
die roll needed to deal double damage
they need. From Skilled mastery level,
falls by 1 point for every mastery level
Spear a long sword can be used in hand-to-
above Skilled, from 20 at Skilled
A spear is a short infantry lance with hand combat to disarm enemies and to
mastery, down to 17 at Grand Master
a metal blade on the tip. It can be easily deflect attacks.
level.
thrown and can be used in hand-to- Range: 0 / 0 / 0
Range: 3 / 6 / 9
hand combat as well. It can also be set
against a charging enemy. TWO-HANDED WEAPONS
Club
Range: 3 / 6 / 9 ENC. BASE
Clubs are short wood weapons, WEAPON COST
CLASS DAMAGE
sometimes reinforced with metal bars BLOW GUN 5 C 1d2
Short sword
or nails. They are only used in melee SHORT BOW 15 G 1d4
A short sword is a shorter version of
fights. LONG BOW 40 G 1d6
a sword, often used as a off-hand
When using a torch to fight, Club CROSSBOW 30 G 1d6
weapon. It is made for melee fights, but
weapon mastery is used. Torches deal STAFF 5 E 1d6
in case of necessity, a short sword can
an extra 1d4 fire damage on top of GREAT
be thrown at enemies like a big dagger, 10 G 1d8
MAUL
Club's normal damage.
but it's not as easy to throw as a BATTLE AXE 12 G 1d10
dagger. CLAYMORE 15 E 1d10
Hammer
From Skilled mastery level, a short HALBERD 10 E 1d10
A hammer is a metal blunt weapon PIKE 8 E 1d10
sword can be used in hand-to-hand
that's well balanced and easy to throw. WAR
combat to disarm enemies and to 10 E 1d10
It may be also used in hand-to-hand SCYTHE
deflect attacks. KNIGHT'S
combat. 15 E 1d10
LANCE
Range: 0 / 0 / 0
Range: 3 / 6 / 9
Blow gun
Trident
Mace A Blow gun is a long rigid pipe that's
A trident is a weapon inspired to
A mace is a metal weapon similar to used to shoot darts to enemies. Darts
farmers' forks and used both in melee
a hammer, but with a round-ish head, are usually full of poison, so that the
fights and thrown to enemies. If thrown
made mainly for melee fights. It may enemies get poisoned when they get
to enemies, it may reach quite far
stun enemies from Skilled mastery level hit. There's different kinds of poison that
distances. In hand to hand combat, the
when used in hand-to-hand combat. In can be used on it.
trident may be used to skewer
case of necessity, a mace can be The saving throw against the poison
creatures with up to 4 HD, plus 4 Hd
of the darts suffers a malus of -1 for
per mastery level above Skilled, to a

19
CHARACTER CREATION
each mastery level above Base, up to - Great Maul character that's Skilled in this weapon
4 at Grand Master level. A great maul is a huge 2-handed may use it to deflect the enemy's
A blow gun is completely useless in hammer. It is far too heavy to throw, attacks.
melee fights. and is only used to smash skulls in The pike can only be used in hand-
Range: 3 / 6 / 9 hand-to-hand combat. to-hand combat.
From Skilled mastery level, a great
Short bow maul may stun enemies and, with an War Scythe
This weapon is ideal for short unmodified roll of 20, it deals double A War scythe has a slightly curved
characters like halflings and dwarfs. It damage. For every mastery level above blade mounted on a pole that's at least
has a good shooting range, but deals Skilled, the unmodified roll required to 2 meters long. From Skilled mastery on,
less damage than longbows. From activate the double damage decreases a war scythe may delay the actions of
Skilled mastery level, it may Delay the by 1 point, down to 17 at Grand Master the enemies it hits. From Master level, it
action of the victim hit at short range. level. may also be used to deflect attacks.
From Master level it may delay enemies A great maul can only be used in The war scythe can only be used in
at medium range as well. melee combat. hand-to-hand combat.
Range: 12 / 24 / 36
Battle axe Knight's lance
Long bow The two-handed axe is a vicious A knight's lance is a wooden lance
This weapon is usually carried by weapon that can kill very quickly. It is that's long about 3,5 meters and can
elves and humans. It allows to shoot to not designed to be thrown, but in case only be used by a mounted Figther or
a very long distance and deals a fair of necessity, characters with a good the like. It can be used to charge the
amount of damage. From Skilled training may use it that way as well. enemies, and in that case if it hits it
mastery level, it may Delay the action of From Skilled mastery level, the battle automatically deals double damage.
the victim hit at short range. From axe may delay the actions of its victims. The knight's lance can only be used
Master level it may delay enemies at From Master level, both in hand-to- in hand-to-hand combat.
medium range as well. hand and ranged combat, the battle axe
Range: 15 / 30 / 45 may stun the creatures it hits. MANEUVERS AND SPECIAL EFFECTS
Range: 0 / 0 / 0 In alphabetical order
Crossbow
This weapon is a mechanic bow that Claymore Charge
shoots quarrels to enemies. The A Claymore is a huge two-handed A character using a knight's lance
crossbow has a shorter range than sword. It is far too heavy to be thrown, and charging for at least 20 m deals
bows and needs one whole round to so it is only to be used in hand-to-hand double damage if he hits the target.
recharge the quarrel, but it deals a nice combat.
damage and it can be easily used by From Skilled mastery level, a Deflect
almost all characters. character may use the claymore to stun At every round, on top of his normal
From Skilled mastery level, a enemies and to deflect their attacks. attacks, a character may use this
crossbow may stun enemies hit at short weapon to deflect one attack and avoid
range. From Master level, it may stun Halberd the damage. To deflect the attack the
enemies at medium range as well. A halberd is a cross between a lance character must save vs. Death Ray.
Range: 9 / 18 / 27 and an axe, mounted on a pole that's
usually at least 2 meters long. A Delay
Staff character that's Skilled in this weapon The creature hit by this weapon must
A staff is a long stick of wood or or better, may use it to hook enemies or save vs. paralysis. If the save fails, on
metal, or both, normally between 160 to try and disarm them. the next round the victim will
and 220 cm long, and it is a blunt The halberd can only be used in automatically be last in the initiative
weapon. It is the only 2-handed weapon hand-to-hand combat. order.
that magic-users may use and from
Skilled mastery level on, it may be Pike Disarm
effectively used to deflect attacks. A pike resembles a spear, but the This weapon can be used to try and
A staff can never be thrown. blade on its tip is quite long and the disarm an enemy. Only enemies
pole holding it is at least 2 meters. A holding weapons can be disarmed.

20
CHARACTER CREATION
Disarm must be declared instead of all Knock out Skewer
of the character's attacks in one round. Using a blackjack it is possible to A character must decide he wants to
If the disarm attack hits the target, the knock out victims taken by surprise and try and skewer an enemy instead of
victim may try and avoid losing the with less HD or levels than the attacker. doing his normal attacks. If he does so,
weapon by rolling less than his If the victim has more HD or levels, and the attack hits, the trident gets
Dexterity score on 1d20. If used by a or is not taken by surprise, the effect is stuck in the creature and takes 1d4+4
fighter level 10 or above, the victim reduced to Stun (see later). rounds to be removed. Until the trident
suffers a malus on his Dexterity roll of If the conditions for knocking out is not removed, it stays there and keeps
-1 for every 7 levels of the fighter, up to apply and the attack hits the target, the dealing 1d6 damage per round.
-5 for a 35th level fighter or higher. victim must save vs. Death ray, A character may only skewer
otherwise he will immediately pass out. creatures with 4 HD or less at Skilled
Double damage For every mastery level above Base, mastery level. The HD increase to 8 at
If the attacker hits the target by the saving throw suffers a cumulative -1 Expert level, 12 at Master level and 12
rolling an unmodified 20, the weapon malus, up to -4 at Grand Master level. at Grand Master level. If the HD of the
deals double damage. The unmodified creature are higher than the character
roll needed to activate the double Poison may skewer, the action is resolved like
damage is reduced by 1 for every When hit by a poisonous dart, a a normal attack. If the target of the
mastery level above the one when victim must save vs. poison, otherwise skewer attack is another character,
double damage is gained ifrst. he will suffer the effects of the poison levels are used instead of HD.
used on the darts.
Entangle The saving throw against the poison Strangle
If the attack hits the target, the target of the darts suffers a malus of -1 for If bolas hit with an unmodified roll of
needs to save vs. Death ray, otherwise each mastery level above Base, up to - 20, the victim must save vs. Death Ray
he's entangled and cannot move, 4 at Grand Master level. or the bolas will be choking him to
attack, or cast any spells. The only Poison may have a higher or lower death. A strangled victim is paralyzed
thing an entangled creature may do is toxicity or cause different effects. and suffers 2d6 damage per round until
to try and repeat the saving throw to Characters may use for their darts any the bolas are removed from his neck, or
free himself. For every mastery level poison they find in adventures, or they until he dies. If the saving throw is
above base, the saving throw to resist can try and buy some, but this is illegal successful, the victim is only paralyzed
being entangled suffers a cumulative in most of the places. It will be up to the for 2d6 rounds.
malus of -1, up to -4 at Grand Master Master to determine what kind of For every mastery level above base,
level. poison is available and at what cost, the saving throw to resist being
where his campaign is set. A paralyzing strangled suffers a cumulative malus of
Hook poison may be easily be available for a -1, up to -4 at Grand Master level. In
A character must declare that he fair price. the same way, the unmodified die roll
wants to hook an enemy instead of A potion of poison is usually enough needed to strangle an enemy falls by 1
doing his normal attacks. The attacker to poison 10 darts. point at every new mastery level, from
still needs to roll to hit but, if the enemy 20 at Base mastery, down to 16 at
is hit, the damage dealt is the minimum Set vs. Charge Grand Master level.
he can do. Instead, the enemy must When a character with a spear is
save vs. paralysis, otherwise he will be being targeted by a charging enemy, he Stun
grounded. may decide not to move and set the This effect only applies to targets that
A grounded enemy needs one whole spear against the chargng enemy. The are same size of the attacker or
round to go back on his feet. While spear can only be set if the character is smaller. A victim hit by such an attack
grounded, a creature has a -4 on all of aware of the charging enemy. The must save vs. Death ray, otherwise he
his save rolls, a -2 to hit and whoever character needs to roll to hit as usual may only move at half speed and
attacks him has a bonus of +4 on the hit and, if he hits, the damage dealt to the cannot attack or cast spells . Stunned
roll. enemy will be doubled. This also creatures suffer a malus of 2 points on
means that if the charging enemy hits AC and all of the saving throws.
the character, the character takes duble A stunned creature may repeat the
damage. save at every round to go back to
normal.

21
CHARACTER CREATION
For every mastery level above the worn, the bag has an encubrance class Lantern
one when the character can use this F, but when worn by a character the Burns oil flasks and gives light. It can
effect first, the saving throws suffers a Encumbrance is not counted. be left on the ground or hanged
cumulative -1 malus. Empty bag somewhere during fights, leaving the
An empty bag can be carried around hand free for a weapon or a shield.
ADVENTURE EQUIPMENT to fill it with coins at the need. An empty Each flask of oil gives light for 2
All the other items that characters bag has an encumbrance class A in the hours when burned in a lantern. The
may want to carry along when inventory, but it can be filled with coins lantern gives light in a 9 m radius.
adventuring are considered adventure and then its encumbrance class Mallet and stakes (3)
equipment. The lists presented here becomes F. A bag can hold up to 2.000 A wooden mallet and 3 ash wood
give you a basic selection of items, but coins or gemstones. stakes. Stakes can be used to secure
the Master is free to add any item he Garlic ropes and tents on the ground, or as a
wishes to them. The smell of garlic keeps vampires at weapon to try and kill vampires by
bay. A vampire must check his morale pushing them through their heart. They
NOTES TO THE EQUIPMENT to try and approach a person that's got need a to-hit roll for improper weapon
garlic on himself. with a -4 malus aiming to the heart and,
Backpack or saddlebag Grappling hook if the vampire is hit, the character
A backpack or a saddlebag is The grappling hook can be fixed to a needs to roll under his strength to push
needed for a character to be able to rope to help people climb a wall. A it through the heart. If the strength roll
take along his belongings. The bag is grappling hook can be thrown to grab a fails, it only deals 1d2 damage.
represented in the inventory by the hold on some protruding item with a Mallet has encumbrance class B,
"carried equipment" table. When not common throw attack. Range of the while each stake has encumbrance
grappling hook depends on the size of class A.
ADVENTURE EQUIPMENT the rope, but it may never exceed 12 / Mirror
ENC. 24 / 36. Everyone may climb a wall It can be used in adventures to look
ITEM COST
CLASS
using a rope attached to a grappling over a corner without being noticed, but
Backpack or saddlebag 5 F
hook with a 70% chance of success. also to reflect the petrifying stare of a
Empty bag 2 A
Thieves get a +50% on their Climb medusa, or the hypnotic gaze of a
Garlic 5 A
Walls skill using rope and grappling warlock... Usually a save is needed to
Grappling hook 25 F
hook. use it to reflect stare weapons.
Healer's bag 50 F
Healer's bag Oil flask
Holy water 25 A
A healer's bag is filled with herbs, Each oil flask can be burned in a
Iron nails (12) 1 A bandages and ointments and can be lantern and gives light for 2 hours.
Lantern 10 F used by people who has the general Moreover, oil flasks can be used as
Mallet and stakes (3) 3 Special skills First aid or Natural healing to molotov cocktails by adding a piece of
Mirror 5 F perform their healings. The items in the cloth into it, and in that case they can
Oil flask 2 A healer's bag are enough to be used 10 be thrown at enemies with a base throw
Pole 1 E times. Characters may top up the items attack to cause 1d8 fire damage.

Rope (15 m) 1 C in the bag with Science: Herbalism There's a 50% chance that something

Small hammer 2 C general skill, collecting herbs in the hit by a molotov cocktail keeps on
Special rations fields and in the woods. The Master burning on the next round and each
15 A each
(preservable, 7 each) may always deny an attempt of finding following round, causing the same
Spellbook 50 B
healing herbs. damage again.
Standard rations (non
5 A each Holy water Pole
preservable, 7 each)
Thieves tools 25 B May be used as a weapon: thrown to A 3 m long wood pole that can be

Tinder box 3 A undead creatures, it causes 1d8 points used to jump over obstacles, hit things

Torches (7 each) 1 C each of damage. that are quite far away and activate
Iron nails (12) traps from a distance.
Water flask 1 A
A bag with 12 long nails that can be Rope (15 m)
Waterskin 2 F
used, with a small hammer, to secure a A standard roll of rope 15 m long can
Wine flask 3 A
rope to a wall. be used to tie one person or monster,
Wineskin 7 F
to secure someone that's climbing a
Wolfsbane 10 A
22
CHARACTER CREATION
wall, but also with a grappling hook or consume in a short time. Usually character for 2 days. The empty flask
with nails and hammer to create a safe standard rations go off in one week can be re-filled with any liquid.
way to climb a wall. A rope is always time.. They are sold in packs of 7, and Wineskin
very useful. each ration has an encumbrance class A wineskin holds up to 5 liters of
If a player wants, he may buy a 30 m A. One ration is enough for a character wine, that may be enough for 10 days
roll of rope for 3 Dc and an for one day. for one person. Once emptied, the skin
encumbrance class F, or a 45 m roll of If characters come across fresh food can be filled up again with water , wine
rope for 5 Dc and encumbrance class during their adventures, that is normally or any other liquid.
G. No ropes are sold longer than 45 m. considered standard rations. Food can Wolfsbane
Small hammer be cooked with the cooking general skill The wolfsbane is a plant that,
A small hammer is only used to fix to become preservable, which means harvested and dried out, leaves out a
nails in the wood or in the stone. If used special rations. strong smell and is irritating for
as a weapon, it has the same stats as a Thieves tools werewolves and other were-creatures.
normal hammer, but the base damage A thief using these tools to try and It may be used in hand-to-hand combat
dealt is 1d3 only. open locks or remove traps gets a as an improper weapon, or thrown as a
Special rations bonus of +10% on the ability score. common thrown item. If it hits a were-
Special rations are preservable Tinder box creature, the target must save vs.
rations that characters may buy and It's used to light up fires. It usually Poison or run away for 2 turns. The
consume in a long time. Usually special takes 1d6+1 rounds to start a fire using wolfsbane doesn't cause any proper
rations preserve for up to 6 months. a tinder box. If used in fights, for harm, but only skin irritation.
They are sold in packs of 7, and each example to light a molotov cocktail, it
ration has an encumbrance class A. needs a Dexterity check to work. If the TRANSPORT AND ANIMALS

One ration is enough for a character for roll is higher than the character's Not exactly equipment, but

one day. Dexterity, the fire didn't start and characters may want to have some

If characters come across fresh food another attempt needs to be made on ways to get around, like a horse, a cart,

during their adventures, that is normally the next round. a donkey or something even more

considered standard rations. Food can Torches exotic. The animals and transports

be cooked with the cooking general skill Torches can be used to make light in given here are the most common ones

to become preservable, which means a 9 m radius. Each torch burns for 4 in the Principalites of Glantri. Should

special rations. hours, then it must be discarded. A the players ask for something different,

Spellbook torch cannot be put down during fights the Master will decide whether that

A spellbook is where the Arcane like a lantern, or it will go off. On the thing is available, and its cost and

spellcasters record their spells. A other hand, a torch can be used as a features.

spellbook used by adventurers usually weapon with the stats of a Club, dealing
has 50 pages and each page can hold 1d4 extra damage for the fire at every ENCUMBRANCE CAPACITY AND

one spell. Spellcasters with lots of hit. Torches are sold in packs of 6, and PASSENGER CAPACITY

spells usually have a bigger spellbook each torch has encumbrance class C. Transports and animals have an

at home where they record them all, Water flask encumbrance capacity and a pas-

and take a smaller one into adventures The water flask holds one liter of senger capacity.

to carry a lighter weight, but they may water, and is usually enough for a Encumbrance capacity is given in

be forced to pick which spells to write in character for one day. The empty flask standard capacity units, which are 50

thhe adventuring book. can be re-filled with any liquid. encumbrance slots in a 5 X 10 grid. The

A big spellbook to keep at home has Waterskin encumbrance capacity is given for the

up to 200 pages and an encumbrance A waterskin holds up to 5 liters of transport or animal without any

class G if carried around. Its cost is water, that may be enough for 5 days passenger, and is reduced of one unit

usually 250 Dc. Magic users usually for one person. Once emptied, the skin per passenger. The encumbrance grids

have more than a copy of their can be filled up again with water or any are filled exactly like the carried

spellbook, to be safe in case they lose other liquid. equipment grid in the character sheet. If

the one they usually carry around. Wine flask a transport is filled 50% or more than its

Standard rations The wine flask holds one liter of standard capacity units, including

Standard rations are non preservable wine, and is usually enough for a passengers, the movement speed is

rations that characters may buy and halved.

23
CHARACTER CREATION
Passenger capacity is the maximum Donkey leather barding its support in combat and hunting. See
number of people that a transport or Quite unusual, but a donkey can be the general skills, later on, for details.
animal may hold. Each creature with a fitted with a leather barding to reduce
size between halfling and ogre is a its AC. This is usually done for donkeys Horse, Draft
passenger and occupies one standard that are used as mounds for A draft horse may pull a handcart
capacity unit. Some transports may adventurers, especially small ones like alone, and two of them are enough to
carry less passengers than the number halflings. pull a wagon. These strong horses are
of units they may hold. It may depend tough and sturdy, but they are not
on the shape of the transoport or the Goat suitable for fights and are quite slow.
animal. In that case, when there is Two goats can be fitted to pull a Draft horses are quite good as
already the maximum number of people handcart. One goat alone can only pull mounds as well, because they can be
on, the transport or animal can still be the handcart if it's empty. fitted with saddlebags and they can
fitted with goods up to its total capacity. carry along two passengers and full
Note that encumbrance for bardings, Handcart bags together.
protections and bridles is given for A handcart is a small flat cart fitted
carried items. The encumbrance is with two wheels. It is quite small and it Horse, Riding
zero, when they are on the animal, like may carry along no more than one Riding horses are slender and fast.
armors for humans. passenger. It can be pulled by two They are used to reach the destination
goats, one donkey or any one horse. as fast as possible, and sometimes
HANDCART AND WAGON SPEED they are used in races as well.
Handcart and wagon's speed is Hawk, trained Riding horses can be fitted with
determined by the animals pulling them. A character with the general skill saddlebags, but they get tired very
It is specified in the description which is falconeer may use that skill to give quickly if they are carrying heavy stuff.
the number of animals required. The instructions to a trained hawk and get They can carry two persons for a short
speed of the handcart or wagon is
always the same as the animals pulling ANIMALS AND TRANSPORT
them. If they are very heavy (see ENCUMBRANCE PASSENGERS MOVEMENT
ITEM COST
above), their speed is halved. CAPACITY CAPACITY SPEED

HOUND 25 - - 36 ( 12 )

Bridles and saddle HORSE, RIDING 75 2 2 72 ( 24 )

These items are needed to be able to HORSE, WAR 250 3 2 36 ( 12 )

ride any donkey or horse. Without HORSE, DRAFT 40 4 2 27 ( 9 )


them, a character would suffer a -3 on DONKEY 30 4 (SEE BELOW ) 1 18 (6)
his riding general skill and would need HAWK, TRAINED 10 - - 108 ( 36 )
to check on the skill at every turn. A fail GOAT 10 - - 18 ( 6 )
means that the character cannot ride HANDCART
100 5 1 SPECIAL
(2 WHEELS)
anymore for the rest of the day.
WAGON(4 WHEELS) 200 10 4 SPECIAL
DONKEY-BACK
Donkey 10 2 - -
BASKET
A donkey may carry a big amount of SADDLEBAGS
20 2 - -
COUPLE
goods on it, if fitted with 2 saddlebags
RIVER BOAT, SMALL 1.000 10 4 SPECIAL
and a donkey-back basket. If the basket RIVER BOAT,
4.000 20 10 SPECIAL
is taken away, the donkey may carry MEDIUM

along one person and the two ANIMAL BARDING AND PROTECTION
ENCUMBRANCE PROTECTION MOVEMENT
saddlebags full of items. ITEM COST
CLASS BONUS REDUCTION
HORSE
150 G -2 -
Donkey-back basket LEATHER BARDING
HORSE
This basket is made to be fitted on 500 G -4 -6 ( 2 )
METAL BARDING
the back of the donkey so that it can be HORSE
1.500 G -6 -12 ( 4 )
JOUSTING BARDING
filled with goods and is safely secured DONKEY
75 F -2 -
to the animal. LEATHER BARDING
HOUND
40 F -2 -
LEATHER COAT
BRIDLES AND
24 25 G - -
SADDLE
CHARACTER CREATION
time, but they are much better mounds Hound leather coat ARMOR CLASS
for a single knight. Hounds cannot really be fitted into
Armor Class (AC for short) is the
armors, but a leather jacket made on
measurement of protections and
Horse, War purpose may protect them from some
defensive skills of the character. The
Warhorses are strong horses dangers without reducing their freedom
base AC of a human or demi-human
especially trained to fight with their of movement or their speed.
with no armor at all is normally 9.
knights. They are usually fitted with
NOTE: Mystics and Nagpas have
some barding and may carry more Riverboat
class features that allow them to have a
weight than riding horses. A riverboat is a small boat made to
lower AC naturally.
A warhorse may carry two full go on rivers, where the water is shallow
saddlebags and one passenger, or one and the flow is quite intense. There are The lower the Ac becomes, the

full saddlebag and two passengers, at two sizes of riverboat available, and of harder it is to hit an enemy and cause

his maximum capacity. course the smallest one is easier to use some damage. The highest possibe AC

even in small streams of water. Small is 10. If a character has maluses piling

Horse Jousting barding riverboats get a +2 on the sailing up and taking his AC above 10,

A jousting barding is made of three general skill tests needed. everything that exceeds 10 is not taken

layers of chainmail, metal plates and The speed of a riverboat depends on into consideration.

decoartive cloth on top. It is usually only the direction of the boat: if going The lowest possible AC for mortals is

put on warhorses for jousting tourna- upwards against the flow, the boat only -10. Below that point, only Immortal

ments, as it is very heavy and reduces moves at a speed of 18 ( 6 ). If it goes creatures may go. It is possible to get

the speed of the animal quite a lot. with the flow, the speed is 72 ( 24 ). For an AC below -10 by using time-limited

riverboats, the encumbrance capacity resources, like spells, potions or similar

Horse leather barding does not affect speed. things, but the permanent AC of a

This barding is quite light in weight character may never get below that

and can be fitted on all horses. It is the Saddlebags couple threshold.

ideal barding for a riding horse, as it Saddlebags are always coupled and Shields and armors have a

doesn't reduce its speed. are fitted on both sides of a donkey or a Protection score that is subtracted to

horse. They allow to carryv along items the base AC to determine the total AC

Horse metal barding for a total of 2 capacity units. of the character. Dexterity modifiers

A metal barding for horses is usually may also bring the AC score up or

fitted on warhorses when adventurers Wagon down.

take them along in adventures, to A Wagon is a big covered cart that Other things that may change a

protect them from monsters' attacks. It can only be pulled by horses. The character's AC are two-handed

may be used effectively on draft horses wagon needs at least 2 horses to be weapons, magic items, spells, and

as well. pulled, but it may fit up to 4. If pulled by particular environmental situations that

3 animals, the speed does not half until have to be decided by the Master.

Hound 60% of the capacity is reached. If pulled Objects and creatures that cannot

A hound is a trained dog that is used by 4 horses, the speed halves only if move, if not differently specified, do not

for hunt, but it may also be trained to 75% of the capacity of the wagon is have an AC and may always be hit

fight along with an adventurer, or to filled. without a to-hit roll.

protect a place. A wagon may also be used to sleep


A character would need Animal inside, fitting up to 2 persons in it.
training: dogs to effectively command a
hound around. See the general skills,
later on, for more details.

25
CHARACTER CREATION
GENERAL SKILLS INITIAL SKILLS AT 1ST LEVEL
CLASS SKILLS BONUS SKILLS PRIME REQUISITES
General skills are skills that everyone
Thief 3 None Dexterity
can learn, and are based on ability
scores to determine their initial score. Magic-user 3 Reading and writing Intelligence
Dexterity
There is many different general skills, Mystic 3 Acrobatics
Constitution
and players may choose the ones they Fighter 3 None Strength
prefer for their characters. Strength
Elf 6 Reading and writing
Intelligence
Intelligence
INITIAL GENERAL SKILLS Nagpa 8 Reading and writing
Wisdom
Players can chose the skills they Up to 3 skill points can be added to STRENGTH SKILLS
prefer for their characters. one skill at each new level. Unused skill
At 1st level (level -8 for Nagpas), Strength skills are muscle-based and
points (for example, if a character didn't
characters have a different amount of are used to break things, lift weights or
use any skills in an adventure) can be
skills, based on their class and Prime punch noses. There's not a big number
stored to be used later. Skill points can
Requisite scores. The table in this page of Strength skills, and they are usually
be used to improve languages as well
shows each class's initial skills. As only taken by fighters and characters
(see later - Languages), in the very
already explained, if a character has that rely very much on their strength.
same way.
bonuses for his prime requisite scores,
he may add that number to the number LEARNING NEW SKILLS STRENGTH SKILLS
of initial skills. Characters with two When a character wants to learn a Brawl
prime requisites add both. Characters new skill, he has to pay 3 skill points to Muscles
with negative modifiers on their prime Swim
get it. A character can learn a new skill
requisites are not affected negatively. Trample
only if there is someone around who
Skills' initial scores are determined Wrestle
can teach it to him. The teacher may
by adding the connected ability modifier ask for a payment to teach the skill.
to a base of 10. Thus, a character with BRAWL
The new skills are learned at base
Intelligence 18 (modifier +3) will have This skill helps characters involved in
score (10 + ability modifier) and can be
an initial score of 13 in all of the brawls, when everybody hits
improved as usual.
Intelligence skills the player will chose. everybody, usually bare-handed. In a

If a character tries to use a skill for brawl, whoever gets to 0 HP passes


MAXIMUM SKILLS SCORE
which he has no points, the master may out. A roll for this skill must be made
Skills can score as high as 25: that's
decide to still allow the test, if it is a skill whenever the character joins a brawl. A
complete mastery of a skill, and means
that anyone may try to use without success doubles the amount of damage
that, no matter how tough the task is,
training, but in that case the skill score the character makes in the brawl, by
the character will usually achieve his
will be equal to half the score of the allowing him to use objects, like chairs,
goal. That doesn't mean the skill always
ability that's connected to the skill, bottles and other things, in the brawl.
gives an automathic success, though: a
round down. This means that a If a character uses Brawl skill and
natural 20 on the roll is always a failure.
character with 13 points of Dexterity Acrobatic skill together, the Master may
Moreover, remember that even if you
may try to use a Dexterity skill with a allow him to do very coreographic
are very skilled, some things are just
score of 6. If he had the same general actions (like hanging from a chandelier
impossible and will always result in a
skill, the score would be 11. or jumping on someone from the top of
failure, no matter how high your skill
a wardobe), thus giving him a bonus on
score is.
IMPROVING SKILLS his AC, THAC0 or saving throws. This

At each new level, a character earns 3 bonus is to be determined by the

skill points that he can use to improve Master depending on the situation, but

skills he already has. Skill points can be it is usually between +1 and +3.

added separately to each skill the


character wants to improve, but only to MUSCLES

those skills the character has used A character may use this skill before

(even if he didn't succeed) during the performing any action involving the use

last adventure. of strength, like crushing doors and

26
CHARACTER CREATION
lifting heavy weights. A success allows increased by the difference between some Intelligence skills, for one reason
the character to add +2 to his strength the skill score and 10 for the whole or another. All of the labor and
score for the strength check. fight. If the difference is 0 or lower, the professional skills are also included in
bonus to the wrestling score will still be this huge group.
SWIM a minimum of +1 point.
A character with this skill can swim. APPRAISE
A check on this skill is needed INTELLIGENCE SKILLS The skill allows the character to
whenever a character tries to swim in precisely estimate the monetary value
conditions that are not the best. For INTELLIGENCE SKILLS of an item, a jewel or a magic item. To
example, he may need to check for Appraise appraise the value of a magic item,
swimming with heavy clothes, in Art (chose one) though, the character must exactly
Astronomy & astrology
streams of water flowing very fast, know which powers the item has.
Cartography
during a storm, being very tired,
Clerical magic
carrying a heavy object or another ART
Cramming
person, and so on. Swimming speed of This skill helps the character to
Disguise
a character with this skill is 3 / 1 m for create pieces of art. It can be combined
Engineering
each point in this skill's score, but may with craft (see later) or other skills to
Fire-building
be reduced if the character carries make masterpieces. Whoever picks this
Gambling
heavy things or wears heavy clothes, at skill must chose one form of art. It can
Geography (chose area)
the Master's discretion. be painting, sculpture, embroidery,
History (chose area)
Knowledge of City drawing, artistic crafts, or any other art
TRAMPLE Knowledge of the Clan Relic form.
This is the skill that allows a person Knowledge of Immortals
to hit an opponent with his head or his Knowledge of Magic ASTRONOMY AND ASTROLOGY
shoulder and hurt him. The attacker Knowledge of Monsters This skill helps the character to
often takes a little damage as well. The Knowledge of Nature recognize the stars in the sky and can
character has to charge for a full round Knowledge of Sea and rivers (chose be used to find the direction overnight.
area)
in a straight line, running for at least 6 It even tells the character how stars and
Knowledge of Society (chose area)
m before attacking, so whoever is using planets influence people and can be
Labor (chose one)
this skill will be the last in the initiative used to make horoscopes. The
Library search
order, attacking at the end of the round. characer can also recognize
Lip reading
The character makes a normal to-hit Magical engineering constellations and understand stars
roll. Only if the attack hits the opponent, Military tactics movement patterns.
a roll on the skill is required. If the roll Non-human cultures
scores a success, the target takes 1d4 Planar geography CARTOGRAPHY
damage plus the attacker's strength Poetry This skill is used to read complicated
bonus, plus an amount of extra damage Profession (chose one) maps and to draw precise maps of
equal to the difference between the skill Reading and writing areas that the character has seen
score and the score obtained with the Sailing before, or even to copy maps. To write
roll. The attacker takes 1d4 damage as Science (chose one) a map of the place where the character
well. Sense of direction is, there is no need for a skill test.
If the skill roll fails, the target takes Ship-building
only 1d4 damage plus the strength Survival (chose terrain) CLERICAL MAGIC
bonus, but the attacker takes a damage Tracking Only arcane spellcasters may learn
equal to the difference between the roll Weather forecast this skill and use it to identify and use
and the skill score. clerical magic items by studying their
Intelligence is the ability upon which
magic energies. This skill can be used
most of the general skills are based.
WRESTLE to identify clerical magic items or to try
This is because all of the skills that
Whoever has this skill may use it before and use their powers.
require some kind of knowledge or
rolling for his wrestling score with the If the skill roll is a success, the
learning need a high intelligence. Most
normal rules. If the skill use is spellcaster can actually use the item
of the characters will end up picking
successful, the wrestling score will be properly. If the roll is a fail, the object is

27
CHARACTER CREATION
destroyed and the spellcaster takes a building the best places for secreet The most obvious choice for
magic damage from it. The damage is doors and secreet hideouts can be characters in the Principalities is the
1d8 per level of the spell he was trying found. knowledge of the history of the
to use or 1d8 per charge of the item Principalities themselves, but any other
that exploded, if it has any charges. FIRE-BUILDING nation can do, especialy if a character
Scrolls are considered items with The character knows how to build a is someone who may have studied it a
charges in this case, with a charge for campfire in normal conditions. This skill lot on the books. This skill can be taken
each spell on the scroll. can be checked to give the character a any number of times to gain the
chance to build a campfire when there knowledge of the history of more
CRAMMING is no dry wood or when a tinder box is nations.
The character is able to cram things not available, or even to start a fire that
into his bags maximizing the space he can burn down a building or that burns KNOWLEDGE OF CITY
can use. A correct use of this skill while slower or faster than usual. The character with this skill has a
packing takes 1 full turn, but allows the deep knowledge of a city and its
character to use one extra row of his GAMBLING secrets: hideouts, black market,
inventory without being slowed down by Used normally, this skills allows a prostitutes and best taverns, hostels,
the excessive encumbrance. character to play card games and other statues and gardens have no secrets
chance games having a higher chance for a character who rolls a success on
DISGUISE to win. this skill. The skill must be taken for a
A character with this skill can alter This skill can even be used to cheat specific city or town, but can be taken
his own look so that other people will on games. In this case, the skill score any number of times, to know more
not recognize him, by using wigs, gets a -3 malus. A success doubles the than one city. This skill may also allow
clothes and make-up. A skill check is money the character may win. A fail for a character to know more vaguely the
due every time a disguised character 5 poits of difference from the required closest villages to the city he knows,
tries to deceive someone about his true score or more means the character has but the skill roll in this case will suffer a
identity. The Master may apply maluses been spotted cheating. A fail for 4 or -3 modifier.
or bonuses to this skill depending on less points just turns out into losing the
how many items the character is using game. KNOWLEDGE OF CLAN RELIC
to try and change his or her look, and At level 5 elves can apply to become
how familiar is the other person with the GEOGRAPHY assistant treekeepers in their clan, if
character. This skill gives a character the they have always been faithful to the
detailed knowledge of the geography of clan. Once they start their
ENGINEERING a nation of his choice. Geography apprenticeship, this skill is taught to
To get this skill, a character must be includes land peculiarities, rivers, lakes, them. It is the knowledge of how the
able to read and write first. cities, climate, animals and plants of the Tree of Life works and how its powers
This skill is essential for a character chosen nation. can be used by treekeepers and
who wants to project and build a bridge, The most obvious choice for assistants. No characters except for
or a building. A roll in Engineering is characters in the Principalities is the elves level 5 or higher that are
required everytime the character makes knowledge of the geography of the accepted as assistant treekeepers may
the blueprints for a building of any kind Principalities themselves, but any other learn this skill.
to ensure it will not fall. nation can do, especialy if a character
A second roll on the skill may be is someone who may have studied it a KNOWLEDGE OF IMMORTALS
used to give the building or the lot on the books or may have travelled To get this skill, a character must be
structure a higher chance to resist abroad. This skill can be taken any able to read and write first.
when subject to damage and attacks, number of times to gain the knowledge The character knows most of the
which is about 1% extra hit points per of the geography of more nations. Immortals worshipped in the world and
each point in the skill's score, in game can recognize their followers, their
terms. HISTORY temples and their symbols. The
Engineering can also be used to This skill gives a character the character may know legends connected
identify architecture styles, understand detailed knowledge of the history of a to those Immortals and even the history
who is the most possible author of the nation of his choice, including famous of their mortal life, before ascending to
blueprint of a building, or where in a characters, battles and events. Immortality.

28
CHARACTER CREATION
KNOWLEDGE OF M AGIC Moreover, this skill gives the Masseur Carpenter
To get this skill, a character must be character a knowledge of plants and Painter Seaman
able to read and write and must have animals, their usual habitats and their Charcoal burner Shoemaker
some magic skills, be it an arcane life. It can be used in the woods to Mover Docker
spellcaster, an arcane knight or a thief understand what kind of animals live Cabinet-maker
who can use at least magic scrolls. here, to find edible plants and More labors can be added to the list.
This skill allows a character to mushrooms, to identify animals' lairs, A character can chose only one labor
understand the basic use of a magic and so on. This skill can even be used every time he takes this skill, but may
item and to identify the energy that to understand unusual signs as a chose the skill any number of times to
activates it. Knowledge of Magic won't danger. When used up to 12 km from get more labors. Labors typically earn a
tell the user if an object is magic or not, the area where the character grew up, character between 5 sovereigns and 5
but if the character already knows it's this skill gets a +2 bonus on its score. ducats per day.
magic, it can be used to identify its use.
It can be used to identify any magic KNOWLEDGE OF SEA AND RIVERS LIBRARY SEARCH
weapon or armor which only has an A character with this skill knows To get this skill, a character must be
attack or AC bonus. With other magic everything he needs to safely sail in the able to read and write first.
items, the identification won't be that sea or the rivers and lakes. He knows A character with this skill knows how
precise, and may only identify the type what kind of creatures live in that water, to research books in a library and how
of magic that has been used on it. how deep the water is and how to organize a library. A character with
Knowledge of magc may even be dangerous, and any particular feature this skill who tries to find something in a
used to identify a spell that's being cast that may be of use. library needs much less time to achieve
if the character using this skill knows A character that takes this skill must his goal. Moreover, if successfully used
that spell as well, or to identify potions chose one country's rivers and lakes or by a spellcaster who is researching a
that the characters knows how to make a sea that he will know. The same new spell, it gives the magic research a
himself or has in his equipment. character may chose this skill any bonus of +1 for every 4 points on this
number of times to learn about new skill's score, round down.
KNOWLEDGE OF MONSTERS areas. This skill does not substitute
To get this skill, a character must be sailing, that is used to actually govern a LIP READING
able to read and write first. ship, but it may give a sailor a bonus of A character with this skill can
A character with this skill may use it +2 on his or her sailing skill. understand what a character is saying
to identify the monsters he finds in his only by the movement of the lips, even
adventures and remember some of KNOWLEDGE OF SOCIETY without hearing the words that are
their most important traits and skills. A character with this skill has a deep being pronounced. The character still
A character can only identify knowledge of the society of a nation. needs to understand the language
monsters with a number of HD not This includes famous characters, that's being used in the conversation
higher than his skill score minus 8. common traditions, usual behaviour, and must be able to see the mouth of
Characters with 8 or less on this skill fairytales, legends, festivals and foods. the speaker.
can only identify monsters with less A character may take this skill many
than 1 HD. For this skill, bonuses to HD times to learn every time about the MAGICAL ENGINEERING
do not count. For example, an ogre has society of a different nation. Non- This skill can only be taken by
HD 4+3, but is considered a 4HD human (or elf, dwarf or halfling) nations Arcane spellcasters and is very useful
monster for this skill. can not be studied with this skill, but for high level ones. Whenever a
This skill does not identify normal or with the non human cultures skill. character who has got this skill spends
giant animals. one week studying a magic item, he
LABOR can use this skill to reproduce the item
KNOWLEDGE OF NATURE This skill may help characters to earn more easily, if the skill check is a
This skill may be used like some money between the adventures. success. This skill adds 1% to the
knowledge of monsters to identify A character with this skill must chose success odds in the enchantment per
normal or giant animals or vegetable one job that is usuallly very practical. each point of the skill's score.
monsters (see monster lore above for Some examples of labor are: Moreover, if a spellcaster with this skill
details). Blacksmith Lumberjack tries to enchant a big item (like a flying
Miner Bricklayer vessel or something similar) and rolls

29
CHARACTER CREATION
on this skill succesfully when drawing This is the skill used to write poetry If the Master allows it, this skill may
the blueprint, he gets a +5% bonus on and to rhyme. It's surely not a very be used to determine the ship's
all of the die rolls he needs for the useful skill in adventures, but may be direction using the sun and the stars, or
whole process. useful to win the heart of a princess or coupled with astronomy and astrology
to show off in front of some noblemen. skill to reduce the malus.
MILITARY TACTICS
A character with this skill is a good PROFESSION SCIENCE
leader in war. If he is leading troops in To get this skill, a character must be To get this skill, a character must be
battle, he may roll on this skill before able to read and write first. able to read and write first.
the battle: if he gets a success, he may A profession is a job that requires some A character with this skill knows one
add his whole skill score to the BV of kind of studies and mental activity, and particular science and can study it or
his unit. If he is leading the whole army, can be used to earn money between teach it in scientific circles or to
he may add his skill score to all of the the adventures. Usually a Profession students. When a character takes this
units in the army, rolling once before gives a higher income than a Labor. skill, he must decide which science he
every single battle. Some examples of Profession are: will know. He may take this skill any
Lawyer Chef number of times to learn more different
NON-HUMAN CULTURES Philosopher Jeweller sciences. A short list of possible
This skill gives a character the Butler Magistrate sciences and their uses is below.
knowledge of the society and the uses Writer Spokesman Alchemy Can be used to
of non-humans, like goblins, lizardmen Scribe Composer identify potions and
and ogres, or even elves, dwarves, Accountant Debt collector compounds, given an
nagpas and halflings. This includes More professions can be added to alchemic laboratory and
their most common war tactics, the list. A character can chose only one two hours of
worshipped Immortals and magic level, profession every time he takes this skill, experiments and study.
but also traditions, legends and but may chose the skill any number of Archeology The character may
festivities. This skill may be very useful times to get more professions. know how to preserve
when trying to bargain or to talk to A profession typically earns a ancient items, how to
monsters or in any diplomatic context character between 5 ducats and one safely transport them,
among different races. crown per day, depending on the how to explore and
experience and the fame of the where to find old
PLANAR GEOGRAPHY professional. temples, cities and
This skill may only be taken by tombs.
READING AND WRITING
Arcane spellcasters. This skill gives a Botanics Knowledge of the
This skill allows the character to read
character the basic knowledge of the plants, their habitat and
and write any language he knows. To
closest planes of existence (Astral, how to take care of
check on this skill, the character must
Ethereal, Elementals) and the creatures them, preventing and
subtract his knowledge of that language
that live in them. This knowledge curing their diseases.
from 15. The result will be the malus on
includes the magic and the skills a Chemistry Very basic in these
his reading and writing skill check. If the
character needs to survive or to travel times, it allows to make
difference is 0 or less, there is no
through these planes. simple explosives, acids
malus.
When a character gets this skill to its and soaps, given a
maximum score (25), he may take it SAILING chemical laboratory, the
again as External planes geography to The character knows the basics right ingredients and
get to know one of the other planes. about sailing and knows how to 1d6 hours of
External planes geography can be maneuver a ship or a small boat on experiments every time.
chosen any number of times, but every rivers, lakes or in the sea. This skill is Demonology Knowledge of the
time a different plane of existence must used to set a trail to follow and needs demons, the legends
be chosen. the use of a sextant, a compass, maps that surround them and
and a spyglass. The absence of any of their most famous
POETRY these things will result in a -2 malus. powers. It allows
To get this skill, a character must be These maluses can sum up to -8 if all of characters to start a
able to read and write first. these things are missing. search to learn a

30
CHARACTER CREATION
demon's True name, so success may reduce the the plants and the stars to get around.
that it may be research time of a spell In an environment that the character
summoned or subdued. of one full day for spells does not know and with no visible
Dracology This science and one day every features that may be of any help, this
studies dragons and week, up to a maximum skill may not be used. Some other
their habits, life, most of five days, for magic skills, like astronomy and astrology or
common features. The items. knowledge of nature may give a +2
dracologist usually Necromancy This skill gives the bonus to this skill if successfully used in
studies all of the character a knowledge the right moment.
possible breeds of of all the undead
dragons, from the most creatures, and the best SHIP-BUILDING
common ones to the way to face them. It also This skill allows a character to project
most unusual. provides knowledge on and build a ship that may actually sail
Finance The study of econo- how the undead without sinking. If used during the
mics and how to make a creatures are born and bilding phase, it also gives the structure
profit without working, their level of power, with a higher chance to resist when subject
but just exchanging no limits. to damage and attacks, which is about
services. It is a skill that Physics This skill allows 1% extra hit points per each point in the
is much used by characters to estimate skill's score, in game terms. This skill is
bankers and rich correctly the features of essential to project ships and flying
merchants. a mechanical machine ships.
Geology This skill allows a for its use. For example, Ship-building can even be used to
character to recognize it can be used to identify different styles, understand who
metals, stones, calculate the correct is the most possible author of the
gemstones and size and angle of a project of a ship, in which port it has
minerals. It can also catapult to get over a been built, what kind of materials have
provide informations wall, or the correct size been used or where in a ship may
about the composition of of a boulder that can secreet doors, engines or other
ground or sand, based crush a building if features be found more easily.
on look and consistency. thrown on it. It can also
Heraldry Allows the be used to build a SURVIVAL
character to know the floating raft, or things Survival skill gives a character all the
history of noble families, like this. knowledge he needs to survive in a
their relations, their Toxicology The skill gives a dangerous environment of his choice. It
crests and their typical character the basic helps him finding a shelter, food and
colours and clothes. knowledge of poisons other things, and recognizing
Herbalism The skill allows to and how they work. A dangerous animals and plants.
recognize the herbs and character with this skill A character may take this skill any
plants that have some may use it to make an number of times, each time taking it for
use in making herbal antidote for specific a different environment. Some example
remedies and poisons, coupled with of dangerus environments are:
compounds. It can be Herbalism, and even Woods Jungle
used to find ingredients make new poisons, if he Caves Desert
to re-stock the healer's or she is a thief (see Icy desert Mountains
bag. thief secret techniques Open sea Swamps
Mathemathics Who knows this for more details). Broken lands
skill can make very
complex calculations in SENSE OF DIRECTION TRACKING
a short time. It can be This skill allows the character to Tracking skill allows to follow the
very useful to understand where the north is and footsteps of some other creature. It can
spellcasters researching where is he going by using natural be used in any environment, as long as
new spells, and a features of the landscape, like the sun, there are any traces to follow. In a town

31
CHARACTER CREATION
gather informations skill (see below) after some months of farming, but it is CONCENTRATION
may add a bonus to this skill. Traces unlikely characters would stop This skill alllows a spellcaster to
older than 48 hours can not usually be somewhere for farming. focus on his spellcasting even in
found, so this skill only helps following situations when spellcasting is not
some creature when it's not too far ANIMAL BREEDING easy, like during a fight or while on
away. This skill can be used together This skill allows a character to breed horseback or running. A successful roll
with a hound, a hawk or another animal and grow animals in a farm. This skill on this skill can be used to avoid a
able in tracking down its prey, adding a may help in selecting the best breeds concentration check which may end in
+3 to the die roll. and in developing new breeds from the losing the spell. This skill may be taken
best animals. by all the spellcasters and also by

WISDOM SKILLS thieves who may cast spells from


ANIMAL TRAINING scrolls.
Wisdom skills are related to This skill helps a character training
sensitivity, human relations and self an animal. Trained animals can be COOKING
control and may allow characters to used as domestic ones. It is possible to By cooking, a character may
take care of each other. These skills train any cubs easily, but if the training transform ingredients into food rations
include healing skills that are much less is done on a wild adult animal, it will and sometimes even transforming
effective than spells, but still make have a malus of -3 on the skill score. normal food rations into preservable
some good substitutes in this setting This skill only affects one type of special rations. A spellcaster can check
where clerics are not available. Mystics animals. To use this skill on different on this skill before attempting to brew a
and Nagpas usually pick these skills a species, the character must take it potion. If he gets a success, he gets a
lot, but magic users may want to get more times. Some species that can be bonus of +3% on his roll to enchant the
some of these as well. trained with this skill are: dogs, horses, potion.
bears, deers, eagles and falcons,
WISDOM SKILLS felines, elephants, camels, llamas, DEVOTION
Agriculture goats and sheeps, parrots, monkeys This skill represents the level of
Animal breeding and apes, ferrets, beavers, bulls... The devotion the character has to a
master may give a malus from -1 to -3 particular Immortal. It's the
Animal training (chose animal)
to the initial skill score for animals that measurement of his faith in the
Blind combat
are not commonly domestic. To Immortal and his knowledge of the
Bravery
completely train an animal may take Immortal's rules, teachings and
Concentration
more than one skill roll, and it will be requirements. This skill, taken in the
Cooking
the Master to decide how many it will Principalities of Glantri is naturally for
Devotion (chose Immortal)
take, from a minimum of 1 to a worshippers of RAD, but some elves
Falconeer
maximum of 6. may take it towards Ilsundal or
First aid
Mealiden as well.
Law (chose nation) BLIND COMBAT All priests and clerics must have this
Monster training (chose monster) A charater can check on this skill to skill and chose the Immortal they
Natural healing avoid the -4 malus to hit when fighting worship for it. A Devotion roll may be
Recognize tastes and smells in the dark or blinded: he will try to done by any cleric or priest to resist the
Self control identify the opponents by their smell fear caused by undead creatures.
Teaching and noises. Characters may take this skill any
Water diviner number of times, but every time they
BRAVERY will have to chose a different Immortal.
AGRICULTURE A succesful check on this skill allows

Whoever has this skill knows how to a character to add a +2 bonus on his FALCONEER
grow plants and harvest crops in a save rolls to resist any form of panic or A check on this skill is needed to give
farm. It may not be very useful in fear, may it be magic or natural. This an order to a domestic falcon or eagle:
adventures, but this skill is very useful skill may be used before rolling the these birds are commonly used to hunt,
when trying to grow magic plants or save and after the fear effect hit the but they may be good alllies in combat
herbalist's plants in a garden. It can character. as well. A falconeer can only control
also be used to provide a big harvest one bird at the same time.

32
CHARACTER CREATION
When a bird gets hurt in combat, the monster, it will have a malus of -3 on useful. It can be used to idetify natural
character must make a new roll: if it's a the skill score. Only semi-intelligent poisons or drugs by the smell or a
fail, the bird flies away. At the end of monsters or monsters with animal minimum tasting when it's concealed in
every day, if he does not leave that intelligence can be trained. No foods or drinks. It can even be
place, the character may try again the humanoids, undeads, constructs or combined with other skills like tracking
check, with a -1 malus summing up unintelligent monsters can be trained. or blind combat to get a bonus from +1
every night, for the bird to come back. If This skill only affects one type of to +3 in their use.
it does not come back after three days, monsters. To use this skill on different Please note that this skill does not
the bird is lost. species, the character must take it alllow a character to identify potions
more times. The master may give a from the smell or from the taste. In the
FIRST AID malus from -1 to -5 to the initial skill same way, magical poisons and drugs
To use this skill a character needs a score for monsters that are particularly cannot be identified for their smell or
healer's bag. Using bandages, hard to train. taste.
ointments and herbs, a healer can heal A character can only train monsters
superficial wounds and help someone with a number of HD not higher than his SELF CONTROL
to recover faster. A use of this skill skill score minus 10. Characters with 10 This skill can be used by characters
consumes one use of the healer's bag. or less on this skill can only train to re-roll a saving throw against mind
This skill may be successfully used monsters with less than 1 HD. For this control or any mental affection caused
on a wounded creature only once and skill, bonuses to HD do not count. For by magic or by skills. If used by
cannot be used again until that creature example, a hipppogriff is a 3+1 HD berserkers, lycantropes and other
receives more damage. If this skill is creature, but is considered a 3HD characters who may risk to lose their
used in a quiet place, with sterilized monster for this skill. self control, a succesful roll allows them
bandages, hot water and some extra To fully train a monster, a character to keep control of their own actions
medicines, the master can give a bonus needs about 1 year time and 12 instead of going rampage or
of up to +3 to this skill's score. successful rolls on this skill, made transforming in a werebeast.
A successful use of this skill heals monthly. One failed roll will not have
1d3 HP to the target. A 20 rolled on this any other effect than extending the TEACHING
skill means the healer did something needed time of 1 month, but three failed A character with this skill can use it
very wrong and caused more damage rolls in a row will end up in the training to teach skills, weapon masteries and
to the target, who loses 1 HP instead. to fail. spells to others, and to be paid for it.
Moreover, whoever has this skill can
LAW NATURAL HEALING have one additional folower for every 5
To get this skill, a character must be Whoever has this skill knows how to points on this skill's score, round down.
able to read and write first. cure diseases and poisons with herbs
This skill gives a character the and other natural remedies. This can WATER DIVINER
knowledge of the bureaucracy, laws also be used in the evening to increase Using a properly cut stick, a water
and punishments for crimes in a the HPs restored overnight, sleeping, diviner may find the place where to dig
country. In the Principalities of Glantri, it by +2 or to allow a character to repeat a for water just walking on it. It's a very
is the most obvious choice to know the saving throw against poison. To use useful skill for a character who wants to
Glantrian law, which is very complex this skill, a character must have a build a house and needs a well, or for
and strict. healer's bag and the healer will someone who wants to befriend
A character may know laws form consume one use from it every time he primitives by giving them water.
different countries by chosing this skill or she uses this skill.
multiple times, every time for a different Magic diseases cannot be cured with
country. this skill. Natural diseases may need up
to one week, with one test per day, to
MONSTER TRAINING be fully cured.
This skill helps a character to tame
and train a monster. Trained monsters RECOGNIZE TASTES AND SMELLS
can be used as domestic ones. It is This skill can be used to identify
possible to train any cubs easily, but if smells and tastes in particular
the training is done on a wild adult situations, some of which can be very

33
CHARACTER CREATION
DEXTERITY SKILLS ACROBATICS When a character decides to dodge, he
This skill alllows a character to make may do nothing else during the round. If
The skills based on Dexterity are the
every sort of acrobatic movements: at the end of the round nobody attacked
ones that need agility and are usually
jumps, rolls, pirouettes, walking on the this character, he can attack normally
acrobatic and sport-like skills. Most of
rope and so on. In advetures, it can be before the round ends.
the elves and the thieves get plenty of
checked to make a swirl while falling A character dodging attacks may
these skills, but some of them are so
from above and reduce the damage dodge a number of attacks per round
commonly useful that most of the
received of 1d6 or to add +2 to a saving up to his dexterity bonus (minimum 1).
characters may take them.
throw roll against breath weapon or For each attack he is trying to dodge,
magic wands. the character must check the skill. The
DEXTERITY SKILLS The master may add different uses, if skill score is reduced of the difference
Acrobatic riding he wants, but these should never end between the attack roll and the
Acrobatics up in more than a +2 bonus on some minimum roll needed to hit the
Alertness rolls or a reduction of 1d6 damage. character.
Counterfeit
ALERTNESS ESCAPE
Dance
If this skill is successfully checked, This skill alllows a character to get
Dodge
the character reacts very quickly to the out of restraints, like ropes, chains and
Escape
danger. It may mean a character is not the likes. This skill is typical of conjurers
Fighter instinct
taken by surprise in a dungeon, or he and thieves, but adventurers may use it
Fishing
wakes up at the first sign of danger as well if they get caught captives. The
Hunting use of this skill to get free of ropes
even if he was asleep, or he takes his
Jump usually takes 2d6 turns, and the Master
weapon out without losing one round.
Piloting (chose vehicle) may give a malus to the roll if the
Quick draw COUNTERFEIT restraints are very hard to overcome,
Riding (chose animal) This skill is used to counterfeit like chains or being trapped in a jail.
Rope use signatures, documents and other Sometimes, especially if a character
Skating and skiing people's handwriting. If the character is in a jail, the skill may just give a

Surprise has got an original to copy, this skill character a hint of how to use some

Tree walk gets a +2 bonus on its check, which items to plan an escape, but it must be

may increase by +1 per hour, if the the character to come out with a proper
Unhorse
character has time to practice for one or plan.

ACROBATIC RIDING two hours. The maximum total bonus to


FIGHTER INSTINCT
To get this skill, a character must this skill is +4, including having the
This skill must be used before the
have Riding skill with at least 20 points, original and up to two hours to practice.
first round of a fight. If the character
and this skill can be applied to every
scores a sccess, he may not be
mound for which the character has DANCE
affected by the surprise or, if there is no
Riding skill above 20, with no need to The character that has this skill
surprise, he may add an extra +1 to his
take this one multiple times. knows the basics of the most common
Initiative roll on the first round.
A character with this skill is able to dances and group dances and can
perform complex actions while mounted dance with other characters without FISHING
on horseback (or any other creature the stomping on their feet, or improvise a The character knows different fishing
character can ride with a score of 20 or solo coreography. This skill does not techniques. This skill allows the charac-
more). This includes jumps, fight, usually need a check, except for dance ter to catch fish and have food during
acrobatics, calling your animal from far contests, to learn new dances or to his travels. If the character has not
away to jump on it and reverse-riding. improvise and really impress the fishing equipment or has no chance to
This skill also allows a character to audience. get it, the Master can give him a malus
cast spells and use ranged weapons of up to -5 points on his skill score. The
from the creature's back with no DODGE character may fish up to 3d6 rations per
maluses and with no skill checks. A character may use this skill a day, if he spends a whole day fishing.
number of times equal to his dexterity These rations are normal rations and
bonus at every fight (minimum 1). will quickly go off if not cooked.

34
CHARACTER CREATION
HUNTING RIDING TREE WALK
The character knows different This skill allows a character to ride Only elves can take this skill.
hunting techniques. This skill allows the an animal or monster, fight on its back This skill allows elves to walk on
character to catch birds and small and take care of it. This skill is usually treetops without any need to get off the
animals and have food during his taken for horses, but can be used on trees and walk on the ground in woods.
travels. If the character has not ranged many different animals or monsters. For When walking on treetops, elves can
weapons or hunting equipment, or has every different creature the skill can be spot distant places from above and are
no chance to get it, the Master can give taken separately to alllow a character to quite hard to spot, being concealed to
him a malus of up to -5 points on his ride many animals or monsters. the sight of whoever walks below with a
skill score. The character may hunt up If a character tries to ride an animal roll of 1-4 on 1d6.
to 3d6 rations per day, if he spends a for which he is not trained, this skill's
whole day hunting. These rations are score is reduced by 5. If the creature is UNHORSE
normal rations and will quickly go off if a monster, the score is reduced by 8. If If the character with this skill is
not cooked. a character tries to mount an animal or confronting a mounted enemy, he may
a monster without saddle and bridles, try to use this skill to unmount him form
JUMP he gets an additional -3 on the skill his horse (or any other creature) to
A character with this skill may jump score. If this skill is taken for a monster, reduce his advantage. The test on this
from still up to 1,5 m high and up to 3 m the initial skill score is 5 plus the skill is matched to a test in the riding
far away. With a run before jumping, dexterity bonus. skill of the target of this skill to
the maximum distance increases to 30 determine the success. An unhorsed
cm per each point in this skill, and the ROPE USE target takes 1d6 damage for the fall.
maximum height is 2 m. This is the skill that allows to make If the target of the unhorse skill is of
knots and tie people or animals so that higher level than the character using
PILOTING they can not free themselves easily. the skill, unhorse skill score is reduced
This skill is needed to use vehicles This skill is required to all the sailors. of the difference between the two
different from common carts and ships. levels, halved and round down.
Airships, moving fortresses and other SKATING AND SKIING
special vehicles all need this skill. The This skill alllows a character to move
skill must be checked once per day in on snow and ice with the apropriate
long travels, and once every time the equipment at a good speed. Skating CONSTITUTION SKILLS
pilot tries a special maneuvre, like and skiing speed is 3 / 1 m per each Constitution skills are based on
landing, takeoff, changing direction point in this skill's score. Moreover, it stamina, resistance and in general
quickly, changing altitude, catching up allows the character to make complex allow characters to endure long efforts.
with some other vehicle or monster, actions while on skates or ski, like These skills are usually very suitable to
disengaging in a race and so on. casting spells or shooting with bows or fighters and mystics, but may be useful
crossbows. Obviously, ski or skates are for many other characters as well.
QUICK DRAW needed for this skill to be successful.
This skill allows a character to shoot Poor snow or ice conditions may give a
CONSTITUTION SKILLS
every round with a crossbow, without malus to the skill score.
Endurance
using a whole round to load another In the Principalities of Glantri, with
Fury
quarrel. Moreover, if a character has lots of very high mountains and long
Heavy sleeper
already a quarrel ready on a crossbow and very cold winters, this skill may
Resist starvation
or is walking with an arrow ready on his allow characters to move faster on the
Run
bow, this skill allows him to have a +2 snow and to quickly cross frozen lakes
bonus to initiative on the first round of and rivers. Slow breathing

fight, added to the character's normal


SURPRISE ENDURANCE
dexterity bonus. The character may
also shoot an arrow or a quarrel in the This skill gives the character a bonus A character with this skill can stress

same round when he changed of +1 for taking the enemies by surprise for a long time without breaking. The

weapons, with no malus. This skill also and gives the enemies a -1 to their rolls character can, for example, run for

allows a character to swap weapons to take the character by surprise. double the normal time or carry one

without wasting a round. extra encumbrance class (based on

35
CHARACTER CREATION
strength, see below) for as long as one RUN Please note that most of the
hour for every 3 points on this skill It's the skill that allows to run very Charisma skills are used in social
score, rounded down, before making a fast: a successful check allows a contests, but their use should never
new check with a cumulative -1 malus character to run at double his normal substitute role-playing. In fact, role-
on the score. rate for a number of rounds equal to playing may give these skills bonuses
A succesfull check also gives the half his constitution score rounded up. or maluses at the Master's discretion,
character a +2 bonus on his constitution Endurance skill can add 1 round for while avoiding role-play completely
score for checks against bad weather each successful check, with a should always end up in a failure, even
or fatigue. cumulative -1 malus on the score. if just partial.
After the run, the character must rest
FURY for 1 minute for each round of run.
CHARISMA SKILLS
When a character with this skill gets While resting, a character may only
Act
to 0HP or less, he does not immediately move half of his normal rate, and can
Animal empathy
pass out, but he may roll on this skill only talk (but not cast spells) and
Bargain
with a malus equal to his negative HP dodge, but with a -3 on the dodge
Eloquence
to keep on fighting. If the roll is score.
Etiquette
successful, the character goes to 1 HP
and does not pass out even if he gets SLOW BREATHING Gather informations

wounded again, unless he reaches -6. This skill allows the character to slow Hypnosis

In that case, he dies as usual. This skill down his breath rhythm to endure Leadership
can only be used once per fight and, at extreme conditions, like in a cave with a Play (chose musical instrument)
the end of the fight, the character that limited amount of air, or to hold it for Predict the future
used this skill passes out, even if he some time when under water or to Seduce
was healed in the meantime, and needs avoid poisonous gases. It cannot be Sing
2d6 turns to rest before he is ready to used to avoid dragons' poisonous
get up and fight again. breath weapons. It can be used as well ACT
to adapt to thin air conditions, like on This skill allows a character to play a
HEAVY SLEEPER top of very high mountains, allowing a part in a show, lie and make other
A heavy sleeper can fall asleep in character to breathe normally up to people believe what he's saying. A
extreme conditions and keep on 6.000 m altitude. check is needed when acting in a
sleeping even if there is noise going on If used to reduce the breathe rhythm particularly hard role or when the
very close to him. The heavy sleeper or on mountains, the skill must be character is trying to lie and needs the
gains 1 extra HP when resting checked every day and a fail will result other person to believe him. A positive
overnight, if he gets a success on this in fatigue, while multiple fails may make use of this skill may also end up in a
skill, but only if he or she can sleep 8 the character pass out and eventually bonus in reaction rolls, while a failure
hours in a row, and for those 8 hours it die. If used to stop breathing, the test may show the true colours of the
will not be easy to wake him up. must be repeated every round after the character and trigger an adverse
first minute, with a cumulative -1 malus reaction.
RESIST STARVATION on the skill score. A fail means the
Whoever has this skill may use it to character could not resist any more and ANIMAL EMPATHY
spend a day without eating any rations breathed in. In a poisonous Only elves can get this skill.
or without drinking and not suffering environment, the poison affects him. This skill allows elves to befriend
any malus on the next day. From the Under water, the character is drowning animals and understand their feelings
second day of starvation on, the test on and takes 2d6 damage per round. and emotions. An elf with this skill may
this skill gets a cumulative -3 malus, use some sort of limited charm on
until the character gets a proper meal CHARISMA SKILLS animals, but it will work only on quiet
or a test fails. If the character fails a animals, hungry or frightened ones (to
Charisma skills usually affect other
test, his conditions worsen quickly and calm them down), but cannot be used
characters and relations. They are very
he will not be able to do anything until on upset animals, animals that are
common for mystics, Priests of Rad and
he gets food or water, while his protecting their puppies, that are
generally all of the characters who have
conditions keep getting worse until his
a political career.
death.

36
CHARACTER CREATION
fighting, and on animals controlled by this case the skill score has a malus of - HYPNOSIS
someone else. 4 points that can be cancelled if the To learn this skill, a character must
character rolls a positive check on have a minimum score of 13 in both
BARGAIN Knowledge of Society or Non-human Intelligence and Charisma.
A bargain is made when two cultures (whatever is more suitable). The character knows how to use the
characters use this skill against each hypnosis on other creatures. If the
other: they both roll adding their score GATHER INFORMATIONS check is a success, the target is put in a
to the result and the one with a much This skill allows a character to gather completely relaxed trance during which
higher total gets the best conditions for informations by talking to people he will easily obey any order the
himself. If the difference is of 5 points or around the town, and involves paying character gives. Self-harm, going
less, they end up with the proper sale for the informations and confronting against one's principles and harming
price. with criminals. For it to be effective, the someone the target cares of are orders
If only one character has bargain character that's using this skill must that may cause the hypnosis to be
skill, it's a normal check and, if the spend one whole day around the town broken. The hypnosis requires 1 turn to
check ends in a success, the user gets and spend between 100 and 5.000 Dc be performed and one turn or more
a better price. Normally, all the NPC dependingo on how delicate is the talking to the target, once in trance.
merchants have this skill at 9+2d8 information he is trying to find (the DM Hypnosis can be used for:
points. decides). If the character is a member  Recalling a forgotten memory. This
of a big guild or organization, the may be dangerous, if the memory
ELOQUENCE master may give him a bonus between was hidden because it was harmful
This skill gives the character a big +1 and +3 on the skill score. If the for the target, or if it was hidden with
charisma towards other people when character is trying to gather magic.
trying to win a debate, to convince informations in a place where he does  Cancelling a tic, a fear, a mania or an
people of one's intentions or addressing not know anybody, there can be a obsession. This will require one
the crowd. People will immediately malus between -1 and -3. month of daily hypnosis. The target
believe what the character is saying, if It's the DM who checks for this skill, will successfully be freed of his
it's well argumented and is plausible. because there can be different disturbation if, at the end of the
Given more time to think, people could outcomes depending on the result. month, he successfully saves against
still change their minds, though. The If the character gets a success with a spells with a -1 malus for every
use of this skill with humanoid monsters difference of 3 points or less between hypnosis check that failed during the
or enemies may end up in a bonus on his skill score and his die roll, he still month of therapy.
the reaction roll, depending on how well gets the informations he wants, but  Hide a memory in the target's mind. It
the character debates his position and someone has noticed him and may not can be a dangerous memory that
the result of the roll. be happy that this information has been could harm him or a command that
When two characters try to influence shared, or may inform someone else. If will be activated under some
the same audience with opposite the check fails with a difference circumstances.
arguments, a skill confrontation takes difference between 1 and 3 points, the  Change someone's personality as
place and the onlookers will probably character does not get the informations, long as he is in trance, making him
split in two sides. but someone still noticed him asking believe he is a different person.
around. If the check fails for 3 to 8 Usually this kind of change can even
ETIQUETTE points, the character just does not get be activated by a hidden command
The character knows how to behave the informations. If the difference is 9 word, as for the example above.
properly in the high society: what to talk points or more, the character gets Hypnosis only works on humanoids,
about, how to eat, dress and move, and caught by guards trying to gather and the target of the hypnosis must
the basic moral code of the society. informations illegally or by the allies of accept to be put in trance, or it will
This skill needs a check only in very the one he's asking about who don't never work. Characters with high
delicate situations, for example to avoid want his attention, and may be in big scores in Intelligence and Wisdom are
a gaffe or to recover from a bad first trouble. not easy subjects for hypnosis,
impression. After a fail, the character must wait because their Intelligence and Wisdom
This skill can be checked to try and until the next day to have a chance and bonuses act as maluses on the
behave properly not to be offensive with make a new check on this skill. hypnosis score. On the other hand,
members of different cultures, but in

37
CHARACTER CREATION
maluses on these scores are applied as plausible and the person he was LANGUAGES
bonuses on the hypnosis score. making the prediction to will believe
Languages work mostly like general
Hypnosis may not be used to what has been revealed.
skills, but there are some differences. In
increase ability or skill scores, nor to Every time a character wants to use
these pages there is a list of all the
give a character skills, powers or this skill, the Master choses one
languages that the characters may
informations that he doesn't know. number from 1 to the character's skill
know when they are created. More
score, without telling the player. If,
languages may be added by exploring
LEADERSHIP checking the skill, the roll is that exact
new lands.
This skill increases the maximum number, the character really has a
number of followers that a character vision of the future and the prediction INITIAL LANGUAGES
may have by 1 for every 5 points on it, will surely become true in 3d6 days Normally, all human characters know
round down. All of this character's time. The diviner does not know that a their homeland language, and all demi-
followers have a bonus on their morale prediction is true until what was human characters know their clan's
scores of +1. If he spends a round predicted does not happen. language. In the Principalities of Glantri,
trying to incite his friends and doing all of the characters know the Glantrian
nothing else, given he succeeds the SEDUCE Common language as their first
skill check, his friends will get a +1 to Only characters with Charisma 13 or language, and all elves know their clan
morale and a +1 on all of the saving higher can take this skill. language as one of their bonus
throws thanks to the morale boost, for Seduction makes people of the languages.
one whole turn. Only one character opposite sex (and, seldom, people of Characters with higher Intelligence
may influence friends with leadership, the same sex) to be attracted to the scores know more languages, as
boosting their morale, at the same time. character that's using this skill. The described for the Intelligence ability
If the leader is severely hurt or dies, result of the attraction may be flirting at score. Characters of some classes
the effect ends and everyone that was the bar in a tavern, having sex, know more languages as well.
affected by the leadership boost must following the seducer and obeying him Bonus languages learned for high
save vs. spells. Whoever fails, gets a -1 or her whatever he / she commands or Intelligence scores can be chosen
to morale and to every saving throw for even becoming obsessed with him or among all of the languages described in
the rest of the fight and, if it is a non- her, depending not much on the skill these pages. Always check with the
playing character, must make a morale roll, but on the personality of the Dungeon Master whether you can
check immediately. seduced person and the length of the chose a particular language, though,
seduction game. In fact, the longer a because he may want to restrict some
PLAY seducer teases his "victim", the worse languages, depending on where your
The character knows how to play a the fascination for the seducer may campaign is actually set.
family of musical instruments. The most become. This kind of game will require Bonus languages obtained due to the
common ones are: flute, harp and lyre, a test on the skill at least every week, character's class are specified in the
mandoline and lute, drums, trumpets and every time the seducer tries to get classes' description, in the dedicated
and horns, bagpipes, pianos, and so more control on his or her victim. handbooks
on. This skill may be chosen any Seduced persons are still able to
number of times to learn how to play think with their head, so it's not possible LANGUAGE SCORES
different instruments. to order them something they would Languages have a score that may
A character with a very high score on never do, at least until they don't reach vary between 2 and 25, exactly like
this skill (20 or more) may try to play the stage of obsession. General skills. Lower scores must be
different instruments he does not know adjusted up to 2 points. Higher scores
with a -10 malus on his skill score. SING must be adjusted down to 25.
The character can sing nicely and Before determining the scores, a
PREDICT THE FUTURE presumably has a nice voice. It's not of player must make the list of the
This skill gives the characer the big use in adventures, but it may be languages, carefully chosing the order.
knowledge of the most common used to find a job or to please Class bonus languages are recorded
divinatory practices, like tarots, reading noblemen. separately and do not fall in this order.
the hand lines, tea leaves or coffee In this campaign, the first language
powder. If the character gets a success for all characters is always Common
in this skill, he tells the target something Glantrian.

38
CHARACTER CREATION
The second language must always score, that is determined like other by all of the Averoignese settlers
be the official language of the ethnicity languages. To learn a new spell, a around the Principalities.
to whom the character belongs, if character must study with a teacher, Klantyrean is spoken mostly in the
different from Common Glantrian. like for skills, or he may just live 24/7 Principality of Klantyre and by
To determine each language score, where that language is currently spoken Klantyrean people.
the player rolls 3d6, adding the for at least 6 months. Note that the 6 Alfheim elven is spoken by the elves
following modifiers. Please note that months spent there don't substitute the of Erewan and in their lands.
position modifiers do not apply to bonus 3 skill points needed to learn the Belcadiz elven is the official
languages language. language of the Belcadiz clan, but is
also spoken by the humans of Belcadiz.
 Int modifier LANGUAGES IN THE PRINCIPALITIES Mornei Gypsies speak Mornei
There are many languages spoken in language, which is a mixture of
 -2 to learn languages of the Principalities of Glantri. Each Ethengarian, Karameikan and Belcadiz
another characters race Principality has its own native elven. They may easily know any of
(humans, dwarfs, elves, language, but in the whole area of the these three languages, as well.
halflings). Note that Principalities the common language is Nagpas and other non human
Glantrian elves still apply the Common Glantrian. Here is a creatures in the Principalities usually
this malus to learn Common description of the main languages speak Common Glantrian, and may
Glantrian and other spoken in the Principalities: know any other languages they may
Glantrian human languages. need.
Common Glantrian is the official
 -2 for easy-to-learn monster
language of the nation, but it is also the In the following pages you can find
languages
official language of the Principalities of the full tables of the languages that the
Bergdhoven, Krondahar and Aalban. It characters may learn. Notes are
 -5 for hard-to-learn monster
is actually the language once spoken explained after the tables.
languages
by the Flaem only, and it is a dialect of

 +3 for Common Glantrian ancient Alphatian, once named


Cyprian.

 +1 for second language Ethengarian is also spoken in the


Principality of Krondahar, by the heirs
(usually the one of the HUMAN LANGUAGES
ethnic group of the of the Ethengarian families that came in
Alphatian
character) the Principalities following the Virayana
Atruaghinese
family.
Averoignese
 From 4th language on, Alphatian is spoken by the people of
Common Glantrian
cumulative -1 modifier Blackhill and all of the Alphatian
Darokinese
settlers, but it is also spoken by many
The Dungeon Master may let you roll Ethengarian
of the settlers of Aalban.
4d6 allowing to pick the best ones to Thyatian is spoken by many of the Heldannese
determine the score of the Common heirs of Thyatians settlers, especially in Ierendian
Glantrian language. the big cities and in the Principality of Karameikan
Caurenze. Thyatian is also used a lot in Klantyrean
INCREASING LANGUAGE SCORES the Principality of Aalban, where there Minrothar *
Language scores can be raised used to be some Thyatian settlements. Mornei
exaclty like skills, by spending skill A dialect of Karameikan is spoken in Northmar
points on them. It's not necessary to the Principality of Boldavia and by all of Ochari
use the languages to improve them, the Boldavian citizens living everywhere Sindhi
though, because the same result may in the Principalities, making it the
Thothian
be achieved through study. second most spoken language in the
Thyatian
nation.
Ulanmae
LEARNING NEW LANGUAGES Averoignese is spoken in the
Languages follow the same rule for Wendarian *
Principality of Nouvelle Averoigne and
skills to learn new ones, except for the Ylari

39
CHARACTER CREATION
HARD-TO-LEARN MONSTER UNCOMMON LANGUAGES
ELVEN LANGUAGES
LANGUAGES The following languages are less
Alfheim
Aranea common to know and study, because
Ancient
Demonic they are spoken in small and far away
Belcadiz
Doppleganger places. I list them here so that the
Callarii
Dragons Master knows where they are spoken.
Kumara
Dryads
Marid ***
Northmar is spoken in Vestland,
Hsiao
Minrothar * Ostland and Soderfjord.
Lizardmen
Shadow Ochari is spoken in Ochalea.
Medusa
Shiye Sindhi is spoken in the Sind desert
Minotaurs
Vyalia by nomads, and has plenty of dialects,
Rakasta
Wendarian * from tribe to tribe.
Sphinx Thothian is spoken only on the Isle of
Treemen Dawn, in the Thothian region.
Troll Ulanmae is the language of the
humans living on the Pearl Islands.
DWARVEN LANGUAGES
NOTES TO THE TABLES Ancient elven was the language
Alphatian Dwarven
spoken in the far past from the elves of
Minrothar *
* : Minrothar and Wendarian originally Evergrun, until the fall of the Elven
Northern Dwarven
were elven languages, but they have Realm.
Rockhome Dwarven been adopted as official languages of Kumara elven is the language of the
the nations where they are spoken elves that live on the Pearl Islands
(Minrothad and Wendar, respectively). Shadow elven is spoken by shadow
For this reason, members of other elves in their caves.
HALFLING LANGUAGES races that are born in these nations Shiye elven is spoken by Alphatian
Alphatian Halflingese may learn these languages without any elves of the Shiye clan and the elves
Five Shires Halflingese malus. Members of other races coming living in the Norwold.
Gnomish ** from abroad will normally suffer the -2 Northern Dwarven is the language of
malus to learn them. dwarfs living in Vestland, Ostland,
Minrothar *
Soderfjord, Heldannic territories and
** : Even if gnomes and halflings are Norwold.
not the same race at all, Gnomish
language shares a lot of similarities with
EASY-TO-LEARN MONSTER
Halflingese languages. Therefore,
LANGUAGES
gnomes and halflings have no maluses
Bugbear
when learning each other's language.
Fairies and sprites
Giants
*** Marid is the language spoken by
Gnoll
both Aquarendi elves and tritons. This
Goblin & hobgoblin
language differs a lot from other elven
Harpies
languages, and other elves will
Kobold
normally suffer the -2 malus to learn
Manscorpion Marid.
Marid ***
Neanderthal
Ogre and orc
Thoul
Troglodite

40
CHARACTER CREATION
MORAL ALIGNMENT he gets. Neutral characters are mainly Other situations in the game may force
interested in their own survival and an Alignment change for other reasons.
Moral Alignment is a general
prefer to put their trust in the While changes that happen in the
indication of the morality of the
intelligence and common sense of game are quite unusual, changes
character. The characters should stay
people, more than in destiny or faith. pushed by the Master always mean that
put on their beliefs and always follow
Neutral characters behave with the character is not being interpreted
the same moral rules, whether they are
others the way that others behave with correctly. For this reason, the character
good or bad, but sometimes they may
them. In a group, they will probably stop needs to be punished. If nothing is ever
not be able to. If a character does not
being of any help, if they don't get done, the players would not have any
stick to his Moral Alignment, the DM
enough back. Neutral characters may reason to stick to their character's MA
may punish the character by taking
be considered either "Good" or "Evil" and MA changes would be happening
away some XP, invite the player to
depending on the situation. far too often.
change the character's MA, or give him
The most common punishment for
some punishment.
CHAOTIC ALIGNMENT misinterpreting one's MA is the loss of
There are three Moral Alignments:
Oposed to the law, this alignment is one experience level per "jump"
Lawful (L), Neutral (N) and Chaotic (C).
based on the belief that life in all its between Alignments (L to N and N to C,
Each player may decide the MA of
form is ruled by chaos and fate, and or the other way round).
his character, but it will be his duty to
most of the things that happen are just The Master may also give different
make sure that the character sticks to it.
random. For this reason, who sticks to punishments, especially if the one that's
this Alignment refuses rules and order, changing the Alignment is a cleric or
LAWFUL ALIGNMENT
that merely try to stop chaos, but with similar, for example blocking his powers
The characters with Lawful alignment
no success. The same idea of Law has for some time. Any deicision about
follow the belief that everything must
no sense, as too many things happen punishments for misinterpreting the
respect rules and that order and
for no reason. And this brings Chaotic Alignment is always taken only by the
obedience to rules are the natural way
characters to think that they can break Master, and players must accept them.
of living. Lawful creatures tend to
the rules and the laws, if those laws
always say the truth, respect laws and
don't seem fair or don't give the
other living creatures. Lawful characters
character any real benefit. Keeping
always stick to their words and follow
one's word is not important either, and
the laws, at least until laws are rightful
truth and lies may be exactly as useful
and just.
to reach one's goal.
If a Lawful character had to chose
For a chaotic being, the individual is
between his own good and the group's
much more important than the group.
good, he would chose the group's good
Being selfish is his normal behaviour,
and sacrifice himself. Lawful characters
and any group is worth something only
and monsters usually are quite
as long as it may protect him. Chaotic
predictable in their actions. Lawful
creatures most often act out of impulse,
beings may mostly be identified as
following the feeling of the moment.
"Good".
Chaotic characters can never be
trusted, because they will always be
NEUTRAL ALIGNMENT
unpredictable. Chaotic creatures
Who shares this alignment believes
believe in the pover of luck and in fate.
that the world is a perfect balance of
The behaviour of a Chaotic creature
Law and Chaos. It is important that this
may usually be defined as "Evil".
balance is mantained and that none of
them ever prevails. Characters with this
CHANGING ALIGNMENT
alignment equally praise the individual
If a player realizes that his character
and the group. A Neutral character
is not sticking to the given Alignment,
would always help his companions, as
he may always decide to change it. If a
long as he gets some advantages in
player does not stick to his character's
being part of the group, and would
MA in the game, he may be forced by
probably try to pay back whatever help
the Master to an Alignment change.

41
CHARACTER CREATION
AGE AND AGEING similar happens: they start getting WRESTLING RATE
weaker, their memory starts to fail them
If you are playing just one adventure, Wrestling is a non-lethal fighting
and in general their health conditions
the age of your character may not be a procedure that will be better explained
worsen. After 60 years of age for
very interesting trait. However, if you later on, in the Combat rules. It is used
humans and 650 years of age for elves,
are playing a campaign that may keep to tackle and block creatures without
the ageing character must roll under his
going on for a while, keeping track of killing them. The Wrestling Rate (WR
constitution. If he fails, the Master will
the age of your character becomes an for short) is the measurement of the
roll 2 abilities random, and both of them
important thing to do. skill of the character in this kind of fight.
will lose 1 point permantnely from their
A character may usually have WR base value is 9 for all characters.
score. The constitution roll must be
whatever age the player likes, if the To this, the character adds his Strength
repeated at every year for humans, and
Master allows it. Most commonly, and Dexterity bonuses and half his
every five years for elves. If a
characters' age when they are created level, round up. This means that at
character's Strength, or Constitution
spans between 16 and 30 years for every uneven level, the character's WR
reaches 0, the character dies. If
humans and between 20 and 80 years will be improving.
Dexterity reaches 0, the character is
for elves. Characters that are younger
paralyzed and cannot leave his bed
than this won't be completely grown up, NOTE: Nagpas have negative levels
anymore.
both physically and psycologically, and when they are first created. Nagpas
Obviously, the chances that a
for this reason the Master may give add negative levels as well in WR
character dies for the effects of ageing
them some maluses on their ability because they are very bad in wrestling.
in a campaign are very low, but on very
scores. These maluses will be
long campaigns these rules provide
cancelled, 2 points per year, when NOTE: Fighters get a +1 bonus on
with more realism. Moreover, these
growing up, until they are cancelled their WR.
guidelines may also be used when a
when they reach 16 or 20 years of age.
character is hit by attacks that cause
If characters get very old, something NOTE: Mystics add their whole level
ageing, should he get too old too fast.
to the WR.

When wrestling, the WR may be


modified by the armor that the
character is wearing: the heavier the
armor, the harder it will be for the
character to wrestle. The table below
shows the armor modifiers for wrestling.
Please note that it doesn't matter
whether an armor is magic or not, or
the AC of the character, but only the
type of armor used.

Armor type Modifier


Leather armor -2
Scale mail and
-3
Dragon scale mail
Chain mail -4
Banded mail -5
Plate mail -6
Knight's suit armor -9
Every other armor None

42
RULES
This chapter will give you all of the character is severely wounded or weather, roads and terrain. Characters
rules needed to explore the world, fight, incapacitated. may improve their speed by using
use magic and basically everything you When exploring a dungeon, the transports or riding animals as well.
may want to do. players should draw a map of the areas When moving in the wilderness,
that their characters visit, so that they characters need to rest one full day
always know where their characters are after they moved for six days in a row,
EXPLORING THE WORLD and have a general overview of the otherwise they get a -1 on thier attack
Exploring is quite a common thing for place. Sometimes maps may help and damage rolls due to fatigue for
adventurers, and it may happen players to disclose secret passages or every day they keep going without rest
outdoors and in dungeons. Dungeons is other features of the dungeon they after the sixth. To cancel these
the collective name used to identify all didn't notice while exploring. maluses, the group will need to rest in
of the buildings, prisons, caves, and in Characters have a movement rate one place for a number of days equal to
general all of the environments that are that is given in their class description the maluses they got, plus one.
indoors and divided in rooms. (see the classes handbooks for details). If the characters are moving in a
Generally, humans and elves move group, the group's movement rate is the
GAME TIME with a speed of 36 ( 12 ) and nagpas movement rate of the slowest character
Game time is mainly calculated in move at 27 ( 9 ). Movement rates may in the group.
rounds and turns. be modified by encumbrance and The following list shows some of the
One ROUND is the time unit used in armors, and are expressed in meters. possible conditions that may influence
combat and is 10 seconds long. 60 Running characters use the number the movement rate outdoors.
rounds make a turn, which is 10 out of brackets as their runing speed Movement on roads: The movement
minutes long. per round. Characters may run for a on roads is easier and characters may
The TURN is the time unit that's used number of rounds equal to their move up to 50% faster when using
mainly to explore places, and is the constitution score +12 with no maluses. roads for their travels. To be giving this
time needed to make most of the Endurance general skill and Run bonus, a road must be at least 3 m
actions the characters may want to general skill may increase the running wide, so that handcarts and wagons
perform out of the combat sequence. speed and the number of rounds a may go through it, and must have a
For example, searching hidden character may run with no maluses. solid surface, like pebbles, stone, wood
treasures, bashing a door open, After that, the character needs to check or clay ground.
climbing a wall are all actions that on his Constitution at every round to Forced marches: Forcing your group
require a full turn. keep running, and if a roll fails, the to move faster, you can increase the
Every combat is usually counted as character must stop. A character that movement rate by 50%, but you can
one turn long, even if it takes only a few just had a run of at least 10 rounds keep up this pace for only one day, and
rounds to finish. This is because the must rest for a full turn before being the next day must be devoted to
characters need time after the fight to able to move again. resting. Forced marches on roads
rest, stitch the wounds up and get The number in brackets is the double the group's movement rate.
ready to keep going. number of meters that each character Obstacles and rough terrain: Rough
In the game, the spells and the may walk in a dungeon at every round terrain may reduce the group's
effects of magic items often have a without looking carefully around and movement rate by 1/3 or even 1/2, at
duration, that is specified in the without exlploring every part of it. the DM's discretion. After all, moving in
description and may be in rounds, turns If the characters search the area and the woods, on mud, on snow, in
or even hours. explore everything when they move, jungles, swamps or similar
they can move much slower. The environments is not as easy as to move
MOVEMENT number out of brackets is the maximum on the grass or on a flat ground.
Normally, players decide a standard number of meters a character may Obstacles, such as mountains,
walking order for their characters. This move in one turn while exploring. canyons, rivers, cliffs and the likes may
way, when an encounter occurs, the When characters move in open air, even force the characters to deroute, in
Master already knows how to handle it their daily movement rate is the number order to be able to get over them.
and the characters can get ready faster out of brackets in km. Thus, a common Weather conditions: If the weather
for what's going on. The order may be human would move up to 36 km per conditions are bad, the Master may
drawn on a piece of paper, and may be day. In the wilderness, movement may modify the group's speed and their
changed anytime, especially if a be affected by many factors, such as

43
RULES
chances of keeping the right direction, looking for. Is it any hidden thing? Is it a happens, ask for a surprise roll.
which may bring the group to get lost. secret passage? Is it some traces of A surprise roll is just the roll of 1d6. If
Movement on water: Characters may living creatures? Or is he trying to study the result is 5 or 6, that group,
swim in rivers and lakes, but only for the place to check if there's something character or monster is surprised by the
short distances and with no armors or wrong? opponents. Surprise can be achieved
any other metal items on them. The After declaring the search, the player by slamming a door open and entering
Swim skill is needed for that. The best rolls 1d6. A normal search succeeds the room running, by jumping out of a
way to move on water is surely using only if the result of the roll is a 1. Some hideout unnoticed, by attacking from
some kind of boat. In the Principalities characters have higher chances to behind, or just by walking without
of Glantri there's plenty of rivers and succeed in some kind of searches. For making noise until the opponents are
lakes in which riverboats move around example, elves have a sixth sense that close enough to engage them.
during the good season. helps them to find secret doors and If a creature is surprised, the
Characters may buy a boat for their hidden passages. In that case, the opponents have a big advantage,
travels or, if they cannot afford it, they success may be achieved even with a 2 because the surprised creature just
may just pay a seaman to take them or a higher score, at the DM's loses his actions for the first round. The
where they need to go. Characters discretion. opponents may at that point attack
should avoid trying to build their own without the creature being able to strike
boat if they don't have the skills to do WANDERING MONSTERS back.
that. Amateur boats usually sink very AND RANDOM ENCOUNTERS If the surprise roll fails, the creature
fast. Not all creatures that live in a is not surprised and Initiative is rolled
Air movement: Characters may move dungeon are just staying put in their as usual.
throguh air by using the Fly spell, any room or lair . Many creatures move Surprise can be avoided by
flying magic item, or by riding flying around the dungeon or the land, exactly searching carefully while moving (see
monsters or again in airships. This kind like the characters do. Moreover, Movement for details), but it slows
of movement is very fast, as it allows sometimes in the dungeons there may down the movement of a group very
moving in a straight line with no be some events happening at random much. It may also be avoided by
detours, but may be very dangerous if times. These things go under the name listening through closed doors to hear if
anything happens in the air, as falling of random encounters, and they may there's anyone in the room before
from very high the character would happen anytime during the exploration walking in, or by any other reasonable
most probably die. of an area. The Master usually has a means that the characters may put in
Flying creatures ignore the obstacles table that he uses to determine the place.
and the terrain conditions and always random encounters at fixed times. The surprise and fighter instinct
proceed at the speed of their transport Random encounters are very common general skills can be used by
or at the speed granted by their magic in dungeons, and much less outdoors. characters to get higher chances to
item or spell. Unfortunately, weather Sometimes, the behaviour of the surprise enemies and to get lower
conditions may affect the flying characters, the amount of noise they chances to get surprised themselves.
creatures far worse than creatures that do, the unnoticed trigger of an alarm
are on the ground. trap may attract monsters to the area NOTE ON MEASUREMENTS
where the characters are, increasing In this Campaign, I preferred to use
SEARCHES AND HIDDEN TREASURES the chances of random encounters. the decimal system for measurements
In some rooms there may be secret instead of the original with feet and
hideouts or hard-to-inspect corners SURPRISE miles. This is both because I come from
where some precious items or Surprise happens when one of the a decimal system background, and
treasures may be hidden. If these two parts that meet, or both of them, because I am sure that, being in the
things are not very well concealed, the are not aware of the other coming along decimal system, the measures will
players just need to declare that they until they gett extremely close. There's immediately be clear for everyone,
do a search in the room to find them. If many chances for monsters to surprise even the ones without an anglo-saxon
the Master thinks that they are hidden characters and for characters to background. Even though sometimes
quite well, though, he may ask the surprise monsters. The Master will have there will be some approximation, you
players to do a search roll. to fairly appraise the situation and will find that most of the times there's
When a player starts a search, he decide whether one part may surprise no real difference in using one method
must declare what is his character the opponents at any time and, if it or the other.

44
RULES
FOOD Hunting and fishing: To perform 5 - Get back to travel: If an encounter
these actions, there must be at least occurred, the character may start their
Before leaving for their adventures,
one character in the group with this travel back. The DM may ask for a new
the characters should always gather
skill. The group needs not to move from Sense of direction test, especially if the
some food rations, to eat them during
its position for a whole day, while the characters failed the roll before. This,
their explorations. Characters should
character is hunting or fishing, and obviously, if the encounter does not
carry water or other drinks along as
there's 1 chance out of 4 for every day happen at the start or at the end of the
well. During their travels, characters
spent hunting that the character may day.
may usually have many chances to top
get some big animal and double the
up water from rivers, creeks, lakes, 6 - Evening preparations: Characters
amount of rations obtained that day.
wells and all sorts of other sources. must find a place to rest before sunset.
Hunting and fishing cannot be done
Topping up food may not be that easy. They may need to set a camp, build the
on the day when the characters are
If the characters end up with no food, tents, light a campfire and so on. These
supposed to rest after a long movement
their movement speed reduces of 1/3 operations will take at least a couple of
or a forced march.
both in dungeons and outdoor, they hours. Characters must also decide
need to rest after every 2 days of travel, how to get organized for the night,
they get a cumulative malus of -1 to hit A DAY because if they don't do night watches
and to Saving Throws for every day some monsters may turn around and
spent without food. Hungry characters IN THE WILDERNESS get them while asleep.
won't recover the HP they lost by This is the typical structure of a day
7 - Night: During the night, the DM
resting. Moreover, for every day the in game time when the group is
checks again for random encounters.
characters spend without eating, they exploring the wilderness.
Usually, most animals and monsters
lose 1d4 HP at the end of the day.
1 - Morning: The characters wake up like to roam around at night because it's
Fortunately, there are some ways for
and get ready for the day. Spellcasters easier to hunt for food in the darkness.
the characters to collect food while
pick their spells. The group decides Thus, random encounters in the night
travelling.
what direction to take. may also be more frequent.
Random encounters with animals
If a random encounter happens
may be used to get XP and food at the 2 - Sense of direction test: the
overnight, the DM must determine
same time. The DM will decide the character with the highest score in this
random during which watch it is
amount of rations that the characters general skill checks the direction. If he
happening. Only the character that's on
may get from the animals depending on fails, the group is changing direction
a watch is immediately ready for
the size of the animals and the way the without notice, and may end up being
fighting, while the other characters,
animals have been killed. lost. If nobody in the group has the skill,
bieng asleep, aren't be wearing any
Foraging: Foraging consists in the master may allow the character with
armor and obviously they sleep with no
harvesting whatever edible berries, the highest Intelligence score to check
weapons. If called, the characters need
mushrooms, fruits and herbs the under half his Intelligence score.
some time to put armors on, that is
characters may come along while If the characters have maps, a
usually a number of rounds equal to the
travelling. Tthis action reduces the compass or other things to keep track
base protection rate of the armor, and
group's speed of 1/3 and gives the of their travel, the DM may give them a
another 1d4+1 rounds to pick up all of
group enough food for one day only. bonus on the Sense of direction skill.
their equipment. To pick up just a
Foraging is not automatically
3 - Random encounters: The DM weapon needs one round.
successful: it usually succeeds only if
checks for random encounters during Because spellcasters memorize their
the group rolls a 1 or a 2 with 1d6. The
the day. The DM may use the tables of spells in the morning, they won't have
Master may also decide that in some
any of the types of terrain that the the new spells ready, yet. During the
area it is not possible to go for this
characters travel through, including the night, spellcasters will only be able to
action, if there's not enough plants or
starting and the arriving point. use the spells left from the day before.
the season is wrong. Foraging may
Characters need to sleep between 6
become much easier if a character has 4 - Manage the encounter: The
and 10 hours to get a nice rest before
Knowledge of nature or Science: characters may manage the encounter
being ready to go again. If they sleep
botanics general skills, improving the the way they prefer. They may hide, run
less, they will suffer the maluses that
chances of success and the amount of away, try to talk, fight, and so on.
apply for fatigue (see Movement for
food that can be harvested.
details). The total time may of course

45
RULES
be split in two or three moments, due to bonuses to the characters, for example then get more money if they get less
encounters and watches. if a player was particularly active during items, or the other way round.
the session, if a character saved the If an item alone is worth more than
NOTE: A character that sleeps
situation alone, or if a player interpreted the share of loot of one character, the
wearing armors and with all his
very well the MA of his character. players may decide to sell it and split
equipment on, will not restore any HP
Characters may level up no more the money, or the character that takes it
while sleeping, and in the morning must
than once after each adventure. At very may pay back into the loot the
check his Constitution: if the check fails,
low levels (From 1 to 3) the DM may difference between the value of the
the character suffers the effects of
allow bigger jumps so that the item and his share of the loot.
fatigue until he gets a proper rest. The
characters get higher chances to Obviously, this is only one of the
Heavy Sleeper skill may help a
survive faster, but after that, this rule methods that the players may use to
character to avoid the Constitution roll.
should always be followed. If a share the loot, and was described only
character gets enough experience to as a suggestion. If you prefer to share
REWARDS skip 2 levels, the DM should give him the loot for the whole group, or to keep
During the adventures, and at the just enough to be 1 XP short for the on fighting for every penny, you are
end of them usually, the characters get next level, so that he will surely level up obviously free to go your own way.
rewards for their achievements. at the end of the next adventure.
Rewards may be of different types. When characters level up, they get FORTRESS
They may come from a noble or a rich more HP, they get better in combat, get
This term stands for all of the castles,
person to thank the characters for better Saving Throws and may also get
towers, strongholds, dungeons,
completing a dangerous task. They can new skills, abilities and more spell slots
hideouts and in general fortified
also be the treasures looted from to use. The advantages of levelling up
residences that high level characters
monster lairs and treasure chambers. are better described in the description
may build to live in. In the description of
Treasures can be used by characters to of each class, in the Classes
the characters, in the Classes
buy better equipment, or may contain handbooks.
Handboks it is always described the
some good equipment as well,
type of fortress that's the most common
including magical items. SPLITTING THE LOOT
or suitable for the characters of that
On top of that, there's the most In the groups, there's always some
class. Fortresses are very useful for
important of the rewards: the trouble when it comes to splitting the
character that start having a good
Experience Points (XP for short). loot. Someone is always unhappy,
amount of tresure and magic items,
Experience Points measure the maybe because he doesn't get enough
because they can safely store those
experience that the character has magic items, or maybe because he
things in there, when they are not
collected in his adventures and, when thinks the same guy is always getting
taking them around in adventures.
they reach fixed scores, it means that the best things.
Specific rules for Fortresses will be
the character learned enough to As a general rule, the players may
given in the classes handbooks as well,
improve in his skills and abilities, use whatever method they want to split
but normally characters are allowed to
levelling up. the loot and the Master should never
build a fortress only after they get to
Experience can be obtained for every take part in this process. However, the
level 9 or above. If a Fortress is built
monster killed or overcome, for the following method is an example of how
close to a town or in the lands of any
things the characters learned, for the the loot may be split if not evenly, at
Lord, the character should always get
traps that they avoided or removed, for least fairly and without too much drama.
the permission of the rulers before
the riddles they solved, and in general The players must first collect all of
building it, to avoid making enemies
for any danger the characters survived. the loot, appraise whatever they can
with them.
In addition to that, the characters get and in definitive give to any item that's
When a character has a fortress, he
XP for the treasures they looted and, at not coins a money value, there
must pay mercenaries and specialists
the end of the adventure, for the goals including magic items and other special
to provide their services and to protect
they achieved. The experience given rewards. Then, they add up everything
his fortress. Mercenaries are NPCs that
for achieving goals is usually a bonus and get the total estimated value of the
are trained in fighting and may be hired
given by the DM, who is free to give loot. Dividing that total for the number
for long or short periods to fight for the
any amount, depending on how fast he of characters, the players will have the
employer. Specialists are more
wants characters to level up in his correct amount that is each character's
specialized characters that have some
campaign. The Master may give more share of the loot. The characters can

46
RULES
particular skills that the employer may construction of the fortress itself. This every character that becomes a Noble
need for his fortress or his lands, like covers the substitution of torches in the will need a fortress to rule his lands. To
alchemists, magic-users, clerics, animal holders, broken parts in wood and become a Noble there may be many
trainers, and so on. Tables with the metal, but also the food for him and his different ways, depending on the setting
description and cost of the most hirelings and everything else that may as well as on the actions of the
common mercenaries and specialists be needed. If a character that has a characters. In some places nobility may
are printed in the next pages. The DM fortress is ruling a land, he may cover be restricted to some characters, like in
may add whatever he wants to this up to 50% of these costs by forcing his the Principalities of Glantri, where it is
table, and may deny some of the peasants into chores for him. only for Arcane spellcasters.
hirelings that are presented in the list, if When a character has a fortress, Anyway, when a character becomes
he thinks they are not suitable for the there's always a chance that travellers a noble, he usually gets a monthly
setting. To protect a fortress, a chara- may get to it and ask for hospitality. money income and if he also has lands,
cter may also buy siege equipment, They may be adventurers looking for a he may collect taxes, that usually are
which includes ballistas, catapults and place to sleep overnight, nobles who split 50% in coins and 50% in goods
every other machinery he wants. don't want to camp outside, or even and chores.
Weapons and armors for the hired young adventurers that want to serve
NOTE: A fortress becomes vital for
mercenaries must be provided as well. the Character to learn from him.
the protection of the character and his
Having a fortress is quite expensive,
NOBILITY belongings in case of war or invasions
also because a character must pay
To have a fortress doesn't make of a from monsters.
every year for the maintenance of the
character a noble. On the other hand,
fortress around 10% of the cost of the

COST AND DESCRIPTION OF SPECIALISTS


MONTHLY
SPECIALIST DESCRIPTION
COST IN DC
If an alchemist is given the composition or a champion of a potion, he is able to reproduce
ALCHEMIST 1.000 it in half time and at half price. Alchemists may also research the formulas of new potions,
but they need twice the time and the money than a magic-user.
A character must hire a weaponsmith for every 50 mercenaries or guards (or less) he has.
The weaponsmith will make sure that their equipment is always in good conditions. A
WEAPONSMITH 100
weaponsmith that's not needed for maintenance may produce non-magical weapons,
shields and armors. He may make one armor, three shields or five weapons per month.
An animal trainer is needed to train any animal that's not domestic (like dogs, donkeys or
horses). A trainer may only train one type of animals and may train up to 6 animals at the
same time. To teach one simple order to an animal, the animal trainer needs a month.
Every other order can be taught in two more weeks. The maximum number of orders that
ANIMAL TRAINER 500
an animal may learn and the time needed to teach each order may vary with the
Intelligence of the animal and the complexity of the orders taught.
A character may also hire a monster trainer, but his cost will be three times the cost of an
animal trainer.
To build any building, especially if it is a Fortress, a character needs to hire an Engineer. If
ENGINEER 750 the cost of the building is higher than 100.000 Dc, one engineer is needed for every
100.000 Dc or less of the total cost of the building.
A wise man is a very uncommon person: it may be a magic-user, an elf, or even a
commoner. They are characters with a vast knowledge of almost everything and what
they don't know, they can find out by studies and reasearch. Wise men are often hired as
WISE MAN 2.000 counselors of rulers, so that they can have answers to obscure and mysterious questions.
Unfortunately, there's always a chance that even a wise man has no answerfor some
mysteries. When a wise man starts a search, the cost of the search and the time needed
must be decided by the DM depending on the complexity of the question asked.
The rowers are workers that activate the rows on galleys and other row-boats. They are
ROWER 2
usually very low level and have a high strength score.
Most of the seamen on a boat are usually sailors: they are the ones that attend to the
SAILOR 10 normal procedures to govern and mantain a boat at sea or on rivers. They are usually
fighters level 1-3.
SEAMEN The navigator can never be missing on a boat. It is the person that calculates the better
trails for a boat and keeps the boat and the seamen safe by avoiding shoals and other
NAVIGATOR 150
dangers. A boat with no navigator risks to get lost in sea as soon as the coastline is not
visible anymore.
The Captain commands a boat and all of the other seamen. He is usually the highest-level
CAPTAIN 250
character on a boat.
Spies are usually thieves (but may be other characters as well) that are paid to infiltrate a
group or organization and report secrets and valuable informations to the employer. A spy
SPY 500 may also be a corrupted member of the same group. Spies can be asked to accomplish
missions. In that case cost, needed time and success chances are determined by the DM.
Spies may also be double-crossing: their loyalty is only known by the DM.

47
RULES

COST AND DESCRIPTION OF MERCENARIES


MONTHLY COST IN DC BASED ON RACE
SOLDIER
HUMAN ELF ORC GOBLIN OTHER *
ARCHER
5 10 3 2 20
(LEATHER ARMOR, SHORT BOW , SWORD)
HORSEBACK ARCHER
15 30 - - 60
(LEATHER ARMOR, SHORT BOW , HORSE)
CROSSBOWMAN
4 - - - 12
(CHAIN MAIL, CROSSBOW )
LIGHT INFANTRY
2 4 1 1/2 10
LEATHER ARMOR, SHIELD, SPEAR)
HEAVY INFANTRY
3 6 2 - 15
(CHAIN MAIL, SHIELD, SWORD)
LIGHT HORSEMAN
10 20 - - 40
(LEATHER ARMOR, SPEAR, SHIELD, SWORD, HORSE)
MEDIUM HORSEMAN
15 30 - - 60
(CAHIN MAIL, KNIGHT'S LANCE, SHIELD, SWORD, HORSE)
HEAVY HORSEMAN
20 40 - - 80
(PLATE MAIL, KNIGHT'S LANCE, SHIELD, SWORD, HORSE)
LONG BOW ARCHER
10 20 - - 40
(CHAIN MAIL, LONG BOW , SWORD)
PEASANT MILITIA
1 2 - - 3
(SCYTHE OR FORK)
WOLF RIDERS
- - - 5 -
(LEATHER ARMOR, SPEAR, SHORT SWORD, SHIELD)
* : Other races can be available depending on the setting, at the DM's discretion.

FOLLOWERS FOLLOWERS MORALE Morale, and he gains 2 if paid half of


Followers have a character sheet the character's share.
Followers are unexperienced adven-
exactly like ther characters, but they
turers that may join the characters to
also have one extra score on it. It is the When a character has followers, he
learn from them. The characters may
Morale. Initial morale score for followers may chose to take them in adventures
get their first follower at level 6, and
depends on their teacher's Charisma or not. If he doesn't take any followers
may get new followers at level 10, 14,
score, and is pre-determined. However, in adventures for three adventures in a
18, 22, 26 and 30. The maximum
the morale score may raise or fall row, all of his followers start losing 1
number of followers for a character is
during and between adventures, point of Morale each for every
determined by his Charisma score, but
depending on the behaviour of the adventure after the second that they
may never be below 1 or above 7.
teacher towards them. Here is a list of are left home.
Followers are Non-Playing Charac-
factors that may affect followers'
ters that may be very helpful in
morale. The DM may modify it and add If a follower is taken into an
adventures, because they may have
more situations if he thinks he needs. adventure and reaches the end wthout
skills that the characters haven't.
Morale can never grow above 12 or fall dying, his Morale is increased by 1
Followers aren't just paid folks like
below 2. point.
Specialists and Mercenaries: they are
there to learn and put their skills at the
If a follower is petrified, killed, If a follower gains a level, his Morale
service of the group, thus they are
incapacitated or any other similar is increased by 1 point.
usually paid with a share of the loot. On
permanent condition in front of other
the other hand, followers also gain
followers, all of the followers in the If a follower is awarded a permanent
experience, but they don't get XP from
party lose 1 point of Morale. magic item (that he is able to use )by
the characters' pool. They just get extra
his master, his Morale score is
experience that's normally half of the
Followers should always get around increased by 1 point.
experience made by their master. A
20% each of their Master's share of
character may take up to 2 followers in
loot. At the end of the adventure, if If a follower loses 1 level, his Morale
the same adventure at any time.
paid less than 15%, a follower loses 1 score drops by 1 point.
If a character wants, at any level he
point of Morale. If he is paid less than
may also pay some specialist or
5%, he loses 2 points. If paid more than MORALE CHECKS
mercenary (see above) to come along
25%, the follower gains 1 point of Followers must check their morale
in an adventure.
everytime they lose half of their total HP

48
RULES
in one round, every time they survive a HIGH LEVEL FOLLOWERS character, but taking the identity of one
shocking experience, like being When a follower reaches level 9, his of the followers that are in the group,
petrified, poisoned or even killed and training is considered complete. either his former character's one or not.
resurrected, every time they receive an Nevertheless, most of the followers In that case, the follower ends being
order from their master that seems decide to stay with their master if he is just a follower, and starts being
unreasonable or extremely dangerous, a good person and they get rewarded XP and loot like the other
and every time their Morale drops. advantages. players. Moreover, Morale does not
The Morale is checked by rolling 2d6. Once a follower reaches level 9, the apply anymore to that character.
If the total is equal to or lower than the DM must determine whether he wants All the other followers of the dead
follower's Morale score, the test is to stay or leave by rolling 1d%. The character are lost, because they look
successful. If the test fails, the follower follower will leave if the die roll is 15 or for a new employer but, if the player
must check his morale again. If he fails lower. The threshold of 15 is increased picked a follower of another character
a second time, the follower had enough by 5 points for every point of Morale (and not of his dead one), that
of his master and immediately leaves that the follower has below 12. It means character is able to replace the lost
his master and the group, asking for his that if a follower in that moment has a follower as if he just reached level 9.
share of the loot so far. If the second Morale of 8, any roll of 35 or less To replace a dead character by
roll is a success, the follower is means that he leaves for good. upgrading a follower is a very good
disappointed by his master and loses 1 When a follower is lost this way, a method to jump back immediately in the
point of Morale, but decides that it's character may usually pick a new game, and does not need many
worth staying with him longer and still follower to raise, and the lost follower reasoning about how does this new
stick to his orders. may still be available as an ally and character fit so well in a group with
informer to his former master, even if people that he didn't know until just the
FOLLOWERS' STATS he won't follow him anymore in the day before. Moreover, the follower
It is the Master that decides the adventures. already has equipment and skills that
Followers' stats. However, there are the player knows and it will be much
some guidelines to be followed to REPLACING FOLLOWERS easier to play his role well.
determine them. A character may always decide to
Followers usually share their dismiss a follower that he doesn't want FOLLOWERS AND XP
master's MA, or at the very best they to teach anymore. Followers learn from being taken into
are just one "step" away. A Lawful A follower may always be replaced if, adventures by their emolpyers, but the
character should never take Chaotic as we just saw, the follower decides to characters learn a lot by taking their
followers, and the other way round. leave after reaching level 9. It is not followers along, as well.
Followers level is usually between 2 automatic, though, that a character may When a character takes a follower
and 4 (6.000 XP), when they join the find a new follower to replace one that along in an adventure, he should
character, but they should never be died, that left after failing two Morale always protect him, so that the follower
higher than half the level of their checks in a row or a follower that was may learn safely. If a follower dies
teacher. Their level may grow over this dismissed by the character himself. during an adventure, the character
limit, though, with the XP they may If one of these situations happen, to immediately loses 5% of all of the
gain. be able to replace the lost follower, the experience gathered until now. If it
Followers of Arcane spellcasters are character needs to roll against his takes the character below the threshold
taught spells from their masters. A Charisma score with 1d20. If the result of the current level, the character does
spellcaster must teach his followers is equal to, or lower than the character's not lose a level, but must gain that
their initial spells and, at every level up, Charisma, he will be able to hire a new experience back.
at least one new spell that the follower follower, otherwise he lost one follower On the other hand, if a character gets
may use at least until level 9. forever. to the end of an adventure with all of his
In the same way, followers may be followers still alive, that character gets a
taught weapon mastery by their UPGRADING FOLLOWERS +5% bonus on all of the XP obtained in
masters, if the master has the mastery Followers are a good resource for a that adventure.
needed to teach. game also because, when a character
HP of the follower should be rolled dies in the adventures, the player that
fairly in the very same way that the was guiding that character may decide
characters' HP are determined. to step in the campaign not with a new

49
RULES
MISSING PLAYERS NEW PLAYERS characters are already quite powerful
and may easily fit in a campaign with
Sometimes, a player can't just make When a new player joins a group in
characters of higher levels.
it to the game, and the group ends up an ongoing campaign, it may be hard to
A player joining an existing group
having less characters than usual. introduce the new character in the
may also want to use one of the
There are many ways to handle this group. Here are some ideas to do it in
characters' existing followers as his
situation. The easiest way is to just the smoothest possible way.
new character, thus avoiding
ignore the absent player and his The new character should share part
background problems. In this case, the
character, and keep on without his of the background with at least one of
follower is upgraded to character like
character, who will not be awarded loot the characters already in the group.
explained before, and the character that
and experience for the missed session. Knowing one of them for some reason
loses a follower may immediately
Another way the absence of a player would allow the character to be
replace him.
can be handled is to keep using his introduced in the group much easier.
If a player is a complete newcomer to
character, but the same way as The new character should have less
role-playing, the Master may suggest
followers are used. That character XP than the other characters, possibly
that he doesn't take a character that's
should not be asked to put himself in starting at least one level behind the
very complicated to use. In this case,
big danger or do unreasonable actions, character with the lowest level in the
picking a follower to use as a character
should be used for his skills without group. It is not necessary to have the
for a while may help the player
risking his life too much, and should be new characters starting all the time at
understand what kind of character he
awarded only 50% of the loot and the level 1 (or -8 for Nagpas), but not
wants and at the same time learn the
experience for that session. making any difference with the
rules. When he made up his mind, the
You can also decide to use a characters already in the group would
player may keep using the follower as a
completely different method to handle be unfair for the players that worked
character, or drop it back to follower
this situation. This is a discussion hard to make their characters grow to
status and make a new character that
between the DM and the players that is that level. When a group has an
he likes more.
important to have at some point and average level higher than 9, new
that can save further discussions and characters should never be more than
arguments later. level 9 when joining, because level 9

50
RULES
COMBAT action he declared at the beginning of 5 - END OF THE ROUND
the round, but in that case he will need At the end of the combat round, the
When they get to an encounter with
to declare the new action he wants to DM gives evidence of surrenders or
other creatures, characters have many
do and is penalyzed by losing all of his any other particular event.
options: talking, running, trying not to
initiative: he will have to wait until the
be noticed or fighting. Fighting is not
end of the round, after everyone else 6 - BACK TO NUMBER 1
always the best choice, especially if
did his action, before being able to act The new round starts back from
someone in the group is already
himself. If a spellcaster announced that number one of the sequence. If the fight
wounded by previous fights, but
he would cast a spell and then changes involves many participants, the Master
sometimes is inevitable, and some
his mind, the spell is wasted. may decide that the initiative rolled on
other times it is just the easiest way to
Monsters need to check morale at the first round applies for the whole
get to the goal.
the beginning of each round, to fight, and in that case the new round
For a reason or another, fights occur
determine what actions they do. If starts from point 2, skipping the
quite often in the game, and the combat
needed, the DM rolls the morale checks initiative phase.
rules are some of the most used rules
for them.
in the whole game, so try and learn
During his round, a creature may A fight ends when all of the members
these rules as fast as you can to get the
move up to 3 m and perform an action. of a faction are dead or incapacitated,
best from the game.
The movement may happen before or surrender or run away, or even if some
A fight always follows the same
after the action, but not both. If the special event comes and puts an end to
procedure, that is summarized and
character wants to move more than 3 it.
explained here.
m, he may move up to his normal
walking movement (the number in ATTACKS AND DAMAGE
1 - INITIATIVE
brackets of meters per round), but he When a creature attacks an enemy,
Each player declares what action his
won't be able to perform any other he rolls 1d20, adding all of the bonuses
character will perform during the next
action in that round. and maluses that may apply to his To-
round, then rolls 1d6 to determine his
A creature may also decide to delay hit roll, then the DM confronts the result
character's initiative. Each creature
his action, ready to act in any moment with the combat chart. If the final
adds to the score any bonus or malus
until the end of the round. A spellcaster number obtained is equal to or higher
the character may have due to
that does so, for example, would not than the number reported under the
Dexterity, class skills, magic,
waste his spell and may decide to aim target's AC score, the creature hit the
environment, used weapon and so on.
at the best target once the situation enemy.
If a character wants to cast a spell, he
unravels. When an attack hits the enemy, the
must declare which spell he is going to
Once a creature ended his initiative attacker deals his damage by rolling the
cast. If he wants to use special
round, the game passes to the next in dice specified for that attack or for that
maneuvers, skills, abilities, or anything
Initiative order. weapon, once again adding all of the
else, that must be declared as well.
suitable modifiers.
The DM rolls 1d6 for each enemy
3 - KEEP ON GOING
and adds the same modifiers. Once
The round keeps going on in order of NOTE: To make things faster for both
everyone had his total, the DM orders
initiative until all of the creatures DM and players, there is some simple
all of the creatures and characters
involved in the fight had a chance to do maths that can be done.
taking part in the fight from the highest
their action. The player must determine the
score to the lowest. The ones with the
character's THAC0 (To-Hit-Armor-
highest initiative scores go first, and the
4 - LAST ACTIONS Class-Zero) by subtracting to the score
other ones follow, in order of results.
At the end of the round, whoever he needs to hit AC0 all of the bonuses
If two or more creatures get the
changed their mind gets a chance of and adding all of the maluses. Once the
same initiative score, they will act
performing the new action. Whoever character knows the THAC0, he rolls
simultaneously.
delayed their action must perform it 1d20 and subtracts the die roll from the
now or waste the round and, if he was THAC0. The number obtained is the
2 - ROUND ACTIONS
casting, also the spell. lowest AC that the character may hit
When his initiative arrives, a
with that roll. In this way, it is always
character or a monster may finally act.
immediately clear when an attack hits
A player may decide not to stick to the
the target without checking the table.

51
RULES
FIGHT DURATION The first number is the limit of the RUNNING AND CHASING
As already explained when talking short distance. Targets that are closer Characters may always decide to run
about game time, even when a fight is than this distance are at short distance, from a danger. When running,
just a couple of rounds long, in game and the character obtains a +1 to the characters move 3 tmes their normal
terms it is always considered lasting To-Hit roll when attacking them. speed. Enemies may also chase the
one whole turn. At the end of the fight, The second number is the limit of the running creatures, if they are not
characters may need some time to rest, medium distance. Characters attacking engaged in other fights.
stitch wounds, grab from the floor the targets that are further away than short See Movement for more details
items that may have fallen, put their distance, but within medium distance, about run, endurance and speed.
clothes back in place and try and mend attack with no modifiers on their To-Hit Sometimes, creatures are dropping
them if they are ripped. Moreover, the roll. something valuable during a run, trying
characters will need some time to The last number is the limit if the long to distract their chasers this way. If
breathe after a fight before being ready distance, and marks the maximum characters do so, there's usually a
to keep going. All of these actions are distance that the character can hit using chance of 50% that the chaser stops by
performed without any need to declare that weapon. Characters attacking to grab the items that have been
them. If anyone uses potions or spells targets that are out of medium distance dropped.
to heal wounds or to cure compromised but within long distance get a -1 malus To flee from a fight is not very easy,
conditions, they can be used during this on the To-Hit roll when attacking them. though, because if the enemy that the
time. The To-Hit roll for ranged weapons is character is fighting still needs to attack
If a fight lasts for very long or is not modified by strength, but by when the character runs away, the
particularly exhausting for the Dexterity, using the general modifier. enemy will not only be able to attack
characters, the DM may decide that the Moreover, if the target of a ranged the character before he gets away, but
group needs a longer rest before being weapon is hidden behind an obstacle, he will also get a +2 bonus to the To-Hit
back on track, for example two or three the target may get an AC bonus that roll, because the character needs to
turns. the DM should determine between -1 turn his back to the enemy to run away.
and -4. Moreover, the character that runs away,
SPECIAL PROCEDURES When hitting a target, thrown while running, can't use the shield to
AND MANEUVERS weapons deal damage normally, and protect himself, if he had one.
Special procedures and maneuvers the Strength modifier is applied. When
can be used during fights to perform using missile weapons, no modifier is FIGHT AND PULL BACK

particular actions that differ from applied to deal the damage. This maneuver alows a character to

casting spells, moving and attacking the put some space between himself and

enemy. When a character wants to FIRE the enemy immediately after attacking

perform one of these actions, the player Some weapons, spells or items may him. By keeping his defense high, the

playing it must declare it before rolling ignite things during the fight. Obviously, character will not allow a powerful

for initiative. if it is a creature that's burning, that counterattack from the enemy. This

creature takes a certain amount of fire maneuver allows a character to pull

USING RANGED WEAPONS damage at every round, usually 1d6. back up to 3 m after dealing his attack.

Ranged weapons can be used to Whoever is fighting in hand-to-hand Obviously, if the enemy wants to step

attack if the character using them is not combat with a burning creature is hit ahead to attack the character again, he

being engaged in hand-to-hand from the fire as well, and takes 1 fire may still do so, but this maneuver may

combat. It is not possible to aim, to damage evry time that he successfully be used to give a character enough

shoot, or throw items while someone hits the burning creature. If the creature space to start a run without risking to be

else is hitting you. As a general rule, a that's burning is human, demi-human or attacked by the enemy.

target must always be at least 1,5 m humanoid, he may extinguish the fire by Obviously, it is not possible to fight

away from a character using a ranged taking the burning clothes off, thus and pull back if the character has no

weapon, otherwise the ranged weapon losing one round. free space behind.

cannot be used against him. Ranged


weapons always have a range that is
expressed with three numbers divided
by slashes. For example, a javelin has
a range of 6 / 12 / 18.

52
RULES
FIGHTING OUTDOORS opponent and capture him, keep him damage, plus the strength modifer,
steady while someone else kills him automatically, at every round. The
When fighting outdoors, there's
easily, and so on. victim may avoid the damage by saving
usually much more space available and
When fighting, characters use the vs. Death ray. If the opponent saves
less obstacles around. For this reason,
Wrestling Rating. All characters and rollig a 20, not only he avoids the
characters outdoors may move three
most of the humanoid monsters can damage, but he manages to get out of
times their normal movement rate
wrestle. It is not possible to wrestle with the hold of the character and is free
during fights, and even the range of
a creature that is not human, demi- again.
spells and ranged weapons is 3 times
human or humanoid. If anyone else hits the target, the
normal. Area effects are not affected,
It is not possible to fight with target may still try to save to avoid the
though.
aethereal creatures, elementals, jellies, damage (if the attack is made with fists
Moreover, when fighting outdoors the
gaseous creatures and other creatures or kicks, but not magic or weapons), but
characters and the monsters may make
whose body is not properly solid. the victim may free himself with a 20
good use of the features of the terrain
If a character is wrestling with a only if the 20 is obtained against the
where they are fighting, foor example
creature whose touch may cause harm, creature that is actually pinning him
using trees as hideouts, or climbing
like the touch of the vampire that down.
roofs to get a better shot. Rivers and
causes energy drain, that damage is
boulders may be obstacles for
automatic and is applied at every round PUNCHING
movement and high weeds and bushes
until the contact is broken. Punching procedure may be used to
may slow down the movement. The
When a character wants to wrestle, knock out an opponent. Unfortunately,
Master should give to the players a
he must declare it before rolling for like wrestling, it does not work against
precise description of the area where
initiative. If the opponent wants to big monsters, but only with monsters
the fight is taking place, so that the
attack normally, the opponent whose size is not bigger than an ogre.
players may decide their strategies.
automatically wins the initiative. When punching, a character attacks
During a wrestling round, both only with his fists or kicks, so it's not
NON-LETHAL COMBAT
wrestlers roll 1d20 and add their WR to possible to use weapons of any kind.
Sometimes characters may want to it. Remember that armor may affect the An attacker with less than 4 HD or
block their enemies without killing them. WR negatively, and adjust it if needed. levels cannot knock out his opponent,
Some other times, they may not have The opponent that gets the highest and nobody can knock out an opponent
any weapons to use to fight, and they total wins the round. that's more than twice his size.
may just decide to attack with fists and When a character wins one round, Monsters who may punch are usually
kicks... This kind of combat is called he grabs the opponent, and on the next only the ones that may use weapons.
non-lethal, because it is very unlikely round he'll have a +1 bonus on his WR. Monsters that have many heads do not
that it may take to one of the opponents When a character wins a second go KO until all of their heads are
to die. There are different kinds of non round in a row, the opponent is knocked out, but they still suffer the
lethal combat, depending on the style of grounded and the character gets a +2 maluses for being stunned until all
fight used in them. bonus on his WR for the following heads are KO.
round. Undead monsters, constructs, fungi,
BRAWL If a character wins three rounds in a plants, incorporeal monsters, jellies,
In a brawl, characters attack with row, the opponent is immobilized. The and all of the monsters that haven't a
kicks and fists. Each attack hitting the opponent is immobilized immediately if solid body are immune to knock-out.
enemy only causes 1 point of damage, a character wins a wrestling round by a The DM may decide to expand the list if
plus the Strength bonus. Character with difference of 20 or more points. he finds it suitable.
negative Strength modifier still cause 1 If at any point an opponent that was Monsters that can only be hit by
damage. grabbed or grounded wins a round, he magic weapons may be damaged by
gets back on his feet and is free from punching only if the attacker wears
WRESTLING the grab, thus the fight starts back from magic gloves on the hands or magic
When wrestling, a character tries to the beginning, and none of the wrestler boots on the feet.
catch the enemy and force him to the gets any bonuses on the next round. Nevertheless, these monsters may
ground, blocking him so that he may A wrestler that immobilizes his still be stunned or knocked out, if the
cause no harm. If the wrestler opponent may decide to hit the DM allows it.
succeeds, he may tie down the beaten opponent and cause him 1d6 points of

53
RULES
A character must declare that he If a creature is able to regenerate, Stunned creatures: Stunned
wants to punch before rolling for they can recover from KO much faster: creatures cannot cast spells, use magic
initiative. When punching, a character for every HP they can regenerate each items, attack or use any skill or ability.
rolls To-Hit rolls and initiative normally, round, the Knock Out time is reduced They can just move at 1/3 of their
even if the opponent is attacking by 1 round. normal speed. Moreover, they get a +4
normally. When punching, fighters and demi- malus to AC and a -2 malus to Saving
A character that uses the Punching humans may apply the following Throws for all the time they are
procedure usually causes 0 damage procedures to it. stunned.
when he hits the opponent, but the Parry: Instead of attaking, the Knock Out: Whoever is knocked out
bonus for strength applies to it as well. character gets a -5 bonus to the AC, passes out and may do nothing until
Whoever is hit by a punch, must roll trying to block the enemy's attack bare- he's revived or comes back.
1d20 and subtract his Constitution handed.
score from it. If the result is 1 or more, Multiple attacks: Characters that are NOTE: Punching and wrestling are
the victim is stun for one round and will entitled to multiple attacks in one round sometimes considered as sports in
have to save vs. Death ray with a may still use this ability with the same some places. If this is the case, it is
bonus of +4, otherwise he'll be knocked limits. A character may also decide to usually forbidden to kill the opponent in
out and will not wake up for 1d20 use some of his attacks to punch and these sport competitions. When
rounds. the other ones to attack normally with a punching in a fair competition, the
If the attacker has a strength bonus, weapon. athletes usually wear soft gloves, so
the victim gets a malus on the Saving Smash: Taking a malus of -5 points that the damage dealt is always 0, no
Throw equal to the bonus on the on his next To-Hit roll, the character matter the strength of the attacker, but
strength of the attacker. gets ready to deal a very strong blow: if the strength modifers are still used to
If a character is holding a small item the punch hits the target, the +4 bonus determine the bonus or malus on the
in his hand when punching, the damage to the Saving Throw is completely Saving Throw.
dealt is increased by 1 point and the cancelled. This is the only way a
saving throw gets a malus of 2 points, creature that's more than twice the size
in addition to any other modifier. of the attacker may be knocked out.

54
RULES
MAGIC Of these primordial elements, two ritual movements. This means that,
are magical elements (Holy and from when the initiative is rolled, until
Magic is a form of energy that only
Obscure) while the other six are Natural he casts his spell, the spelllcaster must
some special individuals are able to
elements, and they are air, water, frost, keep all of his concentration only on the
use. It exists in two big shapes: Arcane
fire, lightning and stone. gestures and the words he needs to do
magic, that is cast by mortals with the
Each one of the elements has a and say.
use of spells and magic ingredients,
different kind of energy and a different Sometimes, this is not easy to
and Divine magic, that is performed by
kind of magic. achieve: during fights, a spellcaster
clerics and other religious characters
In nature, elements may mix and may for example be targeted by
through the intercession of their
match, giving birth to many different enemies with attacks or even other
protector Immortals, and is summoned
things. In magic, when the elements are spells, or be forced to dodge an attack
through prayers.
used to materialize those energies, the or end up in a trap. All of these events
Magic will be described in much
same energies collide with each other, may disrupt the spellcaster's
greater detail in the classes handbooks,
and they may interact in very different concentration and, if that happens, the
together with the spells. However, here
ways depending on what other element spell is wasted. If the character has the
I'll describe the basic rules that rule
they collide with. general skill Concentration, he may try
magic and spellcasting.
In particular, summoned elemental not to lose his concentration even if any
creatures, dragons, salamanders ad of these situations happen. Events that
MEMORIZING SPELLS
every other creature that participates to disrupt concentration are:
In the morning, just after getting up,
the nature of a particular element tend
Arcane spellcasters usually spend one When a spellcaster is hit by an
to be influenced in different ways when
hour of their time in meditation and use attack.
they are hit by different elemental
that time to pick their spells for the day:
magic. The principle behind this natural When a spellcaster receives
they prepare the ingredients for them
law is the principle of Elemental damage.
and revise the spells using their
oppositions.
spellbooks so that they make sure they When a spellcaster is forced to move
To keep it simple:
remember the words perfectly. more than 3 m in one round.
It is not possible to change the Obscure is opposed to Holy
When the spellcaster changes his
memorized spells onche the choice is
Water is opposed to Thunder mind and decides not to cast any spell
done, until next day. Therefore,
anymore, but after rolling for initiative
spellcasters must be extremely careful Air is opposed to Stone
and declaring the spell.
when they pick spells and they should
Fire is opposed to Frost
try and chose the ones that they think When the spellcaster is targeted by
may be of greater use, not only combat As a general rule, when a creature any ability, skill or magic that, at the
magic. with an elemental nature is hit by an DM's discretion, may distract him from
attack of the opposite element, the what he's doing
REVERSE SPELLS damage that the creature takes is
When a spellcaster steps on a trap.
Some spells exist in two different and increased, usually doubled.
opposed versions. When a spelllcaster When, on the other hand, a creature
NOTE: If a Magic-User is unstable or
knows one version of those spells, he is is hit by an attack of its same element,
moving fast (on the bridge of a ship
always able to summon the opposite the attack would cause reduced
during a storm, or riding on horseback
spell whenever he wants, but Arcane damage, no damage at all, or it may
for example) it is not possible for him to
spellcasters must memorize either the even be healing the creature.
cast spells. It may be made possible if
normal version or the reverse spell in More detailed infromations will be
the Magic-User had the Concentration
the morning. given in the Dungeon Master's
general skill, that allows him to keep the
reference, at the end of this book, and
concentration even in adverse
ELEMENTS in the description of each monster.
environment conditions.
Everything that exists in the world is
made up of eight elements that, by CONCENTRATION
The DM may decide to add more
mixing up in different proportions, and To cast a spell, both Arcane and
events to this list.
with the magic of Immortals, originated Divine spellcasters need to pronounce
To prevent spellcasters from wasting
the whole Multiverse. the words carefully while repeating
their spells, they tend to be protected

55
RULES
by the other characters and don't in different ways, depending on their items can be used at will, while some
normally engage in hand-to-hand type. others may be used a limited number of
combat. This doesn't mean that they Armors, rings and shields must be times per day or week, or may have
cannot be targeted by spells and worn to be used. Magic weapons must "charges" that are consumed every
ranged weapons, but in most of the be used to attack, like normal weapons, time one of the powers of the item is
situations that offers them enough to show their powers. Potions must be used.
protection to keep their concentration drank and scrolls must be read aloud Potions and spell scrolls, for
when casting. by a spellcaster. example, can not be recharged and are
Concentration is also used by Wands, staves and rods usuallly usually destroyed when used. Some
spellcasters to keep control of need a command word to be worked, other items, like wands and staves,
particularly challenging magic effects, like most of the magic items that don't may be rechargeable, and in that case
created by magic items or spells. In this fit in the other categories. Some special the characters must find a spellcaster
case, the spellcaster must keep his powers of magic weapons or armors that's powerful enough to re-charge
concentration for all the time the magic may be activated by a command word them and pay him for his service.
effect is in place, and to lose it may be as well. Using a magic item is easier, and
extremely dangerous. Normally, when the characters find a often faster, than casting a spell. The
In some case, to lose the magic item in an adventure, it doesn't character using the power of a magic
concentration for a spell or effect, only have a label that says its name and item does not need concentration like a
ends the effect of that spell. In other describes how to use it. Therefore, the spellcaster casting a spell. However,
cases, a summoned creature may turn characters need to identify the magic the power of the magic items does not
against the spellcaster who summoned items before using them. There are depend on the character using it, or by
it, or the magic effect may bounce back spells that may help the characters the spellcaster who enchanted it. Spells
to the caster. identifying the magic items, but if they and effects generated by magic items
To keep the concentration, a don't have those spells, they can are usually considered as spells cast by
sellcaster must do nothing during his always hire a high-level spellcaster and spellcaster with the minimum level
round, and he may just move at a ask him to identify the items for them. needed to cast that level of magic.
maximum speed that's half his normal Spellcasters are usually happy to
movement rate. Moreover, all of the identify magic items, and they take 100 WISHES
situations already described above may Dc per item as a payment. They The spell Wish may only be
cause a spellcaster to lose the wouldn't lie about the powers of an summoned by 36th level Clerics with
concentration even when he's item, because once the characters try Wisdom 18 and Magic-users level 33
mantaining a spell. it, it would be obvious if the spellcaster and above with Intelligence 18.
lied. When an item is identified, all of Sometimes, some very rare and
MULTIPLE SPELL EFFECTS the command words to use its powers precious magic items may allow the
Multiple versions of the same are immediately revealed as well. characters to express a Wish as well.
magical effect or spell, even if NOTE: It is not possible to identify When a Wish is cast, whoever
originated by different sources, never potions by the taste, the smell and the summons the spell must write down his
affect the same target more than once. colour. It is also not possible to take just wish, so that the wording cannot be
For example, a creature that drank a a sip of a potion to try the effect and changed later on.
potion of haste cannot speed up more if keep the rest for later. The amount of The Wish is a spell that is summoned
a magic user casts haste on him. potion that is in a flask is always the by mortals, but it is fulfilled by the
The only exception are spells that amount needed to produce the effect, Immortals, so it isn't always fulfilled the
influence damage and To-Hit rolls, that and taking less of it won't produce any way the characters meant it to be.
sum up normally to the bonuses of effect at all. However, if there is no reason to have
magic weapons, and the effects that NOTE: Scrolls are very easy to an Immortal fulfilling a Wish by twisting
affect AC that sum up to the effects of identify: any spellcaster may identify a its interpretation, a Wish should usually
magic shields and armors. magic scroll by simply casting read be taken literally.
magic on it. The Wish spell is better described in
USING MAGIC ITEMS the Classes handbooks of the classes
In their adventures, characters may When a character wants to use a who may use it, and in the description
find magic items that they will obviously magic item in the game, it is usually there are some suggestions for limits
want to use. Magic items can be used enough to tell the DM. Some magic and uses of the spell in the game.

56
RULES
However, the Wish spell is so complex
and needs so much magic power that
it's never possible to find it on a scroll.

MAGIC RESEARCH
Magic research is a process that
Arcane spellcasters may use to
research new spells. It will be explained
in detail in the Classes Handbooks.
Both Arcane and Divine spellcasters
may use Magic research, from level 9
on, to create their own magic items,
thus allowing the players to personalize
their own characters and get the magic
items they may need exactly when they
need them.

57
SETTING
The campaign Arsenic and old HISTORY GEOGRAPHY
Spellbooks is set in the world of
AS THE CHARACTERS KNOW IT GENERAL OVERVIEW
Mystara, and more precisely in the
Principalities of Glantri, a big nation
The first settlers of these lands were Glantri is a big nation, closed among
ruled by arcane spellcasters where an
red-headed humans called Flaems. very high mountains. The Glantrian
ancient and powerful magic pervades
They estbilished here many cities and Alpes, in the heart of the nation, are the
the land.
their greater magic abilities attracted highest mountains in the world.
more wizards and witches from The borders are delimited north by
everywhere. the Wendarian Range, east by the
GENERAL INFORMATIONS The biggest number of these new Colossus Mountains, south by the
The Principalities of Glantri are a settlers was divided between Thyatian broken lands, the Silver Sierras and the
wide nation built in the valleys closed wizards and the big clan of Belcadiz Kurish Massif, and west by the Adri
among the highest mountains in the elves. They fought with Flaems for Varma Plateau.
world. Here arcane spellcasters are the supremacy, but eventually a fourth Among the mountains, often high
only ones worthy of becoming noblmen, force arrived: guided by general and inhospital to life, are many valleys
have a feud and get a vote in the Halzunthram, an Alphatian army which are very fertile. The biggest
Parliament. Religion is banned, and so occupied these lands declaring them valleys are the Valleé d'Isoile, in the
are Clerics and Druids. Dwarves and part of the Empire. west, the valley of the Red River, south-
Halfling are often held captive and used Flaems, elves and Thyatians joined west, the Valley of the Vesubia River,
as guinea pigs in the wizards' their forces and, guided by Thyatian that runs from north to south, and the
laboratories, due to their superior lord Alexander Glantri, defeated the valley of Dol Anur River, north east.
resistance to magic. Alphatians and Halzunthram, declaring The Sablestone Plains, in the west, are
In the following pages, players will independence. They founded the first set on a less fertile plateau.
get a general overview of the land and Principalities and the Parliament. The forests in the Principalities are
the society of the Principalities, like all Years later, the most glorious very rare: there are small woods
characters born in this land should institution of the nation, the Great everywhere, but proper big forests can
have. School of Magic, was founded and, only be found in the elven Principalities,
after that, the supremacy of arcane south, in the valley of Dol Anur river,
spellcasters was so obvious that they and north of the Principauté de la
stated it by limiting nobility to the Nouvelle Averoigne, in the Valley of
spellcasters only. Religion was banned Wolves. More forests lie hidden in the
except for the Immortal of Knowledge secluded valleys on the Wendarian
and magic, Rad, who is worshipped by Range.
wizards, has no clerics, and is the The hills of the Principalities are very
protector of Glantri. dangerous: they give shelter to many
monsters, and it's very easy to get lost
there.
The biggest city in the Principalities
is the capital, Glantri. It's built at the
junction of Vesubia and Isoile rivers,
where a swamp used to be: now the
houses and palaces are built on small
islands, surrounded by waterways
where many gondola boats pass. Other
big cities include Braastar, Eriadna,
Verrazzano and Oxhill.

58
SETTING
THE PEOPLE ETHNICITIES with blue eyes. The Prince of Boldavia
is Karameikan as well. They speak
People in the Principalities is divided In the last centuries, many wizards
Karameikan.
between two big social classes: and witches moved to Glantri to study
Arcanes and Mundanes. magic, and now the Principalities are a
HUMANS - ALPHATIANS
Arcanes are Arcane spellcasters: it melange of cultures and ethnic groups
After the defeat of Halzinthram, not
means Magic-users and Elves. Arcanes like you cannot find anywhere else.
all of the Alphatians left the
can achieve nobility and rule a How they can survive without making
Principalities. Some settled here and
dominion, if they graduate at the Great war to each other nobody knows.
vowed allegiance to the new nation.
School of Magic. The law always grants
They are not many, and they mainly live
Arcanes maximum rights and freedom. HUMANS - FLAEM
in the Blackhill region. They have an
The other ones, the ones with no Flaem are one of the biggest ethnic
extremely white complexion, and
magic, are called Mundanes. Law groups. They live altmost everywhere.
usually they have black hair with blue
always favors Arcanes over Mundanes. They usually have red or blonde hair,
shades, when not blue hair or even of
Nevertheless, Mundanes can achieve green eyes, a bronze-golden
different colours. They have eyes
great goals in the Principalities and complexion and are tall and strong. The
whose colour may span from sky blue
have some advantages as well. Prince of Bergdhoven is a Flaem.
to emerald green, to purple, scarlet and
1- They cannot be nobles, so they Flaem speech has become the official
fuchsia. They speak Alphatian
cannot be involved in politic plots and Glantrian language.
language. The Prince of Blackhill is a
conjures.
former Alphatian.
2- They must not pass exams to get HUMANS - THYATIANS
a new level like they do in the School of Thyatians are a very common group
HUMANS - AALBESE
Magic. as well. They settled mainly the Valley
The Principality of Aalban was
3- They must not spend a lot of of Red River. They are usually short,
founded by the descendants of Lord
money for ther studies, like Arcanes, so with black or brown hair, dark eyes,
Alexander Glantri, of Thyatian heritage,
they may become quite rich in a short beards and a tanned complexion. The
who tried to achieve peace with
time. Prince of Caurenze is Thyatian. They
Alphatian colonies by merging forces
That does not mean that all usually speak Thyatian language.
and families. The Von Drachenfels
Mundanes are happy with that, though,
family, rulers of the Principality of
and rebels are always around. HUMANS - ETHENGARIANS
Aalban, are the descendants of these
Ethengar is one of the most
two groups. They often have inter-racial
dangerous enemies of the Princi-
marriages and their ethnic group often
palities. Nevertheless, some colonies
enlarges with Flaems and other races.
moved through the borders before they
They may speak both Alphatian and
were closed and now live mainly in the
Thyatian, or just Glantrian.
Principality of Krondahar. Their prince
is of Ethengarian heritage as well.
HUMANS - AVEROIGNESE
Krondaharians are oriental men, usually
These persons arrived in the
with mustaches and black hair and
Principalities from another world,
eyes. They wear kimono robes and
following the powerful D'Amberville
speak Ethengarian.
family through some magic portals.
They are elegant people average size
HUMANS - KARAMEIKANS
and may have any normal colour of hair
The region of Boldavia, on the Dol
and eyes. They speak Averoignese,
Anur river, is settled by colonies from
and the Principality where most of them
Karameikos who mixed up with Flaems.
live, the Nouvelle Averoigne, is still
They are quite a big community and
ruled by the D'amberville family.
have spread around the whole nation.
Most of the capital is now of Traldaran
heritage as well. They are tall and
slender, usually dark-haired (but blonde
are common too), pale in complexion,

59
SETTING
HUMANS - KLANTYREAN ELVES - BELCADIZ CLAN NAGPA
Klantyreans arrived exactly at the The Belcadiz clan is a very unique Nagpas are monsters who try to
same time and with the same magic one, of short elves with small pointed achieve the absolute knowledge. They
portals as Averoignese people. They ears, tanned complexion, black curly can live extremely long and are quite
are similar, but are usually taller and hair and black eyes. They are very wise and intelligent. Sometimes they
with light brown, red or blonde hair. The passionate and fierce. Men usually mix up with humans and live in their
men always wear a kilt, and they speak have mustaches and sometimes communities. They are not common,
Klantyrean. They founded the beards. They are very refined elves, but in the Principalities they are often
principality of Klantyre, which is ruled whose towns resemble much more tolerated for their research of the
by the Mc Gregor family. human ones than elven ones. They are knowledge. They have bodies similar to
the founders of the Principality of old men's ones, but their heads are like
HUMANS - MORNEI GYPSIES Belcadiz and speak the Belcadiz elven vultures'ones. In the Principalities, most
Mornei gypsies are a mix-up of three language. of them are concentrated in two small
races: Ethengarians, Karameikans and and secluded villages: Gromag on the
Belcadiz elves. The Mornei tend to ELVES - EREWAN CLAN Kurish Massif, and Kvaduk on the Silver
have dark skin, slightly oriental traits Elves of the Erewan clan are Sierras.
(especially the eyes), slightly pointy originally settlers who came in after the
ears, tall stature, dark curly hair, tanned Alphatian occupation was over, from OTHERS
complexion, and quite strong and lean Alfheim. They used to be ruled by the There are often other humans in the
bodies. They are nomads and their Belcadiz, but they gained indepen- Principalities, but they are usually
culture is very peculiar. Both men and dence and are now ruling the Erewan visitors from abroad. Ylari and Sindhi
women wear earrings and use a lot of Principality. They are usually blonde, people are forbidden to enter the
jewelry and they usually wear very but every light colour of hair can be nation. Dwarves and halflings don't
colorful clothes. They speak found among them. They are tall, with usually show up here. Other elves as
Karameikan, and most of their static pale skin and lean bodies, green, grey well may be found around, especially
camps are around the Boldavian or blue eyes. They speak Alfheim elven the ones from Wendar, north, who
region. language. usually have red hair.
The small community of Chapa,
HUMANS - BELCADIZ HUMANS ELVES - SHADOW close to Eriadna, is made of rabbit-like
Belcadiz humans are actually Far north-east there is the smalll humanoids, very peaceful and
humans of mixed Thyatian heritage town of Red Cliff (Forra Rossa) which easygoing. There are no adventurers
who moved to live close to or together was founded some years ago by a among them.
with Belcadiz elves. Eventually, they group of Shadow elves who wanted to There is also a very small community
took over elven habits, language and move out of the caves. Their leader of Aquarendi elves living in the lake of
clothing. Most of them even have some lives in the tower of Sol Bramir. They Westheath, counting just above 1.000
elven ancestor. They look like Belcadiz are a very small group and speak of them, but they seldom leave their
elves, but without pointed ears. shadow elven language. They usually peaceful waters to adventure on the
have dark, purplish skin, big black eyes, ground. Legends say that above the
black straight hair and huge pointed tower of Sylverston, pegataurs fly, but if
ears. it is true, they must be very rare.
Centaurs inhabit some forests,
especially in the elven lands and on the
mountains, but they are usually not very
friendly with humans and elves, and
prefer to be left alone.
Ogres, orcs and goblins sometimes
wander around the land to offer their
services as mercenaries, and it is not
uncommon to find some of them
between the capital and the border with
the Broken Lands.

60
SETTING
THE GREAT the character needs to pay a fee and Science lab
"spend" some XP. Each class lasts 2 XP: 2.000
SCHOOL OF MAGIC weeks, and at the end, the character Dc: 500
The Great School of Magic is known learns the new skill. This class teaches how to avoid the
to be the school from which the most Here is a description of all the special most common mistakes in spell
powerful wizards of the entire world classes that can be attended at the research and magic item enchantment.
graduate. To study in the school is a Great School of Magic. The student gains a permanent bonus
privilege. Only Glantrian people can of +5% for spell research, magic item
study there, and they still need to have Agility training enchantment and construct animation.
a reference letter written by a wizard or XP: 500
witch who got a degree there, to be Dc: 100 Summon familiar
admitted. The spellcaster learns how to cast XP: 2.000
The fare to study in the school is to spells while moving, for example while Dc: 500
be paid daily, and is quite expensive as falling, running or horse-riding. The The spellcaster may summon a familiar
well, thus young students often interrupt spell is cast succesfully if the caster - a magic creature - as a servant and
their studies to adventure in search of rolls under or equal to his own Dexterity helper. The summoning may only be
treasures before coming back. In the score on 1d20. The Master may give a tried in a night of full moon, and has a
Grand Hall, there is a showcase where malus to the roll if the caster is chance of success of 2% per level,
the students can find help and jobs performing some particularly complex minus 10% per special ability (*) of the
requests that they may accept to get movement. creature. Science lab bonus does not
some cash. apply to this test.
In the school, arcane spellcasters Skill training The familiar is mentally connected to
have a private teacher who follows XP: 1.000 the spellcaster and his actions can be
them, follow classes together and have Dc: 200 controlled by the spellcaster. It has an
laboratories and libraries where they The student learns a new general skill intelligence score of 1d10+8. A
can perform their experiments in total or raises one (and only one) of his spellcaster may only have one familiar
safety. They can even follow defence general skills by 3 points. at the same time. Familiars are always
classes, griffin-riding classes and loyal to their spellcaster and cannot be
special courses to improve their magic Language class enchanted or controlled to act against
skills. XP: 500 their spellcaster.
To gain a new level, students must Dc: 100 To summon a creature, the spellcaster
pass an exam, consisting in the The student learns a new language or must have a part of the body of such a
research of a new spell. To achieve the raises one (and only one) of the creture. For every summoning, a part of
9th level, they need to research a new languages he already knows by 3 a different creature must be used. A
spell and to undergo a final points. A character may know a failed attempt means that the ingredient
examination. Once a spellcaster is 9th maximum number of languages equal has been destroyed.
level, he or she gets the school Degree. to his Intelligence score, excluding the The creature has the same alignment
Graduated students may keep on bonus languages. as the spellcaster and its maximum HD
studying in the school, but won't have a is equal to the spellcaster's Intelligence
private teacher anymore. Spell combination score minus 10. The creature's HP are
Gaining the 9th level degree at the XP: 1.000 as many as the Spellcaster's level.
Great School of Magic is usually the Dc: 200 A spellcaster may summon a character
only way to have a chance to become a The student may combine the levels of as a familiar, but in this case it cannot
noble. spells he may memorize every day any be an existing PC or NPC: it will be a
way he likes. The student adds the completely new being, born by magic,

SPECIAL CLASSES number of levels of all the spells he with no past and to whom the
may cast every day. Then, he may spellcaster must give a name.
Spellcasters in the Great School of
divide them any way he likes to Characters of any class are considered
Magic may attend special classes that
memorize his spells. This skill does not as special monsters with 2 special
teach them new powerfull magic skills.
allow the student to cast spells of levels abilities (**) for the chances of success.
Each student may attend 1 special
that he may normally not cast. The familiar always stays with the
class per level, and to be allowed to,
spellcaster and cannot be left behind or

61
SETTING
run away from him. The familiar does questions always telling the truth. There 1 Dc per HP of the monster killed.
not gain any new level or increase in are different uses of the mandrake for Ingredients from particularly unusual
HP, even when the spellcaster's level different mandrake species. monsters may be needed for the
grows. If a familiar dies, the spellcaster If the spellcaster is level 9 or higher, he research new spells of higher levels, or
may not summon another one for a may use a mandrake root to make a to enchant particularly strong magic
whole year. Manikin, a magic creature that helps items.
spellcasters in their experiments.
Spell focus I II III
XP: 1.500 3.000 6.000 Meditation NOBILITY AND POLITICS
Dc: 100 200 400 XP: 500
There are two levels of nobility in
This class may be attended up to three Dc: 100
Glantri: the Princes and the other
times and only by students who may The student learns how to increase his
nobles. Princes rule big dominions,
cast spells at least one level higher concentration and meditation skill. By
called Principalities, and form the
than the class's level. using this skill, the student can solve
Grand Council of the nation. They
The class teaches how to achieve problems faster. After one hour of total
usually take all of the decisions for the
perfect knowledge of one single spell of concentration in meditation, the student
nation's good.
the class's level (1, 2 or 3). The gets a bonus to his Intelligence score of
The other nobles may be Barons,
spellcaster does not need to memorize +1, plus another +1 point for every 5
Viscounts, Counts (or Earls),
that spell, but he may cast it once per levels after the first (+2 at level 6, +3 at
Marquises, Dukes and Archdukes.
day for free. Moreover, he may always level 11, +4 at level 16, etc...). The
Nobles and Princes together form the
decide to sacrifice one of the spells he student must specify which problem he
parliament and, usually once per
memorized to cast the focused spell of wants to solve before using the
month, for three days, they gather to
the same level of the one he sacrified. meditation. Meditation may be used to
vote on the issues that the Grand
increase the chances of success to
Council could not solve.
Quick cast research new spells, enchant magic
For an old law, nobles with a higher
XP: 500 items, animate constructs, summon
rank get a dominion that's closer to the
Dc: 100 familiars and so on...
Capital.
The student learns how to prepare a
When a noble dies without a
spell in advance, spending one whole Memory training
legitimate heir, the dominion is left with
round. When he decides to cast that I II III IV
no ruler, and in this case the Awards
spell, the student will automatically be XP: 500 1.000 2.000 3.000
Festival starts: the nobles of lower rank
first in the initiative order. If the student Dc: 100 200 400 600
fight for the higher position, until all the
changes his mind about the spell he The student who want to follow this
dominions are assigned, and the last
wants to cast, he must waste one round class must already know the spell
baronies are awarded to wizards or
to put his ingredients away before he combination. This class may be
witches who stand out for some
may cast something else. attended up to 4 times. Each class
reasons. The Awards Festival takes
If more than one spellcaster has quick teaches the student how to improve his
place no more than twice per year, but
cast, they all win the initiative against memory and memorize 1 extra level of
usually it's happening less than every
other characters and monsters, but spells every day.
year.
must roll to decide who among them is
Many noblemen use representatives
casting first. Find ingredients
to attend votes in the Parliament or in
XP: 500
the Grand Council, to be free of politic
Mandrake Dc: 100
duties and have more time to spend to
XP: 500 The student learns to recognize and
research and study magic.
Dc: 100 extract ingredients for spells from the
This class teaches how to recognize corpses of monsters. The student's
and harvest mandrake plants. Roots of chance to find ingredients is 1% per
the mandrake are used to create level, plus 20. The master may give
sleeping potions or truth potions: its bonuses or maluses depending on the
victims must roll under their conditions of the corpse and the rarity
Constitution and, if they fail, they fall of the monster. A spellcaster may find a
asleep for 1d6 full days or answer 1d6 total amount of ingredients worth up to

62
SETTING
PRINCES NOBLES DAME DIANE DE MORIAMIS

These are all the names of the These are all of the other nobles, from Viscountess of Malinbois

Princes and their Principalities. All the most influent to the least ones. Like
Glantrians usually know them. the Princes, all of the citizens of the SIGNOR GRISEO FULVINA

Principalities know their names. Viscount of Verrazzano

PRINCE ETIENNE D'AMBERVILLE


Prince of Nouvelle Averoigne and LORD HARALD OF HAASKINZ SIGNOR ANTONIO DI TARENTO

Grand Master of the Great School of Archduke of Westheath Viscount of Castelbianco

Magic
HERR ROLF GRAUSTEIN

PRINCESA CARNELIA MARIA JUANITA LORD JOHN BEAUMARYS-MOORKROFT Viscount of Blofeld

DE FEDORIAS Y BELCADIZ Duke of Hightower


Princess of Belcadiz SIR EZECHIEL NARAMIS

LADY M ARGARET OF HILLLSBURY Viscount of Nathrat

PRINCE JAGGAR VON DRACHENFELS Duchess of Fenswick


Prince of Aalban and General in chief of LADY ROWENA KROLLNAR

the Great Army Viscountess of Bergen

DON FERNANDO DE CASANEGRA


PRINCE VANSERIE VLAARDOEN Marquis of Satolas
Prince of Bergdhoven DONA ISABELLA DE MONTEBELLO

LADY M ARIANA TERLAGAND Baroness of El Egorn

PRINCE BRANNART MC GREGOR Marchioness of Berrym


Prince of Klantyre LORD PIETER VANDEHAAR

LORD EACHAINN MC DOUGAL Baron of Oxhill

PRINCE MORPHAIL Marquis of Duvengan


GOREVITCH-WOSZLANY SIRE M ALACHIE DU MARAIS

Prince of Boldavia Baron of Morlay

LORD EMETH URBAAL


PRINCESS CARLOTINA EREWAN Count of Wylon HERR FRANZ LOWENROTH

Princess of Erewan Baron of Adlertum

LADY SINARIA VERLIEN


PRINCE JHEREK VIRAYANA Countess of High Sonden LADY MYRA MC DUFF

Prince of Krondahar and Supreme Baroness of Uigmuir

Judge of the Council LADY ALIANA NIRAVYEL


Countess of Soth-Kabree LADY SZA SZA MARKOVITCH

PRINCE INNOCENTI DI M ALAPIETRA Baroness of Vladimirov

Prince of Caurenze LORD URMAHID KRINAGAAR


Count of Skullhorn Pass LORD YOURI IVANOV

PRINCE VOLOSPIN AENDYR Baron of Palatinsk

Prince of Blackhill and Chancellor of the LORD ALASDAIR MC ALLISTER


Princes Earl of Glenargyl LORD PIOTR-GRIGORIJ TIMENKO
Baron of Kutchevski

DAME GENEVIEVE DE SEPHORA


Countess of Touraine LADY NATASHA DATCHENKA
Baroness of Pavlova

LADY ARBANA JERBAT LORD LASZLO WUTYLA


Viscountess of Redstone Baron of Mariksen

SIRE GILLES GRENIER


Viscount of Fausseflammes

63
SETTING
TAXATION TAXATION IN THE PRINCIPALITIES OF GLANTRI
Taxes in the Principalities are LOCAL TAXATION
counted at the end of the year, on the TAX NAME GLANTRI TAX DESCRIPTION
FEUDS FREE LAND
CITY
base of the income of the whole year,
This tax must be paid by all the
and need to be payed on the next year BASIC TAX 5 dc 4 dc 3 dc citizens, no matter the status, magic
abilities, income or anything else.
at fixed dates. This allows citizens to Houses are buildings not taller than 2
10% of the 10% of the 5% of the
know in advance how much they have HOUSE TAX floors and not wider than 250 sq m.
value value value Bigger ones are palaces (see below).
to pay, and to save the money they Palaces are buildings taller than 2
floors or wider than 250 sq m. The
need for the tax days. Taxes must be 20% of the 20% of the 10% of the towers of the nobles and Princes are
PALACE TAX not considered palaces: they are not
paid to the local villlage chief, value value value
private properties, but they are owned
magistrate, constabulary or city hall. by the Grand Council.
It's only applied to people who have
If someone does not pay the taxes, more than 100 sq m of land, not
Not 2 sv per 1 sv per including their house. It can be any kind
the treasury employees have magic GROUND TAX
applicable 100 sq m 100 sq m of land. It's not applied within the walls
ways to find it out. Tax evasion is of Glantri city and does not apply to the
dominions.
considered a very serious crime. Taxes Nobles and Princes must pay 20% of
Not 20% of the Not
NOBLES TAX their dominion's total income (including
do not affect XP gained from money. applicable income applicable taxes) to the Grand Council.
In the table in this page there's a list All of the jobs that do not require any
MUNDANE 10% of the 10% of the 10% of the use of magic have the same taxation.
of all the taxes that the PCs may have BUSINESS TAX income income income Killing monsters for a reward is actually
considered a mundane business.
to pay while living in the Principalities of This tax is applied to all of those jobs
Glantri. Please note that people living in ENCHANTMENT 20% of the 20% of the 20% of the that are done by magic. Minimum
TAX income income income annual taxation for these jobs is 20 dc
"free land", which means those even if the income is lower.
Possessors of creatures that are not
territories not part of any dominion, pay just domestic animals must pay an
less than people in dominions, because yearly tax. This tax applies to all of the
animals that are not considered
they don't get the same services and "domestic", including monsters,
dwarves and halflings. This tax alone is
protection. People in Glantri city pay the DANGEROUS not enough to be allowed to have
10 dc per 10 dc per 10 dc per
CREATURES dangerous creatures: the owner must
highest taxes in the nation. The city HD HD HD have a monster handler per each
TAX
uses taxes to mantain the Parliament, different species he has and a licence
to hold them (see below).
Citadel, School of Magic and other Creatures like constructs or undead or
permanent summoned creatures don't
institutions, and to clean the waterways. need a handler, but are still subject to
PCs may want to move out of Glantri this tax.
When a noble gains a new, higher rank
city to pay a smaller amount of taxes and title, or when a character gets his
first title and dominion, this tax must be
The total amount of taxes that a paid within one month. If not paid, the
new noble is removed and the title re-
citizen has to pay in a year is calculated CHANCELLOR'S Not See Not assigned.
by adding up all of the taxes he or she BILL applicable description applicable The tax is worth 10% of the monthly
income of the new dominion, plus
has to pay. Before each of the four tax 100dc per each voting session
conducted in the Parliament in which
days during the year, the character is the assignment of the title was
supposed to pay 1/4 of the total, round discussed.
ROADS AND This tax is used by the Grand
down, except for the fourth one, when Not Council and the nobles to fix and
WATERWAYS 12 dc 5 dc build new roads and, in Glantri city,
applicable
he or she will have to round up all of TAX to take care of the waterways.
that was rounded down in the other
days. For example, a character that has A character may also pay everything far away villages, it is normal that the
to pay 19 Dc of taxes throughout the he owes to the treasury for the whole taxes are collected only on one or two
year pays 4 Dc on the first, second and year by the first tax day, to make sure of the tax days, so that the tax solicitors
third tax days, and the remaining 7 Dc that he won't forget to make any from the capital must not travel there
on the fourth tax day. payment during the year. In small and every three months.

64
SETTING
LICENCES MUNDANE LICENCES
LICENCE NAME COST DESCRIPTION
No matter how stupid that may be,
MUNDANE BUSINESS
whatever a person wants to do in the 1 Licences for mundane business are needed to perform
(UP TO 5DC PER DAY)
MUNDANE BUSINESS any job that does not require the use of magic. The cost
Principalities of Glantri must be of the licence is determined by the income of the year
(BETWEEN 6 AND 100 DC 20
approved by the authorities: people before. A licence is needed to cover all of the jobs a
PER DAY) character may perform.
here must get licences to do altmost MUNDANE BUSINESS Killing monsters for a reward is actually considered a
(101 DC PER DAY AND 200 mundane business.
everything. Licence checks on people ABOVE)
travelling around are very common. This licence is needed by anyone who wants to speak
to an audience of 10 or more people. In exceptional
All licences expire on the last day of cases, for example for a prize ceremony or in a tavern,
or whenever a person is speaking along the road
the year, every year, and may be SPEAKING IN PUBLIC 10 without the intent of raising the crowd into his support,
this licence is not required. All students of the Great
purchased for the next year since the
School of Magic must have it, to be able to take part to
last month of the year before. Unlike the debates and answer questions during their classes.
This licence is needed to teach anyone anything. Only
taxes, licences can only be purchased one licence per teacher is required, no matter how
many things he may teach or to how many students.
at a magistrate's office. The cost of This licence is also required for a character to have
TEACHING 25 followers and apprentices.
licences in the Principalities is decided
Teaching magic without a licence is considered a very
by the Grand Council and already severe crime and it's punished with the confiscation of
all the offender's possessions.
includes the payment of the Magistrate. Building licences are given only to the members of the
HOUSE BUILDING 25
If a character is found without a licence Architects Cadre: nobody wants people to die under a
collapsed house made by a non-professional.
for something he owns or he does, he PALACE BUILDING 250 Houses are buildings not taller than 2 floors and not
wider than 250 sq m. Bigger ones are palaces.
may be spared further problems by This licence is needed to carry things for other people
buying the licence within 3 days and for money. Only the members of the Movers' Guild are
CARRYING OBJECTS 10 entitled to this licence, and with it they take all the
paying a fee that's exactly as expensive responsability to protect the object they carry.
Delivering items for free doesn't need a licence.
as the licence itself. If the licence was Licences for bearing weapons or wearing armors are
CARRYING WEAPONS 5
only given to people with some reference from an
due for some object (for example WEARING SHIELDS AND Arcane who already has that licence. For each piece of
5 armor or weapon a different licence is needed: the
weapons or armors), that object is HELMS
WEARING LEATHER weapon or armor is magically marked to be recognized
confiscated. If the character fails to 10 as an authorized one. The carrying weapons licence is
ARMORS
only needed to use weapons in urban areas. If a person
show the new licence within the third does not want to use any weapon in a town, he may
day, the object will be sold on a public enter without a licence and just leave the weapons at
WEARING METALLIC the guard post. This is oly possoble for short stays. The
auction. 20 weapons may be taken back at no cost when leaving
ARMORS
the town, but it must be done before 7 days. After the
A full list of the licences in the 7th day, the weapons are lost and may be sold in an
auction.
Principalities is given here. Mundane
Hiking licence is only given in the Principality of
licences can be bought by any Belcadiz to enter the woods and in Huledain to
adventure on the Silver Sierras and its duation is
characters, while Arcane licences are usually limited to two weeks, although longer or shorter
licences may be issued, according to the situation.
limited to arcane spellcasters only. The The Hiking licence in Belcadiz may only be required by
players and the Master should HIKING 500 Belcadiz elves, and allows an elf to take along a group
not bigger than 10 people (including himself).
familiarize as fast as they can with The Hiking licence in the Silver Sierras must be
approved by the Capitain of Huledain and can only be
licenses. given to men and women who have some role in the
Great Army. The licence allows the officier to take along
a group not bigger than 10 people (including himself).
This licence must be required before hiring any servant
or specialist. This licence may be given to anyone
wealthy enough to pay for servants, but may be
HIRE SERVANTS 100 suspended or cancellled if the servants are not paid or
are ill-treated.
This licence is needed to hire monster handlers,
spokesmen or any other professionals.
This licence is mandatory to possess creatures other
than domestic animals. The licence allows to hold up to
10 creatures: above that limit, an Army licence is
POSSESSION OF required.
500
DANGEROUS CREATURES The possessor must also have a monster handler per
each different species he has. Creatures like constructs
and undead, who don't need handlers, are still included
in this licence.
Mining licence is only given by the parliament. It is
usually accorded only to nobles, but there are
exceptions, especially if there are not nobles in the area
MINING 200 of the mine. The licence allows the owner to dig and
extract minerals in a round area 7,5 km wide. Normal
taxation applies to profits..

65
SETTING
ARCANE LICENCES ASSOCIATIONS,
LICENCE NAME COST DESCRIPTION
PRIVATE SPELLCASTING GUILDS AND
10
LEVEL 1
PRIVATE SPELLCASTING
30
CORPORATIONS
LEVEL 2 Private spelcasting licence is to be bought for each
PRIVATE SPELLCASTING and every spell a spellcaster has on his spellbook.
In a society that's as complex as the
60
LEVEL 3 Every time the spellcaster gains a new spell, he Glantrian one, many associations get a
PRIVATE SPELLCASTING must inform the magistrate within 3 days and get
100 the new licence for the rest of the year. very important role to help their
LEVEL 4
The most common punishment for using spells
PRIVATE SPELLCASTING
without a licence is the confiscation of the members cope with the bureaucracy.
150
LEVEL 5 spellbook. The spellcaster has 3 months to redeem
PRIVATE SPELLCASTING
The following associations are the most
the spellbook by buying the licences needed and
210
LEVEL 6 paying a fee (same cost as the licences), otherwise well-known legal ones around the
PRIVATE SPELLCASTING the spellbook may be sold on an auction, or even
280 destroyed. Principalities, but there are many more.
LEVEL 7
PRIVATE SPELLCASTING Illegal ones that are not listed.
360
LEVEL 8
Please note that there is not one
PRIVATE SPELLCASTING
450 official adventurers' Guild, but the
LEVEL 9
It is considered hazardous magic whatever spell
that may damage objects or cause harm,
characters may find many small local
confusion, illusion, dangerous alterations. The ones. Many adventurers, though, prefer
licence is required for each and every spell the
spellcaster wants to use in urban areas. The to join other guilds: here they can be
HAZARDOUS MAGIC IN punishment for the use of unauthorized magic in
100 urban areas may change greatly depending on the hired for specific missions and gather
URBAN AREA
consequences of the magic itself. informations from the other guild
It is considered "urban area" every group of more
than 10 buildings or hosting 50 or more dwellers. members.
Many small villages don't usually require this
licence, if there is not a magistrate to check on it. Inscription to a guild usually costs a
PROFESSIONAL fee, that may be monthly or yearly, and
20
SPELLCASTING LEVEL 1
PROFESSIONAL may be restricted to some characters
60
SPELLCASTING LEVEL 2 only. If you want your character to be a
PROFESSIONAL
120 member of a specific guild, talk to your
SPELLCASTING LEVEL 3
PROFESSIONAL This licence must be paid for every single spell that DM and he will be able to guide you.
200 is meant to be used regularly in exchange for
SPELLCASTING LEVEL 4
money or during one's own job. The use of spells
PROFESSIONAL AMBASSADORS AND MINISTERS
300 during work without a proper licence may cost the
SPELLCASTING LEVEL 5
suspension of all professional spellcasting licences
PROFESSIONAL for a period from several months to years, or even SOLIDARITY
420
SPELLCASTING LEVEL 6 for life if it's reiterated.
PROFESSIONAL ARCHITECTS CADRE
560
SPELLCASTING LEVEL 7
PROFESSIONAL
720 ARTISTS' UNION
SPELLCASTING LEVEL 8
PROFESSIONAL
900
SPELLCASTING LEVEL 9
CORPORATION OF ALCHEMISTS
SPELL COMMERCE - LEVEL 1 50
SPELL COMMERCE - LEVEL 2 150 HALL OF MAGISTRATES
SPELL COMMERCE - LEVEL 3 300
These licences are required to sell spellbooks,
SPELL COMMERCE - LEVEL 4 500 parchment scrolls, potions and, in general, all the HOSPICE OF MYSTIC HEALERS
magic items. The licence is required for each level
SPELL COMMERCE - LEVEL 5 750 of spells that the character wants to sell. One
licence per level is enough. The level of the spell MERCHANTS' CONSORTIUM
SPELL COMMERCE - LEVEL 6 1050 used for a magic item is always the level of the
most powerful spell used in its creation.
SPELL COMMERCE - LEVEL 7 1400 MONSTER HANDLERS' SYNDICATE
SPELL COMMERCE - LEVEL 8 1800
MONSTER HUNTERS' UNION
SPELL COMMERCE - LEVEL 9 2250
This licence allows to build a small private army of
45 elements plus 5 officials. Mounts are not MOVERS' GUILD
included, even if they are powerful creatures
themselves, unless they are sentient. Without this
licence, no one is allowed to have more than 10 SAGES' LEAGUE
armed servants.
ARMY 5000 This licence may only be given to nobles.
Only nobles that hold some role in the Great Army SCHOLARS' FRATERNITY
may have more than one army licence, for a
maximum of 3. Militia and regular armies of a feud
don't need this licence, but the private guard of a SCRIBES ASSOCIATION
tower does.

SPOKEMEN'S GUILD

66
SETTING
THE GREAT ARMY THE SHRINES OF RAD Shrine for some important task.
They say Priests are wise and
The Great Army is the army of the Rad is the Immortal of Light,
intelligent, above every other men.
Principalities. It is easily the better Knowledge and Magic: he is the
trained and most deadly army in the protector of the Principalities and it is
known world, compared to its size. It said that he may grant huge magic OTHER RELIGIONS
has many elves and magic-users powers to the ones who worship him. As already said, no clerics are
among its members and most of the The cult of Rad is the only one admitted alllowed in the lands of the
soldiers are armed with magic in the Principalities and it has no Principalities. This does not mean,
equipment. clerics: the Priests of Rad are magic- though, that there is no other religion,
The Great Army is divided in users and elves. here. Because of the absence of cleric
divisions guided by nobles. The The priests of Rad vow their life to in their cults, both Rafiel and Ilsundal
different divisions are split into Banners the study of magic. Since when they are worshipped by the shadow elves
and the banners, in peace, are become Priests, they retreat from their and by the elves in their lands. The
guarding big cities and the fortresses. lives into the shrines, where their shrines of these Immortals are usually
The fortresses guard the borders and primary activities are meditation, study in lands out of the jurisdiction of the
the most dangerous areas of the and research. If they were married, the Council. Another exception is the
mountains. marriage is cancelled. Priests of Rad do pantheistic religion of the Mornei
Many young men and women join not indulge in sex or have families. gypsies, who don't worship one single
the army in search of glory or money. On the other hand, it is said that in Immortal, and don't really have temples,
Fighters may have a long career, here, the shrines there are unbelievable so the Council can not really attack
and magic-users and elves may magic treasures, big libraries and them for any kind of heresy.
impress their superiors and gain a awesome laboratories for the Priests to Apart from these aspects, though,
reference letter to enter the Great use. Many young magic-users with no other religions are usually fought by the
School of Magic. money become Priests in order to have Council and the shrines of Rad, whose
This may be a great place to find an education in magic. Many old magic- high Priests and Deans may prepare
adventures, gain a reputation and be users and elves retire in the Srhrines of full fledged armed attacks if they know
involved in national and international Rad to live their last years peacefully. of any heretic around.
missions, especially for mundane Sometimes, the Priests also
characters. adventure out of the Shrines, especially
if they are asked by the Dean of the

67
MASTER REFERENCE
A campaign in the Principalities of happens (it may be a MONSTER REACTION CHART
Glantri is in many ways very particular terrain in the 2D6 REACTION
2-3 The monster attacks
challenging for a Dungeon Master as outdoors, or a level of the
The monster is aggressive, growls and
much, and even more than it may be for dungeon indoor). The table 4-6 has a menacing behaviour. Roll again
players. Many rules need to be usually reports a die roll next round with a -4 modifier.
The monster is suspicious. Roll again
adapted, rewritten or invented to handle and many different results, 7-9
next round.
this huge amount of magic, and the associated to the different The monster is quiet. Roll again next
10-11
round with a +4 modifier.
Master needs to keep control very well scores on the die. The DM
12 The monster is friendly
on the setting and the developments must roll the die and just
MONSTERS AND ALIGNMENT
and achievements of the characters. pick the encounter that the table shows
Monsters, like characters, have 3
In this last section, I will introduce for that die roll.
Moral Alignments. While the alignments
some rules for the Master that may be The DM may also decide to pick one
mostly work in the same way for
used to speed up the game and at the of the random encounters instead of
monsters and characters, there are
same time add realism to the situations rolling for it, if he thinks it better fits the
monsters that have completely no
described in the adventures. story or the party.
morale and, no matter what happens,
Random encounters must be
will only try to kill and destroy. Usually,
GAME TIME handled exactly like normal encounters,
these monsters are only undead
once they happened, from the initial
The importance of keeping track of creatures controlled by someone,
possible surprise, passing through the
time has already been discussed in the whose mind is blank or so corrupted
monsters' reactions, to the many
rules chapter of this book. However, it that they cannot really understand
possible outcomes including a fight.
is important to underline that it is the anything anyone may tel them. They
DM's duty to keep track of time still fall under the Chaotic alignment,
MONSTERS REACTION ROLLS
precisely, and that may even mean to but are not reasonable enough to try
The first thing to do when a random
prepare a prospect to update every now any approach other than fight.
encounter happens, is to determine
and then, so that you always know what These monsters will always be
what is the reaction of monsters
time of the day it is and how much time identified as evil by the spell Detect evil
towards the group. The group may
passed since the characters lit up the and are affected by all of the spells
have time to do something before the
torch or cast the last spell. affecting Evil.
monsters show their reaction, so they
The passage of time becomes even It is important to note that most of the
may try to influence the monsters to get
more important when the DM needs to highest level undeads are Chaotic or
a positive reaction. Giving presents or
check for Random Encounters and even Neutral, but being very ancient
food, talking to them and blandishing
during fights. and intelligent beings, they understand
them may gain some points towards the
that sometimes it is better to talk with
monsters.
RANDOM ENCOUNTERS people, rather than jump at them and
When the time comes, the DM has to
Random encounters are, as the try to kill them. This way, at least, it is
roll for monsters' reaction. To do so, the
name says, encounters that may easier to deceive them and take them
DM rolls 2d6, and adds to the score the
happen random every now and then by surprise.
Charisma modifier of the character that
and are not fixed in time or in space. In
handled the talks. The DM may also
the adventures where the random NON-PLAYING-CHARACTERS
decide to add some modifier based on
encounters are included, there's always Non-Playing-Characters (NPCs for
the Alignments of characters and
a chart and a short guide on how to use short) are characters that may be
monsters, if the talk has been handled
it. Generally speaking, random encountered in the adventures, or that
well or badly, and if the characters
encounters should be checked once the Playing Characters (PCs) may need
made any gifts or offers to the
every two or three turns in dungeons to contact or may want to hire. NPCs
monsters.These modifiers should never
and once per day and twice per night are usually played by the DM. They
exceed +3 or -3.
outdoors. Random encounters usually may be met in random encounters as
Once the DM has the total, he should
happen if, rolling 1d6, the DM gets a 1 well, but they will usually have a more
check the chart for the result, and act
as a result. friendly approach to the characters, and
accordingly. Keep up role-playing the
If a random encounter happens, the some kind of backstory to tell.
situation until it's sorted, one way or
DM needs to check the random NPCs are very useful to the DM for
another.
encounters table of the area where it many reasons. They may provide

68
MASTER REFERENCE
unexpected help or unexpected that affect the mind, sleep, charme, when it happens. The Energy drain
enemies for the group, they may be poisons and gas attacks. takes the character's XP back to exactly
used as counselors and teachers if halfway between the lost level and the
needed, and they may also be hired as UNDEAD previous one. A first-level character hit
specialists and mercenaries. Undead creatures are the bodies or by an energy drain is immediately killed
The DM should always make clear to souls of dead creatures raised by evil and will probably come back as an
the players that implications of killing necromancers to use them as slaves. undead himself. No saving throw is
NPCs, that are normally humans or They are always immune to slowing allowed to resist the energy drain.
demi-humans like the characters, may down, sleep, charme and mental A creature must willingly hurt an
be much different from killing any attacks and may have very powerful enemy to perform an energy drain. For
monster. People would not get upset if abilities. They can be destroyed or example, a vampire may carry a person
adventurers kill goblins or dragons, but turned away by powerful clerics. without harming it and without draining
they would probably try and chase the his or her life. Only a proper attack
same adventurers, if they suspect them ELEMENTALS causes the energy drain to happen. In a
of the murder of a city guard or some Elementals are creatures made of likely way, bare-hand attacks to the
other peasant. only one solid element. There are 8 vampire won't trigger the energy drain.
For the same reason, it is better that types of elementals, one per element,
characters try and keep their followers and each type is usually living only in POISON
and hirelings alive throughout the the Plane of that element, a parallel Poisonous creatures can be very
adventures, otherwise someone may dimension where everything is made of dangerous for characters. There are 7
start and suspect that they kill them on the same element. For example, different types of poison that creatures
purpose not to pay their fees. thunder elementals come from the may have. These types are standard
Plane of Thunder, and Fire elementals and their effect is always the same, as

MONSTERS ABILITIES come from the Plane of Fire. described beow. When a character is
Elementals of each type may take hit by a poison, he must save vs.
Monsters are very different from
different shapes and be more or less poison and, if the save fails, the effect
each other. When monsters are picked
powerful. They can be summoned in of the poison is applied.
for an adventure, they are usually
the Prime dimension by powerful
chosen by carefully balancing their Paralyzing: the character is
spellcasters, by using magic items, or
skills and resistance to the level of the paralyzed for 2d4 turns.
they may be attracted here through a
characters. Monsters with high HP
natural portal. Irritating: The character gets a malus
scores may be very easy to take down,
Elementals and other extraplanar of 2 points on his AC, Saving Throws
if their AC is very high, while monsters
creatures may only be hit by magic and To-Hit rolls for 2d4 turns.
with few HP may be deadly for a group
weapons and magic, and are
if they have a low AC and a lot of Debilitating: The victim feels weak
considered enchanted creatures.
special abilities. and sick. The debilitation may last for
Most of the special abilities of the 2d4 hours. During this time, the victim
ENERGY DRAIN
monsters are typical of only one may only move half speed, and his
Energy drain is one of the most
monster, and they are described in Strength, Dexterity and Constitution
dreadful abilities that a monster may
detail when that monster is described. drop by 3 points. If any of those ability
have, and many undead may use it just
There are some quite comon abilities, scores goes below 3, the character
with their touch. The touch of these
though, that are shared by many cannot move at all. Debilitated
undead creatures drains the life and the
monsters, and the rules that govern spellcasters cannot cast spells. The
energy from the body of a person, and
them are described here. character may still fight, but he has a 1
leaves that person much weaker in the
point malus on the AC and on To-Hit
end. In game terms, an energy drain
CONSTRUCTS rolls and Saving throws, in addition to
actualy drains a level away from a
Constructs are monsters made by the maluses coming from the reduction
character or one HD from another
some spellcaster, like golems, of the three ability scores.
creature. The level is lost permanently,
animated statues and juggernaughts.
at least until the character gets enough Light poison: For 1d8+1 rounds, the
They are not really alive and they
XP to get it back, and it means that HP, victim of the poison takes 1 damage per
cannot be affected by spells and effects
skill levels, special abilities and even round.
weapon mastery levels may be reduced

69
MASTER REFERENCE
Normal poison: For 1d12+1 rounds, reduce the damage, the monster is still club, sling and most of the improper
the victim loses 1d4 HP per round. entitled to a save as well. weapons and the thrown objects.

Heavy poison: For 2d10+2 rounds, Immunity: The monster is completely Different weapons may afect
the victim of the poison takes 1d8 immune to that element and any differently the monsters, depending on
damage per round. damage dealt with that element is the monsters' body structure. Some
automatically reduced to zero. monsters with a very soft body may not
Lethal poison: The victim takes 2d10
take damage from blunt weapons, while
damage per round until his death, or Absorb: The monster is made of the
some other ones with heavy armors
until an antidote is given to him. element, and any attack dealt to him
may be well protected from piercing
with this element is added to his HP
Note that all of the poisons' effects weapons. In a very similar way to the
instead of being subtracted, healing
can be cancelled if the victim takes an elements, monsters may react in
him. The monster cannot get more HP
antidote while the poison is active. A different ways to the attacks performed
than his maximum amount, though.
poisoned character cannot be poisoned with different weapons. The list below
again by the same substance or attack NOTE: Some weapons or attacks shows all of the possible outcomes of
until the effect of the first poisoning is may sometimes have double or triple an attack taken with weapons to a
over. Each failed saving throw only elemental attributes. For example, a fire monster.
adds 1d4 rounds to the duration of the arrow shot with a wind bow will sum up
Double damage: the monster is very
poisoning. The victim may be poisoned both the elements and will be an air+fire
sensitive to that kind of weapon, and
by a different poison, though. attack. When this happens, if the
the damage inflicted by that weapon is
damage is not split between different
doubled.
ELEMENTS dice, the element to be taken into
Elements may affect the monsters in consideration is always the one that's Normal: The monster has no
different ways, depending on their more harmful for the target. particular sensitivity or protection
natural resistances and abilities. If the elements of a single attack may towards that weapon, and the effect is
Elemental attacks can be made with be split in different dice, the single treated as usual.
elemental weapons, by elemental damages are to be applied separately.
Half damage: The monster's body is
monsters, or with magic. Some
very resistant to that kind of attacks,
monsters, like dragons and gorgons, PHYSICAL DAMAGE
and the damage dealt with that weapon
have elemental-based attacks as well. Weapons can be divided in three big
is automatically halved.
When an elemental attack hits a families depending on the type of
monster, the Master must check in the damage they make. Immunity: The monster is completely
monster's chart what is the reaction of immune to that weapon and the
Edged: Weapos with a blade are
that monster to that element. Many damage dealt is automatically reduced
made to cut. In this family you can find
different outcomes are possible. to zero.
swords, daggers, axes, halberd, war
Double damage: the monster is very scythe and generally everything that's Evasion: The monster is very skilled
sensitive to that element, and the made to cut. in avoiding that kind of damage, gaining
damage dealt by that element is an AC bonus aganst attacks taken with
Piercing: Piercing weapon usually hit
doubled. If the damage can be halved that weapon. The evasion bonus is
only with the tip and may be pushed
with a saving throw, the monster is still always specified in the monster chart.
very deep into the enemy's body. In this
allowed a save.
family you can find arrows and quarrels, NOTE: Enchanted monsters are
Normal: The monster has no lances and spears, pikes,, cestus, immune to non-magic weapons, and
particular sensitivity or protection about javelins, blowgun darts and all of the were-creatures are immune to non-
this element, and the effect is treated things that hit with a sharp tip. magic weapons except the ones made
as usual. in silver. This is a different type of
Blunt: Blunt weapons are used to
weapon resistance that adds up to any
Half damage: The monster's natural crush enemies' bones without cutting
physical resistances that a monster
resistance to that element allows it to through. They have no blades or tips,
may have.
reduce the damage taken from that but are heavy and usually made of
element by half, rounding down the metal. Typical blunt weapons are mace,
total. If a Saving throw is allowed to warhammer, maul, blackjack, staff,

70
MASTER REFERENCE
MONSTERS' EQUIPMENT The DM may also decide to change However, spellcasting monsters may
Some monsters, usually humanoid the number of monsters in an be a good way for the master to
ones, may have and use equipment encounter, to give the characters a introduce in the game new spells, that
during the fights. Monsters that have higher chance of running away or to may be typical of that race, and that the
magic items in their treasures may as force them to stay put and fight. spellcasters in the group may learn, if
well use those items when they need, The Master may increase or reduce they manage to find the monster's
instead of just leaving them in the the amount of magic items in the loot, spellbook. The only problem with this is
treasure for adventurers to loot them. so that the characters get more magic that usually monsters write their
It will be a surprise for characters to when they need, or less when they spellbooks in their own language, so a
find a goblin that fights with a magic already have more than enough. spellcaster would not only need the
sword, or an ogre mage that casts Another good way to balance the read magic spel to read the spellbook,
spels from a scroll. encounters may be to put in the but he would also need to know the
When giving magic items to adventurs some monsters that look language of the monster or use a read
monsters, always remember that magic completely different from the other languages spell as well.
items are to be rewarded to the monsters of the same species, to
characters as well when they reach confuse the characters, like a human- MASTER TABLES
their goals, so don't give to the shaped gelatinous cube, a short troll
In the next pages you can find the
monsters all of the consumable magic that looks like an ogre, a bold bugbear
tables for determining random
items, otherwise the characters will get that looks like a hobgoblin, and so on.
treasures and magic items. You can
nothing for their efforts. Monsters may also be modified to
use them to draw your encounters
have particular and unique features,
during the campaign or to add
MONSTER LEVEL that may give them special abilities and
something to the existing adventures.
When characters meet monsters, it is a new type of attacks. For example the
Description of the magic items is not
not very likely that all monsters of the characters may find a two-headed Roc
included to avoid making this book
same species are exactly the same. that attacks twice per round with its
extremely big. The DM may find most of
Monsters can always be bigger or beak, or a regenerating hydra, or a troll
the magic items in this table described
smaller, and this reflects the Level of that is living underwater thanks to his
in the books of the campaign. Another
the monster. In the description of the regeneration ability and cannot drown.
book of this campaign will be devoted
monsters, more detailed informations As a general rule, characters should
to a summary of all the magic in this
about different abilities of the monsters use up some of their resources at every
campaign, and in that one all the
at different levels will be given. By encounter, but they should not find
descriptions of the magic items will be
changing the level of the monsters, the more than one or two encounters per
included as well.
DM may easily make an encounter adventure that drain them up almost
harder or easier, and give more or less completely, forcing them to rest
HOW TO USE THE
XP and treasures to the party. immediately after. In the same way,
MAGIC ITEMS CHARTS
characters may find some easy
Magic Items charts are used by just
BALANCING THE ENCOUNTERS encounters that don't give them much
rolling dice and checking the results on
Sometimes the encounters are just trouble, but they should not find too
the tables. The basic rolls are to be
too hard for characters, and sometimes many, or the adventure will be boring.
made on the first two tables: the Magic
the characters get through them far too
items chart and the Magic Item rarity.
easily. It is good that not all of the MONSTER SPELLCASTERS
With the first roll, you will determine
encounters are the same, but if they are Monsters can be spellcasters as
which chart you will have to find, while
always too easy or too hard for the much as humans. It is not as usual as it
with the second roll you will determine
characters, there is something wrong. is for humans, but especially humanoid
which part of that chart you will have to
When this happens, the DM must try monsters may have magic powers of
roll in. Magic items are divided in three
and balance the encounters and he some kind.
groups: common, uncommon and rare
may do that with different strategies. Spellcasting monsters usually
ones. The most common items are
As I just said, by changing the represent a big problem for characters,
usually weaker and less precious, while
monster level, monsters can be made because they tend to think that magic is
the rare ones are more powerful.
stronger or weaker, and by changing it not for monsters. Thus, a spellcasting
In each chart, on the rare column
just slightly the DM may even make monster may come as a big surprise for
there's a chance to obtain a "unique"
small adjustments. a party.

71
MASTER REFERENCE
item. The DM should pick that item or story, that may bring the characters
personally and make it powerful, to new adventures and explorations.
making around it some kind of legend

M AGIC ITEMS CHART WEAPONS, SHIELDS AND ARMOR BONUS


01 - 25 POTIONS
DIE ROLL BONUS
26 - 37 SCROLLS
38 - 39 RODS 01 - 55 +1
40 - 43 WANDS 56 - 80 +2
44 - 47 STAVES 81 - 91 +3
48 - 52 RINGS 92 - 97 +4
53 - 72 WEAPONS 98 - 00 +5
73 - 77 MISSILES
78 - 85 ARMORS
86 - 90 SHIELDS
91 - 00 MISCELLANEOUS
MISSILE, SHIELDS AND ARMOR SPECIAL POWERS
M AGIC ITEM RARITY DIE ROLL +
COMMON UNCOMMON RARE
01 - 60 COMMON 10 X WEAPON
POWERS POWERS POWERS
61 - 90 UNCOMMON BONUS
91 - 00 RARE 01 - 80 - - -
81 - 110 1 - -
111 - 135 - 1 -
M AGIC ARMORS CHART 136 - 150 - - 1
01 - 05 ALPHATIAN SILK TUNIC
06 - 20 LEATHER ARMOR
21 - 35 SCALE MAIL
36 - 50 CHAIN MAIL
51 - 65 BANDED MAIL WEAPONS SPECIAL POWERS
66 - 80 PLATE MAIL DIE ROLL +
COMMON UNCOMMON RARE
81 - 90 FULL ARMOR 10 X WEAPON
POWERS POWERS POWERS
91 - 95 DRAGON SCALES MAIL BONUS
96 - 00 ELVEN SILVER MAIL 01 - 70 - - -
71 - 90 1 - -
91 - 100 2 - -
M AGIC MISSILES CHART 101 - 110 1 1 -
01 - 50 ARROWS 111 - 118 2 1 -
51 - 60 SLING BERRIES 119 - 124 2 2 -
61 - 95 QUARRELS 125 - 130 1 1 1
96 - 00 DARTS FOR BLOW GUN 131 - 135 2 1 1
136 - 139 2 2 1
M AGIC WEAPONS CHART 140 - 143 1 2 2
01 - 04 HALBERD 144 - 146 - 3 2
05 - 08 TWO-HANDED STAFF 147 - 148 1 1 3
09 - 10 WAR SCYTHE 149 - 150 - 2 3
11 - 12 WHIP
13 KNIGHT'S LANCE
14 - 15 BLACKJACK
16 - 18 PIKE WEAPONS BONUS VS. ENEMIES
19 - 26 CLAYMORE DIE ROLL ENEMY
27 - 28 CESTUS 01 - 05 INSECTS
29 - 32 BATTLE AXE 06 - 10 DRAGONS
33 - 36 GREAT MAUL 11 - 15 GIANTS
37 - 41 WAR HAMMER 16 - 20 SPELLCASTERS
42 - 46 MACE 21 - 25 SUMMONED
47 - 48 CLUB 26 - 30 ENCHANTED
49 - 58 LONG SWORD 31 - 35 UNDEAD
59 - 65 SHORT SWORD 36 - 40 WATER-DWELLING
66 - 69 AXE 41 - 45 WOODLAND
70 - 72 JAVELIN 46 - 50 ANIMALS
73 - 76 SPEAR 51 - 55 PLANTS
77 - 81 DAGGER 56 - 60 FLYING
82 NET 61 - 65 WEAPON USERS
83 - 84 TRIDENT 66 - 70 HUMANS
85 - 86 SHORT BOW 71 - 75 GOBLINOIDS
87 - 90 LONG BOW 76 - 80 REGENERATING
91 - 94 CROSSBOW 81 - 85 CONSTRUCTS
95 - 96 BOLAS 86 - 90 WERECREATURES
97 BLOW GUN 91 - 95 REPTILES
98 - 00 SLING 96 - 00 IMMUNE TO SPELLS

72
MASTER REFERENCE
POTIONS CHART
COMMON POTIONS UNCOMMON POTIONS RARE POTIONS
01 - 05 HOLY WATER 01 MUTATION 01 LOVE POTION N.1
06 - 10 MAGIC INK 02- 04 ACID 02 - 03 LOVE POTION N.2
11 - 13 ANTIDOTE 05 - 08 STRENGTH 04 - 05 LOVE POTION N.3
14 - 16 BUG REPELLENT 09 - 11 INTELLIGENCE 06 - 07 LOVE POTION N.4
17 - 18 CLIMBING 12 - 14 WISDOM 08 - 09 LOVE POTION N.5
19 - 20 GROWTH 15 - 17 DEXTERITY 10 - 11 LOVE POTION N.6
21 - 22 INVISIBILITY 18 - 20 CONSTITUTION 12 - 13 LOVE POTION N.7
23 - 25 LEVITATION 21 - 23 CHARISMA 14 - 15 LOVE POTION N.8
26 - 29 LANGUAGES 24 - 26 PERCEPTION 16 - 18 LOVE POTION N.9
30 - 31 HEROISM 27 - 28 PANACEA 19 - 24 VISIONS
32 - 33 MANA 29 - 32 MEDUSA TEARS 25 - 31 FULL HEALING
34 - 36 SWIMMING 33 - 36 EXPLOSIVE 31 - 36 FREEDOM
37 - 38 REDUCTION 37 - 40 DELUSION (ROLL AGAIN) 37 - 41 MERGING
39 - 41 POISON 41 - 42 INVULNERABILITY 42 - 44 GARGANTUA
42 - 43 LIGHT 43 - 45 COLOURING 45 - 48 CONTROL: HUMANS
44 - 46 WATER BREATHING 46 - 47 SLEEP TALK 49 - 52 CONTROL: GIANTS
47 - 50 HEALING 48 - 50 ELASTICITY 53 - 56 CONTROL: DRAGONS
51 - 52 CLAIRAUDIENCE 51 - 55 GREATER HEALING 57 - 62 LONGEVITY
53 - 54 CLAIRVOYANCE 56 - 58 POLYMORPH 63 - 69 REGRESSION
55 - 56 DETECT INVISIBLE 59 - 63 CONTROL: PLANTS 70 - 72 ELEMENTAL FORM: FIRE
57 - 58 GIANT STRENGTH 64 - 68 CONTROL: ANIMALS 73 - 75 ELEMENTAL FORM: AIR
59 - 60 MIRRORING 69 - 74 CONTROL: UNDEAD 76 - 78 ELEMENTAL FORM: W ATER
61 - 64 GASEOUS FORM 75 - 76 ETHEREAL FORM 79 - 81 ELEMENTAL FORM: ICE
65 - 66 ELEMENTAL RESISTANCE: FIRE 77 - 79 OINTMENT 82 - 84 ELEMENTAL FORM: EARTH
67 - 68 ELEMENTAL RESISTANCE: ICE 80 - 81 LUCK 85 - 87 ELEMENTAL FORM: THUNDER
69 - 70 ELEMENTAL RESISTANCE: THUNDER 82 - 83 GENDER SHIFTING 88 - 89 ELEMENTAL FORM: LIGHT
71 - 72 ELEMENTAL RESISTANCE: WATER 84 - 85 DRAGON BREATH: FIRE 90 - 91 ELEMENTAL FORM: SHADOW
73 - 74 ELEMENTAL RESISTANCE: EARTH 86 - 87 DRAGON BREATH: ICE 92 - 97 ACONITE DISTILLATION
75 - 76 ELEMENTAL RESISTANCE: AIR 88 - 89 DRAGON BREATH: THUNDER 98 - 99 BLOOD OF SKAAG
77 ELEMENTAL RESISTANCE: LIGHT 90 - 91 DRAGON BREATH: POISON 00 UNIQUE POTION
78 ELEMENTAL RESISTANCE: SHADOW 92 - 93 DRAGON BREATH: ACID
79 - 81 SLEEP 94 - 95 DRAGON BREATH: LIGHT
82 - 84 SPEED 96 - 97 DRAGON BREATH: SANDSTORM
85 - 88 FLY 98 - 99 DRAGON BREATH: WATER
89 - 92 ESP 00 DEADLY SLEEP
93 - 94 FIND TREASURES
95 CHAMELEON
96 - 97 BRAVERY
98 - 00 DEFENSE

SCROLLS CHART
COMMON SCROLLS UNCOMMON SCROLLS RARE SCROLLS
01 - 12 1D6+2 MAGIC USERS SPELLS LV. 1-3 01 - 15 1D4+1 MAGIC USERS SPELLS LV. 3-6 01 - 18 1D3 MAGIC USERS SPELLS LV. 6-9
13 - 16 1D3 NEW MAGIC USERS SPELLS LV. 1-3 16 - 20 1D2 NEW MAGIC USERS SPELLS LV. 3-6 19 - 24 1 NEW MAGIC USERS SPELL LV. 6-9
17 - 26 1D6+2 CLERICAL SPELLS LV. 1-3 21 - 30 1D4+1 CLERICAL SPELLS LV. 3-5 25 - 35 1D3 CLERICAL SPELLS LV. 5-7
27 - 33 MAPPING 31 - 35 TREASURE MAP 36 - 44 MAGIC TREASURE MAP
34 - 40 COMMUNICATION 36 - 40 SPELL CATCHING 45 - 56 OWL
41 - 45 EQUIPMENT 41 - 48 PORTALS 57 - 66 MAGES
46 - 50 MESSAGES 49 - 56 EXORCISM 67 - 73 FUTURE
51 - 55 PROTECTION: PLANTS 57 - 66 CURSED 74 - 85 BRIDGE
56 - 59 PROTECTION: ELEMENTALS 67 - 72 CREATION 86 - 94 SHELTER
60 - 65 PROTECTION: UNDEAD 73 - 82 GARDEN 95 - 99 ANCIENT CODEX
66 - 71 PROTECTION: MAGIC 83 - 88 TRAPS 00 UNIQUE SCROLL
72 - 75 PROTECTION: ANIMALS 89 - 92 TRUTH
76 - 80 PROTECTION: WERECREATURES 93 - 00 REPEATING
81 - 84 SILENCE
85 - 87 PEEPING
88 - 93 SHIELD
94 - 00 LIGHT

73
MASTER REFERENCE
RODS CHART
COMMON RODS UNCOMMON RODS RARE RODS
01 - 08 ROD OF THE DRUIDS 01 - 18 ROD OF THE PUPPET MASTER 01 - 32 GOLDEN ROD OF W EALTH
09 - 20 ROD OF CANCELLATION 19 - 40 ROD OF SLAYING 33- 64 ROD OF DOMINION
21 - 38 ROD OF DISPELLING 41 - 58 ROD OF VICTORY 65- 96 ROD OF TIME
39 - 48 ROD OF PARRYING 59 - 72 ROD OF THE LAWFUL DRAGONS 97 - 00 UNIQUE ROD
49 - 56 ROD OF THE SHADOWS 73 - 86 ROD OF THE NEUTRAL DRAGONS
57 - 68 AMETHYST ROD 87 - 00 ROD OF THE CHAOTIC DRAGONS
69 - 80 ROD OF HEALTH
81 - 91 ROD OF FIGHTING
92 - 00 ROD OF INERTIA

WANDS CHART
COMMON WANDS UNCOMMON WANDS RARE WANDS
01 - 08 MAGIC MISSILE 01 - 09 FEAR 01 - 07 DEATH
09 - 18 DETECT MAGIC 10 - 17 COLD 08 - 21 NEGATION
19 - 24 DETECT SECRET DOORS 18 - 25 LIGHTNING 22 - 34 WISE
25 - 32 DETECT TRAPS 26 - 33 TRANSFORMATIONS 35 - 44 VAMPIRE
33 - 42 CANTRIPS 34 - 45 ILLUSIONS 45 - 56 NECROMANCER
43 - 50 LIGHT 46 - 54 FIREBALL 57 - 70 MEMORY
51 - 56 REPAIR 55 - 60 ROSES 71 - 75 GARGANTUA
57 - 62 SLEEP 61 - 70 MIRROR IMAGES 76 - 87 POISON
63 - 66 IVY 71 - 79 WIND 88 - 97 LUCK
67 - 70 DISGUISE 80 - 88 WATER 98 - 00 UNIQUE WAND
71 - 77 SHIELD 89 - 93 STONE
78 - 81 PARALISYS 94 - 00 BLOSSOMS
82 - 86 SILVER
87 - 95 FIRE BOLT
96 - 00 LOCKS

STAVES CHART
COMMON STAVES UNCOMMON STAVES RARE STAVES
01 - 05 CROSIER 01 - 12 BEASTS 01 - 06 PATRIARCH
06 - 09 STRIKING 13 - 21 POWER 07 - 18 NECROMANCER'S
10 - 15 STUNNING 22 - 30 WOUNDS AND DISEASES 19 - 28 EARTHQUAKE
16 - 21 HEALING 31 - 37 MEDUSA 29 - 39 CREATION
22 - 27 FIGHTER'S 38 - 42 ELEMENTAL: FIRE 40 - 48 SPIRITS
28 - 34 SUN 43 - 47 ELEMENTAL: WATER 49 - 59 SORCERY
35 - 38 SMASHING 48 - 52 ELEMENTAL: AIR 60 - 69 DRUIDS
39 - 43 MAGIC CIRCLE 53 - 57 ELEMENTAL: EARTH 70 - 77 ABSORPTION
44 - 49 WIND 58 - 62 ELEMENTAL: THUNDER 78 - 81 SKAAG
50 - 55 FLAME 63 - 67 ELEMENTAL: ICE 82 - 90 AGEING
56 - 60 SEA 68 - 70 ELEMENTAL: LIGHT 91 - 98 OBSIDIAN
61 - 64 SNOW 71 - 73 ELEMENTAL: SHADOW 99 - 00 UNIQUE STAFF
65 - 70 COMMAND 74 - 79 REVEALING
71 - 75 THUNDER 80 - 88 CRYSTAL
76 - 80 COPYING 89 - 00 DEFENSE
81 - 86 POWER
87 - 92 SNAKE
93 - 96 DISPEL MAGIC
97 - 00 SPIDERS

74
MASTER REFERENCE
RINGS CHART
COMMON RINGS UNCOMMON RINGS RARE RINGS
01 - 03 ELEMENTAL RESISTANCE: FIRE 01 - 05 DELUSION 01 - 03 DJINNI SUMMONER
04 - 06 ELEMENTAL RESISTANCE: WATER 06 - 12 PROTECTION +2 04 - 10 HOLINESS
07 - 09 ELEMENTAL RESISTANCE: ICE 13 - 17 GROUP PROTECTION +1 11 - 17 LIFE SAVER
10 - 12 ELEMENTAL RESISTANCE: THUNDER 18 - 20 PROTECTION +3 18 - 24 PROTECTION +4
13 - 15 ELEMENTAL RESISTANCE: EARTH 21 - 25 SAFETY 25 - 29 REGENERATION
16 - 18 ELEMENTAL RESISTANCE: AIR 26 - 30 HASTE 30 - 35 REMEDIES
19 - 20 ELEMENTAL RESISTANCE: LIGHT 31 - 34 CONTROL PLANTS 36 - 42 ELEMENTAL TRAVEL: ALL
21 - 22 ELEMENTAL RESISTANCE: SHADOW 35 - 38 CONTROL ANIMALS 43 - 47 TALENT
23 - 30 SWIMMING 39 - 41 ELEMENTAL TRAVEL: AIR & THUNDER 48 - 50 SHADOWS
31 - 36 SIGHT 42 - 44 ELEMENTAL TRAVEL: EARTH & FIRE 51 - 53 WISHES
37 - 41 EAR 45 - 47 ELEMENTAL TRAVEL: ICE & WATER 54 - 60 SPELL DEVOURING
42 - 48 HEALTH 48 - 54 INVISIBILITY 61 - 68 SPELL STORING
49 - 56 PROTECTION +1 55 - 62 STEEL 69 - 78 SPELL TURNING
57 - 62 WEAKNESS 63 - 65 FAIRIES 79 - 88 CONTROL HUMANS
63 - 64 ELEMENTAL TRAVEL: FIRE 66 - 73 THORNS 89 - 93 TWIN RINGS OF COOPERATION
65 - 66 ELEMENTAL TRAVEL: W ATER 74 - 77 PROPHET 94 - 98 MEMORY
67 - 68 ELEMENTAL TRAVEL: AIR 78 - 82 CURSED 99 - 00 UNIQUE RING
69 - 70 ELEMENTAL TRAVEL: EARTH 83 - 86 TRUTH
71 - 72 ELEMENTAL TRAVEL: THUNDER 87 - 90 LIES
73 - 74 ELEMENTAL TRAVEL: ICE 91 - 94 RODENT
75 ELEMENTAL TRAVEL: LIGHT 95 - 00 X RAY SIGHT
76 ELEMENTAL TRAVEL: SHADOW
77 - 81 SURVIVING
82 - 86 TELEKINESYS
87 - 94 WATER WALKING
95 - 00 WAKENESS

WEAPONS POWERS CHART


COMMON WEAPONS POWERS UNCOMMON WEAPONS POWERS RARE WEAPONS POWERS
01 - 25 ADDITIONAL BONUS VS. ENEMIES 01 - 03 EXTRA DAMAGE 01 - 05 HEALING
26 - 29 DETECT TRAPS 04 - 08 ILLUSION 06 - 08 SLICING
30 - 33 DETECT INVISIBLE 09 - 15 LEVITATION 09 - 15 STEALING
34 - 37 DETECT MAGIC 16 - 20 TELEKINESYS 16 - 22 VAMPIRE
38 - 41 DETECT SECRET DOORS 21 - 26 TELEPATHY 23 - 29 HIDING
42 - 45 DETECT EVIL 27 - 29 POISONOUS (NOT BLUNT WEAPONS) 30 WISHING
46 - 49 DETECT GEMSTONES 30 - 34 HOLDING 31 - 38 DEFLECTING
50 - 53 DETECT METAL 35 - 38 CHARMING 39 - 46 SILENCE
54 - 57 TRANSLATING 39 - 43 DEFENSE 47 - 56 ABSORBING
58 - 62 LIGHTING 44 - 48 EXTINGUISHER 57 - 66 DESTROYING
63 - 64 ELEMENTAL: FIRE 49 - 53 DISGUISE 67 - 74 DANCING
65 - 66 ELEMENTAL: WATER 54 - 58 SLOWING 75 - 77 DOPPLEGANGER
67 - 68 ELEMENTAL: THUNDER 59 - 68 CURE WOUNDS 78 - 80 CORRUPTION
69 - 70 ELEMENTAL: ICE 69 - 72 WATCHING 81 - 86 IMPRISONING
71 - 72 ELEMENTAL: AIR 73 - 74 FROG 87 - 90 SHADOW (BOWS ONLY)
73 - 74 ELEMENTAL: EARTH 75 - 77 TELEPORT 91 - 95 RAINBOW (MISSILE WEAPONS ONLY)
75 ELEMENTAL: LIGHT 78 - 81 SPEEDING 96 - 00 UNIQUE WEAPON
76 ELEMENTAL: SHADOW 82 - 86 FLYING
77 - 80 BREATHING 87 - 90 KNOWLEDGE
81 - 83 X-RAY VISION 91 - 95 BETRAYAL (THROWN WEAPONS ONLY)
84 - 86 ESP 96 - 00 CURSED
87 - 90 FINDING
91 - 93 CLAIRVOYANCE
94 - 96 CLAIRAUDIENCE
MULTIPLE SHOTS (MISSILE WEAPONS
97 - 00
ONLY)

75
MASTER REFERENCE
MISSILES POWERS CHART
COMMON MISSILES POWERS UNCOMMON MISSILES POWERS RARE MISSILES POWERS
01 - 10 SCREAMING 01 - 05 EXPLOSIVE 01 - 05 DEADLY
11 - 17 LIGHTING 06 - 14 SILENCING 06 - 22 REFILLING
18 - 22 STUNNING 15 - 20 HOLDING 23 - 32 TELEPORTING
23 - 30 SPEAKING 21 - 25 TOAD 33 - 45 TRANSPORTING
31 - 39 SEEKING 26 - 36 REDUCING 46 - 60 DISARMING
40 - 46 CURING 37 - 47 WOUNDING 61 - 72 BLINKING
47 - 51 ELEMENTAL: AIR 48 - 54 SINKING 73 - 82 SLAYING
52 - 56 ELEMENTAL: FIRE 55 - 64 BITING 83 - 95 DISPELLING
57 - 61 ELEMENTAL: WATER 65 - 73 CHARMING 96 - 00 UNIQUE MISSILE
62 - 66 ELEMENTAL: EARTH 74 - 81 CLIMBING
67 - 71 ELEMENTAL: ICE 82 - 86 PENETRATING
72 - 76 ELEMENTAL: THUNDER 87 - 95 SLEEP
77 - 79 ELEMENTAL: LIGHT 96 - 00 BETRAYAL
80 - 82 ELEMENTAL: SHADOW
83 - 90 FLYING
91 - 00 DARKNESS

ARMORS POWERS CHART


COMMON ARMORS POWERS UNCOMMON ARMORS POWERS RARE ARMORS POWERS
01 - 06 ELEMENTAL: FIRE 01 - 15 GASEOUS FORM 01 - 15 ZODIAC
07 - 12 ELEMENTAL: WATER 16 - 30 SPEED 16 - 35 ENERGY DRAIN
13 - 18 ELEMENTAL: ICE 31 - 42 ETHEREAL FORM 36 - 55 SCORPION
19 - 24 ELEMENTAL: AIR 43 - 52 REFLECTIONS 56 - 65 DEMONIC
25 - 30 ELEMENTAL: THUNDER 53 - 60 REMOVE CURSE 66 - 95 HOLY
31 - 36 ELEMENTAL: EARTH 61 - 70 ABSORPTION 96 - 00 UNIQUE ARMOR
37 - 40 ELEMENTAL: LIGHT 71 - 78 ELASTICITY
41 - 44 ELEMENTAL: SHADOW 79 - 92 CURSED
45 - 64 FLYING 93 - 00 HIDING
65 - 77 INVISIBILITY
78 - 90 CHARME
91 - 00 CURE WOUNDS

SHIELDS POWERS CHART


COMMON SHIELDS POWERS UNCOMMON SHIELDS POWERS RARE SHIELD POWERS
01 - 15 ELECTRICITY 01 - 30 SPEED 01 - 45 DEMONIC
16 - 30 MIRROR 31 - 55 INVISIBILITY 46 - 90 PARASITE
31 - 42 UNIVERSAL 56 - 70 CURSED 91 - 00 UNIQUE SHIELD
43 - 55 BLESSED 71 - 80 ANTI MAGIC
56 - 75 LIGHT 81 - 00 DESTROYER
76 - 83 DRAGON HUNTER'S
84 - 00 RUNIC

76
MASTER REFERENCE
MISCELLANEOUS ITEMS CHART
COMMON ITEMS UNCOMMON ITEMS RARE ITEMS
01 - 02 DRUMS OF PANIC 01 AMPHORA OF WATER ELEMENTAL 01 - 02 BOOK OF MISSPELLS
TALISMAN OF ELEMENTAL TRAVEL: TALISMAN OF ELEMENTAL TRAVEL:
03 - 04 HELM OF READ LANGUAGES & MAGIC 02 03
SHADOW ALL
05 - 06 EARCONE 03 - 04 LANTERN OF REVEALING 04 - 05 ARCANE GRIMOIRE
07 POUCH OF SECURITY 05 - 07 HAT OF WIZARDRY 06 - 09 GOBLET OF THE HEALER
08 - 10 QUILL OF COPYING 08 - 09 HELM OF ALIGNMENT CHANGE 10 - 14 CLOCKWORK BOMB
11 - 13 BELT OF CARRYING 10 - 12 PIPE OF THE FOG 15 - 16 JACK O'LANTERN
14 - 16 MEDALLION OF ESP (9 M) 13 - 15 HEADBAND OF THE DRYAD 17 - 19 ROSARY OF THE GOLDEN CLOUD
17 - 18 GIRDLE OF GIANT STRENGTH 16 - 18 DISPLACER CLOAK 20 - 23 UNDERWATER SHIP
19 GLOVES OF DEXTERITY 19 - 20 COMPASS OF NEEDS 24 - 26 SACRIFICE DOLL
AMULET OF PROTECTION VS, SARCOPHAGUS OF SUSPENDED
20 21 BRAZIER OF FIRE ELEMENTAL 27 - 28
CRYSTAL BALL AND ESP ANIMATION
21 - 22 GLOVES OF THE SAFE HOLD 22 - 24 CROWN OF INTELLIGENCE 29 - 33 CLOAK OF POLYMORPH
23 - 25 JOSHUA'S SANDALS 25 - 28 ELVEN GALLETTES 34 - 36 SPIRIT BOTTLE
TALISMAN OF ELEMENTAL TRAVEL:
26 - 27 ARMOR BRACELET 29 37 - 41 SPELL BOTTLE
LIGHT
28 ARMLETS OF STAMINA 30 STONE OF EARTH ELEMENTAL 42 - 44 ARMLETS OF THE ELDER
29 - 30 MAGIC CROWBAR 31 - 33 BAG OF ENDLESS RATS 45 - 46 GLUTTON'S FORK
31 - 32 BOOTS OF LEVITATION 34 URN OF SHADOW ELEMENTAL 47 RELIC
33 HELM OF TELEPATHY 35 - 36 TURBAN OF THE DERVISH 48 - 51 CROWN OF COMPREHENSION
34 - 36 SPELL GEM 37 - 38 UNBREAKABLE CAGE 52 - 54 ALCHEMIC STEAM POT
37 - 38 BAG OF CARRYING 39 - 42 MEDALLION OF ESP (27 M) 55 - 56 TREE OF STEEL
39 - 40 MAGIC THIEVES TOOLS 43 SILVER FLY 57 - 59 WHEEL OF FORTUNE
41 - 42 FAIRY SEEDS 44 - 47 ELEMENTAL GEM 60 - 61 GOBLET OF PREGNANCY
43 - 44 BOOTS OF TRAVELLING AND LEAPING 48 CRYSTAL OF ICE ELEMENTAL 62 - 65 TELEPORT CIRCLE
45 - 47 HORN OF DESTRUCTION 49 - 51 BELT OF DISGUISE 66 - 68 HURRICANE LAMP
48 CLOAK OF LIVING DEATH 52 - 54 CIRCLET OF THE HUNTER 69 - 72 UNIVERSAL KEY
49 - 50 CRYSTAL BALL 55 - 57 BAG OF DEVOURING 73 - 76 TIARA
51 HELM OF TELEPORT 58 PENDANT OF LIGHTNING ELEMENTAL 77 - 81 MASK OF 1.000 FACES
52 - 53 EGGS OF WONDERS 59 - 60 CLOAK OF ROSES 82 - 83 RAVENOUS SPINNER
54 ARCHER'S ARMLETS 61 - 62 MUZZLE OF TRAINING 84 - 86 ROBE OF THE ARCHMAGE
55 - 57 MAGIC ROPE 63 - 65 ACORNS OF STONE 87 - 91 MAGIC TAROTS
58 BROOCH OF SEDUCTION 66 - 67 LIVING BELT 92 - 96 BLACK FLAME CANDLE
59 TIME DIAPASON 68 - 69 JESTER'S CROTCHLESS PANTALOONS 97 - 99 TRAPPING MIRROR
60 FLOATING WHEEL 70 - 71 MITENA OF KNOWLEDGE 00 UNIQUE ITEM
61 - 62 WIND FAN 72 - 74 JAR OF THE SWARM
63 - 64 BOOTS OF SPEED 75 - 76 FLYING CARPET
65 - 66 FLYING BROOMSTICK 77 - 79 SLATE OF IDENTIFYING
67 - 68 WAR PAINTINGS 80 - 82 CHOKER OF SILENCE
69 - 70 SCARAB OF PROTECTION 83 CENSER OF AIR ELEMENTAL
71 - 72 GAUNTLETS OF OGRE POWER 84 - 86 CROWN OF WISDOM
73 CLOAK OF THE BAT 87 - 89 FIGHTING SANDALS
74 - 75 LAMP OF LONG BURNING 90 - 91 CRYSTAL BALL WITH ESP
TALISMAN OF ELEMENTAL TRAVEL:
76 92 - 95 BOUNTIFUL SPADE
EARTH
77 - 78 MONOCLE OF APPRAISAL 96 - 97 CLOAK OF THE SHADOWS
TALISMAN OF ELEMENTAL TRAVEL:
79 98 LAMP OF LIGHT ELEMENTAL
ICE
TALISMAN OF ELEMENTAL TRAVEL:
80 99 - 00 BOTTLE OF THE EFREETI
LIGHTNING
81 - 82 DIVINATORY RUNESTONES
83 - 84 NAIL
85 CRYSTAL BALL WITH CLAIRAUDIENCE
86 - 87 ELVEN BOOTS
TALISMAN OF ELEMENTAL TRAVEL:
88
AIR
TALISMAN OF ELEMENTAL TRAVEL:
89
WATER
90 PICKAXE OF THE LUCKY MINER
91 POINTING NAIL
92 SQUARE WHEEL
93 - 94 ELVEN CLOAK
TALISMAN OF ELEMENTAL TRAVEL:
95
FIRE
96 AMULET OF THE ENCHANTER
97 - 98 BAG OF BEANS
99 - 00 ROPE ARMOR

77
MASTER REFERENCE
TREASURE CHARTS Craft's existence and may discover how NOTE: Books concerning Radiance
The treasure value chart gives the to find members in the School. There is and Secret Crafts will not be
DM an average value of treasures in a chance of 10% that any book is immediately recognizeable. Their titles
that class. The DM may arrange that concerning the Secret Crafts. In that may be suggestive, but not directly
value of +/- 50% if needed, depending case, the value of the book is increased telling the characters about the Crafts.
on the situation, the total XP that the by 50%. Books about secret crafts are For example A study of Dragon Magic
group has or is meant to get, and the also essential to research new powers from Jaggar Von Drachenfels would be
difficulty of the encounter for the group. of the secret craft. a good start to learn something about
Once determined the average value, Dracology, but there won't be any book
Books concerning Radiance: books
the DM must decide what items titled Dracology 101. In the same way,
concerning the Radiance are extremely
compose the treasure. I suggest to roll books about the Radiance could be
rare. Only 2% of the books are about
on the Treasure items chart 3 or 4 something like A study of Primal
this topic, and their value is usually
times to determine what kind of items energies in the Known World or Magic
twice what was initially determined.
compose a treasure, but you can roll Mysteries of the world, and surely not
When a character collects at least
even 5 or 6 times if you have big Radiance: a guide to build your
10.000 Dc of books about Radiance, he
treasures, or you just want to vary the Receptacle.
finds out how to build a receptacle and
treasures a lot. Most of the treasures
to contact the Fraternity.
are usuallymade of coins for at least
50%, while the rest can be any other
items. To keep track of the value of the
TREASURE VALUE CHART
treasure, the DM should sum up the
TREASURE MAGIC TREASURE MAGIC
VALUE VALUE
value of each item in the treasure, TYPE ITEMS TYPE ITEMS

including magic items. To avoid pricing A 50 - N 10.000 1-3


every single magic item, it is possible to B 100 - O 12.500 1-4
roughly estimate the magic items as C 250 - P 15.000 1-4
follows: D 500 1 POTION Q 20.000 1-4
E 750 1 POTION R 30.000 2-5
Potions and scrolls: Common 500
Dc, Uncommon 1.500 Dc, Rare 3.000 F 1.000 1 SCROLL S 40.000 2-5

Dc G 1.500 1 SCROLL T 50.000 2-5


H 2.000 1 U 65.000 2-5
Other items: Common 2.000 Dc,
I 3.000 1 V 80.000 2-7
Uncommon 5.000 Dc, Rare 15.000 Dc
J 4.000 1 W 100.000 2-7

BOOKS K 5.000 1-2 X 120.000 2-8

In the Principalities of Glantri, books L 6.500 1-2 Y 150.000 2-8

are very precious, because they may M 8.000 1-3 Z 200.000 2-12
be used for Magic Research. The
average cost of a book is normally 1d% TREASURE TYPE CHART
x 10. However, there may be much TREASURE ART COMMON GEMSTONES MAGIC SPECIAL
BOOKS
TYPE PIECES ITEMS & JEWELS ITEMS TREASURE
more valuable books around, possibly
A-C 01 - 05 06 - 10 11 - 00 - - -
protected by magic, or in very well D-J 01 - 05 06 - 10 11 - 80 81 - 90 91 - 00 -
hidden treasures, that may give a K-N 01 - 10 11 - 15 16 - 50 51 - 80 81 - 95 96 - 00
character special knowledge about O-Q 01 - 10 11 - 20 21 - 50 51 - 80 81 - 95 96 - 00
particular types of magic. Of these, two R-U 01 - 10 11 - 20 21 - 45 46 - 75 76 - 90 91 - 00
types are very valuable: V-W 01 - 15 16 - 25 26 - 45 46 - 75 76 - 90 91 - 00
X-Y 01 - 15 16 - 30 31 - 45 46 - 75 76 - 90 91 - 00
Books about the Secret Crafts: books
Z 01 - 15 16 - 30 31 - 40 41 - 70 71 - 85 86 - 00
concerning secret crafts may help
characters to find out the Secret Crafts
themselves. When a character collects
2.000 Dc worth of books on one of the
Secret Crafts, he finally finds out of the

78
MASTER REFERENCE
ART PIECES GEMSTONES AND JEWELS is the one in the tables, and with 6 it's
Art pieces can be statues, paintings, Gemstones may be worth very big, and the price is twice a dormal
artistic crafts, like decorated china, and different amounts of money. Some of stone.
very expensive embroidered clothes. them are very expensive, while some
Jewels are made with gemstones
These treasures are usually amazing to others are extremely cheap. The tables
and precious materials, and may be of
see, but their value is not extremely in the next pages give you a fast
many different types. The price of a
high, and their encumbrance may be reference and have some pictures of
jewel may be determined by rolling
quite big. Art pieces usually are worth gemstones, to see how they look and to
1d100 X 100. The DM may pick the
around 2d20 X 20 Dc each, but the DM be able to describe them to the players.
jewel from the following list based on its
may increase their value if he wants. You can pick the first table if you want
price, or determine the price based on
semi-precious stones, that are not very
the tipe of jewel that has been rolled on
COMMON ITEMS expensive, or the second one if you
the jewels table.
These are items that can be normally want the most precious stones.
found and bought in stores. They may Otherwise, you can roll 1d4: with 1-3
SPECIAL TREASURES
be any non-magic adventure items, or the gemstones are from table 1, but
Special treasures may be some
even common things that you can find with a roll of 4 they are from table 2.
unusual but precious things, such as
in houses, maybe just a little more If you want to introduce in the game
music sheets of a lost ballad, curative
refined and nice-looking. The price of gemstone size, you may roll 1d6 to
plants seeds, frankincense, perfume
these items is usually extremely low. determine it: with 1-3 the gemstone is
bottles, colorful parrots, and everything
small, and its price is half the normal
that may have a value even if the value
one, with 4-5 it's average, and the price
is not immediately obvious. The Master
can actually invent whatever he wants
in this cathegory and put in his very
special items, of any sort.

JEWELS TABLE
1d% Jewel 1d% Jewel 1d% Jewel
01 - 05 Anklet 56 - 58 Gemstone bracelet 89 - 90 Amulet
06 - 10 Semi-precious stones necklace 59 - 61 Belt 91 Tiara
11 - 15 Metal bracelet 62 - 64 Gemstones necklace 92 Crown
16 - 20 Clasp 65 - 67 Earrings (1d2) 93 Diadem
21 - 25 Buckle 68 - 70 Ring 94 Medallion
26 - 30 Cameo 71 - 73 Heart-shaped charm 95 Sphere
31 - 35 Chain 74 - 76 Leaf - shaped charm 96 Clover-shaped charm
36 - 40 Hook 77 - 79 Choker 97 Scarab
41 - 45 Jewel case 80 - 82 Pendant 98 Sceptre
46 - 50 Brooch 83 - 85 Rabbit paw 99 Talisman
51 - 55 Hairpin 86 - 88 Comb 00 Egg

79
MASTER REFERENCE

GEMSTONES CHART 1 - SEMI PRECIOUS STONES


1D% GEMSTONE DESCRIPTION 1D% GEMSTONE DESCRIPTION
OBSIDIAN SPINEL Spinel may easily be mistaken for a
ruby by people who is not expert in
Vulcanic pitch black stone that
stones, but it tends to be much
01 - 10 shines like glass 69 - 73 more fragile and of a less bright red
2 DC colour
60 Dc
QUARTZ AMBER
Quartz may come in many
Very shiny, goledn-yellow to deep
different colours. The most
orange or brownish, may contain
11 - 20 common ones are crystal clear, 74 - 78 insects, leaves or other impurities
pink, smoky (pictured) or lemon.
70 Dc
5 DC

MALACHITE JADE Used to craft statues, rings and


bracelets, this stone may have
A very peculiar stone that is
every colour between white and
striped in many shades of dark
21 - 29 79 - 83 deep green, most commonly a veiny
green
light green, and it's thought to
10 DC improve nature magic
80 Dc
AGATE GARNET
This blood-red stone is often not
Striped stone that can be found
very translucent and its colour
in many different colours and
30 - 38 84 - 87 remembers the seeds of the
shades
pomegranate
15 DC
100 Dc

JASPER Semi-precious stone in the TURQUOISE This light blue stone has dark veins
shades of red with usually black, that may be of different colours,
39 - 47 but sometimes white very thick 88 - 91 from sandy yellow, to grey and
veins black
20 Dc 120 Dc

CARNELIAN MOON STONE This translucent stone has a pale


Deep orange stone, sometimes azure aura that makes it look like it's
striped with different nuances of shining in the dark, and it's thought
48 - 55 the same colour 92 - 94 to increase the powers of witches
and sorcerers
30 Dc
150 Dc
CHALCEDONY CITRINE
White stone Golden-yellow variety of quartz that
with light blue stripes is very much appreciated for the
56 - 62 95 - 97 bright colour
40 Dc 200 Dc

AMETHYST LAPISLAZZULI
A blue stone with gold fragments,
Purple or lilac variety of quartz this stone represents the starry sky
63 - 68 98 - 00 and is thought to increase the
50 Dc powers of air magic
250 Dc

80
MASTER REFERENCE

GEMSTONES CHART 2 - PRECIOUS STONES


1D% GEMSTONE DESCRIPTION 1D% GEMSTONE DESCRIPTION
TOURMALINE The Tourmaline has very long TOPAZ
and clear but fragile crystals that The most typical colour of the topaz
may have many different colours, is bright yellow and perfectly clear,
01 - 10 including black, and may show 70 - 75 but other colours, like golden, pink
more than one colour on the and azure may also be found.
same stone as well
1.000 Dc
300 DC
PERIDOT RUBY

This common gemstone is easily


Rubies are blood-red and
recognizeable for the light leaf-
11 - 20 76 - 80 translucent stones
green colour
1.200 Dc
400 Dc

AQUAMARINE EMERALD

Of a very peculiar shade of green,


Light blue translucent stone of
emeralds are some of the rarest
21 - 29 the Beryl family 81 - 85 stones in the world
500
1.300 Dc

MORGANITE SAPPHYRE
Salmon-pink variety of Beryl, it is The hardest of the stones, it can be
researched for its very distinctive blue, the most common, but also
30 - 38 colour 86 - 90 pink or grey
600 Dc 1.400 DC

HELIODORO DIAMOND
Heliodoro is a yellow variety of Crystal clear translucent stone. It
Beryl, but is not as precious as also exists in yellow, pink and even
39 - 47 emeralds or Red Beryl, and its 91 - 94 black colour.
colour is usually very pale yellow
700 Dc 1.500 Dc

PEARL Pearls are found in oysters and RED BERYL


other sea shells and are usually
perfectly round: they may have Also called red emerald, it is the
different colours, from white, to rarest of the stones, of a deep rose-
48 - 55 silvery, to pink or even black, 95 - 97 red colour
depending on where they were
2.500 DC
collected
750 Dc
ONYX CAT'S EYE A cat's eye is a stone that gives a
vertical reflex that looks like it's
inside the stone itself: cat's eyes are
This shiny black stone is
extremely rare, and may show on
56 - 62 commonly used to craft jewels 98 - 99 any single-colour stone, raising their
800 Dc price to 5 times the other stones of
the same type.
X5 THE ORIGINAL STONE
OPAL STAR CRYSTAL A star crystal is a gemstone that has
Opals may have any mix of a natural star in it, like the ruby in
colours and have the particularity the picture: star crystals can be of
63 - 69 that they are so bright they seem 00 any single-colour stone and are
to shine of their own light worth 10 times the price of any
other stone of that type
900 Dc
X10 THE ORIGINAL STONE

81
MASTER REFERENCE

CREDITS
The pictures of gemstones have
been taken from internet and are used
only to describe the look of real
gemstones. If their use violates any
kind of copyright the author is
available to remove or substitute
them.
If the authors of the pictures want
me to publish their credits on this
book, I am available to do that as well.
Credits for the pictures have been
taken from internet as well. If they are
wrong, please inform me and they will
be corrected as soon as possible.

COVER PICTURE:
"Venice" by Drawingnightmare

PICTURE ON PAGE 6
"Inn of Heroes" by Atomiiii

PICTURE ON PAGE 42
"Magia" by Andrebdois

PICTURE ON PAGE 67
"Sun Set Klan" by Riyahd Cassiem

82
Arsenic and old Spellbooks
Campaign Book

is a non-official product for

The rules in this book have been developed only for private use
and the book itself is not to be commercialized.

Fully reviewed by January 10th 2021


Emanuele Betti

83

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