Pits Perils Referee Companion

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Copyright (C) 2017 by James & Robyn George

Electronic Edition

All rights reserved. No part of this book may be


reproduced or transmitted in any form or by
any means whatsoever without express written permission
from the authors, except in the case of
brief quotations embodied in critical articles and
reviews. Please refer all pertinent questions to the publisher.

Printed in the United States of America

www.oldehouserules.com
Second Printing, August 2017
This Referee Companion is
dedicated to the players (and referees) who,
through their creative efforts, made
our little game into something all their own...

Cover and interior art from


Olaus Magnus, History of the Nordic Peoples
re-imagined by James S. George,
with all others in the public domain

Heartfelt thanks go out to


Gada Alonso, Morgan Cornillie, Joel Fowler,
Seth Fowler, Robyn George, and
Emily Janicki for their play-testing efforts
at PretzCon 2013. The evil Snow Hag
never stood a chance against such brave heroes!
TABLE OF CONTENTS

FOREWORD...................................................... 1
INTRODUCTION.............................................. 2
QUICK REFERENCE CHARTS........................ 3
Character Abilities.................................... 3
Secondary Skills......................................... 4
Non-Human Proficiencies........................... 4
Inheritance................................................... 4
Equipment..................................................... 5
Magician Spells........................................... 6
Spell Components......................................... 6
Combat Tables............................................... 7
Attack Modifiers......................................... 7
Attack Order/Sequence................................ 7
Alternative Combat..................................... 8
Optional Damage........................................... 8
Combat Maneuvers........................................ 9
Maintenance and Repair.............................. 9
Non-Combat Actions..................................... 10
Action Modifiers......................................... 10
Feats of Strength....................................... 11
Henchmen....................................................... 11
Experience Points....................................... 11
Treasure....................................................... 12
Wilderness Exploration.............................. 13
Random Encounters...................................... 13
Urban Encounters........................................ 15
THE SNOW HAG'S AERIE............................. 17
Legend of the Snow Hag............................. 18
The Environs and Courtyard...................... 19
The Snow Hag's Aerie................................. 22
Epilogue........................................................ 23
Nightmares................................................... 24
Referee's Guide to Abbreviations............. 24
FOREWORD

This is a collection of quick-reference charts for the Pits & Perils game
drawn from the basic rulebook and its supplements. But it also includes new
and optional rules and "liner notes" meant to assist the referee in making
things happen during play. This matters because the game was always imagined
as a flexible, seat-of-the pants system. If the elf positions herself on a
nearby ledge and the rest of the party has the ogre pinned down, she can ask
for (and reasonably get) the prone bonus (+2) with her bow...

But only if the player acts. And only if the referee is sensible enough to
recognize (and reward) this bit of tactical ingenuity!

Indeed, many, if not most, old-school gamers are fine with this approach and
like their referee to make on-the-spot rulings. For them, the new rules
provide more flexibility. Still others approach the rulebook as an absolute,
third-party authority. Here, the optional rules provide an alternate, but
nonetheless quite official, version of the game, and the group need only choose
what rules they wish to observe. And while we obviously prefer the former
approach, there is no wrong answer when it comes to having fun...

So to those who love (and play) Pits & Perils in all its incarnations, we
appreciate your support and hope this booklet helps keep your game perilous!

1
INTRODUCTION

Pits & Perils (P&P) is an old-school role-playing game. It is deliberately


simple and open-ended, requiring little in the way of charts or in-game
calculations to interfere with play. Nonetheless, there are times when this is
necessary, and this booklet is a useful aid. In addition to quick-reference
charts and tables, it contains additional guidance and original rules to allow
seamless play both in and out of combat situations.

These rules are kept simple because:

Simple is easy. The more rules a game has, the more likely these will start
doing the role-playing for you, to the detriment of all.

But simple is also smoother, as flipping through the rules interferes with the
dialogue that should exist between the players and the referee and shifts
focus away from decision-making and exploration.

Finally, simple is old-school. The referee is free to add or change anything,


and this is easier when the rules are simple to begin with.

But despite its relative simplicity, Pits & Perils has a lot in the way of
content, including enemies to fight and magic to win and wield, and the referee
should become comfortable and familiar with practice. Until that happens,
these quick-reference tables serve as instant experience for new referees and
good advice for the most seasoned grognards!

THE CAMPAIGN

A defining attribute of "old-school" is that each campaign is a game unto


itself, even if the same rules are being used, such that the best of these are
more like a regional dialect, still recognizable, but with its own accent and
colloquialisms (much like a southern drawl). This is the intangible factor that
makes old-school games unique. It captures the amateur origins of the hobby
and underscores everything we know old-school to be.

HOW TO USE THESE CHARTS

The referee can keep these tables handy for easy reference during play,
enabling smoother action. Where applicable, additional guidance and rules are
provided so the referee can make quick decisions without slowing things or
disrupting events during combat, etc. Being an old-school game, the referee is
highly encouraged to devise their own custom charts with whatever original
rules (like new random encounters) seems right for their campaign...

2
QUICK REFERENCE CHARTS

The following quick reference charts are provided to aid the referee during
play and include additional (optional) rules and liner notes to better facilitate
their implementation. Consult them as needed...

CHARACTER ABILITIES

Sometimes, the referee will need to create non-player characters (including


enemy combatants) on the spot. Those having a proper class get abilities
determined by rolling (or choosing) on the following, with commoners possessing
exceptional traits 1-2 in 1d6 of the time per the enemy rules:

2d6 ABILITY ACTIONS LIMITS


2 Strength bend bars, lift gates men only
3-4 Intelligence know legends, lore --
5 Dexterity climb walls, stealth --
6-7 Wisdom* detect lies, find clues --
8 Constitution withstand adversity --
9-10 Charisma lead, persuade others elves, men
11-12 Any 2 (choose) or roll again as needed# --

*Alternately, represents cunning as per the referee


#Ignore duplicate results and/or adjust for race as needed

Note here that wisdom is (statistically) the most common ability because it
demands more from the player, who still needs to decipher any clues discovered
in the course of a game. That said, it is analogous to raw cunning more than
anything else and may be renamed as suits the referee...

Alternately, non-human characters can roll on the following table to account


for their racial predispositions more efficiently:

2d6 DWARF 2d6 ELF


2-4 Intelligence 2 Constitution
5 Dexterity 3-6 Dexterity
6-8 Constitution 7 Wisdom
9 Wisdom 8-10 Intelligence
10-11 Charisma* 11 Charisma
12 Any 2 (choose) 12 Any 2 (choose)

*Situational; applies to other dwarves only

Of course, ambitious referees can devise their own tables, perhaps broken down
by class or region as their campaigns require. Anything is possible...

3
SECONDARY SKILLS

Players can roll secondary skills on the following:

2d6 SKILL NOTES


2 Beggar avoid guards or thieves in the city*
3 Blacksmith create simple tools at no cost
4 Bowyer produce 1d6 arrows per game week
5 Carpenter carry 1 additional (small) item
6 Farmer anticipate coming weather (next day)
7 Fisherman navigate by the sun and stars
8 Gambler win 1d6 GP per game week in town#
9 Hunter find/procure safe food and water
10 Merchant appraise the value of various items
11 Performer get free lodging by entertaining
12 Town crier hear latest news/gossip when in town

*This is not the same as hiding or sneaking


#No experience points earned for money made this way

NON-HUMAN PROFICIENCIES

Dwarves and elves have unique cultures that lend themselves to different
proficiencies rolling (or choosing) as shown:

DWARF (2d6) SKILL ELF (2d6) SKILL


2-8 Blacksmith 2 Blacksmith
9 Gambler 3-7 Bowyer
10 Merchant 8 Farmer
11 Performer 9-11 Hunter
12 Town crier 12 Merchant

INHERITANCE

If a character dies, the player can designate a "relative" to inherit some of


their money and equipment as per the following:

LEVEL* MONEY MAGIC ITEMS


1-3 25% Full number (1st level) or any 2
4-9 50% Any 5 chosen by the player
10+ 75% Complete selection of items inherited

*When replacement is artificially advanced in level

Obviously, 1st level characters inheriting magic items are more powerful.

4
EQUIPMENT

New characters have access to the full equipment list. Beyond that, not
everything will be available. For game purposes, assume that a desired item is
available 1-3 in 1d6 of the time, subject to modifiers for the size and/or
population of the area in question: cities (-1), towns (+1), and villages (+2), so
larger settlements are more likely to carry desired goods:

ARMOR PROTECTION COST EQUIPMENT NOTES COST


Leather light (+1) 10 Backpack -- 2
Chainmail medium (+2) 30 Bedroll -- 1
Plate mail heavy (+3) 50 Lantern -- 3
Shield light (+1) 10 Mallet -- 2
Pole 10' 1
MISSILES RANGE COST Rations 7 days 5
Bow, long* 200' 25 Rope 50' 3
Bow, short* 150' 15 Spike, iron -- 2
Crossbow* 180' 20 Stake, wooden -- 1
Sling shot* 200' 5 Tinder box -- 3
Torch -- 1
WEAPONS RANGE COST Water skin 1 quart 2
Axe, hand# 30' 3
Axe, great* 10' 7 MOUNTS NOTES COST
Club 10' 2 Bit/bridle -- 10
Dagger# 30' 1 Cart -- 20
Flail* 10' 3 Feed/oats 7 days 5
Hammer# 30' 6 Horse, riding -- 40
Mace 10' 5 Horse, war -- 50
Morning star* 10' 7 Mule -- 10
Pick 10' 6 Pony -- 20
Spear# 30' 3 Saddle -- 5
Staff 10' 2 Saddle bags -- 10
Sword, great* 10' 9
Sword, long 10' 7 SERVICES NOTES COST
Sword, short 10' 4 Night at the inn -- 1

*Two-handed weapon (+1 damage), no shield use; assume that arrows,


crossbow bolts, and sling stones cost 1 GP per 20 bought
#Maximum range for thrown melee weapons; otherwise, range will be 10'

Of course, armor and/or weaponry may be more difficult to find, especially


when their use is discouraged (or banned) by the nobility. Given the creation
time involved, characters will need to wait 1d6+1 days for custom work, but
only after a deposit of half in advance. Otherwise, clever referees can make
some items available as loot. For instance, a captured suit of mail, etc.

5
MAGICIAN SPELLS

The sheer number of spells available makes constructing a random table


impractical. Instead, the referee can choose from the following, selecting what
best suits their adventure and/or setting:

SPELL DURATION RANGE SPELL DURATION RANGE


Ally instant self Link 1d6 rounds sight
Aura 1 turn/level self Load 1 turn/level self
Bane instant 30' Mask 1 turn/level self
Bolt instant 60' Mend instant touch
Call instant self Mist 1 turn/level self
Calm 1 turn/level 30' Move instant 60'
Copy instant self Mute 1 turn/level 30'
Cure instant touch Null instant touch
Duel 1d6 rounds self Obey instant 30'
Fade 1 turn/level self Pass instant self
Fear 1 turn/level 30' Read 1 turn/level self
Find instant sight Ring 1d6 rounds self
Foil instant 30' Rise 1 turn/level self
Form 1 turn/level self Rout instant 30'
Gaze 1d6 rounds sight Ruin instant 60'
Glow 1 turn/level 30' Ruse 1 turn/level 30'
Grow 1 turn/level self Send instant sight
Heal instant touch Slow 1d6 rounds 60'
Hide 1 turn/level self Stun 1d6 rounds 30'
Hole 1d6 rounds self Urge instant self
Jinx 1d6 rounds 30' Vine 1 turn/level 30'
Keen 1d6 rounds touch Void 1 turn/level self
Know 1d6 rounds touch Ward 1d6 rounds self
Lift 1d6 rounds 60' Wink 1d6 rounds self

SPELL COMPONENTS

Given their potential value as treasure, the referee can roll for any material
components held by enemy magicians:

1d6 TYPE COST SPECIAL EFFECT


1-2 Physic 5 GP increase radius and/or range by +10'
3-4 Ingredient 15 GP add +1 damage to any Bolt spell
5-6 Element 10 GP extend spell duration by +1 round/turn*

*Where applicable, does not apply to instant spells

Assume 1-3 possessed, noting that rivals will surely use what they have...

6
COMBAT TABLES

Players are expected to keep track of their own combat modifiers, including
those for class and/or magic weapons, etc. Enemy monsters (except those
assigned a proper class) have attack and damage modifiers based on level and/or
size as follows, making these very dangerous:

LEVEL ATTACK SIZE DAMAGE*


3 +1 M --
6 +2 L +1
9 +3 H +2
12 +4 -- --
15 +5 -- --

*Only applies to bite, claws, etc.

For game purposes, assume that lycanthropes and other shape-shifters get
appropriate modifiers when in animal form. This includes any character using
spells or magic items (i.e., beast cloaks) while in combat.

ATTACK MODIFIERS

The following applies to all combatants. Often, victory comes down to simple
maneuvering, and good strategy should be rewarded:

TARGET IS... MODIFIER


Partially obscured -2
Underwater -1
Outnumbered/outflanked +1
Retreating, prone, or stunned, etc. +2

ATTACK ORDER/SEQUENCE

The referee should require initiative at the start of combat and again if the
conditions of battle somehow change (this encourages strategy):

CONDITIONS MODIFIER
Surprised or unprepared -2
Heavily outnumbered -1
One or more elves in the party +1

Some games stress special abilities over proper strategy. This one rewards
players for outmaneuvering their foes and prioritizes simple choices, to
include armor and weaponry. For instance, strategic placement of archers and
magicians in the party's marching order can make all the difference.

7
ALTERNATIVE COMBAT

Optionally, the referee can base hit probability on a target's ability per the
following attack matrix, which serves to speed combat:

TARGET IS... 7 OR BETTER 9 OR BETTER 12 OR BETTER


Untrained* 1 hit 1 hit 2 hits
Skilled miss 1 hit 2 hits
Divine/diabolic# miss miss 1 hit

*Does not include those assigned a proper class


#Includes demons (not manes), deities, and/or seraphim, etc.

The designation "untrained" here applies to most commoners, but also those
enemies who, in the opinion of the referee, lack the skill and/or training to
do more than exercise brute force, etc. For instance, the lowliest of orcs
wielding clubs or wild beasts that rely on other special defenses, noting that
those above 3rd level will normally be skilled.

OPTIONAL DAMAGE

Some groups may prefer faster, more lethal combat in the old-school tradition,
and this can be achieved by rolling attacks on the following:

2d6 DAMAGE NOTES


2-6 -- --
7-9 1 --
10 2 Maximum for non-combatants*
11 3 --
12 4 Maximum damage for combatants#

*Assumes elves, magicians, and thieves


#Clerics, dwarves, and human/elven fighters

Note here that the above reflects the untrained opponent rule. Otherwise,
damage starts at 9 (1 hit), with added damage per weapon:

SIZE/TYPE BONUS NOTES


Concealed/small 0 assume maximum damage of 2
Medium sized 0 most one-handed weapons
Two-handed/large +1 two-handed and/or giant-sized*

*Includes those wielded by giants, trolls, etc.

Alternately, the referee can limit optional damage to special circumstances...

8
COMBAT MANEUVERS

Players will choose their own combat maneuvers, and the referee can assign
them to non-players as befits the individual:

MANEUVER REQUIREMENTS SPECIAL EFFECT


Bash shield employ shield to knock back foes
Block shield deflect attacks using a shield
Cover shield raise shield against normal missiles
Dodge -- nimbly avoid enemies in combat*
Parry melee weapon deflect or disarm enemy fighters*
Smash axe/hammer bludgeon for additional damage
Sweep two-handed melee mighty blow against multiple foes*
Thrust blade/spear pierce armor for added damage#
Volley long/short bow launch missiles at multiple targets

*Requires 20' free space to attack/defend properly


#Smaller blades require 5', all others (including spears) 10'

Note that barbarians, corsairs, and fighters with 2 attacks per round can
execute a combination block/parry/attack. Likewise, monks can block and attack
after 9th level, getting 2 attacks per round with the staff.

MAINTENANCE AND REPAIR

Armor, equipment, and even magical weaponry may require periodic maintenance,
with failure to do so resulting in penalties as shown:

ITEM PENALTY
Armor* no protection afforded
Tools 1-2 in 1d6 chance of breakage
Weaponry# minimum damage delivered

*Includes magic armor (half protection)


#Magical weapons deal full damage, no bonus

Repairs cost 10% of treasure taken (armored characters) or 5% (all others) based
on conditions. Optionally, the referee can roll for wear and tear:

CONDITIONS REPAIRS NEEDED... NOTES


Basic exploration 1 in 1d6 --
Heavy combat 1-2 in 1d6 frequent battles
Traumatic conditions 1-3 in 1d6 traps and/or similar

The referee should roll once per character upon returning to civilization.

9
NON-COMBAT ACTIONS

Many actions, like ordinary walking and talking, do not require dice, as the
character is automatically successful. Everything else is governed by a
particular attribute and should be limited to those characters actually having
that ability in most cases, per the referee:

ACTION ABILITY DURATION SPEED


Bend iron bars strength -- --
Climb walls dexterity -- 10'/round*
Detect lies wisdom -- --
Force doors strength -- --
Hide/sneak dexterity -- 20'/round
Hold breath constitution 1d6 rounds --
Influence others# charisma -- --
Lift gates strength 1d6 rounds --
Recall facts intelligence -- --
Spot clues wisdom -- --
Steal objects dexterity -- --
Swim rough waters constitution 1d6 rounds 10'/round
Track enemies wisdom -- --

*Thieves climb walls at double speed (20'/round)


#This includes acts of deception (lies) or intimidation, etc.

Alternately, certain actions should be possible for any character, albeit at a


substantial penalty to reflect their lack of ability.

ACTION MODIFIERS

Non-combat actions are modified as follows:

ACTION IS... MODIFIER


Nearly impossible* -5
Performed under less than ideal conditions* -3
Common task, character well-suited +1
Simple and/or ideal conditions present +3

*May indicate a character without the requisite ability

Note that dexterous characters should always be the fastest in a party, and
this applies equally to the physically powerful, etc. This distinguishes
characters and forces them to work together. At the same time, players may be
permitted to try different things out, and modifiers accomplish both nicely,
although the referee should always favor the naturally inclined...

10
FEATS OF STRENGTH

Certain acts of physical strength, such as forcing a door, might require


multiple characters working together. For every strong character present and
helping out, the referee can add a bonus (+1) to the dice.

HENCHMEN

Hirelings (alchemists, etc.) should be developed in advance, with henchmen


conforming to the following table. While most will be human, the referee is
free to make exceptions as befits the game setting:

TYPE ARMOR HP WEAPON NOTES COST


Archer leather 7/+1 bow/dagger -- 10
Footman chainmail 8/+2 axe/dagger -- 20
Porter none 6/+0 club/dagger carry full load 5

EXPERIENCE POINTS

To keep things simple, the referee should annotate experience for specific
encounters in advance of play. However; this is not always possible, especially
with random encounters and/or when the unexpected happens:

LVL EXP BONUS* TREASURE


1 5 +10 1 per 2 GP
2 10 +10 --
3 20 +20 --
4 30 +20 --
5 40 +30 --
6 50 +30 --
7 100 +40 --
8 200 +40 --
9 400 +50 --
10 800 +50 --
11 1,000 +100 --
12 2,000 +100 --
13 3,000 +200 --
14 4,000 +200 --
15 5,000 +300 --

*Experience for special abilities

Note that referees who desire slower level progression can award 1 experience
per 10 GP found and none for magic items won and subsequently sold.

11
TREASURE

Once again, the referee should place treasure in advance of play, although
wandering merchants and the like also carry riches:

TYPE VALUE (GP) CHANCE OF MAGIC


I 1d6 (1-6 GP) --
II 1d6 x 10 (10-60 GP) 2 in 1d6*
III 1d6 x 100 (100-600 GP) 3 in 1d6*
IV 1d6 x 1,000 (1,000-6,000 GP) 4 in 1d6*

*Place as desired or roll on the magic tables

The referee can roll or simply declare wealth in the form of jewelry if this
better suits the conditions of a given hoard:

TYPE CHANCE OF JEWELRY % OF TOTAL VALUE*


II 1 in 1d6 (50-75%)
III 2 in 1d6 (25-50%)
IV 3 in 1d6 (10-25%)

*Jewelry does not count against encumbrance

Larger hoards can be produced by using lesser denominations (copper and/or


silver coins) and converting from their original GP value:

COINAGE VALUE
Copper pieces (CP) 10 CP = 1 SP
Silver pieces (SP) 10 SP = 1 GP

Merchants, pirates, and raiding orcs often carry wealth in the form of luxury
items (frequently stolen). This can be rolled as shown:

1d6 ITEM NOTES


1 Ebony decorative items (artwork)*
2 Incense/oils includes dyes or spices
3 Ivory as ebony, above (decorative art)*
4 Textiles bolts of cloth or silk
5 Silverware may be goblets, plates, etc.#
6 Various (mixed) usually indicates stolen goods

*May be ceremonial or religious in nature


#Roll 1d6 for type (1-2 brass, 3-4 copper, 5-6 silver)

Normally, individuals carry Type I-II and/or jewelry of greater value...

12
Magic items are rare and should seldom appear in unscripted hoards unless
wielded by enemies to their own advantage, etc. The referee might allow
exceptions for potions (or scrolls) that might be beneficial to a party provided
the players have earned it through superior choices.

WILDERNESS EXPLORATION

For game purposes, there will be a 1 in 1d6 chance per game day travelled of
getting lost, modified for conditions as follows:

CONDITIONS MODIFIER
Heavy brush/covering* -2
No map available# -1
Poor weather/sun obscured -1

*All dice for initiative rolled at -2


#Guides ensure the party never gets lost

Dislocation can be determined by rolling 1d6: 1-2 (left of path), 3-4 (right of
path), and 5-6 (backtrack/reverse move) when a party is lost.

RANDOM ENCOUNTERS

Normally, random encounters occur 1 in 1d6 of the time per full turn of
exploration (either above or below ground) although a party should never face
multiple encounters through consecutive turns of play:

3d6 DUNGEON 3d6 WILDERNESS


3-5 Bat (2-12) 3-5 Anka (1)
6 Bat, giant (1-2) 6 Bear (1)
7 Cockatrice (1) 7 Boar (1-2)
8-10 Dwarf (2-12) 8-10 Brigand (6-12)
11 Fungi (1) 11 Druid (1-2)
12 Ghoul (1-3) 12 Elf (1-6)
13 Jelly (1) 13 Faerie (1-2)
14-15 Kobold (6-12) 14-15 Orc (2-12)
16 Rat (2-12) 16 Redcap (1-2)
17 Rat, giant (1-2) 17 Wild man (2-12)
18 Spider, giant (1) 18 Wolf (1-3)*

*Alternately, a single werewolf on the hunt

Random encounters should always be of the weakest sort (assume 1-2 HP per
level in most cases), although exceptions can be made. These guard no treasure,
with the possible exception of brigands (assign I-II) and orcs, etc.

13
For simplicity, the referee can designate specific locations where random
encounters may occur. For instance, when setting up camp, etc. If the
characters establish a watch, there will be a 1-2 in 1d6 chance of an encounter
with some 2-3 rounds to prepare. Unprepared parties (no watch) have but a
single round and must roll for initiative at -2.

For quick reference, the following is provided (where applicable, attack and/or
damage bonuses are given in parentheses):

NAME ATTACKS LEVEL MOVE SIZE


Anka 3(+1) 5 50' L(+1)
Bat 1 1 20' S
Bat, giant 1 2 30' M
Bear 3(+1) 4 40' L(+1)
Boar 1(+1) 3 30' M
Brigand 1 * # M
Cockatrice 1 2 20' S
Druid 1 * 50' M
Dwarf 1 * # M
Elf 1 * # M
Faerie 1 1 50' S
Fungi 3(+1) 5 -- M
Ghoul 3 2 40' M
Jelly 1(+1) 5 10' L(+1)
Kobold 1 1 30' S
Orc 1 1 # M
Rat 1 1 20' S
Rat, giant 1 2 30' M
Redcap 1(+1) 3 30' S
Saurian 3 3 30' M
Spider, giant 1 2 20' M
Werewolf 3(*) * # M
Wild man 1 2 50' M
Wolf 3(+1) 3 40' M

*Assign level/spells where applicable


#Humanoid enemies will move by armor worn

Total hits per level are determined by rolling 1d6: 1-2 (1), 3-4 (2), 5-6 (3) or
assigned by the referee. Humanoids can use armor and shield.

Some enemies have special attacks and/or spells. The referee should be
familiar with these in advance. Otherwise, they might select simpler monsters,
like bears or wolves, until they become more experienced. Of course, custom
encounter tables are highly encouraged and keep things realistic.

14
URBAN ENCOUNTERS

Encounters in urban (city/town) environments can be placed in advance or


determined randomly on the following if so desired:

2d6 RESULT NOTES


2 Adventuring class see below
3-11 Commoner/townsperson --
12 Enemy/monster, etc. see below

Optionally, there is a 1-4 in 1d6 chance of an adventurer travelling with a


party of 1d6+1 others as per the following:

2d6 CLASS/RACE* NOTES#


2-3 Cleric nearly half are chaotic (evil)
4 Dwarf drunk (1-2 in 1d6) and aggressive
5 Elf these are aloof when solitary
6-8 Fighter inebriated (1-3 in 1d6) as a dwarf
9 Magician may Link with potential rivals
10-12 Thief often (1-4 in 1d6) attempt to steal

*Or any variant (monks or savants, etc.) per the referee


#Parties and/or solitary types match or exceed player level

For simplicity, the referee can use the following templates:

CLERIC/L/INT AK: l (mace) LL: 5 (l6/+2 HP) ME: 30' (chainmail)


MIRACLES: Ally, Cure, Heal, Null (3 FP)

DWARF/N/CON AK: l (hand axe) LL: 3 (l3/+3 HP) ME: 20' (plate mail)

ELF/N/DEX AK: 1 (bow, dagger) LL: 3 (8/+1 HP) ME: 40' (leather)
SPELLS: Bolt, Heal, Rise, Mask (2 SP)

FIGHTER/N/STR AK: l (great sword) LL: 4 (l6/+3 HP) ME: 20' (chainmail)

MAGICIAN/N/WIS AK: l (spells/staff) LL: 4 (8/+0 HP) ME: 50' (--)


SPELLS: Call (owl), Bolt, Fade, Ruin, Ruse, Urge (4 SP)

THIEF/C/DEX/CHA AK: 1 (dagger) LL: 6 (12/+1 HP) ME: 40' (leather)

Ability scores include: Strength (STR), Dexterity (DEX), Intelligence (INT),


Wisdom (WIS), Constitution (CON), Charisma (CHA), with all others abbreviated as
follows: Attacks (AK), Level (LL), Move (ME) plus faith/spells as shown.

15
Magic items (if any) can be determined randomly or by assigning something
suitable to the intended power (or scope) of the encounter.

The referee can generate commoners as follows:

3d6 NOTES
3 Beggar some function as thieves (1-2 in 1d6)*
4 Blacksmith assume 1-2 in 1d6 are armorers
5 Bowyer long/short bows or (1 in 1d6) crossbows
6 Candle maker only found in larger towns, etc.
7 Carpenter includes carpenters or woodworkers
8 Farmer free/landed (1-3 in 1d6) or serf
9 Fisherman possess basic boating/navigation skill
10 Glass blower availability as per a candle maker
11 Hunter these might serve as paid guides
12 Jeweler may (1 in 1d6) be a wealthy moneylender
13 Laborer general (unskilled)/migrant workers
14 Miner roll 1d6: 1 (dwarven), 2-6 (human)*
15 Performer treat these as beggars with charisma*
16 Stone mason often organized in powerful guilds
17 Tailor can include leatherworkers, etc.
18 Teamster possess extensive traveling knowledge

*Dwarves are 1st level and thieves 1-3rd, respectively

As run-ins with the city guard are a recurring theme in many games, the
referee can treat these as commoners (1-3 HP) clad in leather and armed with
spears (or bows on the walls). Otherwise, sergeants (and above) are 1st-3rd
level fighters wearing chainmail and armed with swords.

Finally, obvious monsters are rare in most urban settings, but might haunt
chaotic temples and/or cemeteries and similar dreadful places:

2d6 TYPE NOTES


2-4 Bugbear/orc some bugbears pass as humankind
5 Demon/devil/manes all linger near evil shrines
6-8 Doppelganger* may try to gain a party's trust
9 Ghoul/ghost/shadow spirits haunting communal crypts
10-11 Succubus/vampire these attempt to seduce first
12 Werewolf/wyre-folk both types manifest in human form

*Doppelgangers appear as human, seeking more victims

As with all such tables, the referee has the final say, adjusting the outcome
consistent with conditions, perhaps picking a desired result instead...

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The following dungeon was played at PretzCon 2013 and may assist the
referee in preparing their own games. Although meant for higher-level
characters, it can be adjusted for any party...

LEGEND OF THE SNOW HAG


(The referee is encouraged to build upon this)

Legends speak of an evil hag dwelling in the hills above Lowland Dale;
stories to frighten children and entertain adults, no doubt. She was
beaten long ago and fled to her tower on the mountain, assuming any of
this happened at all, for weird legends are common among the peasant
folk who dwell in the peaceful lowlands. Only now, the legends might be
true and the people of the valley targets of her wrath.

Strange lights have been seen dancing across the brooding peaks at
night, followed by savage goblin raids at dawn. The White Wound Tribe
has always been a nuisance, but now something has made them bolder,
resulting in excursions deeper into human lands; most recently, against
estates held by the King. This is a mark against the new Magistrate,
Guiscard, High Warden of the valleys and easily replaced if he cannot
keep the peace, for the Fall harvest is threatened.

Worse still, rumors speak of the Hag coming bodily into the villages,
causing dreadful nightmares that leave their victims, and even the Royal
Guard, too terrified to act. But when a contingent of Guiscard's best
soldiers failed to return from the crags, desperate action was called for
lest the worst happen. And so an adventuring party was hired, hastily
briefed, and offered a prize of 5,000 SP if they succeed...

Thus, armed with their own gear and whatever equipment they manage to
purchase and/or haggle out of the Magistrate, the party leaves the safety
of the lowlands for the peaks where the Snow Hag's aerie awaits.

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THE ENVIRONS AND COURTYARD

The crumbling ruins of the Hag's tower merge with the rocky cliffs to
create a labyrinthine channel. Assuming the party sets out at dawn, they
should arrive at this place by late afternoon...

1 - The mountain pass leading to the Hag's tower is strewn with rocky
debris and gnawed bones of many kinds. A mated pair of FROST GIANTS has
taken up residence here, moving to flank the party on either side and
using the sheer cliffs to their advantage:

AK: 1 (clubs/elements) LL: 7/+2 (11 HP) ME: 50' (--) SE: H/+2

Being well-adapted to their environment, at least one of these will


conjure an AIR ELEMENTAL that summons a blizzard, reducing all movement
and visibility within a 120' radius to 10'. They occupy a cave with a
large central fire and several giant-sized implements.

Note: Buried in the north end of this is 90 GP, a SCROLL OF RISE in an


ivory tube (worth 25 GP), and a bleached SINGING BONE, all treasures
stolen from prior victims. Indeed, the giants are thralls of the Hag who
grow fat guarding her forgotten aerie.

2 - The great outer courtyard, open to the sky above, lies bare to all
comers, and the piles of charred and horribly gnawed bones bear witness
to those who braved this place only to be devoured.

3 - A patrol of 5 GOBLINS keeps watch here. These bear the primitive


standard of the White Wound Tribe, wear leather armor, and do battle with
iron spears. Loyal to the Hag, they fight without hesitation:

AK: 1 (spears) LL: 1/+0 (1/+1 HP) ME: 40' (hide) SE: M/+0

4 - Two GOBLIN SERGEANTS make their quarters here. These keep an


enormous PANTHER on a chain to set upon intruders and release it against
the closest target(s) within sight, being kept both hungry and obviously
abused by its handlers to make it aggressive:

AK: 3 (bite/claws) LL: 4/+1 (8 HP) ME: 40' (--) SE: L/+1

The sergeants are large, intelligent, and strategic:

AK: 1 (daggers) LL: 1/+0 (2/+2 HP) ME: 30' (chainmail) SE: M/+0

Given its proximity to the courtyard (indeed, their job is to oversee


defenses), there is a 1-3 in 1d6 chance that they will join the fray should
hostilities break out in area 3, above. This requires 1-2 rounds...

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The sergeant's quarters are surprisingly organized, and there is a
primitive cage for the great cat. Each goblin has 2d6 SP, and the party
finds 1,000 CP in a locked wooden strongbox.

5 - At this juncture, the party is presented with a choice; continue


southward (at ground level) or climb the (40' high) stone steps ascending
north into the old ruins. Either way, curious players will find no
obvious clues as to which path is better.

6 - Part of the tower has collapsed here, being scarcely passable if


moving single file. The goblins avoid this area, although the party will
never know this unless pursued. Observant characters may pick up the
smell of plant life and acrid water as they pass...

In time, everyone will hear a waterfall and smell vegetation.

Note: Characters having the Wisdom ability may (if the player asks and
makes their roll) detect a pungent aroma. When this happens, the referee
secretly rolls saving dice, with failure resulting in the victim taking
damage (1 hit) and a bloody nose from the spores below.

7 - This rough-hewn cavern is dominated by an impressive waterfall


along its easternmost end. This feeds into a natural cave with a pool of
fresh water and many small puddles of stagnant stuff unfit to drink,
although not harmful. The rocks here are covered with a sticky moss that
is actually a variant form of CAVE FUNGI. This covers an old skeleton
holding an iron box in its limed-over embrace:

AK: 1 (spores) LL: 5/-- (15 HP) ME: -- (--) SE: H/--

Characters disturbing this must roll saving dice (+1 for elves and the
dexterous) once per 10' moved or excite the spores and inhale, suffering
the equivalent of a weak (1d6) poison. Covering one's mouth or similar
strategies is always effective, although the referee can make exceptions
when strenuous activities, like fighting, are attempted.

The box is locked, but can be picked or smashed open in 1d6 rounds,
noting that this releases spores and will require saving dice (as per the
above) to avoid inhalation. This holds 100 GP, an ELIXIR, and a bag of
granular VANISHING DUST that is clearly quite old.

8 - The damage here is quite extensive, and no further progress is


possible owing to many fallen rocks. Likewise, this area is open to the
sky, making it bitterly cold, but otherwise a good place to make camp
provided the fungi can somehow be neutralized. Several well-placed Fire
Bolts or other strategic use of flame is generally enough, noting that
spores disperse out to 120' and up to 30', making this dangerous...

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THE SNOW HAG'S AERIE

The stairs in area 5, above, lead to the Hag's chamber, part of which
enters the mountain. This was a strategic move, as it allowed defenders
to retreat and rally their forces, and this no doubt helped the Hag to
escape and recover her strength in secrecy.

9 - This area is heavily trafficked, but only at the changing of the


guard in the courtyard below. Nonetheless, the cold stone gives no sign
of this, with no random encounters met.

10 - The rest of the White Wound goblins dwell here, excluding any
patrolling elsewhere. Accordingly, this vast chamber is a smelly place
filled with stinking furs and the remains of grisly meals (human or
otherwise). There are 5 big GOBLINS in leather armor armed with iron
spears watching the entrance, and should a party enter this openly, its
guardians cry alarums and close ranks to fight:

AK: 1 (spears) LL: 1/+0 (3/+1 HP) ME: 40' (hide) SE: M/+0

By the third round, a pair of GOBLIN HANDLERS clad in chainmail and


armed with axes arrive. These lead an OGRE on a strong rope, releasing
it to attack with a club so massive it deals damage as huge (+2) with a
chance of knocking its victim back 1d6 x 10' and leaving them prone for
the next combat round (this requires saving dice at +1):

AK: 1 (fists/giant club) LL: 5/+1 (10 HP) ME: 30' (--) SE: L/(*)

The handlers are treated as sergeants, being specially trained for the
command of the monstrously strong giant:

AK: 1 (axes) LL: 1/+0 (2/+2 HP) ME: 30' (chainmail) SE: M/+0

Fighting the ogre is noisy work and calls 2d6+6 ARCHERS after a full
turn of fighting. These maintain a safe distance and may be positioned
around the various exits, compelling a very difficult choice, although
care must be taken to keep this from becoming an impossible challenge to
the players (they will exploit cover to maximum advantage):

AK: 1 (daggers/longbows) LL: 1/+0 (2 HP) ME: 50' (--) SE: M/+0

The White Wound is less of a tribe and more of a cult built around
worship of the Hag. Accordingly, there are no dependants, noting here
that fighters could be of either gender. That said, most effects left
behind include simple items and barely edible rations, although referees
might place 1-2,000 CP scattered around individual campsites and filthy
bedding as a reward, although gathering them requires 1d6 turns.

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11 - This is the ogre's living quarters. The floor is strewn with straw
and furs thrown over a long stone slab to form a makeshift cot that reeks
of rotten meat. A search turns up a few gnawed bones, but nothing worth
taking unless the referee adds something special.

Note: Observant characters (players) will find a smaller stone slab


between this and the wall that can be lifted to reveal 10,000 CP wrapped
in a sack tied with MAGIC ROPE of elven make.

12 - The ground rises here, and moth-eaten tapestries line the walls
leading up to Hag's sanctuary. These conceal grotesque mosaics too wicked
even for orcs to make. The opulence of this passage attests to its great
importance, although its original purpose is forgotten.

13 - Vaulted and old, this area predates the adjoining construction by


many years, something dwarves will notice immediately. It now serves as
the Snow Hag's court and private sanctuary. Upon the party's entrance,
she will be sitting on a throne in the center attended by her pet DRAGON
and 5 GUARDS, orcs armed with daggers and longbows:

GUARDS: AK: 1 (daggers/bows) LL: 1/+0 (3 HP) ME: 50' (--) SE: M/+0

DRAGON: AK: 1 (bite/breath) LL: 6/+2 (11/+3 HP) ME: 30' (--) SE: L/+1

The SNOW HAG is a 7th level magician, diminished, but still powerful. In
combat, she will cast Ruin to delay the party and give her elite guard
time to advance. Where applicable, she uses her Dire spell to disable any
henchmen, who may be set upon by her orcs or the dragon:

AK: 1 (spells/staff) LL: 7 (11 HP) ME: 50' (--) 6 SPELLS: Bolt, Dire, Gaze,
Heal, Mort, Ruin, Ruse, Ward, Wink (6 SP)

Her dragon breathes fire (1d6/10' range) and wears a specialized plate
armor (+3). This is the Hag's primary line of defense, and she may use it
to retreat to area 14, below should the encounter end badly.

14 - The Hag's living quarters house a small cot and a chest holding a
special ELIXIR that restores all spell points (something she may imbibe if
given the chance), a WITCHES' BROOM, and 500 GP.

-EPILOGUE-

The people of Lowland Dale are obviously grateful for the aid, but the
Magistrate is ashamed, believing his position was compromised by his
inability to deal with the situation himself. The party is allowed to keep
what treasures they found and escorted to the border. This is seen by
everyone as for the best, for grateful lords tend to be suspicious lords!

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NIGHTMARES

The Snow Hag has been visiting the villages on certain nights, inducing
vivid nightmares by means of a unique spell:

SPELL DURATION RANGE SPECIAL EFFECT


Dire 1 turn/level 30' induce sleep, nightmares in targets

DIRE induces a deep sleep in all targets (up to 3rd level) within the
spell's (30') radius. This lasts for the first turn only, during which each
victim experiences unsettling nightmares. Upon awakening, they must
save to avoid attacking their companions (if chaotic/neutral) or becoming
paralyzed with fear (if lawful) for the remainder. This dreadful magic
comes at a price; however, dealing hits to the caster equal to the maximum
enemy level present. This is a thoroughly wicked spell.

Optionally, this spell is written into a mysterious, but obviously evil,


tome (SOMNUM TENEBRIS) beneath the Hag's bed. This can be learned by any
chaotic or neutral magician if their level permits.

REFEREE'S GUIDE TO ABBREVIATIONS

The following abbreviations are used to detail enemy statistics:

AK Number/type(s) of attack
LL Level/attack bonus (hit points)
ME Movement/(armor worn)
SE Size; small (S), medium (M), large (L),
or huge (H)/damage bonus
( *) Refers to the encounter's text

These are used in all official P&P products and are highly encouraged!

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