TEXT: Hill Cantons Compendium II
  
  HILL CANTONS COMPENDIUM II
  Being a ColleCtion of Player oPtions and House rules Various and sundry for ClassiC
  fantasy role-Playing games old and dear
  by Chris KutaliK
  Credits
  Written by: Chris KutaliK
  layout: MiKe davison
  hill Cantons CoMpendiuM 2015 ©hydra ColleCtive llC
  
  INTRODUCTION TO THE HILL CANTONS
  The Hill Cantons campaign is set in a frontier region of the Over-
  kingdom of the Nemmetz and Pahrusky Lands, a sprawling, loose 
  federation of human-peopled domains ruled by an Overking elected 
  by the Lords Temporal and Spiritual. Our down-and-out heroes have 
  just ridden into the Hill Cantons, a wild and woolly sparsely-set-
  tled borderlands region of independent minded freeholders and petty 
  aristocratic micro-states.
  the Corelands, borderlands, & the Weird
  The Corelands represent pure human civilization in the world of the 
  Hill Cantons. Though wars, political machinations, plagues, and the 
  rest of the human drama play out here, from the prospective of Can-
  toners, these lands are something of a movie façade. There is no whiff 
  of the “Weird” here, magic doesn’t function. Monsters and adventure 
  has no real place here. Like a fantasy Oakland there is no there there.
  The Borderlands is the contested zone between the Corelands and the 
  Weird. Magic functions here, yet civilization exists here too, even if 
  sparsely and tentatively. The entirety of human settlement in the Hill 
  Cantons (the political/regional entity, not the campaign) is found 
  here and it is rippled like a marble cake with pockets of the Weird. 
  As such, adventure can be found here, but it involves neither the 
  big-ticket risks nor the rewards of exploring otherworldly regions.
  Life here for humanity is tainted by the contact with the Weird, in-
  deed literally many who return back to the core from here die qui-
  etly and strangely of maladies in the night. Though a rough frontier, 
  fashion is extravagant and quick to change. Doctrines of the mind 
  are extravagant and quick to heated dispute in their over-elaboration. 
  While desperate, life here also carries with it the freedom from dull 
  routine. Heretics, runaway servants, poets, and the sociopaths and 
  picaros calling themselves adventurers flock here as a result.
  The Weird is the Mythic Underworld writ large. Whole areas exist in 
  the hills where the Veil Between the Worlds has ripped asunder, filing 
  areas with the flotsam and jetsam of many worlds and times. Here be 
  monsters and golden onion-domed barges, and great cyclopean halls 
  filling mountain tops. Geography is exaggerated and uncoupled from 
  the expectations of other lands.
  The rising tide of such cosmic strangeness produces a startling density 
  of these so-called sites of adventure. It’s not uncommon to walk a few 
  hours from one only to discover another, and then another only a 
  short jaunt away.
  PLACES OF NOTE
  KeZMaroK
  The ancient Southlands metropolis of Kezmarok has been known my 
  many names over the aeons: Vu Commoron, Zenopolus, The City 
  Three Quarters as Old as the Firmament of the Heavens, The City 
  of 500 Graces (or the City of 500 Sybarites and Popinjays to some 
  wags), the list rolls on.
  Five long centuries of besiegement by the ever-patient and languid 
  forces of the Turko-Fae have severed it’s dominance over a vast net-
  work of fortified ports. The resulting steady collapse and abandon-
  ment of great stretches of the mile- and a-half long city have dimin-
  ished its once teeming magnificence, but it stubbornly clings to a sad 
  grandeur high on the Great Rock.
  Barely 40,000 of its former 300,000 residents still make their home 
  in the city, and a good quarter of those are the
  Northern cantonal mercenaries, bonded outsiders and slick operators 
  looking to make a golden wheel (Ur Kolo) or two from the largesse 
  of the city vaults.
  Of its native citizens, gone are many of the common castes. The great 
  legions of the indentured and poorer wage earners have long shipped 
  out for greener pastures, northwards to the Cantons or southwards 
  over the Persimmon Sea.
  While clinging like the city to former greatness many of the nobili-
  ty—almost a third of the residents now--have doggedly stayed, but 
  downshifted into a “shabby gentility”. It’s not uncommon to come 
  across a city block of half-collapsed red marble manses with great 
  taub-taub trees growing through them and families of these pau-
  perized patricians patching long-handed down robes and doublets, 
  writing epic poems, polishing dented heirlooms, and acting out par-
  lor-theater in the remaining shells.
  Defense of the triple great walls that choke off the peninsula from the 
  mainland—and the great silken pavilions and stockades of the be-
  siegers—is in the hands of the Bonded Companies. Many a northern 
  landsknecht, gendarme, or reaver has made an easy lifetime of serving 
  a “long bond”, a 20-30 year contract of service walking the walls and 
  performing in the mostly bloodless and symbolic sallies against the 
  great host outside.
  around KeZMaroK
  The Great Hostels. The sale of intoxicants is strictly—and lucra-
  tively--regulated in the city. The typical constellation of seedy inns, 
  taverns, and other watering holes is simply not seen in Kezmarok 
  (though a few illegal speakeasies stubbornly exist). Instead you have 
  enormous, teetering centuries-old edifices, the great hostels, sprawl-
  ing across entire city blocks.
  Because half of all the income from booze, powders, and smokeable 
  herbs is owed to the City, the hostels have spread their commercial 
  range across a range of activities—food, lodging, games, gambling, 
  nefarious meetings, bawdy theater, romantic trysts, etc-- and thus 
  have become central hubs of social life in the city.
  Though each varies wildly in its character, each hostel does have a few 
  common features. Each hostel is from 3-6 floors high with a dizzying 
  array of sunny verandas, patios, trellises and balconies jutting out 
  over the streets and structures below. Each floor caters progressively 
  higher to a classier clientele, indeed after the second level customers 
  are only those who pay exclusive membership dues and undergo ini-
  tiation rites. Such “club” membership has become important to the 
  status jockeying of residents.
  a saMple of the Great hostels:
  Finestra, Lodge of a Thousand Mirrored Gazes. Famed for its many, 
  baroquely-famed mirrors and gawking, ever-judging clientele. Past 
  the swill served on the first floor, the food and drink is quite good.
  
  Ulthnarn of the Hanging Blade. The martially-themed Ulthnarn is 
  noted for its many games of skill and chance, indeed it’s the only 
  hostel that has a full hobbit-boloing arena. Gentlemen’s games can be 
  found on the upper floors.
  Duke Mraz’s Folly. The hruz, hallucinogenic mollusk paste, is out 
  of this world as is the food. Decorated with strange shiny polished 
  suits of armor.
  MarlinKo
  Marlinko (or Marlank if you using the Nemec exonym) is a bustling, 
  smallish city of about 7,000 and council seat of the Marlinko Can-
  ton. It is the southernmost town-sized settlement in the Overking-
  dom before civilization peters off into pure howling wilderness.  
  Though prosperous due to its role as a trade hub for the distant civ-
  ilized lands of the South, Marlinko is deeply infected by its relative 
  isolation and closeness to the Weird. Life there as such takes on a 
  strange dream-logic cast even by the standards of the rest of the bor-
  derlands.Around Marlinko town
  The Flaming Goat. A rather seedy inn just inside the West Gate. The 
  halushky ranges from poor to offal quality, but the beer and white 
  gravy are both decent enough to keep a clientele for the lunch crowd.
  The Drunken Troll. An upmarket inn located just south of the 
  Tomb-Plaza of the City Gods. The inn's silent owner is said to be 
  local gossips to be the infamous Yadis, an anonymous, foul-mouthed 
  satirist. The inn is also noted as the home of local second-fiddle mage 
  (and man of letters) Mandamus the Erudite and his companions 
  Uma, Barbarella, and “Martin”.
  Tomb of the City Gods. Located in the central plaza is the squat 
  polished basalt bulk of this mausoleum. The local Sun Lord followers 
  have made a lifetime of quietly ignore the obvious blasphemy of such 
  a thing existing.
  The Guild Hall and the Dome of Supernal Dealings. Where you 
  can get your so-called hirelings. The hiring of “scab” henchmen is 
  intolerable.
  The Manse of the Lady Szara. The notoriously-erratic lady abrupt-
  ly moved away three years ago “to visit relatives back in the Core-
  lands” and her town-manse was overtaken by the seemingly-undead, 
  thief-hero Kugel the Lucky.
  Catacombs of St. Jack's Church of the Blood Jesus. After three weeks 
  of backbreaking work—under the expert supervision of the Termex 
  the Robodwarf--by devotees of this imported, alien and utterly syn-
  cretistic cult, a catacomb space has been excavated by nun-maeneds 
  under the Marlinko. The new sparagamos fane and exquiste ossu-
  ary-like sculptures are "things of beauty" report cult leader Vatek son 
  of Vatek.
  Fraza's Brokerhouse. Dealer in curios, a good place to get a fair price 
  on things of the Weird.
  Onion Tower of the Striped Mage. Home of the resident arch-mage 
  Frantisek.
  The South Market. Arcaded mall where you can buy things mun-
  dane and slightly less so.
  Bathhouses. Where business and hanky panky occur.
  Avenue of Anchorites. Where hermits and adventurers living on the 
  cheap live.
  The Guild of Accipitraries, Drovers, and Ankle-Beaters. Run by 
  the supreme hard-ass, Hurloj Kladivo, a good place for the sale or 
  training of animals. Be wary of kidnapping his daughter.
  ostrovo
  Ostrovo is a shockingly tidy, white-washed town of 3,000 souls that is 
  the seat of the Velky Ostrovo canton. The town is a hotbed of activity 
  for the Morning Star heretical society.
  Muth
  The salty reek of fish and decay dominates this former port-town 
  (now really just a large village).
  KuGelberG
  A bustling little thorpe built around wealth coming back from the 
  nearby dunes. Several new longhouses have been erected by the re-
  turning sons of the old smith (whose fortified farmhouse was the sole 
  building on the site two years ago.)
  bad raJetZ
  Inbred eastern hinterland town renowned for its leather goods (espe-
  cially its fetishwear). Infested with diabolists and heretics.
  dunGhahM
  The name says it all. A squalid little hamlet in the bogs located on the 
  Ostrovo-Muth road.
  the Weird
  Mountain Hall of the Hyperboreans. Massive mountain-side under-
  ground complex.
  Slumbering Ursine Dunes. Massive five-hundred foot dunes filled 
  with strange sites--and sights.
  The Golden Barge. Home of the Master (local godling) and former 
  home of the Wereshark Lord.
  Frog Demon Temple. Here be easy to pluck treasure.
  Luumash, the Tower of Bone. Teetering tower of bone with tomb 
  complex underneath.
  The Undercity of Kezmarok. Under the (off the map) city of Kez-
  marok. Duh.
  The Pagoda City beyond the Blackness. Supposedly in the An-
  ti-Cantons. Surrender all player agency all ye who enter.
  The Horned Oracle. What it says on the box.
  Isle of Tolmin and the House of the Axe.
  
  NEW CHARACTER CLASSES
  Black HoBBits
  Requirements:  
  DEX 9, CON 9
  Prime Requisite:  STR and DEX
  Hit Dice:  
  1d6
  Maximum Level:  8
  From Monsters! Monsters!:
  “[Black Hobbits] does not refer to their skin tone, but rather to 
  their political affiliations. They are physically the same as other 
  hobbits, but are not nice people...Unlike normal hobbits, black 
  hobbits hair is black and wiry, and they are fully bearded (like 
  dwarves).”
  Black hobbits are outwardly plain, ordinary halflings--who have se-
  cretly devoted their dark little hearts to the cause of Chaos. Indeed 
  their devotion to the cause runs so deep that all black hobbits are 
  required to join the local branch of the Chaos Party (though the in-
  herent divisiveness of such an organization has lead to a vast confus-
  ing array of splinter groups, internal tendencies, factions, and rump 
  groups.)
  Black hobbits share the same abilities and limitations as their com-
  fort and law-loving brethren, though they possess a few special abili-
  ties particular to their class. At second level a black hobbit learns the 
  ability of Agitation, a skill in which they can temporarily raise their 
  Charisma score to 18 once a day when exhorting others to perform 
  acts of mischief and mayhem. At 4th level they can do this twice a 
  day, at 8th three times.
  They also gain the ability at third level to manufacture little round 
  black bombs, a small hand-held explosive device that deals out 1d8+1 
  damage in a 10-foot range. They can make one such bomb per week 
  and 30 gp worth of material. At sixth level they can begin to make 
  two bombs a week.
  Black Hobbit Level Progression
  XP
  Level
  HD (1d6)
   - 
  1
  1
   2,100 
  2
  2
   4,200 
  3
  3
   8,400 
  4
  4
   16,800 
  5
  5
   33,600 
  6
  6
   67,200 
  7
  7
   134,000 
  8
  8
  cHaos Monk
  Requirements: 
  Not be eligible to be a Monk, WIS or INT less than 10
  Prime Requisite: None
  Hit Dice:  
  1d3
  Maximum Level:  None
  It is said by the sages that “clerics” are a martial lot that look out-
  wardly for divine power and that a sub-class of those are “monks” 
  who look inwardly for the same. But what is known only by men 
  of science and the gentlest of birth is that that sub-class has its own 
  sub-class of practitioners that look “nowhere and everywhere” for the 
  source of power: the confused and puerile way of the Chaos Monk.
  Chaos Monks may use no armor and often will eschew the wearing of 
  shirts, doublets and other clothing that obscure their abs. The sheer 
  force of will involved in the suspension of disbelief in following this 
  path does however allow them to add a DEX bonus and a further AC 
  bonus of +1 for each 2 levels of advancement.
  Further they are restricted to a select range of weapons typically used 
  by their more lawful and competent brethren or ninja-loving tweens 
  of the early 80s: bo and jo sticks, nun-chucks (sic), clubs, man catch-
  ers, bowie knives, sais, metal claws and throwing stars.
  Chaos Monks are rarely surprised (a 1 on a d8) and then only if spo-
  ken to by a member of the opposite gender.
  Due to the improbable nature of their powers, Chaos Monks are lim-
  ited to only 8 levels of advancement. Further after the 5th level they 
  may only advance by “kicking the asses” of an equal number of low-
  er-level Chaos Monks to the level of advancement. (Low-level Chaos 
  Monks as a consequent rule of thumb tend to avoid their higher-level 
  equivalents like a bad case of scabies.)
  Chaos Monk Level Progression
  XP
  Level
  HD (1d3)
   - 
  1
  2
   1,251 
  2
  3
   2,501 
  3
  4
   5,001 
  4
  5
   10,001 
  5
  6
   20,001 
  6
  7
   40,001 
  7
  8
   80,001 
  8
  9
  Reaching 2nd level: a Chaos Monk may attempt a “kung-fu kick” in 
  combat, a d5 attack that adds a +1 for each level attained.
  Reaching 3rd level: They gain the ability to speak with fungi.
  Reaching 4th level: At 4th level, Chaos Monks can flip over the 
  back of their opponent while making a high-pitched scream. Also 
  at this level the Chaos Monk learns the ability to use the Samurai 
  sword without chance of self-injury (lower-level Chaos Monks will 
  hit themselves when using the sword on a natural 1-3 on a d20.)
  Reaching 6th level: Chaos Monks gain the ability to cast Confusion 
  once a day on not just themselves but others.
  Reaching 8th level: Chaos Monks can use the Five Point Palm Ex-
  ploding Heart Technique. It is unclear whether this has any real me-
  chanical effect however.
  
  Feral DwarF
  Requirements: CON 9
  Prime Requisite: STR
  Hit Dice: 1d8
  Maximum Level: 12
  [Special thanks to Scott Moberly aka Scalydemon as co-creator.]
  Feral dwarves are the deep-dwelling, untamed, neanderthal-like 
  cousins of the more common dwarf. Their skin ranges from deep tan 
  to light brown, and bright eyes which are almost never blue, with 
  brown, black, or gray hair and ruddy cheeks.
  They are slightly taller and more wiry than their more domesticated 
  cousins (ranging up to 4’6 and 140 pounds on the average).
  Feral dwarves speak trade-speak, and their guttural language, but 
  cannot learn more than two additional languages regardless of their 
  intelligence.
  Because of their background as miners and underground dwellers, 
  they can detect by concentration within 10’ any grade or slope or new 
  construction (1-4 on a d6), sliding or shifting walls or rooms (1-4), 
  and large stonework-type traps such as pits and dead falls (1-3). They 
  can also detect with concentration depth underground (1-3). They 
  also have 60 foot infravision.
  Because they are unfamiliar with new-fangled civilized weaponry and 
  armor, feral dwarves tend to choose simple weapons such as spears, 
  hammers, axes, clubs, and javelins (though once in civilized environs 
  they can employ any weapon they choose). Because of their unfa-
  miliarity and lack of comfort with heavy armor they can only wear 
  leather, padded, studded leather, hide/fur, scale, or chain armor.
  Feral dwarves also receive a +1 to hit deodands, due to an extended 
  racial animosity.
  Coming from a living in the remote hills and being somewhat crude 
  in nature, feral dwarves have the ability to throw small boulders effec-
  tively in combat. They gain a +1 to hit on this and damage is 1d4 plus 
  any STR modifiers. If they have an advantage in terrain latitude over 
  20 feet (i.e they are on a hill) they gain +2 to hit and +2 to damage on 
  top of their STR modifier if applicable.
  Some feral dwarves specialize in a primitive polished flint mallet. This 
  wicked hammer inflicts 1d4+1 damage and on a roll of a natural 20 
  can knock its opponent unconscious/stun for 1d6 rounds.
  Living on the primitive edge is a hard life, thus feral dwarves gain 
  the ability to forage for food and water in hilly and mountainous 
  environments. At 1st level this ability they can do so successfully at 
  30%. This improves at 3% per each additional level. They also have 
  the ability to start a fire in any environment without the use of flint 
  and steel at the same levels of success as their foraging skills.
  Example: Craggo Uthuk is a third-level feral dwarf. He can success-
  fully scavenge for food in the Big Rock Candy Mountains at a chance 
  of 36%.
  Despite these differences, feral dwarves fight and save on the same 
  tables as the Robo-Dwarf race/class.
  When a feral dwarf reaches 9th level he becomes a clan chieftain and 
  can attract followers once he has found a suitable cavern. 
  Feral Dwarf Level Progression
  XP
  Level
  HD (1d8)
   - 
  1
  1
   2,187 
  2
  2
   4,375 
  3
  3
   8,751 
  4
  4
   17,501 
  5
  5
   35,001 
  6
  6
   70,001 
  7
  7
   140,001 
  8
  8
   280,001 
  9
  9
   400,001 
  10
  +3 hp only*
   540,001 
  11
  +6 hp only*
   660,001 
  12
  +9 hp only*
  *Hit point modifiers from CON are ignored.
  Optional rule: Feral dwarves do not receive starting money as other 
  characters. Instead they start with a flint mallet, hide/fur armor, and 
  10-40 gp of simple equipment (food, torches, bedrolls, etc). In addi-
  tion they start with a small horde of raw gemstones, 1d6 gems worth 
  10 gp a piece and 1d4 worth 20 gp.
  
  HalF-ogre  
   
  Requirements:  
   STR 14, CON 14, CHR <9
  Prime Requisite:  STR
  Hit Dice: 
   1d10
  Maximum Level:  9
  Half-ogres are the ungainly and unlikely products of miscegenation 
  between undiscriminating humans and beastly, terrifying ogres. 
  Although quite short in respect to their ogre parent, they stand tall 
  amongst the race of men; often reaching seven and a half feet in 
  height. Because of their great size, they tend to be stronger and more 
  durable then their pure-human cousins and are able to thus carry 
  weight at one encumbrance category less than their human coun-
  terparts. For example, a half-ogre carrying 81-160 lbs. can schlep all 
  that gear at the 60’/turn movement rate of other characters carrying 
  61-80 lbs.
  Half-ogres have rather swarthy and dull skin tones only made worse 
  by poor skin care. A few human-raised exceptions will have sufficient-
  ly learned enough about alternately washing their faces in cold and 
  warm water with a clean, exfoliating towelette to have raised their 
  maximum Charisma score to 9. Their hair is across the board hope-
  less, however, and will invariably be lank, greasy, and dark.
  If the character is raised by ogre kinfolk he will speak black tongue, 
  but only with a pronounced lisp. 
  Half-ogres can see quite well in the dark with dark vision up to 60’.
  Half-ogres fight and save as fighters of the same level. They can use 
  any weapon or armor, but are inordinately fond of two-handed weap-
  ons--especially those with sharp, fangy bits.
  Half Ogre Level Progression
  XP
  Level
  HD (1d10)
   - 
  1
  1
   2,300 
  2
  2
   4,600 
  3
  3
   9,200 
  4
  4
   18,400 
  5
  5
   36,800 
  6
  6
   73,600 
  7
  7
   147,200 
  8
  8
   294,400 
  9
  9
  MounteBank
  Requirements:  
  INT 13, DEX 13, CHA 13
  Prime Requisite:  CHA
  Hit Dice:  
  1d4
  Maximum Level:  None
  The mountebank is the consummate con artist of the medieval-fanta-
  sy world. By use of smooth talk, sleight of hand, and magical illusion 
  the mountebank stays one step of the law—and earns a decent living 
  in the meantime. Because of their specialized skill set they are often 
  also employed as spies.
  As a sub-class of the thief, they are allowed to wear leather armor and 
  use any weapon. They are also allowed to pick pockets, move silently, 
  hide in shadows, listen at doors, and back stab as per a thief of the 
  equivalent level. They can further use disguises as per the assassin 
  class. All saving and combat throws are made on the thief table.
  They are also able to use a new skill, sleight-of-hand, at the level they 
  can pick pocket--plus an additional 15 percent. Sleight of hand al-
  lows the mountebank to move, switch out, or otherwise manipulate 
  without being noticed a hand-sized object.
  They are restricted to only using magic items open to thieves until 
  ninth level at which time they can also begin to use items available 
  to illusionists.
  At ninth level, the mountebank attracts a crew of 2d6 grifters, con-
  men, and other ne’er do wells (1st level mountebanks) as followers.
  Mountebanks cannot be lawful or “good” in alignment.
  Beginning at first level, a mountebank can use their smooth fast-
  talking and arcane powers to create semi-magical effects. All abilities 
  are dependent on the character being able to talk in a language un-
  derstandable to the target.
  Mountebank Level Progression
  XP
  Level
  HD (1d4)
   - 
  1
  1
   1,565 
  2
  2
   3,125 
  3
  3
   6,251 
  4
  4
   12,501 
  5
  5
   25,001 
  6
  6
   50,001 
  7
  7
   100,001 
  8
  8
   200,001 
  9
  9
   300,001 
  10
  +1 hp only*
   400,001 
  11
  +2 hp only*
   500,001 
  12
  +3 hp only*
   600,001 
  13
  +4 hp only*
   700,001 
  14
  +5 hp only*
   800,001 
  15
  +6 hp only*
   900,001 
  16
  +7 hp only*
   1,000,001 
  17
  +8 hp only*
   1,100,001 
  18
  +9 hp only*
   1,200,001 
  19
  +10 hp only*
   1,300,001 
  20
  +11 hp only*
  *Hit point modifiers from CON are ignored.
    
  
  Mountebank Special Abilities
  Level Effect
  Duration
  1
  Flim Flam, raises CHA to 18.
  1 turn, +1 per level
  2
  Hustle, lower or raise price in a com-
  mercial transaction by 10 - 40%.
  Immediate.
  3
  Charm Person, same as Magic-User 
  spell.
  1d4 hours, +1 per 
  level
  4
  Hypnotism, same as Illusionist spell.
  1 round, +1 per 
  level
  5
  Manufacture Flash Powder, causes 
  blindness, one batch a day with appro-
  priate materials (150 gp).
  Immediate.
  6
  Charm Person, twice a day.
  See above.
  7
  Hypnotism, twice a day.
  See above.
  8
  Charm Monster, same as Magic-User 
  spell.
  1d4 hours 
  9
  Suggestion, same as Magic-User spell. 6 turns, +1 per 
  level
  10
  Implant Emotion, same as Illusionist 
  spell.’
  Same as spell.
  Pantless BarBarians
  Requirements:  
  CON 11
  Prime Requisite:  CON
  Hit Dice:  
  1d10
  Maximum Level:  12
  For centuries the barbarian hordes that inhabit the northeastern 
  most point of the southwestern most continent of the Hill Cantons 
  world were riven by two great tribal divisions: that of the shirtless, 
  trouser-wearing followers of the Triple Goddess and that of the tat-
  tooed—and wholly pantless--barbarians who follow an aspect of the 
  Sun Lord.
  A rough balance of power prevailed on the forests and plains of that 
  land until an enterprising, wily pantless hetman, Vermurmur A-Khan, 
  diplomatically prevailed upon his co-religiousists in the Overking-
  dom to send landsknechts in a great crusade. Over a fast and furious 
  decade the Goddess worshipers were decimated and retreated into the 
  forbidden reaches of the (perhaps euphemistically-named) Fields of 
  Paradise, leaving the pantless in control of most of the region.
  Religious taboos mandate that their privates must be close at hand to 
  the divine rays of the sun. Even when wearing heavy upper garments 
  like bear skins or armor, this strange tribe is barred from the wearing 
  of pants (a short, revealing kilt is acceptable in colder months). As a 
  result of this predilection, the poor savage has a penalty of -1 from 
  AC and may only wear armor of chain (or half-plate) or weaker.
  When striking with a preferred tribal weapons--tridents, bolas, atlat-
  ls, and falchions—the barbarian receives a +1 to hit.
  Every other level the pantless barbarian can also take a +1 to a Lot-
  FP-like d6 skill in either Tracking or Wilderness
  Survival.
  Pantless Barbarian Level Progression
  XP
  Level
  HD (1d10)
  Skill Progression
   - 
  1
  1
  +1
   2,187 
  2
  2
  -
   4,375 
  3
  3
  +1
   8,751 
  4
  4
  -
   17,501 
  5
  5
  +1
   35,001 
  6
  6
  -
   70,001 
  7
  7
  +1
   140,001 
  8
  8
  -
   280,001 
  9
  9
  +1
   400,001 
  10
  +3 hp only*
  -
   540,001 
  11
  +6 hp only*
  +1
   660,001 
  12
  +9 hp only*
  -
  *Hit point modifiers from CON are ignored.
  roBo-Dwarves
  Requirements:  
  CON 9
  Prime Requisite:  CON
  Hit Dice:  
  1d8
  Maximum Level:  12
  Strange tales are told in these hills of the appearance of squat con-
  structs from beyond the weird. Said to be made of equal parts living 
  animate stone, whirling mechanical gears, and living tissue, these 
  so-called Robo-Dwarves are the freakish creation of an irresponsible 
  higher power. Some blame the baleful White God, others an extra-di-
  mensional ur-dwarf called Xhom. It matters little.
  Though fleshy in feel, their skin is composed of a dull greyish-sil-
  ver matter (natural armor of AC 8 if not wearing any other armor) 
  and their eyes an unsettling black with no iris. Their hair is always a 
  greasy, lanky black and exudes an odor vaguely reminiscent of fresh 
  primrose. Beards are always on the patchy short side with pencil-thin 
  mustaches.
  Robo-dwarves always speak in a halting monotone that makes vague 
  references to “The Future”. They can speak their own tongue (Xho), 
  common, dwarvish, and a halting pidgin tongue with living statues, 
  gelatinous, lurkers above, piercers, gas spores, rot grubs and other 
  “dick” monsters. When angered in conversation, small black wisps of 
  brimstone-smelling smoke issue from their ears.
  Robo-dwarves consume no organic food, no water or distilled spir-
  its—with the inexplicable exception of herd-animal milk which 
  seems to have an intoxicating effect on their constitution. Indeed 
  organic food and water consumption is so toxic to their system that 
  if forced to do so they must save vs. poison in order to prevent them-
  selves from exploding inwardly. For sustenance they must consume 
  one flask of lamp oil every third day and are fond of snacking on 
  gravel and small bits of rusted metal.
  Robo-dwarves have a deep set and perhaps unwholesome attachment 
  to metal armor, especially that. with outlandishly fluted and raised 
  flourishes. They are banned from wearing leather or other armor 
  
  composed mostly of organic matter and will prefer to go buck na-
  ked (they have no naughties) if they can’t find and use metal armor. 
  Though they greatly prefer helmets with large protruding spikes they 
  will make do with unadorned helms in a pinch.
  Robo-dwarves share the same special abilities and disadvantages as 
  their full-fleshed counterparts. They see in the dark with their Ro-
  botronic eyes at 60 feet and have a 2 in 6 chance of weak spots in 
  stone work, detecting traps, false walls, hidden construction, or no-
  ticing subtle slopes. The Robo-dwarf must lay his hands on stone-
  work in the general vicinity and use his special stonepathy mental 
  powers to “commune with the rock” for this to happen.
  Robo-Dwarf Level Progression
  XP
  Level
  HD (1d8)
   - 
  1
  1
   2,251 
  2
  2
   4,501 
  3
  3
   9,001 
  4
  4
   18,001 
  5
  5
   36,001 
  6
  6
   80,001 
  7
  7
   160,001 
  8
  8
   310,001 
  9
  9
   450,001 
  10
  +3 hp only*
   600,001 
  11
  +6 hp only*
   750,001 
  12
  +9 hp only*
  *Hit point modifiers from CON are ignored.
  war Bear
  Requirements:  
  STR 13, CON 14
  Prime Requisite: CON
  Hit Dice:  
  1d10
  Maximum Level:  8
  The Nurian Soldier-Bear stands alongside the Ostrovan pikeman, 
  Kozak horse-archer and Amazon sword-and-buckler as one of the 
  most renowned examples of soldiery in the world of Zem. Lesser 
  known are the wayward bears who strike out on their own in the 
  world in search of quantitatively measured experience, the proud 
  bearers of the appellation “War Bear.”
  War Bears can wear no armor other than a helmet and instead have 
  a base armor class determined by level (a DEX bonus can be added). 
  Magical devices can be used but must be able to fit around the large-
  sized limbs of the War Bear.
  Though outside the comforting phalanx of soldier life, the War Bear 
  retains the deep, obsessional love of polearms, including the tradi-
  tional +1 to hit and damage when employing it. Indeed a War Bear 
  who has been parted from the sight of such a weapon for longer than 
  a day sickens with dejection and beyond a constant audible and dra-
  matic sighing also loses 3 points of Wisdom until he or she grasps it 
  again.
  At level 6, the War Bear can invent and name a polearm of his own 
  design at a cost of 500 gp and two weeks of intense concentration. 
  Such a weapon is +2 to hit and damage only in his own paws and 
  can even strike those creatures only harmable by magic weapons. At 
  level 8, the War Bear has reached such fame that he can automatical-
  ly attract a warband of 50 soldier-bears on the creation of a comfy 
  underground den complex of no less than 2000 square feet (and two 
  latrines).
  War Bears save as Dwarves and fight as Fighters of the same level.
  War-Bear Level Progression
  XP
  Level
  HD (1d8) Armor Class
  0
  1
  1+2
  6
  2,300
  2
  2+2
  6
  4,600
  3
  3+2
  5
  9,200
  4
  4+2
  4
  18,400
  5
  5+2
  4
  36,800
  6
  6+2
  4
  73,600
  7
  7+2
  3
  147,200
  8
  8+2
  3
  wHite wizarD
  Requirements:  
  INT 12, WIS 12
  Prime Requisite: WIS
  Hit Dice:  
  1d4
  Maximum Level: None
  White Wizards are practitioners of a benign, defensive, and natu-
  ralistic magic school. White Wizards are much akin to their magic 
  user cousins. They save as magic users and must keep spell books 
  and memorize spells in the same manner. All saving throws are as a 
  magic user.
  White Wizards are only allowed to use simple non-edged weapons 
  such as staffs, slings, and clubs as weapons and are not allowed to 
  wear any armor.
  White wizards differ from magic users in that they are allowed to cast 
  spells from the cleric (and druid in advanced games) spell lists and 
  limited spells from the magic user lists (see below). Their magic is 
  arcane in nature and not divine in origin however.
  They may use any magic item appropriate to clerics (and druids) or 
  magic user items that do not directly deal damage (a wand of magic 
  missiles or fireballs for instance would be prohibited but a wand of 
  detection would not be)
  White Wizards must be good in alignment.
  Optional rule: Because of their rigorous studies, White Wizards of 
  any level are allowed to create clerical scrolls at a cost of 75 gp times 
  the spell level. The scroll will take one week times the spell level to 
  create.
  
  White Wizard Level Progression
  XP
  Level
  HD (1d4)
  White Wizard spells per level
  1
  2
  3
  4
  5
  6
  7
   - 
  1
  1
  1
  -
  -
  -
  -
  -
  -
   2,001 
  2
  2
  2
  -
  -
  -
  -
  -
  -
   4,001 
  3
  3
  2
  1
  -
  -
  -
  -
  -
   8,001 
  4
  4
  3
  2
  -
  -
  -
  -
  -
   16,001 
  5
  5
  3
  2
  1
  -
  -
  -
  -
   32,001 
  6
  6
  3
  3
  2
  -
  -
  -
  -
   64,001 
  7
  7
  4
  3
  2
  1
  -
  -
  -
   128,001 
  8
  8
  4
  3
  3
  2
  -
  -
  -
   256,001 
  9
  9
  4
  4
  3
  2
  1
  -
  -
   376,001 
  10
  +1 hp only*
  5
  4
  3
  3
  2
  -
  -
   496,001 
  11
  +2 hp only*
  5
  4
  4
  3
  2
  1
  -
   616,001 
  12
  +3 hp only*
  5
  5
  4
  3
  3
  2
  -
   736,001 
  13
  +4 hp only*
  6
  5
  4
  4
  3
  2
  -
   856,001 
  14
  +5 hp only*
  6
  5
  5
  4
  3
  3
  -
   976,001 
  15
  +6 hp only*
  7
  6
  5
  4
  4
  3
  1
   10,960,001 
  16
  +7 hp only*
  7
  6
  5
  5
  4
  3
  2
   1,216,001 
  17
  +8 hp only*
  8
  7
  6
  5
  4
  4
  2
   1,336,001 
  18
  +9 hp only*
  8
  7
  6
  5
  5
  4
  3
   1,456,001 
  19
  +10 hp only*
  9
  8
  7
  6
  5
  4
  3
   1,576,001 
  20
  +11 hp only*
  9
  8
  7
  6
  5
  5
  3
   1,696,001 
  21
  +12 hp only*
  9
  8
  7
  6
  5
  5
  4
  *Hit point modifiers from CON are ignored.
  
  ALTERNATIVE CHARACTER GENERATION SYSTEM
  1. Roll character backstory. Kindly, permissive GM-types can opt to let a player modify one or more results to suit.
  2. Record all five extra d6 dice rolls for abilities (one for parent occupation, two each for childhood and young adulthood). Player gets one 
  free die to be used on any attribute.
  3. Roll 3d6 attributes in order with extra dice as assigned by tables or player's choice.
  4. Use best three dice results in each roll from dice pool for each attribute.
  5. Pick class and race.
  6. In advanced games add in racial modifiers for attributes.
  7. Roll on charts in section B for equipment and starting money.
  Table 1: Birth Order
  Roll 1d10 Birth Order
  1
  First Child
  2-3
  Second Child
  4-5
  Third Child
  6
  Fourth Child
  7
  Fifth Child
  8
  Sixth Child
  9
  Seventh Child
  10
  Eighth or more..
  Example: Mr. Pink is rolling up a new character called Mogg the Mendicant. Using the backstory charts he 
  finds that Mogg is the fourth son of a beast master (plus d6 when he rolls for his WIS). In childhood/adolescence 
  he lived a nomadic life (one extra roll for DEX) and committed the crime of insulting a noble (one extra roll 
  for CHR). As a young adult he encountered monsters (one extra roll on any attribute) and is conscripted into 
  the army from which he promptly deserts (one extra for INT).
  Starting in order, Mr. Pink rolls for STR with 3d6 with no modifiers. He gets a 13.  He then rolls for INT 
  with one extra die added for his desertion. He gets a 4,3,2,1. He takes the three best and has an INT
  of 9.
  Because he is hoping to play a cleric he opts to add his sixth extra die and his extra ANY die from encountering 
  monsters to his WIS roll. He rolls five dice and gets a result of 6,6,5,3,3. He picks the best three and is awarded 
  a WIS of 17.
  He rolls for DEX next adding in his extra die for his nomadic childhood. He gets a 5,3,3,2 and drops the 
  fourth roll for a total DEX of 10.
  CON has no extra dice so he rolls a straight 3d6 getting a 10.
  CHR has one extra die roll for his sharp tongue He rolls 6,5,2,1 giving him a CHR of 13.
  Table 2: Parent Occupation
  Roll 1d20
  Occupation
  Attribute Dice
  Gear
  1
  Beggar/Drifter
  1d DEX
  -2 on extra cash table, large sack, club, 
  2
  Criminal
  1d DEX
  set of thieves tools OR dagger
  3
  Peasant/Farm worker
  1d STR
  -1 on extra cash table, sickle OR staff
  4
  Farmer/Fisherman
  1d CON
  shovel OR 60’ rope
  5
  Miner/Forester
  1d STR
  pick OR hand axe
  6
  Sailor
  1d CON
  60’ rope OR bottle of whiskey
  7
  Soldier/Mercenary
  1d STR
  +1 on any weapon equipment table
  8-9
  Craftsman/Skill worker
  Roll on Table 2A
  craft appropriate tools
  10
  Sage/Scholar/Alchemist
  1d INT
  book (GM’s determination)
  11
  Scribe
  1d INT
  blank scroll
  12
  Slaver
  1d STR
  whip OR manacles
  13
  Adventurer
  1d ANY
  +1 on Any equipment table
  14
  Actor/Bard/Courtesan
  1d CHA
  muscial instrument
  15
  Government Official
  Roll on Table 2B
  +1 extra cash table
  16-17
  Merchant
  Roll on Table 2C
  +1 on any equipment table
  18
  Clergy
  Roll on Table 2D
  silver holy symbol
  19
  Gentry
  1d CHA
  +1 on extra cash table
  20
  Noble
  Roll on Table 2E
  +2 on any equipment or cash table
  
  Table 2A: Craft
  Roll 1d20 Craft
  Attribute Dice
  1
  Tailor
  1d DEX
  2
  Fletcher/Bowyer
  1d DEX
  3
  Glass Blower
  1d DEX
  4
  Carpenter
  1d DEX
  5
  Animal Trainer/Beast Master
  1d WIS
  6
  Cartographer
  1d INT
  7
  Smith
  1d STR
  8
  Cobble
  1d DEX
  9
  Weaver
  1d DEX
  10
  Armorer/Weaponsmith
  1d STR
  11
  Brewer/Baker
  1d DEX
  12
  Mason
  1d DEX
  13
  Potter
  1d DEX
  14
  Miller
  1d DEX
  15
  Dyer
  1d DEX
  16
  Shipwright
  1d DEX
  17
  Jeweler
  1d DEX
  18
  Artist/Sculptor
  1d INT
  19
  Musician
  1d CHA
  20
  Agitator/Mountebank
  1d CHA
  Table 2B: Government Officials
  Roll 1d8 Position
  Attribute Dice
  1-2
  Tax Collector
  1d STR
  3
  Sheriff/Reeve
  1d STR
  4
  Forest Warden
  1d DEX
  5
  Magistrate
  1d WIS
  6
  Town Councilor
  1d CHA
  7
  Mayor
  1d CHA
  8
  Royal/Ducal Advisor
  1d CHA
  Table 2C: Merchant
  Roll 1d6 Type
  Attribute Dice
  1
  Shopkeeper, foodstuffs
  1d INT
  2
  Shopkeeper, dry goods
  1d INT
  3
  Shopkeeper, exotic goods
  1d INT
  4
  Innkeeper
  1d CHA
  5
  Local Trader
  1d CHA
  6
  Long-distance Trader
  1d CON
  Table 2D: Clergy
  Roll 1d6 Type
  Attribute Dice
  1-2
  Parish Clergy, mainstream relgion
  1d WIS
  3
  Upper Clergy, mainstream
  1d WIS
  4
  Clergy, heretic religion
  1d WIS
  5
  Pagan/Druidical
  1d WIS
  6
  Elder Gods
  1d INT
  Table 2E: Nobility
  Roll 1d10 Title
  Attribute Dice
  1-2
  Landless Knight
  1d STR
  3-4
  Knight
  1d STR
  5
  Knight Banneret
  1d STR
  6
  Baron/Landgraf
  1d CHA
  7
  Count
  1d CHA
  8
  Marquis/Margrave
  1d CHA
  9
  Duke/Hetman
  1d CHA
  10
  Royalty
  1d CHA
  
  Table 3: Significant Events (Childhood/Adolescence)*
  Roll 1d20
  Event
  Attribute Dice
  1
  Loved/protected by parents
  1d WIS
  2
  Unloved/spurned by parents
  1d CON
  3-4
  Illegitimate, raised by guardian
  Roll on Table 3A
  5
  Family killed by Other
  1d ANY, Roll on 3C
  6
  Caused death of Relative
  1d ANY, Roll on 3B
  7
  Oprhaned, raised by guardian
  Roll on Table 3A
  8
  Apprenticed in parent’s occupation
  1 additional die from previous result on Table 2
  9
  Apprenticed in craft of a mentor
  Roll on Table 2 for Mentor, use that ability die
  10
  Parent killed by Relative or Other
  1d CON
  11
  Father/mother/both outlawed
  Roll on Table 3D for crime
  12
  Religious experience
  Roll on Table 4E
  13
  Jealous sibling/rivalry
  Roll on Table 3B, one additional die from previous result on Table 2
  14
  Lived a nomadic life
  1d DEX
  15
  Moved to the big city
  1d INT
  16
  Moved to the borderlands/wilderness
  1d CON
  17
  Run away from home or guarding
  1d DEX
  18
  Leanred weapon usage
  1d STR
  19
  Magic occurance
  Roll on Table 4F
  20
  Committed a crime
  Roll on Table 3D for crime
  *Roll on this table twice, re-roll duplicate results.
  Table 3A: Guardians
  Roll 1d20 Guardian
  Attribute Dice
  1
  Wicked/cruel stepmother or father
  1d CON
  2
  Hedge Wizard/Witch
  1d INT
  3
  Monastery/Convent
  1d WIS
  4
  Craftworker
  Roll on Table 2A
  5
  Relative
  Roll on Table 3B, 1 additional die from previous result on Table 2.
  6
  Sold into slavery
  1d CON
  7
  Rasied by wolves
  1d DEX
  8
  Adventurer
  1d ANY
  9
  Dwarven indentured servants
  1d CON
  10
  Mysterious red-robed “Elven” guardians
  1d INT
  11
  Centaurs/Hobgoblins/Deep Ones/other monsters
  1d ANY
  12
  Raised by mercenaries/landsknechten
  1d STR
  13
  Bandits/Pirates
  1d STR
  14
  Nomads/Cossacks/Barbarians
  1d CON
  15
  Adopted by merchant
  Roll on Table 2C
  16
  Adopted by clergy
  Roll on Table 2D
  17
  Adopted by noble
  Roll on Table 2E
  18-20
  Lived on the streets/no guardian
  1d DEX
  
  Table 3B: Relatives
  Roll 1d6 Relative
  1
  Brother/Sister
  2
  First Cousin
  3
  Uncle/Aunt
  4
  Grandfather/Mother
  5
  Great Uncle/Aunt
  6
  Distant Relation
  Table 3C: Others
  Roll 1d20 Result
  1
  Government official (Table 2B)
  2
  Friend
  3
  Thief
  4
  Wizard
  5
  Mentor
  6
  Noble (Table 2E)
  7
  Raider/Invader
  8
  Humanoid/Demi-human
  9
  Monster
  10
  Lover
  11
  Craftsman
  12
  Highwayman/Bandit/Pirate
  13
  Adventurer
  14
  Comrade
  15
  Wild animal
  16
  Nomad
  17
  Religious sect member/leader
  18
  Mysterious stranger
  19-20
  Roll twice for two working together
  Table 3D: Crimes & Misdemeanors
  Roll 1d20 Crime
  Attribute Dice
  1-2
  Theft
  1d DEX
  3
  Assault
  1d STR
  4-5
  Heresy
  1d WIS
  6
  Murder
  1d STR
  7
  Insulting a noble of a higher order
  1d CHA
  8
  Trespassing
  1d DEX
  9
  Treason
  1d CHA
  10
  Tax evasion
  1d INT
  11
  Political dissidence
  1d CHA
  12
  Harboring criminals
  1d INT
  13
  Unlawful sorcery
  1d INT
  14
  Bandit/piracy
  1d STR
  15-16
  Wrong place at the wrong time
  1d ANY
  17
  Messenger of bad news
  1d CON
  18-20
  Roll twice (use only on ability die of player’s choice)
  varies
  
  Table 4: Significant Events (Young Adulthood)*
  Roll 1d20 Event
  Attribute Dice
  1
  Religious experience
  Roll on Table 4E
  2
  Magic occurrence
  Roll on Table 4F
  3
  Responsible for death of relative
  1d ANY (Table 3B)
  4-5
  Developed vices or virtues
  Virtues (Table 4C) / Vices (Table 4D)
  6-7
  Conscripted/volunteered for military service
  Table 4A
  8
  Romantic affair
  1d6 CHA (25% of child)
  9
  Learned occupation
  Table 2
  10
  Traveled abroad
  1d ANY 
  11
  Survived plague
  1d CON
  12
  Moved to big city
  1d INT
  13
  Moved to borderlands/wilderness
  1d CON
  14
  Sold into slavery (escaped)
  1d DEX
  15
  Comitted a crime
  Table 3D
  16
  Home village/town wiped out by others
  1d CON (Table 3C)
  17
  Encountered monster(s)
  1d ANY
  18
  Served wealthy patron/noble court
  1d CHA
  19
  Saved life
  1d ANY (Relative table 3B / Other Table 3C)
  20
  Apprenticed to mentor
  Table 2A
  *Roll on this table twice, re-roll duplicate results.
  Table 4A: Military Service
  Roll 1d20
  Event
  Attribute Dice
  1
  Promoted
  1d CHA
  2
  Fought in a battle
  1d STR
  3
  Lone survivor of unit
  1d CON
  4
  Captured by enemy and tortured
  1d CON
  5
  Deserted
  1d INT
  6
  Joined mercenaries/landsknechts
  1d STR
  7
  Responsible for death of comrades
  1d ANY
  8
  Best friend killed at your side
  1d WIS
  9
  Prevented the destruction of innocents
  1d WIS
  10
  Spent most of time in “rear echelon” non-combatant
  Roll on Table 4B
  11
  Committed an unsactioned crime
  Roll on Table 3D
  12
  Ran away from battle
  1d DEX
  13
  Displayed herosim on the battlefield
  1d STR
  14
  Learned use of exotic weapons
  1d STR
  15
  Learned siegecraft
  1d INT
  16
  Led mutiny
  1d CHA
  17
  Survived disease/magicl occurrence
  1d CON
  18
  Developed virtues or vices
  Virtues (4C) / Vices (4D)
  19-20
  Transferred to other service
  Roll on Table 4B
  
  Table 4B: Other Services
  Roll 1d12 Service
  Attribute Dice
  1
  Palace Guard
  1d CHA
  2
  City guard/watch
  1d STR
  3
  Temple guard
  1d WIS
  4
  Border militia/rangers
  1d DEX
  5
  Private bodyguard
  1d STR
  6
  Engineer/sapper
  1d INT
  7
  Scout
  1d INT
  8
  Navy
  1d DEX
  9
  Shipboard marine
  1d STR
  10
  Messenger
  1d DEX
  11
  Caravan guard
  1d STR
  12
  Border guard
  1d STR
  Table 4C: Virtures
  Roll 1d20 Virtue
  Attribute Dice
  1
  Cleanliness
  1d CHA
  2
  Benefactor for the poor
  1d WIS
  3
  Well-mannered
  1d CHA
  4
  Friendly
  1d CHA
  5
  Teetotaler
  1d WIS
  6
  Pious
  1d WIS
  7
  Sincere/earnest
  1d WIS
  8
  Quiet/good listener
  1d WIS
  9
  Honest
  1d WIS
  10
  Defender of the oppressed
  1d STR
  11
  Loving
  1d WIS
  12
  Tolerant of all faiths
  1d I
  13
  Self confident
  1d CHA
  14
  Hard working
  1d STR
  15
  Humble
  1d WIS
  16
  Good negotiator/diplomat
  1d CHA
  17
  Hard bargainer
  1d CHA
  18
  Punctual
  1d WIS
  19
  Sensitive/tender
  1d CHA
  20
  Roll twice (use only one ability die)
  -
  Table 4D: Vices
  Roll 1d20 Vice
  Attribute Dice
  1
  Heavy drinker
  1d CHA
  2
  Stubborn
  1d CON
  3
  Gambler
  1d DEX
  4
  Lecherous
  1d CHA
  5
  Swears like a sailor
  1d INT
  6
  Duplicitous
  1d INT
  7
  Mistrustful
  1d INT
  8
  Loner
  1d CON
  9
  Pushy
  1d STR
  10
  Kleptomaniac
  1d DEX
  11
  Harsh
  1d STR
  12
  Loves brawling
  1d STR
  13
  Quick-tempered
  1d STR
  14
  Selfish
  1d INT
  15
  Braggart
  1d INT
  16
  Lazy dreamer
  1d INT
  17
  Greedy
  1d INT
  18
  Puritanical
  1d WIS
  19
  Big spender, spednthrift
  1d CHA
  20
  Roll twice (use only one ability die)
  -
  Table 4E: Religious Experience
  Roll 1d20 Event
  Attribute Dice
  1
  Joined faith
  1d WIS
  2
  Lost faith
  1d INT
  3
  Vision of demi-god/saint
  1d IWS
  4
  Vision of deity
  1d WIS
  5
  Vision od demon/elder god
  1d INT
  6
  Became lay clergy (non-spell casting)
  1d WIS
  7
  Pilgrimage to holy place
  1d WIS
  8
  Exxcommunicated
  1d INT
  9
  Persecuted for faith
  1d WIS
  10
  Involved in holy war
  Roll on Table 4A
  11
  Became religious hypocrite
  1d INT
  12
  Made prophetic statement
  1d WIS
  13
  Discredited faith
  1d CON
  14
  Sent to religious school
  1d WIS
  15
  Started own sect
  1d WIS
  16-20
  Developed virtue or vice
  Virtue (4C) / 
  Vice (4D)
  Table 4F: Magical Occurrence
  Roll 1d10 Event
  Attribute Dice
  1
  Survived magical disaster
  1d CON
  2
  Witnessed summoning
  1d INT
  3
  Saw magical omens
  1d INT
  4
  Visited by witch
  1d INT
  5
  Gathered spell components
  1d DEX
  6
  Found magical place
  1d INT
  7
  Found arcane scrolls
  1d INT
  8
  Discovered ancient book
  1d WIS
  9
  Spell cast on you
  1d INT
  10
  Learned cantrip
  1d INT
  
  eQuipMent
  Add one to all rolls for each level starting beyond the second.
  arMor
  Cleric, Witch Hunter+1 to roll
  Fighter, Paladin, Ranger, Dwarf, Elf, Halfling +2
  Thief, Assassin, Mountebank, Druid, Specialist: leather automatically
  Magic User, Illusionist, Monk, White Wizard: no roll
  Armor Table
  Roll 1d8
  Armor
  1-3
  Leather armor***
  4
  Studded leather*
  5-6
  Scale mail
  7-9
  Chain mail
  10
  Splint or Banded mail
  11
  Plate mail
  *1 Extra roll on weapon or shield table.
  **2 Extra rolls on weapon or shield table.
  Basic Game Armor Table
  Roll 1d6 Armor
  1-2
  Leather armor
  3-6
  Chain mail
  Shield Table*
  Roll 1d6
  Type
  1-3
  Small shield
  4-6
  Large shield
  *Roll only if extra roll indicated on weapon table.
  Melee Weapons
  Clerics, Magic Users, Illusionists hand weapon only
  Melee Weapon Table
  Roll 1d6
  Weapon
  1-2
  Hand weapon (dagger, hand axe, short sword, 
  mace, morningstar, staff, spear)
  3-4
  Medium weapon (long sword, battle axe, rapier, 
  scimitar)
  5
  Polearm (polearm, pike)
  6
  Two-handed weapon (two hand axe, two-handed 
  sword, bastard sword)
  7
  Quality weapon of choice (+1 to damage)
  Class-based eQuipMent
  Fighter, Ranger, Paladin: extra weapon roll, 10 gp starting
  Cleric, Druid: holy symbol, 10 gp
  Thief: Thieves tools, 5 gp
  Magic-User, Illusionist, spellbook, 5 gp
  Monk, 2 gp
  Missile Weapon
  Magic Users and Clerics sling only
  Missile Weapon Table*
  Roll 1d6 Weapon
  1
  Sling/Darts
  2
  Thrown (Hand axe, spear, javelin)
  3
  Light Crossbow
  4
  Short Bow
  5
  Heavy Crossbow
  6
  Long Bow
  7
  Pick any two
  *One batch of ammunition included.
  adventure paCKs (piCK one)
  All packs come with backpack, two small sacks, bedroll, water skin,
  tinderbox, and one week of iron rations.
  Pack A (Five oil flasks, lantern, shovel, two caltrops, whistle).
  Pack B (10 torches, 10 pieces of chalk/charcoal, blank scroll, mirror,
  crowbar).
  Pack C (five torches, five oil flasks, 60 ft. rope, grappling hook, wood-
  en pole).
  Mount Table
  Roll 1d6 Mount
  1-2
  None
  3
  Mule
  4
  Pony
  5-6
  Light riding horse
  7
  Light warhorse
  Saddle & riding gear included.
  Extra Cash Table
  Roll 1d6 Amount
  1
  10 gp
  2-3
  15 gp
  4
  20 gp
  5
  30 gp
  6
  40 gp
  7
  80 gp
  
  ZERO-LEVEL RULES
  All characters start at zero-level “normal men” with 1d6 hit points 
  and Neutral alignment.
  Zero-level characters can be rolled using the alternate chargen and 
  equipment tables below.
  Human or elven characters with INT 13 or over start with one can-
  trip (0-level MU spell) OR human characters with WIS 13 or over 
  start with one orison (0 level Cleric spell). Only one such type of spell 
  can be chosen.
  Any character with DEX 13 or over can attempt thief skills at -4%, all 
  others at -10%. (Hear Noise is the same as firstlevel.)
  A zero-level character receives no extra AC benefits from armor heavi-
  er than chain mail due to unfamiliarity with its usage. Similarly use of 
  weapons over 1d6 in damage convey a -1 to damage.
  At the completion of the party's first successful adventure (this can 
  span multiple sessions at the GM's discretion) and a year of training 
  the character levels up to 1st level. In consultation with GM, player 
  picks class and alignment based on performance and experience in 
  the adventure. Fighter and other warrior types receive an extra hit-
  point after training, magic-users lose one from making deals with 
  various eldritch forces. All other class abilities for 1st level characters 
  are assumed as normal.
  Zero-level CharGen
  1. Roll character background (see Appendix C).
  2. Record all extra d6 dice rolls for abilities from parent occupation
  3. Roll 3d6 attributes in order with extra dice as assigned by table 
  or player's choice.
  4. Use best three dice results in each roll from dice pool for each 
  attribute.
  5. Pick race. In advanced games add in racial modifiers for attri-
  butes.
  6. Roll on charts in the section below for equipment and starting 
  money.
  Table 1: Armor
  Roll1 d6 Type
  1-2
  None
  3-4
  Padded (or none in basic game)
  5
  Leather
  6
  Ringmail (or leather in basic game)
  Table 2: Melee Weapons
  Roll 1d6 Type
  1-2
  Dagger, Club
  3-4
  Spear, Staff
  5
  Short sword, Mace
  6
  Long sword
  Table 3: Missile Weapons*
  Roll 1d6 Type
  1-3
  None
  4-5
  Sling, Dart (x3)
  6
  Short Bow
  *Free batch of ammo included.
  Table 4: Other Stuff
  Roll 1d20*
  Item
  1
  Backpack or large sack
  2
  Two small sacks
  3
  Five torches
  4
  Jug of cheap corn liquor
  5
  Three flasks of oil & battered lantern
  6
  60-foot of hemp rope
  7
  Pitchfork (or hoe)
  8
  10-foot pole
  9
  Bag with 1 week’s worth of food
  10
  Crowbar
  11
  Miner’s pick
  12
  Shovel
  13
  Small hammer
  14
  Costume jewelry
  15
  Fancy, foppish hat
  16
  Fur cloak
  17
  Bottle of fine wine
  18
  Brass codpiece (or other small-area protector)
  19
  Small crystal vial of angel’s tears
  20
  Slave, indentured servant, or lackey (1d4 hit 
  points)
  *Roll twice.
  Table 5: Extra Cash
  Roll 1d6 Amount
  1-2
  5 gp
  3-4
  10 gp
  5
  15 gp
  6
  20 gp
  7
  30 gp
  
  ATTRIBUTE CHECKS
  attribute CheCKs
  Normal Circumstance  
  3d6
  Tougher  
   
  4d6
  Really Tough  
   
  5d6
  Extraordinary  
   
  6d6
  For each 4th level drop one die. A GM can rule that a player add or subtract up to two dice according to the role-playing
  or problem-solving skill that the player brings to the situation.
  A roll of the attribute score or less denotes success. In most cases, this will be used against a single primary ability.
  Unusual circumstances will combine two attributes to find the number checked against add the two attribute scores
  together and divide by two, rounding down.
  Example: Guanillo the Mountebank is attempting to withstand torture...err...excuse me “advanced interrogation techniques” after an attempt to ply 
  his trade in the vestibule of the Orthodox Lodge of Sol Invictus goes south. The GM rules that he must make a 4d6 check against a combo of his WIS 
  (8) and CON (15). 8+15= 23, divided by two leaves 11 after rounding down. He rolls a “21” on four dice, a failure—and squeals like a pig.
  
  DESIGNATION OF PRODUCT IDENTITY
  The names Hill CantonsTM and Hill Cantons CompendiumTM, when used in any context, are product identity.
  DESIGNATION OF OPEN GAME CONTENT
  All text and tables with the exception of material specifically excluded in the declaration of product identity, is open game content.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights 
  Reserved.
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  distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent 
  such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified 
  as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying 
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  symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark 
  or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open 
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  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open 
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, Monte Cook, Skip Williams, based on 
  original material by E. Gary Gygax and Dave Arneson.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original mate-
  rial by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, 
  Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan 
  Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  
SOURCE: textdata/thevault/Labyrinth Lord/Labyrinth Lord Adventures & Settings/Hill Cantons (LL)/Hill Cantons Compendium 2.pdf