TEXT:  
   
  
   
   
  
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
  Copyright (C) 2014 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, December 2015 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
  This book is dedicated, as always, to 
  my beautiful wife Robyn, who is responsible for 
  a great many things found herein, but also 
  to Gary Gygax and Dave Arneson, who started it all   
   
   
  Cover and interior art from  
  Olaus Magnus, History of the Nordic Peoples 
  re-imagined by James S. George  
   
   
  Special thanks to Brett    
  Bernstein, Wesley Dau, David Dinsmore, Kim  
  Eastland, Dwight Grosso, Randy Hancks,  
  Aaron Huss, Charles Nolder, Ethan Parker, Ramanan 
  Sivaranjan (a.k.a. funkaoshi), and 
  Sean Wells for their support and enthusiasm! 
     
     
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  TABLE OF CONTENTS 
   
  INTRODUCTION....................... 
  1 Movement Descriptions....... 
  14 
  How to Use This Book......... 
  1 The Martial Arts................. 15 
  Being Old-School.................. 
  1 Mapping the Dungeons......... 17 
  Special Dice.......................... 
  2 Disease................................... 17 
  I. PLAYER RULES................ 
  3 Hirelings............................... 17 
  Abilities............................... 
  3 Experience............................. 18 
  Class and Race...................... 
  3 IV. ENEMY RULES................ 19 
  Class Variants..................... 
  4 Enemy List............................ 19 
  Armor and Equipment......... 
  6 
  Attacks by Level................. 19 
  Armor..................................... 
  7 
  V. TREASURE RULES............ 31 
  Fighting Style..................... 
  7 
  Coinage................................... 31 
  Encumbrance......................... 
  7 
  Magic Item Tables................ 32 
  Levels Beyond 10TH............. 
  7 
  Enchanting New Items......... 44 
  II. MAGIC RULES................. 
  9 
  VI. CAMPAIGN RULES.......... 45 
  Spell Descriptions.............. 
  9 
  The Surface World............... 45 
  Spell Revisions................... 
  11 Strongholds........................... 45 
  Psychic Abilities................ 
  12 Revenues................................ 46 
  III. GAME RULES................. 13 Lords and Lands................... 46 
  Time and Movement.............. 13 The Gods Themselves.......... 
  46 
  Initiative.............................. 13 Clearing Lands..................... 48 
  Non-Lethal Combat............... 13 Holding Territory...............  49 
  Evasion and Pursuit............ 13 Other Worlds......................... 50 
  Combat Moves......................... 14 Advanced Rules.....................  50 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  1 
   
  INTRODUCTION 
   
  Fear! Fire! Foes! is a supplement to the Pits & Perils game.  It is not a 
  standalone product and requires the basic rulebook.  However, those already 
  playing the game will find a wealth of new material to enhance their 
  campaigns, like variant classes (eastern martial artists and psychics), new 
  spells and clerical miracles, monsters, and magic items.  For anyone thinking 
  about playing, this is a great time to start! 
   
  HOW TO USE THIS BOOK 
   
  Pits & Perils was designed for those who want a simple game and prefer to 
  make their own rules and rulings.  However, some players may want more, and 
  this is where the supplement comes in.    
   
  Fear! Fire! Foes! adds new rules and content to the game.  All the referee 
  needs to do is pick what they like.  While this book introduces greater 
  complexity to the game, it also adds new variety, and the rules remain simple   
  and open-ended.  That said, these rules are optional.            
   
  BEING OLD-SCHOOL 
   
  Many old-school games attempt to recreate a time when role-playing had 
  already become a separate hobby (the early 1980s).  Pits & Perils, on the other 
  hand, goes back to when it was still just emerging from the historical 
  simulations it came from.  Everything we now call "old-school" owes much to 
  the hobby's war-gaming origins:            
   
  Historical war games emphasized movement and maneuver over special powers 
  and abilities.  In fact, most were tables of movement rates, ranges, and 
  modifiers for achieving tactical superiority, like flanking enemies or seizing 
  the high ground, etc.  The underlying mechanics were otherwise extremely 
  simple, often little more than "you hit on a 6." 
   
  This was the early 1970s.  Fantasy had not yet become mainstream, and 
  inspiration was limited to the real Middle Ages, mythology, and the smattering 
  of books, movies, and television available at the time.  This lack of 
  sophistication lent the rules an innocence missing in later, more advanced, 
  role-playing games.  It was homemade fun.       
   
  Pits & Perils tries to retain the emphasis on personal decision-making, 
  exploration, and role-playing by keeping the rules simple and preserving the 
  innocence of a hobby born long before it went mainstream.  As much as 
  possible, this rulebook limits itself to those ideas and influences available to 
  gamers and fantasy buffs living (and playing) in the early 1970s. 
  
  2 
   
  SPECIAL DICE 
   
  Pits & Perils use ordinary 6-sided dice for simplicity and because most 
  traditional war games used them exclusively.  However, the first role-playing 
  games used special polyhedral dice, and certain groups might wish to 
  incorporate these into their own games, as doing so does not significantly 
  alter in-game probabilities and adds atmosphere: 
   
  4-sided die (d4)  10-sided die (d10) 
  6-sided die (d6)  12-sided die (d12) 
  8-sided die (d8)  20-sided die (d20) 
   
  METHOD 1: All actions are resolved normally, and polyhedral dice are only 
  used to generate random numbers in situations not covered elsewhere, like the 
  number of enemies met during impromptu encounters.      
   
  METHOD 2: The rules may be converted so as to require the use of polyhedral 
  dice for important outcomes: 
   
  COMBAT ACTIONS are resolved by rolling a 20-sided die (d20) for damage as 
  follows: 15-18 (1 hit) and 19-20 (2 hits), with modifiers for class and/or the use 
  of two-handed weaponry.  Note that a d20 may also be rolled for damage from 
  ancient dragon's breath or traps that deliver 3d6 damage.              
     
  NON-COMBAT ACTIONS use a 12-sided die (d12), with success requiring 7 or 
  better, subject modifiers per the basic rulebook.  Alternately, this can be used 
  to determine damage from (mature) dragon's breath or traps that might 
  otherwise inflict 2d6 points of damage. 
   
  SPELL DURATION AND/OR EFFECT, like damage from a Bolt spell, should still 
  require 1d6.  This also applies to weak poison and traps, etc. 
   
  Polyhedral dice are an indispensible part of the referee's arsenal, even if 
  they are seldom used.  That said, Fear! Fire! Foes! is written to the 
  conventional (d6) standard, and referees will need to make whatever adjustments 
  are necessary to incorporate special dice.  This is the old-school way... 
   
   
  
  3 
   
  I. PLAYER RULES 
   
  The following builds upon the original character rules, and the referee can 
  decide what (if anything) they wish to use.       
   
  ABILITIES 
   
  At the referee's discretion, players might be allowed to choose their 
  character's attributes.  This allows them to make a character they really want 
  to play, like a strong fighter or wise cleric, etc.  Such players lose any 
  chance of rolling multiple abilities, although thieves still get dexterity in 
  addition to whatever else the player chooses, as per the rules. 
   
  CLASS AND RACE 
   
  The following applies to the original classes:  
   
  CLERICS may now perform the equivalent of an Ally spell, as per the new 
  magic rules given later in this book.  This represents the cleric calling upon 
  their god(s) for aid, subject to the character's good behavior. 
   
  DWARVES are good fighters.  They start learning combat moves at 3rd level 
  and gain more with time and experience.  These are fully explained in the game 
  rules, assuming the referee decides to allow them. 
   
  ELVES can choose to play as a racial fighter or magician.  This decision is 
  made at the time of character creation and is considered irrevocable, although 
  the referee can wait until 3rd level: 
   
  The ELVEN FIGHTER still works like a 1st level magician.  However, they 
  cannot learn new spells.  Instead, they get combat moves as a dwarf or human 
  fighter.  These elves cannot read from scrolls, although they may still 
  attempt to detect magic on objects and/or persons.  This usually indicates an 
  elven archer or huntsman, etc.  All others are ELVEN MAGICIANS, with powers 
  and abilities as per the basic rulebook.  The referee might delay this choice 
  until 3rd level, after which the decision becomes final.   
   
  FIGHTERS get combat moves, as per the game rules.  They share this ability 
  with dwarves and elven fighters. 
   
  MAGICIAN characters have access to a variety of new spells. 
   
  THIEVES may now fight with clubs.  Otherwise, they get no new abilities, 
  although the option to choose their personal attributes means they either get 
  multiple abilities or enjoy double dexterity (+1 to dice for stealth).      
  
  4 
   
  CLASS VARIANTS  
   
  Although the listed character classes represent most fantasy types, the 
  referee may wish to introduce variant classes to the game.  Such characters 
  advance on the same table as the original (parent) class and usually have 
  similar powers and abilities, like faith or spells points, etc.  Of course, they 
  might also possess unique talents, as per the referee.   
   
  A variant cleric (monk) and magician (savant) is offered here:      
   
  CLASS ARMOR WEAPONS 
  SPECIAL ABILITIES 
  Monk 
  none 
  staff* 
  ambidexterity/unarmed combat  
  Savant 
  any 
  any 
  fighting prowess, psychic abilities 
   
   
   
   
  *Or bare-handed, like kicking or punching, etc. 
   
  MONKS are followers of some eastern religion, much like Shaolin, who seek 
  harmony through rigorous mental and physical discipline.  Most train in 
  temples, although some visit the outside world.  By their very nature, monks 
  can only be lawful, although some may behave in a neutral manner.  Being 
  unconcerned with material gain, they may not have more than 500 GP, although 
  they still earn experience points when finding it.   
   
  Skilled martial artists, monks cannot wear armor of any kind and may only 
  fight with their bare hands or a quarterstaff, although they can attack 
  ambidextrously with both, even if they lack the dexterity ability.  Otherwise, 
  they get faith points to cure or heal themselves (but not others) through 
  meditation or mind over body.  Unlike normal clerics, monks cannot turn the 
  undead or resurrect.  At 9th level (high priest), they get 2 attacks per combat 
  round, making them formidable opponents. 
   
  SAVANTS are those rare humans gifted with psychic abilities.  A magician 
  variant, their powers emerged during apprenticeship, and they abandoned their 
  previous arcane studies to develop them fully.  As magic interferes with the 
  use of psychic abilities, savants can only use those items available to any 
  character, like potions or rings, etc.  Note that magic armor prevents the use 
  of psychic abilities.  Savants can follow law, chaos, etc. 
    
  Having forsaken magic, savants can wear armor and use weapons of any kind, 
  although hit points are limited to that of the magician class.  They do not get 
  spell points and may not learn or cast spells.  Instead, savants have the 
  equivalent of a permanent Aura in effect at all times and may perform any of 
  the following spell-like abilities: Lift, Link, and Send, although doing so          
  can be draining on the user.  At 9th level (wizard), they no longer suffer this 
  restriction, having finally achieved their full psychic potential.   
  
  5 
   
   
   
   
   
   
   
  
  6 
   
  ARMOR AND EQUIPMENT 
   
  The following items can be added to the equipment list:  
   
  ARMOR 
  PROTECTION 
  COST   EQUIPMENT 
  NOTES 
  COST 
  Barding 
  special 
  -- 
    Ale (wine) 
  1 pint 
  1 
   
   
   
   
  Cloak 
  -- 
  2 
  MISSILES 
  RANGE 
  COST  
  Herbs  
   
  special 
  5 
  Blowgun* 
  30' 
  2 
   
  Holy oil 
  special  
  7 
   
   
   
   
  Mirror 
   
   
  -- 
  3 
  WEAPONS 
  RANGE 
  COST  
  Oil 
  special 
  6 
  Javelin 
  30' 
  3 
   
  Sack, cloth 
  -- 
  2 
  Lance* 
  special 
  7 
   
   
   
   
  Pole arm* 
  -- 
  4 
   
  SERVICES 
   
  NOTES 
  COST 
  Quarterstaff* 
  -- 
  5 
   
  Blacksmith# 
  -- 
  -- 
   
   
   
   
   
   
   
  *Two-handed weapon (+1 damage), no shield use; darts cost 1 GP for 20 
  #Smithies shoe horses (1 GP) and repair armor/weapons for 10% of value 
   
  Specialty items are described as follows:  
   
  BARDING is horse armor.  This can be leather (+1), chain (+2), or plate (+3) and 
  costs twice the normal (listed) value due to size. 
   
  LANCES are only effective on horseback (normally, a warhorse) or from the 
  ground when set against a charging foe.  They are of little use in dungeons or 
  similar environments, as they require 20' to wield properly.          
   
  HEALING HERBS can be chewed or ground into drink, etc.  Each application 
  restores 1 lost hit point, although subsequent use requires saving dice or the 
  character becomes violently ill for 1 turn and cannot heal more that day 
  except by means of magic, potions, and/or clerical miracles.  For game purposes, 
  dwarves and those with constitution add +1. 
   
  HOLY OILS can only be used by clerics, making them a useful extension of 
  their healing power.  Each anointing restores 1-3 lost hits, as determined by 
  rolling 1d6: 1-3 (1 hit), 4-5 (2 hits), and 6 (3 hits).  The referee might also 
  allow oils to cure disease (except lycanthropy or vampirism) when administered 
  within 1 hour (6 turns) of infection.  This requires saving dice.  Note that 
  anointing involves physical contact and takes a full round to execute.  It can 
  only be tried once per game day on any given character.        
   
  OIL of the normal sort comes in flasks.  These can be thrown (10') and the 
  contents ignited, burning for 1d6 rounds and scoring 1 hit per round to 
  affected targets unless some effort is made to extinguish it, like rolling, etc. 
  
  7 
   
  ARMOR 
   
  For game purposes, bonus hits from armor worn represent the skill and 
  training needed to use it properly.  Such hits are "activated" when the armor 
  is equipped and recovered through magic (miracles) or rest.  That said,   
  wounded characters cannot simply replace armor to regain lost hits, as this 
  does not represent damage to anything actually worn.           
   
  FIGHTING STYLE 
   
  The character's choice of armor and weaponry is vitally important, as it 
  determines their overall fighting style: 
   
  AMBIDEXTERITY (two-handed fighting) allows the character to fight with a 
  small weapon, like daggers, in each hand, adding +1 to damage scored.  This can    
  be divided between multiple opponents within melee range (10').  Of course, 
  shield use will be impossible, and the character may not wear more than 
  leather armor.  Only monks and those with the dexterity ability can employ 
  this combat style, and only if the referee permits. 
   
  TWO-HANDED WEAPONS do not allow shield use.  Instead, the wielder enjoys 
  bonus damage (+1), making this an excellent choice for those who need to 
  dispatch enemies quickly.  Note that the quarterstaff is a two-handed weapon 
  that can be used ambidextrously by monks only for +2 damage. 
   
  ENCUMBRANCE 
   
  To make things easier, the referee should never count magic items against 
  encumbrance unless clearly oversized, like a marble statue, etc.  Alternately, 
  they can raise encumbrance to 15 or 20 items. 
    
  LEVELS BEYOND 10TH 
   
  When characters reach 10th level, they can choose to retire or continue 
  adventuring.  If players choose the latter, the priorities of the campaign will 
  change, especially when characters build a stronghold.  Natural disasters 
  and/or political intrigues will be a major concern, and these are dealt with 
  more fully in the new campaign rules.   
   
  Optionally, the referee can allow advancement to 15th level.  Although 
  progression is usually slower, it gives players time to experience advanced 
  class abilities, like multiple attacks, etc.  Characters who eventually do 
  retire become important figures in the campaign setting, and the referee might 
  allow these to be replayed in a single game or playing session, so even the 
  most cherished character is never lost to the player unless slain. 
  
  8 
   
  Should the referee allow levels beyond 10th, characters will advance on the 
  following table with abilities as shown: 
    
  CLERICS 
   
  DWARVES* 
  EXP 
  LVL 
  HP 
  FP 
  TITLE 
   
  EXP 
  LVL HP 
  TITLE 
  80,000 
  11 
  +19 
  6 
  -- 
   
  120,000 
  11 
  +19 
  -- 
  160,000 
  12 
  +20 -- 
  -- 
   
  240,000 
  12 
  +20 
  -- 
  320,000 
  13 
  +21 
  7 
  -- 
   
  480,000 
  13 
  +21 
  -- 
  640,000 
  14 
  +22 -- 
  -- 
   
  960,000 
  14 
  +22 
  -- 
  1,280,000 
  15 
  +23 
  8 
  Saint 
   
  1,920,000 
  15 
  +23 
  Hill-king 
   
   
   
  ELVES# 
   
  FIGHTERS* 
  EXP 
  LVL 
  HP 
  SP 
  TITLE 
   
  EXP 
  LVL HP 
  TITLE 
  160,000 
  11 
  -- 
  -- 
  -- 
   
  100,000 
  11 
  +19 
  -- 
  320,000 
  12 
  -- 
  -- 
  -- 
   
  200,000 
  12 
  +20 
  -- 
  640,000 
  13 
  -- 
  -- 
  -- 
   
  400,000 
  13 
  +21 
  -- 
  1,280,000 
  14 
  -- 
  -- 
  -- 
   
  800,000 
  14 
  +22 
  -- 
  2,560,000 
  15 
  -- 
  -- 
  Wood-king 
   
  1,600,000 
  15 
  +23 
  Lord 
   
   
   
  MAGICIANS# 
   
  THIEVES 
  EXP 
  LVL 
  HP 
  SP 
  TITLE 
   
  EXP 
  LVL HP 
  TITLE 
  140,000 
  11 
  -- 
  12 
  --  
   
  60,000 
  11 
  -- 
  -- 
  280,000 
  12 
  -- 
  -- 
  -- 
   
  120,000 
  12 
  -- 
  -- 
  560,000 
  13 
  -- 
  14 
  -- 
   
  240,000 
  13 
  -- 
  -- 
  1,120,000 
  14 
  -- 
  -- 
  -- 
   
  480,000 
  14 
  -- 
  -- 
  2,240,000 
  15 
  -- 
  16 
  Arch-mage 
   
  960,000 
  15 
  -- 
  Trickster 
   
   
   
   
   
   
   
   
   
   
  *Combat moves for dwarves and fighters where applicable 
  #Learn additional spells as applicable (combat moves for elven fighters) 
   
  Note that only the so-called "combatant" classes (including dwarves and 
  fighters) gain additional hit points.  Thieves still add an additional +1 to all 
  dice for stealth every 3 levels (12th and 15th respectively).       
   
  
  9 
   
  II. MAGIC RULES 
   
  The following new spells are added to the magician list: 
   
  SPELL 
  DURATION 
  RANGE 
  SPECIAL EFFECT 
  Ally 
  instant 
  self 
  call upon special allies for help  
  Aura 
  1 turn/level 
  self 
  detect the presence of living minds 
  Bane 
  instant 
  30' 
  instantly destroy minor enemies 
  Form 
  1 turn/level 
  self 
  caster assumes natural animal form 
  Grow 
  1 turn/level 
  self 
  double (or reduce) the caster's size  
  Keen 
  1d6 rounds 
  touch 
  temporarily enchant a single weapon  
  Lift 
  1d6 rounds 
  60' 
  lift/move objects with telekinesis 
  Mask 
  1 turn/level 
  self 
  take humanoid (man-sized) appearance  
  Rout 
  instant 
  30' 
  weakened enemies flee the caster 
  Ruse 
  1 turn/level 
  30' 
  craft detailed audiovisual illusions 
  Slow 
  1d6 rounds 
  60' 
  reduce enemy speed to half normal 
  Wink 
  1d6 rounds 
  self 
  instantly teleport in any direction  
   
  SPELL DESCRIPTIONS 
   
  ALLY allows the caster to receive magical aid in critical, life or death, 
  situations.  This assumes the magician has previously entered into an alliance 
  or does so when the spell is actually taken: 
   
  ALLIANCE 
  RESTRICTIONS 
  SETTING 
  Deities 
  clerics only  
  any 
  Elementals* 
  -- 
  -- 
  Lesser spirits 
  lawful only 
  day 
  Minor devils 
  chaotic only 
  night 
   
   
   
  *Air, earth, fire, or water (player's choice) 
   
  Allies may only be called upon in the appropriate setting.  Elementals, in 
  particular, may only be summoned near fire or water as appropriate.  These are 
  always of a lesser sort.  Allies are barely visible.  For instance, a whiff of 
  brimstone for minor devils, etc.  Their only task is to remove the caster from 
  immediate danger, whatever that happens to be.  This may include companions 
  also present and in trouble.  Note that clerics can take their deity as an ally, 
  praying for help when they need it most. 
   
  To curb the power of this spell, allies cannot be killed or made to fight the 
  caster's enemies, etc.  Once the magician and their companions are safely 
  removed from the source of danger, the allies depart, having fulfilled their 
  obligation to their friends.  As clerics receive aid from their deity, they must 
  take care not to use this for frivolous or unnecessary reasons.        
  
  10 
   
  AURA enables the detection of living minds (near-human intelligence or 
  greater) within a 120' radius, much like an amulet of ESP.  The caster cannot 
  read minds or communicate telepathically.  However, a savant can use this 
  ability to first detect a living mind and subsequently Link or Send, as per the 
  psychic ability rules.  Undead cannot be detected.    
   
  BANE instantly kills any small (1 HP) enemies within a 30' radius of the 
  caster.  This only applies to creatures with 1 actual hit point and not to foes 
  subsequently reduced to that amount. 
   
  FORM allows the caster to take the shape of any normal and/or non-magical 
  animal as small as a mouse to as big as a bear, gaining their attacks, 
  movement, and survival abilities, much like a beast cloak, although any form 
  can be taken provided the magician is already familiar with it.  Note that 
  while hit points do not change, a character transformed into a bird could fly 
  and one becoming a fish may breathe underwater, etc.  Spells cannot be cast or 
  magic items employed while in animal form. 
   
  GROW doubles the caster's size (12' for magicians and 10' for elves) for the 
  duration of the spell, much like a potion of the same name.  Enlarged 
  characters add +1 to all melee damage, as per the enemy rules, and may attempt 
  feats of strength, like smashing open locked doors, etc.  Alternately, the 
  magician can shrink to one-tenth actual size.  For game purposes, armor and 
  equipment scales with the caster.  
   
  KEEN temporarily enchants a single non-magical weapon, granting an attack 
  bonus of +1 for the duration.  The character adds +1 round per 3 levels gained, 
  so a 3rd level magician gets 1d6+1 rounds of enchantment. 
   
  LIFT enables telekinesis, much like the magic ring.  The magician can 
  manipulate up to 50 pounds (or 500 GP), moving it up to 30' per round with the 
  power of their mind.  While objects will not move fast enough to inflict 
  serious injury, clever players can find ways to make this useful both in and 
  out of combat situations.  A convenient spell. 
   
  MASK allows the caster to assume the outward appearance of any humanoid 
  creature or person, to include armor and equipment.  This is a powerful 
  illusion, so no saving dice are allowed.  Note that armor and weaponry so made 
  have no effect, although in all other respects, the character is taken for 
  another race or gender within 5' tall and/or 50 pounds.        
   
  ROUT breaks morale.  Enemy targets within 30' reduced to less than half 
  numbers (or total hits for a single opponent) flee at full speed unless pursued 
  or otherwise reengaged, etc.  While any level can be routed, undead are not 
  affected, and targets get saving dice (made at +1 if higher level). 
  
  11 
   
  RUSE creates convincing audiovisual illusions of anything the caster has 
  already seen, much like a wand.  Per the basic rulebook, any illusion so made 
  fills a 30' radius (30' high) around the magician when the spell is cast, 
  although the character can subsequently move.  Anyone seeing the illusion 
  must roll saving dice at -2 or believe it without question.  However, all such 
  phantasms dissipate on physical contact.  
   
  SLOW cuts movement of a single enemy target by one-half (10' if they fail 
  their saving dice).  In the latter case, all spells are delayed and do not take 
  effect until the start of the following round, although characters may cast 
  this on themselves and become effectively immune.  If both sides are magically 
  slowed, relative movement and spells work at full speed.        
   
  WINK allows the magician to vanish and instantly reappear up to 60' away, 
  provided they have line of sight.  For game purposes, each subsequent 
  teleportation is considered normal movement, so the character may still attack 
  or cast spells and wink in the same combat round if range permits.  The 
  magician adds +1 round per 3 levels gained, so a 3rd level character might 
  teleport themselves up to 1d6+1 rounds as needed.  
   
  SPELL REVISIONS 
   
  The following revisions now apply to existing spells:  
   
  BOLT now comes in several forms, each counting as a separate spell known by 
  the magician.  These include the following: 
   
  BOLT 
  DURATION RANGE 
  SPECIAL EFFECT 
  Fire 
  instant 
  60' 
  explode, ignite flammables 
  Force 
  instant 
  60' 
  knock down humanoid opponents 
  Ice 
  instant 
  60' 
  create ice wall, freeze water  
  Lightning* 
  instant 
  60' 
  melt metal, sunder wooden doors 
   
   
   
   
  *This is the original spell, as per the basic rulebook 
   
  FIRE BOLTS deal damage per the original spell, although this comes from 
  burning as opposed to lightning.  Flammables, like cloth or paper, will ignite 
  unless saving dice are made, and this includes spell scrolls.  Fire Bolts 
  explode on contact, filling a 10' x 10' area and possibly injuring bystanders if 
  within an enclosed space, like a small dungeon room. 
   
  FORCE BOLTS are powerful enough to cause serious injury and knock down 
  humanoid (man-sized and shaped) targets who fail their saving dice.  The caster 
  might also topple structures provided these are precarious and the referee 
  otherwise permits.  For instance, a wall or unstable pillar, etc.      
  
  12 
   
  ICE BOLTS hurl spikes that inflict damage in the usual way.  Alternately, 
  they can be used to create a 10' x 30' wall of ice that persists for the 
  duration of 1 turn or to freeze liquid in a 30' radius (5' thick).  This enables 
  safe movement across lakes and other bodies of water.  Walls of ice can be 
  arranged in any way.  These are 5' thick.  
   
  LIGHTNING BOLTS are described in the basic rules.  Being electrical, they 
  score double damage against partially submerged targets in water up to 3' deep, 
  although these get saving dice.  Likewise, throwing lightning underwater 
  inflicts double damage to all targets within a 60' radius, with no saving dice 
  allowed.  This includes the caster and any nearby companions. 
   
  FOIL can also be used to destroy other objects of similar size, like farm 
  implements or a shield, etc.  In the latter case, bonus hits are lost, although 
  the bearer's total hits never fall below zero.  
   
  LOAD may now be reversed and cast against a single target, halving their 
  carrying capacity and possibly forcing them to drop some equipment.  Swimming 
  targets must roll saving dice or drown, even when otherwise unarmored, and 
  pursuit is no longer possible.  Maximum range is 30'.     
   
  PSYCHIC ABILITIES 
   
  Savants are powerful psychics with telekinetic abilities, so they have a 
  permanent Aura in effect at all times unless sleeping or otherwise rendered 
  unconscious.  Even then, the referee might introduce dreams or visions to 
  motivate players or advance a scenario, etc.   
   
  Furthermore, savants may perform the equivalent of a Lift, Link, or Send 
  spell once per round, although doing so is potentially draining on the 
  character.  When any psychic power (except Aura) is performed, the player must 
  roll saving dice or suffer 1 hit of damage.  Psychics add +1 per 3 levels 
  gained, so a 3rd level character would save at +1.  At 9th level (wizard), the 
  savant no longer suffers this restriction, having achieved mastery.   
   
   
  
  13 
   
  III. GAME RULES 
   
  This section builds upon the basic rules, adding new content and introducing 
  alternate (and purely optional) rules for referees wishing to do things a 
  little differently.  Special hirelings are added, along with revised experience 
  point tables for higher-level enemies slain.  
   
  TIME AND MOVEMENT 
   
  Except for magic, the referee might wish to forego tracking turns out of 
  combat, as doing so is difficult and often overlooked.  A simpler method is to 
  designate specific areas on the dungeon map.  If the party has not already 
  taken time to rest, they must do so now or suffer the penalties.  Exhaustion is 
  otherwise limited to discrete events, like disease, which are easier to track 
  and less likely to be forgotten. 
   
  Random encounters may likewise be limited to specific points, particularly 
  when the party stops to rest or make camp, although only a single check should 
  be made unless the players are especially careless by failing to assign 
  lookouts, etc.  Party movement (120' per turn underground) may still apply to 
  evasion or pursuit, mainly as a general reference. 
   
  INITIATIVE 
   
  The referee might wish to recheck initiative whenever the conditions of  
  battle change.  For instance, if one side is reduced to less than half original 
  numbers or a leadership figure dies, etc. 
   
  NON-LETHAL COMBAT 
   
  Sometimes, players may wish to subdue rather than kill.  This requires 
  blunt/non-edged weapons and is only feasible against man-sized targets with 
  the possibility of a head blow.  Combat proceeds as normal; however, any  
  result of 12 or better requires the target roll saving dice (made at +2) or fall 
  unconscious for 1d6 rounds, although this should never apply to non-living 
  targets, like automatons or undead of any kind.       
   
  EVASION AND PURSUIT 
   
  Fleeing parties can distract pursuing enemies by discarding food or other 
  valuables.  Animals stop to gobble food 1-4 in 1d6 of the time provided     
  this is something they might wish to eat.  More intelligent enemies will stop 
  for dropped gold (1-2 in 1d6) provided they have no greater purpose, like 
  personal revenge, etc.  Note that all enemies act in their own best interest 
  and refrain from pursuit if badly outnumbered and/or weakened.     
  
  14 
   
  COMBAT MOVES 
   
  Starting at 3rd level, dwarves, fighters, and elven fighters get 1 combat   
  move and add a new maneuver every 3 levels after that, so a 6th level dwarf 
  would know 2 moves from the following table:     
   
  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' 
   
  Obviously, non-player characters and/or enemy monsters might also know and 
  use these maneuvers, subject to level, etc.  
   
  MOVEMENT DESCRIPTIONS    
   
  BASH allows an attacker to use their shield offensively against a single 
  humanoid (man-sized/shaped) adversary, who must roll saving dice (+1 if higher 
  level) or fall back 10' and suffer 1 hit of damage. 
       
  BLOCK is a defensive move.  Should the character lose initiative, they can  
  roll attack dice to block and thereby avoid harm, although no damage is 
  delivered.  Note that 9th level fighters and monks can block and attack in the 
  same combat round if conditions permit.     
   
  COVER lets the character raise their shield against incoming non-magical 
  missiles, including arrows and/or crossbow bolts, etc.  No damage is suffered, 
  although speed is reduced to 10' and fighting impossible.   
   
  DODGE is identical to block, except that no shield is needed.  Doing this 
  requires at least 20' of free space.  Note that the defender never moves more 
  than 10' (melee distance) when dodging enemy attacks.   
   
  PARRY uses a weapon to block, much like a shield.  If the character loses 
  initiative, they can roll attack dice to deflect the attack with a melee weapon 
  and avoid injury.  Two-handed weapons require 20' to wield properly. 
  
  15 
   
   
  Optionally, the referee can allow parry to disarm, although this is only 
  effective against small (one-handed) weapons.  Like subdual, combat proceeds as 
  normal, except that a result of 12 or more requires the target roll saving 
  dice or lose their weapon, similar to a Foil spell.      
   
  SMASH enables critical hits with bludgeoning weapons, like hand axes or 
  hammers, etc.  If the attacker rolls an unmodified 12 in combat, they add +1 to 
  damage scored against enemy targets.      
   
  SWEEP only applies to large (two-handed) melee weapons.  The attacker can 
  divide damage scored between multiple targets within melee range.  This 
  represents a sweeping blow, so an attacker requires at least 20' to wield their 
  weapon effectively.  This combines with smash. 
   
  THRUST works like smash, except it applies to stabbing and/or piercing  
  weapons only, including spears.  Note that smaller blades, like daggers, only 
  need 5' to use and all others require 10'.    
   
  VOLLEY allows an archer (but never crossbowmen) to divide damage scored    
  between multiple targets within range.  As this indicates a literal shower of 
  missile fire, it may be countered by the covering maneuver. 
   
  THE MARTIAL ARTS 
   
  Monks can fight ambidextrously, either with their bare hands or using a 
  quarterstaff, even if they do not have the dexterity ability.  While trained in 
  the arts of fighting, monks are devoutly non-violent. 
   
  Optionally, the referee can allow monks to block (using a quarterstaff) or 
  dodge their enemies in combat.  This can be done at any level, as clerics  
  cannot otherwise learn such maneuvers.  A monk's bare hands are death-dealing 
  weapons (ambidextrous/one-handed) equally well-suited for subdual.   
  
  16 
   
   
   
   
   
   
   
  
  17 
   
  Where applicable, players must declare their intentions in combat.  For 
  instance, when attempting to block or subdue, etc.  This includes extra damage 
  from smash or thrusting moves.  Common sense is the best rule here, but 
  players are expected to formulate good strategy and communicate effectively  
  in dangerous and/or difficult situations. 
   
  MAPPING THE DUNGEONS 
   
  As exploration is a major element of play, the referee may require that 
  characters map the dungeons on a separate sheet of graph paper.  Any player 
  doing this accepts that their character is also doing so, with appropriate 
  restrictions on their movement and/or readiness.  The mapper(s) should set down 
  the various chambers and passageways as well as the locations of important 
  encounters, like deadly traps, etc.  
   
  Note that players must refer to their maps when backtracking or choosing 
  where to make camp, etc.  Wilderness areas can also be mapped, with notes as to 
  the location of special sites, like a bandit's lair, etc. 
   
  DISEASE 
   
  Given the widespread availability of cures and miracles, disease is rarely 
  fatal unless the affected character is too weak to survive a particular 
  encounter.  However, some (1 in 1d6) diseases may be considered VIRULENT and 
  deadly in 1d6+1 game days unless cured fast. 
   
  HIRELINGS 
   
  If need be (and the referee otherwise permits), characters may take on the  
  following special hirelings:  
   
  GUIDES live in frontier settings, often seeking hire with the various 
  adventuring parties.  Years of travel has made them intimately familiar with 
  the surrounding (above ground) wilderness, allowing them to avoid random 
  encounters and move at full speed, even in poor weather.  Guides are treated 
  like archers, per the basic rulebook.  Their standard fee is 20 GP, half up 
  front and the rest upon the party's safe return. 
   
  SAGES can only be found in the larger cities and then, only if there are 
  libraries or universities.  Steeped as they are in legends and lore, scholars 
  can answer most questions for a price.  Simple (common) topics involve an 
  archival fee of 50 GP, while esoteric or unusual inquiries cost 100 GP and 
  require 1d6+1 game days to answer properly.  Given their years of study, 
  nearly one-third (1-2 in 1d6) are magicians of a level decided by the referee 
  as befits the scenario.  All others are intelligent commoners.  
  
  18 
   
  Occasionally, sages may wish to accompany a party on expeditions to conduct 
  scholarly field work, etc.  In fact, this might form the basis for future 
  adventures set in ancient cities or lost temples, etc.  As this is beneficial to 
  the sage, no costs will accrue, although a small percentage (10%) is usually 
  customary and obligatory for lawfuls.     
   
  Little more than boys, TORCH BEARERS carry lanterns, torches, or other 
  sources of light, freeing the party to fight.  Otherwise, it takes 1 full round 
  to set these down without extinguishing their light and making combat 
  extremely difficult (-3 to all dice), if not impossible, to execute.  For game 
  purposes, torch bearers are treated as peasants who cannot wear armor of any 
  kind and attack at -1.  Their weekly wage is 2 GP.   
   
  For game purposes, henchmen should always be human unless the referee says 
  otherwise.  If allowed, they take triple pay.   
   
  EXPERIENCE   
   
  Characters and enemy monsters can now reach 15th level, with the following 
  adjustments to the experience tables: 
   
  LVL 
  EXP 
  BONUS* 
  TREASURE 
  11 
  1,000 
  +100 
  1 per 2 GP 
  12 
  2,000 
  +100 
  -- 
  13 
  3,000 
  +200 
  -- 
  14 
  4,000 
  +200 
  -- 
  15 
  5,000 
  +300 
  -- 
   
   
   
   
  *Experience for special abilities 
   
  Some referees (and players) may desire a longer campaign with slower level 
  progression, as this extends a character's playable life.  This is easily 
  accomplished by awarding 1 point per 10 GP found, with none granted for magic 
  items won and later sold.  The referee can do what they want here.    
   
  
  19 
   
  IV. ENEMY RULES 
   
  This section adds new enemies to the game.  Some, like demigods and/or 
  extraterrestrials, substantially alter the nature and scope of a game, and the 
  referee should use them carefully.  However, their inclusion is ideal for 
  campaigns that have moved beyond the dungeon setting.  A few, like the 
  aforementioned demigods, are specifically designed to challenge higher-level 
  characters, although they can appear much earlier.   
   
  ENEMY LIST 
   
  Characters may now reach 15th level, and this applies to enemies assigned a 
  proper class, like brigands or necromancers, etc.  Some enemy monsters can also 
  reach higher levels as follows: 
   
  DEMONS above 10th level are individual (named) demon lords.  Ambitious 
  referees can assign names to each and have these written in books or musty old 
  scrolls with a slight (1 in 1d6) chance of accidentally summoning them when 
  their name is spoken aloud.  A terrible fate.   
   
  DRAGONS can reach 12th level.  These are always spell casting and especially 
  cunning.  Such dragons seldom interfere with the race of men. 
   
  JINN above 10th level are called ifrit or efreeti.  These are immune to 
  normal and/or magical flame and may call and command a fire elemental 3 times 
  per game day, as if reading a tome. 
   
  ATTACKS BY LEVEL 
   
  Enemies get attack and damage bonuses as per the following.  Note that damage 
  is based on size and only applies to physical attacks: 
   
  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. 
   
  Given their attack bonuses, high-level enemies can be very dangerous.  The 
  referee should employ combat modifiers and reward the players for good 
  strategy, like outflanking, etc.  Of course, this applies to enemies as well, so 
  characters must be especially cautious and exercise good judgment.  
  
  20 
   
  NAME 
  ATTACKS LEVEL MOVE SIDE SIZE NUMBER TREASURE  
  Army ant 
  3(*) 
  3 
  30' 
  N 
  (*) 
  (*) 
  -- 
  Asag 
  1(*) 
  8 
  20' 
  C 
  L 
  1 
  B/IV 
  Barghest 
  1 
  2 
  50' 
  C 
  M 
  1-2 
  -- 
  Bicorne 
  3 
  4 
  40' 
  C 
  M 
  1 
  B/II 
  Brontosaur 
  1(*) 
  9 
  30' 
  N 
  H 
  2-4 
  -- 
  Demigod 
  1(*) 
  (*) 
  (*) 
  (*) 
  M 
  1 
  (*) 
  Doppelganger 
  1 
  5 
  50' 
  C 
  M 
  1 
  (*) 
  Drat 
  1(*) 
  1 
  20' 
  C 
  S 
  2-12 
  -- 
  Finfolk 
  2  
  2 
  30' 
  C 
  M 
  1-6 
  B/II 
  Fomor 
  1(*) 
  6 
  40' 
  N 
  L 
  1-2 
  B/III 
  Fury 
  3 
  3 
  50' 
  C 
  M 
  2-4 
  -- 
  Gremlin 
  1(*) 
  2 
  30' 
  N 
  S 
  1 
  -- 
  Grine 
  1(*) 
  (*) 
  (*) 
  (*) 
  M 
  1 
  (*) 
  Guardian 
  1(*) 
  4 
  40' 
  C 
  L 
  1-2 
  (*) 
  Hag 
  1(*) 
  6 
  50' 
  C 
  M 
  1 
  B/II 
  Half-elf 
  1 
  (*) 
  (*) 
  (*) 
  M 
  1 
  (*) 
  Hornworm 
  1 
  3 
  30' 
  N 
  M 
  1-2 
  A/II 
  Hydra 
  6(*) 
  (*) 
  50' 
  C 
  L 
  1 
  B/III 
  Incubus 
  1(*) 
  5  
  40' 
  (*) 
  M 
  1 
  (*) 
  Kraken 
  8(*) 
  7 
  30' 
  N 
  H 
  1 
  --  
  Lake monster 
  1 
  5 
  40' 
  N 
  L 
  1 
  -- 
  Lamassu 
  3(*)  
  6 
  50' 
  L 
  M 
  1 
  (*) 
  Leprechaun 
  1 
  2 
  30' 
  N 
  S 
  1 
  (*) 
  Manifestation 
  1(*) 
  (*) 
  50' 
  (*) 
  (*) 
  1 
  (*) 
  Nixie 
  1(*) 
  4 
  30' 
  C 
  M 
  1-3 
  B/II 
  Outsider 
  1 
  (*) 
  (*) 
  N 
  M 
  2-4 
  -- 
  Peasant 
  1 
  1 
  50' 
  (*) 
  M 
  3-18 
  (*) 
  Pegasi 
  1 
  4 
  50' 
  L 
  M 
  1-2 
  -- 
  Poltergeist 
  1(*) 
  5 
  40' 
  C 
  M 
  1 
  (*) 
  Pterosaur 
  1(*)  
  3 
  30' 
  N 
  M 
  2-4 
  -- 
  Ram 
  1(*) 
  2 
  40' 
  N 
  M 
  2-12 
  A/I 
  Robot 
  1(*) 
  5 
  20' 
  N 
  M 
  1 
  -- 
  Saber-tooth 
  1(*) 
  4 
  50' 
  N 
  L 
  1-2 
  A/II 
  Saurian 
  3 
  3 
  30' 
  N 
  M 
  2-6 
  B/I 
  Sphinx 
  3 
  6 
  40' 
  C 
  L 
  1 
  B/III 
  Stranglebones 
  3 
  4 
  30' 
  C 
  M 
  1 
  -- 
  Succubus 
  1(*) 
  6 
  50' 
  C 
  M 
  1-2 
  -- 
  Titan 
  1(*) 
  9 
  40' 
  N 
  H 
  2-4 
  B/IV 
  Tyrannosaur 
  1(*)   
  7 
  30' 
  N 
  L 
  1 
  A/II 
  Wendigo 
  3 
  5 
  50' 
  C 
  (*)  
  1 
  (*) 
  Will-o-wisp 
  1(*) 
  1 
  20' 
  C 
  S 
  1-2 
  B/II 
  Wose 
  1 
  2 
  50' 
  N 
  M 
  2-12 
  -- 
  Wyre-folk 
  1(*) 
  (*) 
  (*) 
  (*) 
  M 
  2-4 
  (*) 
  Yeti (sasquatch) 
  3 
  4 
  40' 
  N 
  M 
  1-2 
  A/II  
  
  21 
   
  ARMY ANTS move in great swarms (called raids) millions strong, speedily 
  devouring anything unlucky enough to get in their way.  For game purposes, 
  they move as a single entity, striking up to 3 man-sized targets.  Each 
  successful attack requires saving dice to avoid being overtaken and stripped to 
  the bone (treat this as drowning).  Army ants can be scattered by fire or the 
  use of Force Bolts, etc.  They thrive in jungles.   
   
  The ASAG is a demon so hideous that anyone within 10' of it suffers an 
  automatic 1 hit per round in addition to any harm inflicted through ordinary 
  means (they prefer two-handed weapons).  The referee might even require 
  flammable objects, such as scrolls, to roll saving dice or burst into flames, 
  although these are made at +1.  Being solitary foes, the referee must decide if 
  they are unique or constitute a proper race.  Appearance is left to the 
  referee, but they should be humanoid with armor and weapons.  
   
  BARGHESTS are ghostly hounds that can only be hit by magic weapons or 
  spells.  Their appearance usually marks the death of an important person in 
  the campaign setting.  Otherwise, they are used as hunting dogs by demons 
  and/or wraiths.  Barghests attack with a terrible bite that draws no blood, but 
  leaves the flesh feeling bitterly cold. 
   
  Most BICORNES are female, although some males do exist.  They appear as 
  spotted leopards with vaguely human faces sporting razor-sharp teeth.  When 
  encountered in the wild, bicornes blend perfectly with their surroundings, 
  having only a 1 in 1d6 chance of detection, even when characters are actively 
  searching for them.  Surprise is usually achieved, adding +1 to their first 
  attack, although an Aura might negate this.  Like all big cats, bicornes attack 
  with a bite and two claws.  Their females can speak Common. 
   
  BRONTOSAURS are huge herbivorous dinosaurs.  They walk on all fours and 
  sport powerful tails and long necks.  Their great size and animal intelligence 
  means they may carelessly trample those caught in their path, especially if 
  panicked, scoring 3d6 hits to be divided between affected targets.  Brontosaurs 
  are otherwise peaceful.  They are most commonly found in prehistoric "lost 
  world" settings, like a plateau or hidden valley, etc. 
   
  Many DEMIGODS walk the earth, most unaware of their divine origin.  Simply 
  put, they are the offspring of men (humans) and the gods.  As such, demigods can 
  be of any (human) class and level, although most are undoubtedly commoners 
  with no specialized training.  They have the following powers and abilities in 
  addition to their applicable class, if any:     
   
  COMMONERS with divine blood heal 1d6 hits per combat round.  As most live 
  peaceful lives, few (if any) will recognize this.  They are exceptionally 
  attractive and lead long, healthy, and disease-free lives, being fully immune.  
  
  22 
   
  CLERICS often serve their parent deity, although the church might not be 
  aware of their origins.  In addition to accelerated healing and related 
  immunities, they may perform the equivalent of an Ally spell once per day in 
  addition to any normal (faith point-based) miracles.   
   
  FIGHTERS always have the strength ability in addition to whatever else the 
  referee rolls (or chooses, where applicable).  Like thieves, they can roll 
  strength a second time, adding +1 to related actions.  Of course, their superior 
  healing is an asset in combat situations.   
   
  MAGICIANS can use 2 hit points in place of 1 spell point, much as a ring of 
  spell casting.  Given their accelerated healing, this is a powerful mix, 
  although spells and spell points are otherwise limited by level.  Demigod spell 
  casters make great, albeit deadly, adversaries.    
   
  THIEVES get double dexterity, adding +1 to stealth related actions, and the 
  referee may allow them a third ability as well.  They are always ambidextrous 
  and unusually acrobatic, being able to attempt feats of agility normally 
  considered impossible to perform, although penalties apply here. 
   
  Non-humans have a different relationship to their gods and never produce 
  offspring unless the referee dictates otherwise.  Player characters must never 
  possess demigod status in the interest of game balance.        
   
  DOPPELGANGERS (or changelings) are humanoid monsters that can assume the 
  appearance (size and shape) of any human or near-human target, including 
  dwarves and elves, between 4' - 6' tall and up to 300 pounds.  Tireless hunters, 
  they patiently stalk adventuring parties, striking those who break away or 
  otherwise isolate themselves.  The doppelganger then replaces their victim in 
  the party - after stealing their clothing and equipment, of course! 
   
   
  
  23 
   
  The DRAT (dragon-rat) is initially indistinguishable from the ordinary sort, 
  with only a 1 in 1d6 chance of noticing their scaly hides and glowing eyes 
  until they get within 10' away.  As their name implies, they breathe a burning  
  pitch (5' range) that always deals 1 hit, even on a 12.  Note that flammable 
  substances, like paper, must roll saving dice at +2 or be ruined.  Drats are a 
  dangerous nuisance in large numbers.          
   
  FINFOLK are evil humanoids that move freely between land and water, being 
  adapted for both.  Voracious hunters, they regard human flesh as a delicacy and 
  often seek victims for terrible underwater sacrifices.  Finfolk attack using 
  two powerful claws, although some wield primitive weapons instead.  They live 
  in vast aquatic cities of 1,000-2,000, ruled by a line of hereditary priest 
  kings (treat as 5th level druids).  Their gods are capricious and command their 
  followers to raid continuously for flesh and gold. 
   
  Magical giants, FOMORS are highly intelligent and magically gifted, with 
  spells and spell points by level.  They stand 12' tall (as an ogre) and know how 
  to forge the various armor and weapons for their own use (even when casting 
  spells) or for trade with the giant nobility.  Fomors are thought to be 
  ancestors to modern ogres cast down in a war with the elves.  Their society 
  consists of widely scattered tribes of 50-100 ruled by the strongest, although 
  they are honorable and fanatically loyal.  
   
  FURIES are winged female demons.  Highly maneuverable, they ascend and 
  descend at full speed when flying and attack with their bite and two claws or 
  ambidextrously with a pair of daggers, etc.  Ferocious hunters, they are 
  frequently employed by demons as assassins and/or enforcers.  While the furies 
  originate in Hell, they move freely in the mortal realm and sometimes make 
  their own mischief in lonely, abandoned places.     
   
  Some GREMLINS are simply mischievous.  However, many are pure evil and 
  delight in deadly pranks.  Any machine or magic item (except potions or 
  scrolls) within 60' of one has a 1-3 in 1d6 chance of malfunctioning during a 
  given round, making them especially difficult to deal with.  Even magical 
  effects from spells (like invisibility) will have a 1 in 1d6 chance of failing, 
  although only during the first round of exposure.  Gremlins are invisible 
  imp-like creatures that only show themselves in combat.    
   
  GRINES exist in a parallel universe identical to the mortal realm.  Each 
  character has an exact duplicate (or grine) in this dimension, although one of 
  the opposite moral alignment.  For example, a lawful cleric would have a 
  chaotic counterpart of the same level and abilities adjusted for side, where 
  applicable.  Accordingly, neutrals are unchanged.  Grines may cross over using 
  specularii or similar instruments, meeting their opposite selves (the player 
  characters) either deliberately or through some cosmic accident.  
  
  24 
   
  Infernal GUARDIANS are devils charged with defending evil shrines and 
  protecting demonic servants, including those who have entered into pacts with 
  the lower powers.  They include the following:   
   
  BULL guardians are powerfully built humanoids with broad shoulders and  
  horns similar to a minotaur.  The latter grants +1 to their first melee attack 
  and, if successful, forces man-sized targets to roll saving dice or be thrown 
  back 10' and losing their next round of action.  XENOFORM guardians are 
  amorphous blobs with tentacles.  They begin with a single tentacle and gain a 
  new one each round until the maximum number (3-5) is met.         
   
  Guardians keep no treasure of their own, but often protect the riches of 
  others.  Magicians may be given a DEMON WAND as part of their pact.  These 
  are fully explained in the treasure rules.       
   
  HAGS (witches) are withered and toothless crones.  Infernally wise, they 
  possess the intelligence and wisdom abilities and get spells and spell points  
  by level (as magicians, they cannot wear armor or use most weapons).  In 
  addition to the usual spellcraft, hags can speak with animals and control the 
  weather over a 1-mile radius for 6 turns once per game day.  Witch-storms 
  produce the equivalent of a Lightning or Wind Bolt each round against a single 
  target.  Although wicked, they can sometimes be allies. 
   
  True HALF-ELVES are very rare, as elves and men seldom interbreed.  The 
  children so made appear basically human, but with pointed ears or other signs 
  of their elven ancestry.  Half-elves can choose any human class, with all 
  applicable powers and limitations, although they retain the elven ability to 
  detect magic on objects or persons (1 in 1d6 chance in a 10' radius).  They never 
  form separate communities, for obvious reasons.   
   
  HORNWORMS are great (20' long) serpents with horned heads they swing like 
  maces in combat (assume a full 20' range if distance permits).  Powdered 
  hornworm horn is greatly sought as an ingredient in strength potions, making 
  this worth the time to extract.  Simply chewing on one acts as a potion of 
  strength for 1 round, although saving dice must be rolled first.  Obviously, 
  obtaining this in the first place is difficult, as hornworms are shy creatures 
  and very dangerous (+1 to all attacks) when cornered.  
   
  The HYDRA is a swamp-dwelling serpent (30' long) with multiple heads as 
  determined by age: young (1-2), mature (3-4), and ancient (5-6).  Level and total 
  number of attacks is equal to the number of heads, all of which must be 
  severed before the hydra is actually slain.  A more challenging version of 
  this is to have each head regenerate in 1 turn unless the creature is beaten 
  before then.  For game purposes, assume that each head has 1-2 hit points, with 
  the remainder being the body.  Once again, all heads must be severed. 
  
  25 
   
  INCUBI are the progeny of demons and human parents bred under varied 
  circumstances.  Some reside in Hell, but most walk the mortal realm to bring 
  evil or, although rarely, work against it.  Of infernal origin, incubi are 
  immune to normal fire and get saving dice against the magical kind.  They also 
  get spell points as a 1st level magician (2) and can use them to cast the 
  equivalent a 9th level Fire Bolt.  Not all incubi are evil, as some resist 
  their wicked birth.  They can be either male or female.  
   
  The KRAKEN is an enormous (50'-100' long) squid.  They attack by first 
  entangling their victims and then squeezing or dragging them underwater to 
  drown, depending on the circumstances.  This requires a successful hit, 
  although the target is entitled to saving dice.  Failure means the character is 
  dragged overboard to a watery grave unless somehow rescued.  Adult kraken 
  have 8 tentacles with 1-2 hits each, much like the hydra, with the rest being 
  the body.  They are much feared by sailors.  
   
  LAKE MONSTERS occupy bodies of water, such as a loch or caldera.  They 
  closely resemble plesiosaurs, having long necks that sometimes rise above the 
  surface of the water.  Lake monsters are shy and secretive, only becoming 
  aggressive when threatened or interrupted during the mating season.  Their 
  bodies are capable of capsizing a large (30' long) boat. 
   
  The wise LAMASSU are guardian spirits with a human head and the body of a 
  winged (but flightless) bull.  They usually serve as protectors of lawful 
  rulers or sites, like a temple dedicated to good, etc.  Lamassu fight with horns 
  and two powerful hooves and get a permanent Ward spell (9th level) against 
  chaotic enemies.  In their capacity as gatekeepers, they have a bellowing roar 
  that stuns targets within 30' (saving dice apply) for 1d6 rounds.  Any lawful 
  character who attacks them must atone.     
   
  LEPRECHAUNS are puckish little people (1' tall) who inhabit rolling hills   
  and meadows.  They appear as bearded old men (females are unknown, but 
  certainly must exist) clad in green.  Despite their small size, leprechauns may 
  perform a 10th level Hide or Wink once per round.  Mischievous by nature, 
  they are seldom malicious unless seriously threatened and, even then, payback 
  usually comes in the form of clever pranks.  Leprechauns are said to hoard 
  gold in great black pots, often marked by a colorful rainbow.  
   
  The MANIFESTATION of a god represents its physical presence in the mortal 
  realm, with their chosen form corresponding to alignment and principle 
  motivation, etc.  Often, characters will not know they are in the presence of a 
  deity unless the god so wills it.  Being actually divine, they have 100 hit 
  points (not including armor or shield worn) and cast any spell once per round 
  without respect to spell points (treat as 15th level).  Should the manifestation 
  be physically slain, it will reform in 1d6+1 game days to seek redress!  
  
  26 
   
  NIXIES are malevolent water nymphs, similar in appearance to their more 
  peaceful cousins, but with blacker hearts full of malice.  They sing an 
  alluring song that causes anyone listening (assume a 60' range) to roll saving 
  dice or become enthralled, going headlong to a watery grave.  Should magic 
  fail, nixies attack with knives.  Water spirits, they can vanish into the ponds 
  they call home, beyond hope of pursuit.  
   
  Most OUTSIDERS are extra-dimensional travelers, although some can be 
  technologically advanced saucer people.  As use of the latter may significantly 
  affect the nature of a fantasy campaign (not necessarily a bad thing), the 
  referee should exercise caution when introducing them: 
   
  EXTRA-DIMENSIONAL visitors might be treated as savants with the added 
  discipline of inter-dimensional travel, although this may be achieved through 
  other means.  Their armor and weaponry is archaic.  
   
  EXTRATERRESTRIALS hail from another galaxy in the same universe and 
  travel by means of spacecraft or flying saucers, etc.  All possess cybernetic 
  armor: light (+1), medium (+2), and heavy (+3) and blasters (30' range) that 
  inflict 1d6 damage per hit.  These may take a full round to recharge or reload 
  as conditions require and/or permit. 
   
  Appearance will differ, but outsiders should be vaguely humanoid.  Their 
  motives and moral alignment are many and varied, and these details are left to 
  the referee to decide.  Some come in peace, others to conquer. 
   
  PEASANTS are (human) commoners.  They can be artisans or farmers, skilled 
  merchants or conscripts in some king's army.  Peasants are included here 
  because players will have already encountered many in the course of a game or 
  campaign setting.  Fully one-third (1-2 in 1d6) have an exceptional ability, 
  like dexterity or wisdom, as per the basic rules. 
   
  The PEGASUS is a fabulous winged stallion.  They are difficult to find and 
  nearly impossible to tame, although patient and skillful characters may 
  succeed if diligent and the referee permits.  Good by nature, pegasi never bear 
  chaotic (evil) riders.  They fly at full (ground) speed and ascend/descend at 
  half, otherwise behaving as highly intelligent warhorses. 
   
  POLTERGEISTS are evil spirits.  They are invisible to all but ethereal 
  observers and may only be engaged while taking this form, even if magic is  
  available.  They attack with the equivalent of a Force Bolt and employ 
  telekinesis as a savant, but without restrictions.  Poltergeists are considered 
  undead, but are not subject to turning in the usual way, as their restless 
  spirits demand remedy for some past injustice.  The characters might need to 
  right old wrongs and/or undertake some quest to stop the haunting.     
  
  27 
   
   
   
   
   
   
   
   
  
  28 
   
  Adult PTEROSAURS are very large (50' wingspan).  These flying reptiles 
  plummet at full speed to snatch up smaller, lighter prey, which might include 
  unarmored dwarves and elves.  This requires a successful attack and saving 
  dice, although the real danger is in their nest, where 1d6 hatchlings will tear 
  them to pieces (treat as 1st level).  Pterodactyls are common in prehistoric 
  settings and might be related to dragons.  
   
  RAMS are mountain goats.  They inhabit rocky hillsides, sometimes close to 
  dungeon entrances.  If threatened or provoked, rams will attack with a 
  charging head-butt (adding +1 to their first attack) that requires saving dice 
  to avoid being knocked down for 1 round.  Obviously, this can have fatal 
  consequences in mountain environments unless precautions are taken.  Rams 
  have a warm fleece highly prized by furriers and the like. 
   
  While ROBOTS may seem a strange choice in a fantasy setting, most will be 
  primitive constructs with clockwork-style gears.  These are normally animated 
  using magic or machinery, etc.  Such AUTOMATONS are treated as golems, 
  attacking as ogres (+1) and needing maintenance and repair.  Extraterrestrial 
  outsiders have sophisticated ANDROIDS.  These include maintenance droids 
  having complex repair protocols, healing 1 hit point per round.  These fight 
  with blasters and/or specially mounted laser weapons. 
   
  SABER-TOOTH CATS (smilodons) are powerfully built lions with a pair of 
  exaggerated canines.  They are common in ice age settings, but might also be 
  found in arctic or tundra environments.  Smilodons are solitary hunters, 
  adding an additional +1 to their first attack and using their teeth to deadly 
  effect.  After a successful strike, the target must roll saving dice or be 
  pinned and held prone, bleeding out as if drowning until freed.  Saber-tooth 
  hides are highly prized and fetch a good price.       
   
  The SAURIANS are humanoid reptiles.  For instance, lizard men, etc.  They 
  inhabit fens or swamps, although some colonize dungeons, but only when a water 
  source is present.  While not necessarily evil, saurians are willing to eat 
  human flesh if need demands.  They fight with a bite and two claws, although 
  some may also use primitive (bone or stone) weaponry instead.  Lizard man 
  culture is organized around nesting sites of 50-100 ruled by a hereditary king 
  and a council of priestly queens (3rd level druids).   
   
  SPHINXES have the body of a winged cat and the head of a young, but evil 
  tempered, woman.  They linger at crossroads and, being fond of riddles, 
  sometimes challenge travelers in return for safe passage.  Failure to answer a 
  verse properly (as determined by the referee) results in death, as sphinxes 
  attack with a bite and two claws.  Their males (called androsphinxes) are 
  rarely encountered, perhaps because they are much less wicked, although very 
  proud and dangerous when challenged.  Both sexes fly at half speed.  
  
  29 
   
  The bizarre STRANGLEBONES appears as a jumbled mass of bones (human or 
  otherwise) of the sort commonly found in dungeon environments.  These radiate 
  no magic until the characters pass a certain point, after which the bones 
  supernaturally organize into a deadly heap that attacks the party, engulfing 
  them in a grinding mass.  Stranglebones can attack up to 3 targets at once, 
  stripping both armor and flesh as it does so.  Being undead, they are subject to 
  clerical turning in the usual way. 
   
  SUCCUBAE are a female demon subtype.  Like all demons, they are immune to 
  fire and get spells and spell points by level.  Furthermore, they can perform 
  the equivalent of a Mask spell of unlimited duration, making themselves 
  appear fair or foul as their evil purpose dictates.  Succubae are only hit by 
  magic weapons or spells.  They delight in the corruption of the lawful, men in 
  particular, and may be responsible for spawning incubi. 
   
  Mighty among the giants, TITANS stand 24' tall.  Being semi-divine, they 
  regenerate as demigods, get spells and spell points by level, and may control 
  the weather (much like a hag) up to 3 times per game day.  An ancient and 
  highly advanced culture, titans can fashion a wide variety of magical armor 
  and/or weaponry, although this is too big for characters to actually use.  They 
  live in the ethereal realm in city states of 500-1,000 ruled by a king or 
  queen of exceptional age and experience.  
   
  TYRANNOSAURS are always the apex predator in prehistoric settings.  They 
  appear as bipedal reptiles (terrible lizards) with powerful jaws and sharp 
  teeth used for speedily devouring their prey.  Ambush hunters, they charge at 
  double speed (60').  A successful attack requires saving dice to avoid being 
  violently thrashed in their jaws (treat this as drowning).  Tyrannosaurus rex 
  hides are highly sought for their great toughness. 
   
  The WENDIGO is a cannibalistic monster living in the wilderness.  It looks  
  like an emaciated old man (rarely, a woman) perhaps using this to gain the  
  party's trust.  This is just an illusion, as the wendigo is quite powerful and 
  starving for human flesh.  Supernaturally tough, they get the strength 
  ability and attack as a large enemy, adding +1 to damage scored.  They fight 
  with a bite and two claws, and it is said that anyone resorting to cannibalism 
  is doomed to become a wendigo, per the referee.  
   
  WILL-O-WISPS appear as balls of light (faerie lights) dancing across the 
  gloomy moors or deep underground in dungeons, etc.  Those who see them must 
  roll saving dice or become enthralled, following them to their doom into 
  whatever traps the referee has set for them (this can be a pit of spikes or 
  even the lair of some monster).  Only a single target may be enthralled; 
  normally, the lowest level character to fail their saving dice.  Will-o-wisps 
  may also attack (assume melee range) with a chilling, deathly touch. 
  
  30 
   
  Most WOSES live in primordial forests, taking great pains to avoid human 
  contact, although they are not a wicked race.  Secretive folk, they are covered 
  in a green fur that allows them to blend perfectly with their natural 
  surroundings.  If motionless, they can only be detected 1 in 1d6 of the time, 
  even when others are actively searching.  Woses stand 4-5' tall and, being 
  closely related to plants, regenerate 1 hit per turn in direct sunlight.  They 
  live in tribes of 50-100 led by an elder council. 
   
  WYRE-FOLK are not true lycanthropes, but voluntary shape-shifters.  As 
  members of a human subspecies, they live secretly and frequently form special 
  communities in the forests or wilderness.  Wyre-folk are fully affected by 
  non-magical and/or silver weaponry and do not regenerate.  However, they have 
  full control of their shape-shifting powers: 
   
  WYRE-BEARS shun human company, preferring instead life in the wilderness, 
  although they might still be helpful to mortals in need.     
   
  WYRE-CATS can be lions, etc.  They are solitary hunters with no qualms about 
  living among (and sometimes preying upon) humanity. 
   
  WYRE-WOLVES live in large family groups (the pack) with a mated pair at the 
  head of each.  They are faithful and deadly when threatened. 
   
  For game purposes, wyre-folk are assigned a true class and may be of any 
  level, with most being 3-5th.  Transformation is otherwise treated like a Form 
  spell of unlimited duration and effect.  
   
  The YETI are ape-men who live in cold mountain environments.  They are 
  solitary unless mating and hostile towards men.  Yeti hides are highly prized 
  for their warmth and, being white, make them harder to see against snow 
  covered slopes, with but a 1 in 1d6 chance of detection.  The SASQUATCH is a 
  gentler lowland cousin.  Both kinds are treated as having the strength ability 
  and attack with a bite and two claws unless primitive weaponry is used.       
    
  
  31 
   
  V. TREASURE RULES 
   
  This section adds new currencies (coinage) and magic items to the game.  Where 
  applicable, tables are expanded to integrate new items.  
   
  COINAGE 
   
  Some players (and many referees) like the idea of finding glittering piles of 
  coins, especially in the lair of some ancient dragon, etc.  To create the 
  impression of unbelievable wealth, the referee can introduce new denominations 
  of currency in the form of copper and silver:   
      
  COINAGE 
  VALUE 
  Copper pieces (CP) 10 CP = 1 SP 
  Silver pieces (SP) 10 SP = 1 GP 
   
  The referee simply rolls for treasure as usual and converts to the desired 
  currency, so 10 GP becomes 100 SP or 1,000 CP, etc.  For game purposes, 
  maximum encumbrance is now 1,000 coins of any denomination, so porters and the 
  like remain tremendously important.     
   
  Alternately, hoards may contain luxury items of equal value:  
   
  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) 
   
  Note that luxury items may be large and/or difficult to transport without 
  recourse to pack mules, etc.  Such items make up a percentage of total treasure 
  value as per the jewelry tables (normally, 30-50%).  
   
  Of course, many things are valuable (and well-worth fighting for), and the 
  referee is encouraged to offer creative treasures, like giant rubies for eyes 
  in the altar of some demon god, etc.  Once again, since treasure is worth 
  experience points, the referee should award it carefully, but in sufficient 
  amounts to be useful (not to mention worth the risk).  The given treasure types 
  combined with the use of other coin should balance the thrill of finding 
  incredible riches with the need to manage character advancement.  
  
  32 
   
  MAGIC ITEM TABLES 
   
  I. ARMOR 
   
  The following special armors can be used in place of plate mail +6, as per the 
  basic rulebook.  Each is valued at 5,000 GP.       
   
  The AEGIS functions much like an ordinary shield (+1), except that once per 
  game day, the bearer can absorb full damage from any frontal attack, including 
  that from spells or special attacks. 
   
  CHAMPION MAIL can be leather (1-3 in 1d6), chainmail (4-5 in 1d6) or plate 
  mail (6 in 1d6).  These function as the normal sort, but grant special 
  protection against mortal wounds.  Should the wearer take enough damage to die 
  in combat, they revert to 1d6+1 hits and stay alive, although the armor 
  subsequently loses its power unless re-enchanted by a magician at full cost 
  per the basic rulebook.  This requires 1 month. 
   
  Magical HELMETS add +1 to the wearer's total hits and saving dice against 
  attempted subdual.  For game purposes, ordinary (non-magical) helmets might be 
  part of any normal set, but lack comparable benefits. 
   
  II. MIXED MAGIC   
   
  A result of 12 on Table IV requires a roll on Table V, below.  Items useable 
  by monks (Cm) or savants (Ms) are shown:    
       
  MIXED MAGIC V* 
   
  MIXED MAGIC VI* 
  2d6 
   
  VALUE 2d6 
   
  VALUE 
  2 
  Alchemy beads 
  2,500 
  2 
  Magic beans 
  2,000 
  3 
  Circlet of mind (Ms) 
  4,000 
  3 
  Monster compass 
  1,500 
  4 
  Cloak of leeches  
  3,500 
  4 
  Portable fire 
  3,000 
  5 
  Demon wand (M) 
  1,000 
  5 
  Robe of eyes 
  4,500 
  6 
  Figurine 
  3,000 
  6 
  Smoke stone (T) 
  1,000 
  7 
  Ghost sandals 
  2,500 
  7 
  Specularii 
  3,500 
  8 
  Gloves of sorcery 
  5,000 
  8 
  Spell bottle (M) 
  4,000 
  9 
  Hide of Leviathan 
  2,000 
  9 
  Stone of safe recall 
  3,000 
  10 Jade idol 
  1,500 
  10 Winged shoes 
  2,500 
  11 Ki bracers (Cm) 
  3,000 
  11 Witches' broom (M) 
  3,000 
  12 Roll on Mixed Magic VI 
  -- 
  12 Choose from any table 
  -- 
   
   
   
   
   
   
  *Except where noted, mixed magic can be used by any character 
   
  For game purposes, monks can use prayer beads for personal (self) healing only, 
  but never scrolls or scripture, etc.  Scrolls cannot be read by savants. 
  
  33 
   
  Special ALCHEMICAL BEADS come in small pouches containing 1d6.  These 
  pellets can be swallowed whole (being roughly pea-sized) or dissolved in drink, 
  although this takes an additional round.  Each bead reproduces a potion 
  determined by the referee and/or by rolling on the appropriate table.  Most 
  pouches contain at least 2 potions.       
   
  CIRCLETS OF MIND appear much as a circlet of power, but with different 
  effects, being specially crafted for savants.  Like the other variety, these are 
  worn on the brow (1-4 in 1d6) or the arm (5-6 in 1d6), adding +1 to all saving 
  dice when attempting any psychic functions, like Lift or Send.  Some also 
  operate as a crystal ball, but once per game day.  These are limited to those 
  worn on the brow and are exceptionally rare (1 in 1d6).    
   
  The CLOAK OF LEECHES is decorated with healing symbols recognizable to 
  anyone knowing the Cure or Heal spells.  Simply wearing one confers immunity 
  to disease or poison from any 1st level source and adds +1 to saving dice 
  against all others, like basilisks or bottled poisons.  It cannot be worn over 
  chain or plate mail armors. 
   
  DEMON WANDS allow the bearer (usually, an infernal servant) to call and 
  command a guardian demon 1-3 times per game day as determined by the referee 
  or the status of the possessor.  Like grimoires, only chaotic magicians can 
  make use of these, and there is a 1-2 in 1d6 chance of a demon lord appearing 
  and demanding the character's service!       
     
  Enchanted FIGURINES fit in the palm, but are usually carried on the person, 
  where they confer benefits per the following: 
   
  1d6 MATERIAL 
  TYPE 
  EFFECT* 
  1 
  Amber 
  owl 
  see in total darkness out to 60' 
  2 
  Bone 
  troll 
  perform feats of strength   
  3 
  Ebony 
  ape 
  climb at full speed (even armored) 
  4 
  Ivory 
  elephant recall forgotten/lost knowledge  
  5 
  Marble 
  lion 
  influence/persuade others by speech 
  6 
  Onyx 
  grizzly 
  withstand pain from fire, etc.  
   
   
   
   
  *Magical benefits normally last 1 turn per game day 
   
  Where applicable, no dice are needed.  Some (1 in 1d6) bone figurines will 
  become an actual troll (full hit points) when commanded and fight for the user 
  for 1 turn or until killed.  The latter destroys the item.  
   
  GHOST SANDALS have the unique quality of never leaving tracks, even in  
  dusty and/or sandy environments.  Thieves and those with the dexterity ability 
  add +1 to dice for stealth, although not if wearing metal armor, etc.   
  
  34 
   
  Well-crafted GLOVES OF SORCERY allow the wearer to cast a single spell, 
  although duration and/or effect is limited to 1st level.  Channeling such power 
  is very difficult, so the user (except elves and magicians) suffers 1 hit 
  whenever this is done.  Available spells are limited to any magic involving 
  the destruction of objects or enemies: 
   
  1d6 SPELL 
  RESTRICTIONS 
  1-2 
  Bolt* drains 2 hits from the user#  
  3-4 
  Ruin 
  maximum effect 2 rounds  
  5-6 
  Stun 
  requires physical contact to work 
   
   
   
  *Roll 1d6: 1-2 (Fire) 3-4 (Force), 5-6 (Ice) 
  #Walls of ice or freezing effects drain 3 hits 
   
  Magical gloves may only be used once per game day, and some (1-2 in 1d6) may be 
  gauntlets (chain or plate) instead.   
   
  HIDES OF LEVIATHAN appear as unremarkable clothing of the sort usually 
  worn by peasants.  Despite their shoddy appearance, these garments are 
  virtually indestructible, absorbing non-magical damage to a maximum of 10 hits 
  per game day.  They cannot be worn with armor. 
   
  The JADE IDOL is usually larger than a figurine, but small enough to be 
  carried in a backpack, etc.  This might take the form of an eastern deity that 
  offers the promise of riches to those who have faith.  Any character in 
  possession of one will acquire an additional 2d6 GP at the end of any adventure 
  where monetary treasure is found, although this must never count towards 
  experience points.  A most beneficial item. 
   
  A few (1 in 1d6) are CURSED.  When found, the referee will secretly roll 
  saving dice for the first character to handle it.  Failure means they refuse to 
  part with it despite the fact that it grants no treasure and counts against 
  encumbrance, even to the point of violence.  The curse is lifted by a clerical 
  blessing (scripture) or a Null spell from a 9th level wizard. 
   
  KI BRACERS are designed exclusively for those who know the martial arts, 
  meaning monks unless the referee says otherwise.  These add +1 to all dice for 
  attack, block, or dodge, assuming the latter is allowed. 
   
  Brightly colored MAGIC BEANS are found in groups of 1d6.  When sewn into 
  soft earth, they grow roughly 10' per round with no limit to their size, 
  although most only reach 50' if planted underground.  The resulting beanstalk 
  may be climbed; however, characters might easily be crushed (1d6 hits per 
  combat round) if left to grow in a small (10' x 10') area.  Planted outdoors, some 
  beanstalks grow to great heights, perhaps reaching into the clouds!  
  
  35 
   
  MONSTER (OR FOE) COMPASSES appear as a small, pointed magnet hung on a 
  string or strip of leather.  When allowed to hang freely, this will spin wildly 
  for 1 round and then point in the direction of the most powerful enemies 
  anywhere within 120'.  Undead are not detectable, even the intelligent kind, 
  like vampires, as these have no life force.   
   
  The PORTABLE FIRE is a burnished stone the size of a fist.  When this is 
  blown upon for 1 round, it glows brightly and produces light and heat 
  equivalent to a normal campfire (assume a 20' radius).  They are otherwise cool 
  to the touch and deliver no damage.   
   
  ROBES OF EYES are embroidered with many eye-shaped patterns.  Simply 
  wearing one grants sight in all directions at once, making surprise impossible 
  and adding +1 to party initiative when the hood is drawn, although this is 
  disquieting and may only be tried 1 turn in every 6.     
   
  Some SMOKE STONES could pass for coal.  When thrown to the ground, they 
  produce a noxious smoke that blinds and chokes any targets within a 10' radius 
  for 1d6+1 rounds.  They are otherwise treated like sneezing powder with 
  similar powers and restrictions.  Spent stones are useless, being burnt out, 
  although their residue is still valued by alchemists (5-10 GP each).  They are 
  normally found in small sacks containing 1d6. 
   
  SPECULARII are magic mirrors.  Characters gazing into one for a full turn 
  have a 1 in 1d6 chance of seeing some future event as determined by the 
  referee, although this can only be tried once per game day.  A negative result 
  has an additional 1 in 1d6 chance of summoning one or more grines from an 
  alternate world, per the enemy rules.  
   
  Most SPELL BOTTLES are crystalline vials.  Any spell cast at the holder 
  requires saving dice.  If successful, the spell is trapped in the bottle, having 
  no effect on the character.  Any spell so captured can be subsequently 
  released, although these will only function at 1st level.  Spell bottles can 
  only hold 1 spell and must be empty to perform.     
   
  STONES OF SAFE RECALL fit easily in the owner's palm.  When the command 
  word (found somewhere on its surface) is spoken aloud, the bearer (and all 
  personal equipment) is teleported to any known location within 1 mile.  This is 
  stressful on the body and inflicts 1d6 damage to the character, although the 
  transfer is otherwise flawless and quick.   
   
  The fabled WINGED SHOES allow the wearer to attain highly maneuverable 
  flight (30' per round with ascent/descent at full speed).  Metal armor or shield 
  cannot be worn, including dwarven chainmail, and even leather reduces 
  effective speed to 10'.  Optionally, magical armor imposes no such penalty. 
  
  36 
   
  WITCHES' BROOMS may appear as the normal sort, although their true nature 
  becomes obvious when seen in action.  By uttering the command word (found 
  somewhere on the handle) the user flies 50' per round, ascending and descending 
  at half speed.  Many hags will possess one.     
      
  III. POTIONS 
   
  Any result of 12 on Table II requires a roll on Table III, below.  Otherwise, 
  the referee can make substitutions: 
     
   
  POTIONS III 
  2d6 
   
  VALUE 
  2 
  Acclimation 
  100 
  3 
  Appeal 
  200 
  4 
  Fortitude 
  150 
  5 
  Insight 
  300 
  6 
  Nimbleness 
  250 
  7 
  Oil of keening 
  400 
  8 
  Reaction  
  350 
  9 
  Restoration  
  500 
  10 Undoing 
  450 
  11 Witches' brew  
  100 
  12 Choose or roll again 
  -- 
   
  Potions of ACCLIMATION render the drinker impervious to the effects of 
  extreme heat or cold.  This does not include elemental attacks, like fire or ice 
  magic, etc.  The effect lasts 1 game day.  
   
  APPEAL droughts make the imbiber more charismatic.  They will even appear 
  more physically attractive to others, although this is never enough to 
  completely eradicate existing hostilities.  If the drinker already has charisma, 
  they add +1 to dice for related actions as determined by the referee.  The 
  maximum duration is 6 turns, subject to events. 
   
  Using a FORTITUDE mixture improves fighting ability for 1 turn (10 combat 
  rounds), adding +1 to all dice and treating any successful attack as being 
  critical when using combat moves, like smash or thrust.  The referee can allow 
  this to grant a 9th level Ward as well.  
   
  INSIGHT elixirs grant the wisdom ability for 6 full turns.  Those already 
  possessing this add +1 to all related dice and may ask the referee a single yes 
  or no question.  This negates any remaining effect.  
   
  Potions of NIMBLENESS grant the dexterity ability for 6 turns (highly sought 
  among thieves).  Those already having dexterity add +1 to related dice.   
  
  37 
   
   
   
  The prized OIL OF KEENING can be rubbed onto a single, preferably edged, 
  weapon, adding +1 to all attacks made with it for 1 turn (10 rounds).  Note that 
  oiling a weapon takes 1 full round to complete.  
   
  REACTION mixtures heighten the drinker's reflexes, allowing them act first 
  each round, even when the party loses initiative and/or the conditions of 
  battle change.  The maximum duration is 1 game day, although drinking another 
  potion immediately negates the effect.         
   
  RESTORATION potions restore all lost hit, faith, and/or spell points on a 
  single character.  Diseases must still be cured separately; however, slow-acting 
  poisons are neutralized, making these highly sought. 
   
  Potions of UNDOING function as a Null spell on the imbiber. 
   
  WITCHES' BREW is a noxious, smoking mixture that is extremely difficult to 
  choke down.  Anyone using it takes an animal form per the following, 
  determined by rolling 1d6: 1-2 (bat), 3-4 (mouse), 5-6 (toad).  While drinking this 
  may benefit the user, it can be slipped into another's drink and the taste 
  thereby masked, causing them to change involuntarily.  The effect lasts until 
  reversed by another potion or a Null is cast. 
   
  IV. RINGS 
   
  The Rings table in the basic rulebook is now designated Rings I, and a result 
  of 11-12 refers to Rings II, below:    
   
  RINGS II 
  2d6 
   
  VALUE 
  2d6 
   
  VALUE 
  2 
  Ability 
  4,500 
  7 
  Piety (C) 
  3,500 
  3 
  Doom 
  5,000 
  8 
  Provender 
  2,000 
  4 
  Hou'dni 
  3,500 
  9 
  Vampire 
  4,500 
  5 
  Luck 
  4,000 
  10 
  Weather control (M)  
  5,000 
  6 
  Moon stone 
  2,500 
  11-12 
  Choose or roll again 
  -- 
   
  Characters may only have a single ring-based effect in use at any given time. 
  
  38 
   
  Most rings of ABILITY allow the wearer to absorb attributes from enemies 
  slain in battle.  The ring is activated at the start of combat, and the 
  character must strike the killing blow, although this only applies to humanoid 
  targets possessing an ability score.  Being magical, the wearer immediately 
  knows which attribute they have acquired.     
   
  The effect lasts a full game day, but is immediately reversed if the ring is 
  used again or the character is subject to any similar magical effect, like 
  potions of strength, etc.  If the user already possesses the ability in question, 
  they add +1 to all related dice. 
   
  Some few (1-2 in 1d6) allow the wearer to absorb special abilities, like a 
  cockatrice's power of flesh to stone.  The captured ability may be used once in 
  the next 6 turns, with applicable range and/or effect.      
   
  DOOM rings grant the following (each counts as a separate use): 
   
  Perform the equivalent of a Bane spell within 30'. 
   
  Function as a voodoo doll, in which case the wearer suffers additional damage 
  when the ring is first activated.  
   
  Create total darkness as per a 9th level (reversed) Glow spell.  
   
  For game purposes, all but the first are limited to those of chaotic or neutral 
  bent unless used for a justifiably good cause. 
   
  The ring of HOUD'NI is named after a magician known for their ability to 
  cleverly escape bondage.  Each use produces the equivalent of a Pass spell for 
  purposes of avoiding mechanical traps.  As this is powerful magic, the 
  activation cost is greater for more dangerous types (+1 per additional die of 
  damage), so a 2d6 trap would drain 2-3 hits from the user.  
   
  LUCK rings can only be used in situations involving high-stakes chance or 
  risk in its many forms.  The wearer blows on the ring, thereby initiating some 
  fortunate event related to the situation at hand.  For instance, an enemy 
  stumbles just before dealing a killing blow, giving the character 1 round to 
  escape or reposition themselves, etc.   
   
  A MOON STONE is lovely to behold, being a flawless white pearl set in a 
  golden band.  It may only be activated at night or, optionally, in total 
  darkness underground if the referee permits.  Each use grants night vision out 
  to 30', although this may be negated by torchlight, etc.  This penetrates 
  magical darkness and offers a chance (1-2 in 1d6) of sensing invisible foes if 
  of a lower level than the wearer.  The effect lasts until sunrise. 
  
  39 
   
  PIETY RINGS are a sign of divine approval, and they should only be made 
  available to the truly deserving.  These otherwise operate like a ring of spell 
  casting, using hits to work miracles, as channeling such power is very 
  fatiguing on the character.  Instead of becoming a wraith, those clerics who 
  overuse these will die, becoming martyrs.   
   
  The ring of PROVENDER sustains the wearer, letting them go without food, 
  water, and even sleep with no penalties for up to 1 game day.  Each consecutive 
  day of use adds +1 to hits drained until, eventually, the user becomes a 
  tortured wraith, ravenous, but never truly full.  These shades are usually 
  beyond saving by any known means.  
   
  VAMPIRE rings operate much like an ability ring, and subject to similar 
  conditions, although any living target will be affected.  Once the killing blow 
  is finally struck, the wearer regains lost hits equal to those held by 
  whatever enemy was slain.  This may only be used once per game day, with 
  overuse causing the character to become a vampiric wraith that will secretly 
  prey upon their former friends unless detected.  
   
  Most rare, rings of WEATHER CONTROL enable the user to alter weather 
  patterns within a 1-mile radius.  Obviously, this is incredibly draining on the 
  character, who is stripped of power for a full week, so no adventuring 
  activities are possible, excepting the use of other magic items.  Activation 
  cost varies per the following: 
   
  PHENOMENON 
  COST (HITS) 
  NOTES 
  Increase/decrease clouds 
  base* 
  covers 1-mile radius 
  Lightning bolt                   
  +1 
  single target within 60' 
  Hail/rain/sleet/snow#             +2 
  enemy movement 10' 
  Wind gust (hurricane force)# 
  +3 
  movement becomes impossible 
   
   
   
  *Per the basic rules, roll 1d6: 1-4 (1 hit), 5-6 (2 hits) 
  #Such weather effects are limited to the user's line of sight 
   
  Per the above, a magician would lose 2-3 hits calling down lightning and 
  suffer 4-5 when summoning hurricane force winds.  For game purposes, duration 
  is limited to 1 round per user level. 
   
  V. SCROLLS 
   
  Any result of 11-12 on the scrolls table can now be replaced with one of the 
  following clerical scrolls, each valued at 1,000 GP:    
    
  Blessed scrolls of LESSER ATONEMENT can be read to resurrect a single fallen         
  target, who loses 1 level regardless of the body's condition at death.  
  
  40 
   
   
   
   
   
   
   
  
  41 
   
  MAJOR ATONEMENT scrolls resurrect with no loss of level, although the 
  target is much weakened and cannot function beyond simple walking and talking 
  for a full week (normally, 7 game days). 
   
  Clerical scrolls of SANCTUARY will protect the reader (and companions   
  within 30') against any hostile environment for 6 full turns, allowing them to 
  survive in a complete vacuum or underwater, etc. 
   
  VI. STAVES  
   
  The Staves table in the basic rulebook is now designated Staves I, and a result 
  of 11-12 refers to Staves II, below: 
   
  STAVES II 
  2d6 
   
  VALUE 
  2 
  Astral (Ms) 
  2,000 
  3 
  Force (M) 
  4,500 
  4 
  Icy death (M) 
  5,000 
  5 
  Juju (M) 
  3,000 
  6 
  Miracles (C) 
  4,000 
  7 
  Seer (M) 
  2,000 
  8 
  Shattering (M)  
  3,500 
  9 
  Tiger (Cm) 
  2,000 
  10 
  Withering (M) 
  4,500 
  11-12 Choose or roll again 
  -- 
   
  The ASTRAL staff channels a savant's psychic potential, allowing them to 
  perform the equivalent of a 9th level Force Bolt (telekinetic) at no cost to the 
  user, drawing as it does from the staff.  Note that these are recharged 
  psionically by any 9th level savant through mental concentration, with each 
  use taking 1 day to recover.          
   
  FORCE staves deliver a 9th level Force Bolt. 
   
  Staves of ICY DEATH produce a variety of effects, with cost per use based on 
  the power so employed as follows: 
   
  EFFECT 
  COST (USES) 
  NOTES 
  Bolt (ice) 
  1 
  -- 
  Freeze 
  2 
  -- 
  Wall of ice 
  3 
  assume 5' thick, 10 x 30' 
   
   
   
  For game purposes, assume this operates much like a 9th level Ice Bolt, 
  although the referee might allow different and/or extended effects at a higher 
  cost as befits the circumstances.  These can be challenging to use.    
  
  42 
   
  JUJU staves are a tribal (voodoo) fetish found mainly in tropical and/or 
  primitive settings.  Each use raises up a single zombie from available remains, 
  much like a necromancer, although these may only be commanded by a true 
  practitioner, like a voodoo priest, etc.  Recharging this requires a 9th level 
  character initiated into the necromantic arts.   
   
  The holy staff of MIRACLES performs a variety of feats for clerics of a 
  lawful bent, although they must be in good standing and supporting a proper 
  objective as decided by the referee:   
   
  MIRACLE 
  COST (USES) 
  NOTES 
  Become a snake 
  3 
  assume a 3 HP viper* 
  Create food 
  1 
  mana from heaven 
  Produce fresh water 
  2 
  by tapping on a rock, etc. 
   
   
   
  *These are 3' long and remain 1 turn per cleric level 
   
  Food and water produced will be enough to sustain a party of 10 for 1 game 
  day, but cannot be stockpiled for later use and does not count against 
  encumbrance.  Snakes attack and/or move at the user's command.  If slain, they 
  revert to staves with no loss in power.  The referee may permit a chaotic 
  variation, although much harder to find (1-2 in 1d6).     
   
  SEER staves allow the user to interview the spirits (or referee) with cost 
  based on the nature of the question asked.  Given the shyness of spirits, these 
  are only usable once per day unless the referee says otherwise, perhaps for 
  charismatic or wise characters:   
   
  QUESTION 
  COST (USES) 
  NOTES 
  Simple 
  1 
  true/false (or yes/no) queries 
  Comprehensive 
  2 
  requests for specific information 
   
  Detailed questions are limited to a single person, place, thing, or event, but 
  must never replace player initiative.  
   
  The powerful staff of SHATTERING can be struck against any non-magical 
  surface (10' x 10' and 5' thick) causing it to disintegrate.  This can effectively 
  blast doors and topple structures when struck in the right place.  The 
  magician cannot shatter living tissue, but the referee may allow a stunning 
  attack, per the spell.  This requires double uses.      
   
  TIGER staves are quarterstaves.  They are otherwise treated as a staff of 
  striking, although only useable by monks and becoming a +1 weapon when 
  drained of uses.  These can be recharged by any 9th level monk meditating into 
  the weapon at a rate of 1 use per full day of rest and contemplation.  
  
  43 
   
  A staff of WITHERING generates the equivalent of a 9th level Load spell, 
  causing weakness on a single opponent, with consequences per the revised magic 
  rules and others as determined by the referee.  
   
  V. WANDS 
   
  The Wands table in the basic rulebook is now designated Wands I, and a result 
  of 12 refers to Wands II, below: 
   
  WANDS II 
  2d6 
   
  VALUE 
  2 
  Beguilement (M) 
  3,000 
  3 
  Dazzling (M)  
  1,500 
  4 
  Fireballs (M) 
  5,000 
  5 
  Growth (M) 
  3,000 
  6 
  Holding (E/M) 
  4,000 
  7 
  Leeching (M)  
  2,000 
  8 
  Pacification (E) 
  1,000 
  9 
  Purity (E/M) 
  3,000 
  10 Transmutation (M) 
  5,000 
  11 Winking (E/M) 
  3,000 
  12 Choose or roll again 
  -- 
   
  Wands of BEGUILEMENT only affect targets of sub-human intelligence, 
  producing the equivalent of a 9th level Calm against the various humanoids and 
  lesser giants, but not the clever hagfyr.   
   
  DAZZLING wands magically blind a single target within 30' for 1d6 rounds, 
  causing them to attack at -3 and move 10' per round.  Enemy targets are 
  entitled to saving dice.  If successful, duration is reduced to a single round of 
  combat.  Obviously, only sighted creatures are thus affected.  This excludes 
  undead foes who navigate through wicked magic.    
   
  The mighty wand of FIREBALLS throws the equivalent of a 9th level Fire Bolt, 
  subject to the normal restrictions.   
   
  GROWTH wands work a 9th level Grow spell per the rules.  
   
  Wands of HOLDING immobilize a single enemy up to 9th level for 1d6 rounds, 
  although any hostile action negates the effect.  The referee might allow 
  higher-level opponents to roll saving dice made at +1.  If successful, they are 
  unaffected.  Maximum effective range is 10'. 
   
  LEECHING wands perform a Cure spell on a single target, who must be touched 
  by the wand for this to work.  Some (1-3 in 1d6) are useable by elves.    
  
  44 
   
  The elven wand of PACIFICATION casts a 9th level Calm spell of double 
  duration and effect, acting in a 120' radius around the user.  Only non-player 
  elves will ever know how to make these.    
   
  PURITY wands magically cleanse 5 gallons of filthy and/or stagnant water, 
  making it safe to drink.  The wand might also be used to redeem old or spoiled 
  food for 5 persons at double cost.   
   
  Highly sought, wands of TRANSMUTATION can turn lead (and, possibly, other 
  base metals) into gold valued at 3d6 x 10 GP.  Note that treasure so acquired is 
  never worth any experience points, but can be spent!     
   
  WINKING WANDS cast a 9th level Wink.       
   
  For game purposes, any staff or wand not linked to a particular spell may only 
  be recharged by a non-player type unless stated otherwise. 
   
  ENCHANTING NEW ITEMS 
   
  Wizards and above might be allowed to enchant staves and/or wands not 
  otherwise offered here.  While this is left to the referee, it should always be 
  prohibitively expensive to perform (twice normal time and money).  By and 
  large, most items are made by non-player types. 
   
  VI. WEAPONS 
   
  Any roll of 12 on the main (master) weapons table merits one of the following 
  special weapons (5,000 GP or per the referee):           
   
  All EVERFULL QUIVERS are elven work beyond magicians to create, each 
  producing an endless supply of non-magical arrows such that any archer using 
  one might be permitted 2 attacks per combat round provided enemy targets 
  remain outside of 30' and conditions otherwise permit.      
   
  SMOLDER STONES are fashioned by fire giants, but the secret to their 
  manufacture can be learned by others if the referee permits.  When fired from 
  any sling, these will explode for 1d6 damage against a single target and 
  possibly ignite adjacent combustibles if dry conditions are present.  Assume  
  that 1-2 smolder stones are found.  
   
  The WEAPON OF MANY ARMS will appear as a knotted staff or rusty sword 
  until identified, after which it may be commanded to transform into any weapon 
  once per combat round, subject to class and/or circumstances, noting that 
  available space may also be a factor.  The item counts as magical for attack 
  purposes, but will never grant bonuses, like a long sword +1, etc.  
  
  45 
   
  VI. CAMPAIGN RULES 
   
  Traditionally, most campaigns begin with low-level parties exploring the 
  dungeons.  This affords players many choices and helps keep the action 
  relatively well-contained.  It also becomes easier to balance enemies and traps 
  against the size and/or strength of a party.  
   
  Once higher levels are finally attained, characters are better equipped to 
  involve themselves in the world, or so the thinking goes.  Of course, there is 
  no reason this cannot happen sooner.   
   
  That said, dungeons can still be relevant.  They are by no means just for 
  beginning characters and remain among the most challenging (and deadly) places 
  to be explored.  That said, better dungeons include:  
   
  A reason for being, whatever that may be. 
   
  Some connection to the larger campaign setting.  For instance, as a staging 
  point for humanoid raids, etc.  This should provide some reason for going there 
  in the first place, as players appreciate a good story. 
   
  Political divisions and various rival factions, like warring orc tribes, where 
  the characters may have to take sides and form alliances, etc.  This makes 
  role-playing especially important.  
   
  THE SURFACE WORLD 
   
  Character reputation grows with level, and a powerful-looking party will 
  always draw the attention of local lords, especially when they return from the 
  dungeons piled high with loot.  Such parties may be spied upon, even by 
  benevolent rulers, although prudent lords will simply impose a 10% tax on 
  treasure won, with lawfuls obligated to comply!   
   
  STRONGHOLDS 
   
  Monks and savants might also build strongholds, per the basic rules, attracting 
  followers (disciples) as indicated: 
   
  CLASS 
  COST 
  TYPE 
  FOLLOWERS 
  Monk  
  750 GP 
  temple 
  15 acolytes (monks) 
  Savant 1,000 GP sanctorum 10 archers, 10 footmen 
   
  Temples (dojos) are centers of meditation and worship.  As such, monks are 
  fanatically loyal.  Psychic abilities are innate and cannot be learned, however, 
  savants will attract fighters who support their master's just cause. 
  
  46 
   
  REVENUES 
   
  Temples and sanctorum collect taxes and tithes as follows: 
   
  STRONGHOLD REVENUE 
  NOTES 
  Temple 
  -- 
  aura of tranquility (save or depart) 
  Sanctorum 
  5 GP 
  divine any hostile thoughts within 1 mile* 
   
   
   
  *Includes the intentions, but not location, of all enemies 
   
  Sworn to simplicity, monkish temples create no surplus.  However, they are 
  guarded by an AURA OF TRANQUILITY that makes hostile invaders roll saving 
  dice or lay down their arms and go in peace. 
   
  LORDS AND LANDS 
   
  As characters build fortresses, they will undoubtedly bring some adventures 
  onto themselves, political or otherwise.    
   
  Political INTRIGUES include ASSASSINATION attempts or mutiny among the 
  character's own followers.  Note that the latter is rare when the player makes 
  an effort to be fair and rule wisely.  NATURAL DISASTERS, including 
  earthquakes, famine, or damaging floods can drain support among the common 
  people and quickly empty the realm's treasury!   
   
  THE GODS THEMSELVES 
   
  High-level characters may encounter the manifestation of a god, either as 
  allies (especially for clerics) or enemies.  Although listed as potential 
  opponents, they are all-powerful and never meant to be engaged.  Their ability 
  to cast 1 spell per round, coupled with greater hit points, is enough to 
  discourage all but the very foolish.  That said, deities will never provoke 
  powerful characters except through mortal agencies.  
   
  If foolishly confronted, the deity might simply disappear (being divine 
  empowers them to do so at will).  Otherwise, they can reveal their full glory 
  and strike the party helpless in rapture or mute horror, as gods are 
  terrifying to behold, even when kind and beneficent.  It should be noted, 
  however, that divine beings are always somewhat aloof to mortals in a way that 
  only elves come close to understanding. 
   
  On a final note, the gods are all-knowing and never fooled by manipulation, 
  although some may respond to the right kind of flattery!  This superior 
  knowledge is not shared by their earthly servants, however, who can be tricked 
  by the clever, often resulting in new (very dangerous) rivalries. 
  
  47 
   
   
   
   
   
   
   
  
  48 
   
   
   
  The referee might require players to clear an area of enemies before 
  establishing a stronghold.  This can be done by designating specific challenges 
  in advance or by letting the character(s) investigate the surrounding 
  wilderness and deal with any random encounters that occur.  Note that the 
  latter may require location-specific tables. 
   
  CLEARING LANDS 
   
  Strongholds require the following be cleared for use: 
   
  STRONGHOLD TOTAL AREA 
  NOTES 
  Church* 
  1/2 mile 
  -- 
  Mine 
  -- 
  clear 10-15 underground areas 
  Sanctuary 
  1 mile 
  -- 
  Castle 
  1 mile 
  radius around castle 
  Tower# 
  1/2 mile 
  -- 
  Thieves' den 
  -- 
  inner-city; no clearing required! 
   
   
   
  *Also, a monk's temple, where applicable 
  #Includes the savant's sanctorum and living quarters, etc. 
   
  For simplicity, 1 mile encompasses 20 squares on the wilderness map, each 
  taking a full day to interrogate, longer if things go badly.  For game 
  purposes, assume a 1-2 in 1d6 chance per square covered of a random encounter 
  on the wilderness tables.  Once again, the referee is encouraged to devise 
  custom tables as befits the terrain in question.   
   
  As dwarves settle mines, the referee should design a dungeon adventure, 
  typically, a cave complex stocked with enemies to fight (consistency is better 
  served when this is prepared in advance).  
   
  Thieves do not have to clear lands as such, but should need to muscle out 
  competition and (most likely) bribe local officials, the latter being part of the 
  original building price.  Nonetheless, seizing territory should be difficult 
  work involving gang warfare or challenging heists, etc.  As the thief is 
  revealed for what they truly are, lawful types may balk at getting involved, 
  although they might still get caught up in the ensuing action!  
  
  49 
   
  For game purposes, there will be a 1 in 1d6 chance per game day travelled of 
  getting lost, modified 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) as so indicated.  
   
  The referee simply applies the appropriate modifiers and rolls 1d6, with a 
  result of 1 indicting a lost party.  Of course, the referee can simply designate 
  specific locations where this may happen. 
   
  HOLDING TERRITORY 
   
  Winning land is only part of the story, and powerful characters must work 
  tirelessly to keep it.  Once per character (per game week), the referee can roll 
  on the following table to determine major events: 
   
  3d6 
  EVENT 
  NOTES 
  3 
  Curse 
  details are left to the referee 
  4 
  Earthquake* 
  cave-in for dwarven mines 
  5 
  Famine 
  lasts 1d6 weeks, stokes unrest 
  6 
  Fire* 
  requires 1d6 days to quell 
  7 
  Invasion 
  enemy monsters or political foes 
  8 
  Plague 
  assume 2d6 followers diseased 
  9 
  Rebellion# 
  sedition among henchmen  
  10 
  Squatters 
  may be refugees fleeing war  
  11 
  War 
  usually between nearby kingdoms  
  12-18 None of interest 
  -- 
   
   
   
  *Assume these cause 3d6 x 100 GP in structural damage 
  #Normally, there will be some reason, like poor treatment, etc. 
   
  Of course, the referee can simply choose or roll again when the results 
  violate consistency.  These tables are just a guide, and the referee can ignore 
  them completely if their campaign emphasizes dungeon or otherworldly 
  adventures.  Even without lands, high-level characters will doubtless get 
  involved in world events and/or political affairs, and this is true even when 
  the party is otherwise engaged in more traditional pursuits. 
  
  50 
   
  OTHER WORLDS 
   
  Should the referee allow it, characters can visit other worlds.  This may 
  include alternate universes or the afterlife of whatever deities are 
  worshipped in the campaign setting.  The introduction of extraterrestrials can 
  also spice things up and pave the way for new adventures, with the most 
  challenging ones occurring far from home!  
   
  ADVANCED RULES  
   
  The following "advanced" rules are given here.  In a booklet filled with 
  additional rules and new content, these are provided to give the referee more 
  ideas for their own campaign:       
   
  HILL DWARVES are now a playable class.  Hardy folk, they add +1 to all 
  saving dice, +2 against poison, being unconcerned with machines.  Having left 
  the mountains long ago, hill dwarves can no longer see in the dark or 
  recognize unsafe conditions when underground.  Their small size (3' tall) is an 
  asset, however, allowing them to hide (even armored) if they find a quiet 
  location and stay completely still, with a 1 in 1d6 chance of detection.  Hill 
  dwarves prefer simple food and creature comforts.   
   
  Savants can produce a potent TELEKINETIC BLAST that otherwise functions 
  like a Force Bolt.  This improves with level (+1 at 3rd, etc.), although it 
  remains very difficult, draining 1 hit per point of damage inflicted (no saving 
  dice) against an enemy target, even at very high levels.  Alternately, this 
  might represent a mental blast only useable against the living.  Either way, 
  the savant is drained for 1 game week. 
   
  It should be noted here that while the referee is free to add or change 
  anything, they are just as free to alter nothing, as the basic rules (including 
  this supplement) make a complete game in their own right! 
   
   
   
  
SOURCE: textdata/thevault/Pits & Perils (osr)/Pits & Perils II Fear! Fire! Foes!.pdf