TEXT: Character Honor Table
  Level
  Notoriety
  Dishonorable
  Low
  Average
  Great
  1
  0
  1-5
  6-10
  11-20
  21+
  2
  0
  1-8
  9-14
  15-30
  31+
  3
  0
  1-11
  12-18
  19-40
  41+
  4
  0
  1-14
  15-22
  23-50
  51+
  5
  0
  1-17
  18-26
  27-60
  61+
  Dishonorable: 1 point penalty on all die rolls.
  Low Honor: No bonus or penalty.
  Average Honor: 1 point bonus once per session, and only once.
  Great Honor: One reroll per session, and 1 point bonus once per session.
  Spending Honor
  10pts. = Reroll any die.
  1 pt. = Raise or lower a die roll by 1, capped at the max. value of the die.
  Mastery Die Modifiers
  Relevant Ability
  Mastery Die Modifier
  1
  -5
  2-3
  -4
  4-5
  -3
  6-7
  -2
  8-9
  -1
  10-11
  0
  12-13
  +1
  14-15
  +2
  16-17
  +3
  18-19
  +4
  20-22
  +5
  Difficulty
  Modifier
  Trivial
  -90
  Easy
  -80
  Average
  -40
  Difficult
  0
  Very Difficult
  +10
  Skill Level
  Skill Mastery
  Die
  0
  Unskilled
  d12p
  1-25
  Novice
  d12p
  26-50
  Average
  d8p
  51-75
  Advanced
  d6p
  76-87
  Expert
  d4p
  88-100
  Master
  d3p
  Spell Casting and Spell Fatigue
  A mage in the process of casting a spell is limited to a d8p defense roll. If he opts for a
  more proactive defense, or if he is struck, the spell is ruined and the spell points are
  wasted.
  Spell fatigue lasts for 5 seconds plus the casting time of the spell that caused it.
  -6 to defense rolls.
  Cannot Attack.
  -30% to all skill checks.
  1/2 movement and no sprinting or running.
  All actions take twice as long.
  Base Spell Point Cost
  Spell Level Memorized Not Mem.
  Apprentice
  30
  60
  Journeyman
  40
  80
  1st level
  50
  100
  2nd level
  60
  120
  3rd level
  70
  140
  4th level
  80
  160
  5th level
  90
  180
  6th level
  100
  200
  7th level
  110
  220
  8th level
  120
  240
  9th level
  130
  260
  10th level
  140
  280
  Turning/Commanding
  To Turn undead, a cleric must be within sight of the creature, have its at-
  tention, boldly present his holy symbol, and speak (in any language) a
  prayer or command of his religion.
  Roll 1d20 + character level + Turning Modifier
  GM rolls 1d20 + monsters Will Factor for all attentive undead.
  If Cleric’s roll is greater, the monster must flee at maximum movement
  rate for 3d4p minutes. If it is a tie, the monster is merely held at bay for
  5 seconds, and may then re-engage. Turning takes 5 seconds.
  The Cleric can try again, but all undead who previously passed a will
  check receive a cumulative + 4 to their rolls.
  Commanding Undead works the same way, except the undead gain
  a +2 to their will checks.
  Success by less than 5 merely turns the un-
  dead. See page 135 of HMB for more information.
  Notes
  Level
  Exp. Points
  1
  0
  2
  400
  3
  1,200
  4
  2,200
  5
  3,400
  6
  4,850
  7
  6,600
  8
  8,700
  9
  11,200
  10
  14,150
  Characters
  
  Defence Die Choice
  Die
  No shield, 1-3 attackers front/side
  d20p-4
  With shield, 1-3 attackers front/side
  d20p
  4+ attackers front/side
  d12p
  Attackers to rear (no shield mod.)
  d8p
  Surprised (no defense mods.)
  d8p
  Casting a spell
  d8p
  Spell fatigue
  -6
  Action
  Seconds
  Walk (5 ft/2.5 ft-5'every other sec.)***
  1
  Jog (10ft/5ft)***
  1
  Run (15 ft/7.5 ft-5' and 10’ per sec.)***
  1
  Sprint (20ft/10ft)***
  1
  Halt run/sprint (10’ over 1 count)
  1
  Change facing to side
  1*
  Change facing to rear
  1*
  Sit/kneel/stand from prone/reverse
  1*
  Pick up dropped weapon at feet
  1
  Draw/ready small weapon
  0
  Draw/ready medium weapon
  1
  Draw/ready large weapon
  2
  Ready a carried ranged weapon**
  1
  Draw a hurled weapon**
  1
  Ready a stowed weapon
  5
  Take aim
  4
  Quick aim (-6 to hit)
  0
  String a bow
  15
  Load a bow/crossbow
  5
  Pull arrow from quiver/bolt from case
  2
  Nock arrow/load bolt
  3
  Crank Heavy crossbow
  50
  Crank light crossbow
  10
  Load a sling
  2
  Spin a sling
  2
  Retrieve spell components not in hand
  d4p
  Search container for tiny item
  2d4p
  Search container for small item
  d4p+1
  Search belt pouch or pockets for item
  d4p
  Retrieve strung bow from back
  d4p+2
  Raise Hue and Cry
  1
  Unstopper container and drink potion
  2
  Coup de grace
  10
  *free combined with other move/action
  **knife may combine with throwing
  ***dodging lowers speed by 1 increment
  From standing you must first walk or jog.
  You can then move to a run or sprint.
  Size
  Effect. Range
  Ranged def/melee
  Dmg for KB
  Tiny
  x2
  d20p+10
  5
  Small
  x1.5
  d20p+8
  10
  Medium
  x1
  d20p+6
  15
  Large
  x.67
  d20p+4
  20
  Huge
  x.5
  d20p+2
  25
  Gargantuan
  x.25
  d20p-2
  30
  Ranged Attacks*
  Att Die
  Crossbow, Lt.
  Crossbow, Hvy
  Javelin**
  Longbow
  d20p
  5-60
  5-80
  5-30
  5-60
  d12p
  61-100
  81-140
  31-50
  61-120
  d8p
  101-140
  141-190
  51-70
  121-160
  d4p
  141-180
  191-250
  71-100
  161-210
  Att Die
  Shortbow
  Sling
  Thr. Axe*
  Thr. Knife**
  d20p
  5-50
  5-40
  5-20
  5-20
  d12p
  51-80
  41-80
  21-30
  21-30
  d8p
  81-120
  81-120
  31-40
  31-40
  d4p
  121-150
  121-160
  41-60
  41-50
  *moving targets roll d20p for defense, stationary targets roll d12p for de-
  fense. Neither moving targets nor stationary targets get defense mods.
  **STR bonus to dmg. only if thrower jogged at least 15’.
  Threshold of Pain 30% +1%/level of HP (2%/level if fight-
  er) --40% of HP if monster)
  If dmg > ToP, then trauma check (d20 vs. 1/2 CON)
  If roll > 1/2 CON, fall to ground helpless for 5x (roll - 1/2 CON) secs.
  Initiative Die
  Standard Encounter
  d12
  Declared ready for trouble and have
  evidence of an ambush ahead, but
  don’t know where or when
  d10
  Can hear opponents in a concrete
  direction but not see them
  d8
  Going through a doorway, with
  absolute knowledge that an
  opponent is on the other side
  d6
  Leaping around a corner, with
  absolute knowledge that an opponent
  is there (or awaiting an opponent’s
  leap)
  d4
  Movement
  Type
  M&L
  S&T
  Walk
  5ft.
  2 1/2ft.*
  Jog
  10ft.
  5ft.
  Run
  15ft.
  7 1/2ft.**
  Sprint
  20ft.
  10ft.
  *5ft. every other second
  **5ft
  the
  1st.
  second,
  10ft. the next.
  Monster Reach
  Short
  2’
  Medium
  3’
  long
  5’
  Random Items
  Combat
  
  Shields
  Shield Type Def. Bonus
  DR
  Cover Value*
  Small
  +4
  4
  19
  Medium
  +6
  6
  16 (11)**
  Large
  +6
  6
  11 (6)**
  * Roll this number or higher to d20 for 100% defend
  against ranged attacks
  ** The first number is automatic. You have to actively
  hide behind your shield to use the second number.
  Damage to Shields
  Small
  M/L
  Required Save*
  8pts. +
  12pts. +
  Comp. D20 roll, def gains +6
  12pts. +
  18pts. +
  Comp. D20 roll
  16Pts. +
  24pts. +
  Comp. D20 roll, def gains -6
  20pts. +
  30pts. +
  None, shield destroyed
  Crushing weapons do 1/2 damage (highest die) to a shield.
  Hacking weapons do 1/2 damage (lower die) to a shield.
  Piercing weapons do 1 point of damage to a shield.
  * If attacker wins this roll, shield is destroyed.
  Random Items
  Combat
  Shooting Into Melee: On a miss, all combatants within 15’ must make defense rolls until one is hit, starting with nearest.
  Critical Hit: Roll a 20 and beat defender’s roll. Deal double damage.
  Critical Miss: Roll a 1 on an attack roll, always misses. If the defender’s roll beats your roll it’s a fumble and the defender receives a free weapon attack
  against you. If a defender rolls a 1 on defense roll, attacker gets a free attack during the next second (no affect to weapon count-up)
  Near-Perfect Defense: Roll a 19 on defense roll and beat attacker’s roll and be within 5’ of attacker. Receive an immediate free hand-to-hand attack, un-
  less wielding a dirk, dagger, knife, etc. in which case you can use that. This can also be a kick, head-bitt, etc, if you’re wielding a 2-handed weapon. A suc-
  cessful attack deals 2d4p-2 +STR mod. (that’s 1d4p-2 and 1d4p-2 + STR mod.) that ignore shield and/or armor DR. It is possible to do 0 damage for this at-
  tack.
  Perfect Defense: Roll a 20 for defense roll and beat attacker’s roll. Make a free weapon attack against attacker.
  Aggressive Attack: +5 to next attack and -2 to defensive rolls. If the defender gives ground against a successful aggressive attack, only do 1/2 damage.
  Charge: Sprint into a foe at least 20 feet away in a straight line to gain +4 to attack, but lose any Dex bonus to Defense rolls for 5 seconds. Damage is nor-
  mal but counts as double for determining knock-backs.
  Fight Defensively: Before attacking you may take a penalty of -2, -4, -6 or -8 to your attack but gain a corresponding +1, +2, +3 or +4 to all defense rolls.
  You may not apply penetration to successful attacks using this maneuver. You may stop fighting defen- sively at any time. May be combined with Give
  Ground and/or Fighting Withdrawal maneuvers
  Fighting Withdrawal: Use normal walking movement to back up or sidestep. -2 penalty to next attack as long as you continue withdrawing.
  Flee: Attacker can follow at normal speed or make a free attack. If attack, attacker may not pursue for number of sec. equal to 1/2 weapon speed rounded
  up. Fleeing character cannot use shield in defense, and uses a d10p for defense roll. Re-set count up for flee- ing character’s weapon.
  Full Parry: +5 to defense rolls but re-set weapon speed count up. May be combined with Give Ground and/or Fighting Withdrawal maneuvers.
  Give Ground: During attacker’s second, defender can move back 5’ to gain +5 to defense roll and -1 to next attack. Attacker can automatically advance
  (press forward).
  Hold at Bay: If you have reach and a jabbing weapon you can prevent a target from approaching you. Attacker must roll successful d20p attack on d12p
  defender’s weapon and then may attack normally next count.
  Jab: Faster attack, not allowed with all weapons, deals 1/2 damage, no penetration.
  Ready against a charge: If you have reach and a spear or other polearm, take 3 secs to set it and be able to attack first. If successful you break the
  charge (charger loses charging benefits) and do x2 damage. Further, the attacker is held at bay.
  Scamper Back: As opponent rolls attack die, you may retreat at jogging speed, gaining +5 defense, but taking a -4 to your next attack. Opponent can
  automatically advance. If your opponents walk is faster than your jog, you cannot scamper back.
  Basic
  
  Monster Poison
  Poisonous creatures inflict their toxin or venom with a successful hit, whether or not the victim suffers any actual Hit
  Point loss. If the victim uses a shield to successfully defend against the attack, no poison is inflicted (unless the shield is de-
  stroyed in the attack).
  The victim of poisoning is allowed a contested die check versus the toxin. He rolls a d20p and adds his Constitution
  score while the GM rolls a d20p and adds the venom’s Virulence Factor. If the GM rolls above the PC’s score, the victim suf-
  fers the full effect of the poison. In some cases, there is an ancillary toxic effect that occurs even if the resistance check is suc-
  cessful. See the charts below for more information.
  Monster
  Virulence Factor
  Effect if save failed
  Effect if save made
  Centipede, Giant
  5
  See 1
  none
  Medusa
  8
  See 3
  none
  Scorpion
  12
  death
  See 3
  Snake, venomous, asp
  8
  See 3
  none
  Snake, venomous, rattlesnake
  8
  See 3
  none
  Giant Spider, big
  5
  See 2 (size Huge and
  none
  larger unaffected) and
  half duration
  Giant Spider, large
  6
  See 2
  none
  Giant Spider, very large
  7
  See 3
  none
  Giant Spider, huge
  10
  See
  See 2
  Giant Spider, gigantic
  14
  See 5
  Per 5 but only d4p
  Giant Spider, massive
  19
  death
  Paralyzed d4 hours
  Giant Spider, gargantuan
  25
  death
  Paralyzed d12 hours
  Wasp, Giant
  9
  See 3
  none
  Wererat (lycanthropy)
  8
  acquire wererat
  none
  lycanthropy
  Werewolf (lycanthropy)
  12
  acquire werewolf
  none
  lycanthropy
  Effect Type Consequences Effect Type Consequences
  1) Inflammation that results in d6 hp loss at a rate of 1 hp per 10 seconds until rolled damage is reached. Size H and larger creatures are unaffected.
  2) Weakness, dizziness, headache, difficulty breathing and nausea (Game effect: -3 penalty to Attack, Defense & Damage for 2d12 hours.) A natural “1” on
  the victim’s saving throw indicates death.
  3) Weakness, dizziness, headache, difficulty breathing and nausea (Game effect: -1 penalty to Attack, Defense & Damage for 2d12 hours.)
  4) Tissue damage results in 2d6p hp loss at a rate of 1 hp per 10 seconds until rolled damage is reached.
  5) Weakness, dizziness, headache, difficulty breathing and nausea (Game effect: -2 penalty to Attack, Defense & Damage for 2d12 hours.) A natural “1” on
  the victim’s saving throw indicates death.
  All poison effects are cumulative.
  Illumination
  Illumination
  Light Shed
  Dim (-4/-2)
  Dark (-8/-4)
  Burn Time Notes
  Candle
  15’ rad.
  15’1” - 30”
  30’1” and up
  6 hours, easy to blow out
  Lantern, Miner’s
  15’ rad.
  see p. 152
  see p. 152
  9 hours / 1/2
  Torch
  30’ rad.
  30’1” - 60’
  60’1” and up
  30 minutes, x. weapon use
  Lighting: In dim light, if you don’t have low-light vision, suffer a -4 penalty to attacks and -2 to de-
  fense. In total darkness, suffer -8 to attack and -4 to defense. If you have low light vision and are out-
  side the dim illumination of a light source, but within 120’ of said source, suffer -4 to attack and -2 to
  defense.
  Dungeon Doors and Traps
  Secret Doors Thieves get an auto. scrutiny check (NOT opposed), as soon as they enter the room.
  Any one can search for a secret door = Opposed scrutiny check vs. 1d100p + 1d20p.*
  Break Down The Door Feat of Strength vs. 1d20p +1d6p.*
  Identify Traps Normal skill check or opposed check vs 1d100p + 1d20p*
  Fail by less than 30 = Fail to identify trap (if trap is present) or falsely
  believe that a trap exists where there is none
  Fail by 31 or more = Activate trap if one is present
  Disarm Traps Normal skill check or opposed check vs 1d100p +1d20p*
  Fail by less than 20 = Falsely believe trap is disarmed
  Fail by 21 or more = Aware that trap is not disarmed
  * Unless the door/trap is assigned a specific value.
  Equipment
  Falling Damage
  Distance Fallen
  Damage
  1 - 5 feet
  d6p-3 (min. 1)
  Up to 10 feet
  d6p-1 (min. 1)
  Up to 15 feet
  2d6p
  Up to 20 feet
  3d6p
  Up to 25 feet
  2d12p
  Falls over 25 feet do 2d12 damage + 1d12 for
  every 5 feet over 25 feet.
  Only padded armor offers protection from falling
  damage (use padded armor DR).
  Falling Adjustments
  Expected Fall: Reduce distance by 10ft.
  Lowering First: Reduce dist. by 11ft. + PC’ height.
  Dirt Landing: Reduce distance by 5ft.
  Water Landing: Reduce distance by 15ft.
  Soft Landing: Reduce distance by 20ft.
  Dungeons
  
  ROLL
  CHARACTER
  ROLL
  CHARACTER
  ROLL
  CHARACTER
  1
  woodcutter
  unloaded
  41
  farrier
  unloaded
  81
  gooseherd
  unloaded
  2
  woodcutter
  loaded
  42
  farrier
  loaded
  82
  gooseherd
  loaded
  3
  dung carter
  unloaded
  43
  caravan
  unloaded
  83
  egg farmer
  unloaded
  4
  dung carter
  loaded
  44
  caravan
  loaded
  84
  egg farmer
  loaded
  5
  mercer
  unloaded
  45
  soldiers
  unloaded
  85
  haywainers
  unloaded
  6
  mercer
  loaded
  46
  soldiers
  loaded
  86
  haywainers
  loaded
  7
  cooper
  unloaded
  47
  beekeeper
  unloaded
  87
  sailor
  unloaded
  8
  cooper
  loaded
  48
  beekeeper
  loaded
  88
  sailor
  loaded
  9
  fishmonger
  unloaded
  49
  ironmonger
  unloaded
  89
  juggler
  unloaded
  10
  fishmonger
  loaded
  50
  ironmonger
  loaded
  90
  juggler
  loaded
  11
  collier
  unloaded
  51
  clothmaker
  unloaded
  91
  theater troup
  unloaded
  12
  collier
  loaded
  52
  clothmaker
  loaded
  92
  theater troup
  loaded
  13
  wool merchant
  unloaded
  53
  apothecary
  unloaded
  93
  poet
  unloaded
  14
  wool merchant
  loaded
  54
  apothecary
  loaded
  94
  poet
  loaded
  15
  cordwainer
  unloaded
  55
  monk
  unloaded
  95
  scribe
  unloaded
  16
  cordwainer
  loaded
  56
  monk
  loaded
  96
  scribe
  loaded
  17
  weaver
  unloaded
  57
  messenger
  unloaded
  97
  oxcart drover
  unloaded
  18
  weaver
  loaded
  58
  messenger
  loaded
  98
  oxcart drover
  loaded
  19
  dyer
  unloaded
  59
  cartwright
  unloaded
  99
  Table B
  unloaded
  20
  dyer
  loaded
  60
  cartwright
  loaded
  100
  Table B
  loaded
  21
  baker
  unloaded
  61
  brewer
  unloaded
  22
  baker
  loaded
  62
  brewer
  loaded
  23
  huntsman
  unloaded
  63
  hunting party
  unloaded
  24
  huntsman
  loaded
  64
  hunting party
  loaded
  25
  carpenter
  unloaded
  65
  clergy
  unloaded
  26
  carpenter
  loaded
  66
  clergy
  loaded
  27
  silversmith
  unloaded
  67
  sherrif
  unloaded
  28
  silversmith
  loaded
  68
  sherrif
  loaded
  29
  tinker
  unloaded
  69
  knight
  unloaded
  30
  tinker
  loaded
  70
  knght
  loaded
  31
  tailor
  unloaded
  71
  Coutiers
  unloaded
  32
  tailor
  loaded
  72
  Courtiers
  loaded
  33
  trapper
  unloaded
  73
  shepherd
  unloaded
  34
  trapper
  loaded
  74
  shepherd
  loaded
  35
  candlemaker
  unloaded
  75
  pig farmer
  unloaded
  36
  candlemaker
  loaded
  76
  pig farmer
  loaded
  37
  farmer
  unloaded
  77
  goatherd
  unloaded
  38
  farmer
  loaded
  78
  goatherd
  loaded
  39
  weaponsmith
  unloaded
  79
  milkmaid
  unloaded
  40
  weaponsmith
  loaded
  80
  milkmaid
  loaded
  1
  loaded
  8
  loaded
  15
  loaded
  2
  unloaded
  9
  unloaded
  16
  unloaded
  3
  loaded
  10
  loaded
  17
  loaded
  4
  unloaded
  11
  unloaded
  18
  unloaded
  5
  loaded
  12
  loaded
  19
  loaded
  6
  unloaded
  13
  unloaded
  20
  unloaded
  7
  loaded
  14
  loaded
  Loaded or Unloaded can refer to either items for 
  craftsmen or whether they are headed towards 
  or away from town when there are no crafts to 
  be had. Table B can be filled in as needed for rare 
  encounters.
  Road Encounter Lists
  Table B
  
  Weapons
  Melee Weapons
  Cost
  Damage
  Speed (jab speed)
  Size**
  Reach
  Type
  Axe, battle
  5 sp
  4d3p
  12
  M
  3 feet
  Hacking
  Axe, great (Bardiche)
  7 sp
  4d4p
  14
  L
  4 feet
  Hacking
  Axe, hand
  3 sp
  d4p+d6p
  8
  S
  11/2 feet
  Hacking
  Bare-handed (fists) -
  (d4p-2)+(d4p-2)
  10*
  S
  1 foot
  Crushing
  Club
  1 cp
  d6p+d4p
  10
  M
  21/2 feet
  Crushing
  Dagger
  2 sp
  2d4p
  7 (5)
  S
  1 foot
  Piercing
  Flail
  15 sp
  2d8p
  13
  M
  4 feet
  Crushing
  Knife
  5 cp
  1d6p
  7
  S
  1 foot
  Piercing
  Mace
  8 sp
  d6p+d8p
  11
  M
  2 feet
  Crushing
  Morning Star
  10 sp
  2d8p
  11
  M
  3 feet
  Crushing
  Pole Arms
  Spear
  1 sp
  2d6p
  12 (8)
  L
  13 feet
  Piercing
  Halberd
  10 sp
  2d10p
  14 (12)
  L
  8 feet
  Hacking
  Scimitar
  15 sp
  2d8p
  9
  M
  3 feet
  Hacking
  Scourge
  1 sp
  2d4p
  9
  S
  11/2 feet
  Hacking
  Staff
  2 cp
  2d4p
  13
  L
  8 feet
  Crushing
  Swords
  Short sword
  10 sp
  2d6p
  8 (7)
  S
  2 feet
  Piercing
  Longsword
  20 sp
  2d8p
  10 (8)
  M
  31/2 feet
  Hacking
  Great sword [bastard]
  30 sp
  d8p+d10p
  12 (9)
  L
  41/2 feet
  Hacking
  Two-Handed sword
  50 sp
  2d12p
  16
  L
  6 feet
  Hacking
  Warhammer
  2 sp
  2d6p
  8
  S
  11/2 feet
  Crushing
  *4 if opponent is unarmed or unaware **Max Weapon Speeds = Small = 2 / Medium = 3 / Large = 4
  Ammunition
  Ranged Weapons
  Cost
  Damage
  Base Rate of Fire
  Size
  Ranges
  Type Cost per Dozen
  Axe, throwing
  3 sp
  d4p+d6p
  7
  S
  see Chapter 9
  Hacking
  --
  Bows (require 2 hands)
  Short bow
  30 sp
  2d6p
  12
  S
  see Chapter 9
  Piercing
  8cp
  Longbow
  75 sp
  2d8p
  12
  M
  see Chapter 9
  Piercing
  2sp
  Crossbow, light
  35 sp
  2d6p
  20
  S
  see Chapter 9
  Piercing
  1sp
  Crossbow, heavy
  50 sp
  2d10p
  60
  M
  see Chapter 9
  Piercing
  2sp
  Javelin
  6 cp
  1d12p
  7
  M
  see Chapter 9
  Piercing
  --
  Knife, throwing*
  1 sp
  1d6p
  6
  S
  see Chapter 9
  Piercing
  --
  Sling
  0.5 cp
  d4p+d6p
  10
  S
  see Chapter 9
  Piercing
  2cp
  *treat as knife if used as a melee weapon
  Dungeons
  Armor
  Armor
  Cost
  DR
  Defense Adjust.
  Initiative Mod.
  Speed Mod.
  Movement Class
  Penalty Type
  None
  -
  0
  0
  -1
  0
  none
  none
  Thick Robes
  5 cp
  1
  -1
  0
  0
  none
  none
  Leather
  6 sp
  2
  -2
  0
  0
  none
  Light
  Padded
  4 sp
  2
  -3
  +1
  0
  none
  Light
  Studded Leather 40 sp
  3
  -3
  +1
  0
  none
  Medium
  Ringmail
  65 sp
  4
  -4
  +1
  +1
  75% of max / jog, run & sprint
  Medium
  Chainmail
  200 sp
  5
  -5
  +2
  +2
  75% of max / jog, run & sprint
  Heavy
  Scalemail
  120 sp
  5
  -6
  +3
  +2
  50% of max / jog, run & sprint
  Heavy
  Splin Mail
  300 sp
  6
  -5
  +2
  +2
  50% of max / jog, run & sprint
  Heavy
  Banded Mail
  400 sp
  6
  -4
  +2
  +1
  75% of max / jog, run & sprint
  Heavy
  Plate Mail
  500 sp
  7
  -5
  +2
  +2
  50% of max / jog, run & sprint
  Heavy
  Armor’s effects on “stealthy” skills (applies to anyone, regardless of class, attempting these skills)
  No Armor Leather or
  Studded Leather Ringmail
  Chainmail Scale Mail Banded Splint Plate
  shield**
  Padded
  Mail
  Mail
  Mail
  Initiative Die bonus*
  one better
  yes
  forfeit
  forfeit
  forfeit
  forfeit
  forfeit
  forfeit forfeit
  forfeit
  1 die
  2 dice
  3 dice
  4 dice
  3 dice
  4 dice 4 dice
  1 die
  Climbing/Rappeling
  +10%
  std
  -15%
  -25%
  -35%
  -50%
  -40%
  -50%
  -60%
  1
  Disarm Trap
  std
  std
  -15%
  -20%
  -25%
  -30%
  -25%
  -30%
  -25%
  1
  Hiding
  +5%
  std
  -10%
  -20%
  -25%
  -25%
  -35%
  -35%
  -40%
  -40%
  Identify Trap
  std
  std
  -10%
  -15%
  -25%
  -25%
  -25%
  -25%
  -25%
  1
  Listening
  std
  std
  -5%
  -5%
  -10%
  -15%
  -10%
  -15%
  -20%
  std
  Lock Picking
  std
  std
  -10%
  -20%
  -25%
  -25%
  -25%
  -25%
  -25%
  1
  Pick Pocket
  +5%
  std
  -15%
  -30%
  -50%
  -60%
  -50%
  -65%
  -75%
  -60%
  Sneaking
  +10%
  std
  -20%
  -35%
  -50%
  -65%
  -50%
  -70%
  -80%
  -40%
  *Forfeit a die means that you use the next lowest die, for example, if you would roll a d12, you now roll a d10.
  A d8 becomes a d6, etc...
  **Penalties for Armor and Shield do not stack. Simply use the most restrictive one.
  Equipment
  
  1)
  A block of sealing wax
  2)
  A copper lizard brooch
  3)
  A copper snake brooch
  4)
  A copper horse brooch
  5)
  A copper fairy brooch
  6)
  A copper waxing moon brooch
  7)
  A copper star brooch
  8)
  A copper cock and balls brooch
  9)
  A copper raven brooch
  10)
  A copper tree brooch
  11)
  A copper leaf brooch
  12)
  A copper and red glass rose
  brooch
  13)
  A copper goblin brooch
  14)
  A
  silver
  figurine
  of
  yourself
  (oooohhh... creepy...)
  15)
  A grocery list
  16)
  This list (without the numbers)
  17)
  A musical score
  18)
  A severed finger
  19)
  A small sketch of a house
  20)
  A small sketch of a forest
  21)
  A small sketch of a waterfall
  22)
  A small sketch of a man
  23)
  A small sketch of a _____________
  ________________________________
  24)
  A small sketch of a dragon
  25)
  A small sketch of a wagon
  26)
  A small sketch of a guy sketch-
  ing
  27)
  A small sketch of a _____________
  _____________________________
  28)
  A small dungeon map with inde-
  cipherable markings
  29)
  A small map of a house layout
  with indecipherable markings
  30)
  A brown bird feather
  31)
  A white bird feather
  32)
  A yellow bird feather
  33)
  A blue bird feather
  34)
  A red bird feather
  35)
  A green bird feather
  36)
  The eye of a peacock’s feather
  37)
  A suicide note (“To whom it may
  concern... I have decided to end
  my miserable existence...)
  38)
  A love letter
  39)
  A love poem
  40)
  Someone’s plan’s for world dom-
  ination
  41)
  A lucky 4 leaf clover
  42)
  A silver schilling with two heads
  43)
  A silver schilling with two tails
  44)
  A squirrel’s tail
  45)
  A seashell
  46)
  A twig with a frayed end (tooth-
  brush)
  47)
  A small pouch of soda (tooth-
  paste)
  48)
  A garrote
  49)
  A small brass bell
  50)
  A wooden button
  51)
  A small hammer
  52)
  A garlic bud
  53)
  An onion
  54)
  A potato
  55)
  A small bag of berries
  56)
  An oak leaf
  57)
  A twig
  58)
  A small vial of lantern oil
  59)
  A small vial of human urine
  60)
  A silver plain loop earring
  61)
  An assassination warrant for a
  ‘Lars Kladanaro’, promising 25
  gold crowns for his head
  62)
  A philosophical discourse about
  how apple trees can be made to
  bear peaches instead of apples
  63)
  A piece of paper with your name
  written on it in capital letters
  (ooooohhhh, creepy)
  64)
  A bow tie
  65)
  A small pot of kohl
  66)
  A tiny horse hair brush (so a lady
  can powder her face)
  67)
  A glass eye
  68)
  A wooden carving of a __________
  69)
  A wooden carving of a __________
  70)
  A mouse skull
  71)
  A cat’s skull
  72)
  A small dog’s skull
  73)
  A snake’s skull
  74)
  A small turtle’s shell
  75)
  A necklace of mouse skulls on a
  string
  76)
  A necklace of human teeth on a
  string
  77)
  A necklace of canine fangs on a
  string
  78)
  A necklace of red glass beads on
  a string
  79)
  A necklace of blue glass beads
  on a string
  80)
  A necklace of green glass beads
  on a string
  81)
  A necklace of purple glass beads
  on a string
  82)
  A necklace of black glass beads
  on a string
  83)
  A necklace of white glass beads
  on a string
  84)
  A necklace of tiny wooden cocks
  on a string
  85)
  Lots of live ants in a small vial
  86)
  A live cockroach in a small vial
  87)
  A live spider in a small vial
  88)
  A small live lizard in a small vial
  89)
  A tiny live snake in a small vial
  90)
  A dried worm
  91)
  A small leather bag with live
  earthworms in it
  92)
  A small leather bag with some
  rabbit turds in it
  93)
  A small leather bag with some
  cat turds in it
  94)
  A small vial of cat’s urine
  95)
  A small leather bag of pipe weed
  96)
  A small leather bag of dried
  mushrooms
  97)
  A small leather bag of belladon-
  na
  98)
  A small leather bag of multicol-
  ored pebbles
  99)
  A small leather bag of severed
  finger digits
  100) A dried prune.
  Combat
  1)
  Divine Icon (A tiny golden
  sword)
  2)
  Divine Icon (A tiny golden
  scale)
  3)
  Divine Icon (A tiny wooden
  stylised person with arms
  upraised
  standing
  on
  a
  rainbow)
  4)
  Divine Icon (A wooden ea-
  gle’s claw)
  5)
  Divine
  Icon
  (A
  wooden
  spatially impossible geo-
  metric
  shape
  upon
  a
  crooked stick)
  6)
  Divine Icon (A silver spa-
  tially impossible geomet-
  ric shape upon a crooked
  stick)
  7)
  A copper penny
  8)
  A silver schilling
  9)
  A gold piece
  10)
  An Assassin’s Run ‘Assas-
  sin’ card
  11)
  An Assassin’s Run ‘Messen-
  ger card
  12)
  A deck of Assassin’s Run
  cards
  13)
  A wooden comb
  14)
  A writing quill
  15)
  A brass key
  16)
  An iron key
  17)
  A brass ring with a red
  glass gem
  18)
  A brass ring with a blue
  glass gem
  19)
  A brass ring with a green
  glass gem
  20)
  A brass ring with a yellow
  glass gem
  21)
  A brass ring with a purple
  glass gem
  22)
  A tiny wooden statue of a
  dog
  23)
  A tiny wooden statue of a
  cat
  24)
  A tiny wooden statue of a
  horse
  25)
  A tiny wooden statue of a
  chicken
  26)
  A tiny wooden statue of a
  man
  27)
  A tiny wooden statue of a
  woman
  28)
  A tiny wooden statue of a
  deer
  29)
  A pair of dice in a leather
  turtle
  30)
  A tiny wooden statue of a
  fish
  31)
  A tiny wooden statue of a
  dragon
  32)
  A tiny wooden statue of a
  goblin
  33)
  A 2ft. leather strap
  34)
  A small ball of twine
  35)
  A dog’s tooth
  36)
  A cat’s tooth
  37)
  A human tooth
  38)
  A rabbit’s paw
  39)
  A bit of fluff
  40)
  A lock of hair
  41)
  A dried cow’s tongue
  42)
  A small bag of sand
  43)
  A small bag of ashes
  44)
  A piece of broken glass
  45)
  A stuffed mouse
  46)
  A bag of 1d10 deer antlers
  cut like coins
  47)
  A Small wooden disc
  48)
  A stick of incense
  49)
  A chicken thigh bone
  50)
  A ribbon
  51)
  A small hinge
  52)
  A chain link
  53)
  A screw
  54)
  A dried foreskin
  55)
  A candle
  56)
  An empty vial
  57)
  Flint and tinder
  58)
  A fork
  59)
  A spoon
  60)
  A butter knife
  61)
  A set of 3 darts
  62)
  A handkerchief
  63)
  An eyepatch
  64)
  A whetstone
  65)
  A wineskin
  66)
  A thimble
  67)
  A
  weighted
  die
  (always
  lands on ’6’)
  68)
  A
  weighted
  die
  (always
  lands on ’1’)
  69)
  A used bandage
  70)
  A clean bandage
  71)
  A hair tie
  72)
  A sock
  73)
  A loincloth
  74)
  A belt
  75)
  Some jerky in a cloth
  76)
  Some cheese in a cloth
  77)
  Some bread in a cloth
  78)
  Some dried fish in a cloth
  79)
  Some raisins in a cloth
  80)
  Some dried apples in a
  cloth
  81)
  A small vial of honey
  82)
  A copper locket
  83)
  A silver locket
  84)
  A brass neck chain
  85)
  A silver neck chain
  86)
  A gold neck chain
  87)
  A small vial of black ink
  88)
  A small flute
  89)
  An ocarina
  90)
  A small bag of salt
  91)
  A small quartz crystal
  92)
  A small chunk of pyrite
  (fool’s gold)
  93)
  A stick of white chalk
  94)
  A fishing hook
  95)
  A small spindle of fishing
  line
  96)
  A small dagger
  97)
  A
  small
  empty
  leather
  pouch
  98)
  A wooden pipe
  99)
  A steel arrow head
  100) A small silver backed mir-
  ror
  Random Items
  
  Combat
  1)
  A piece of straw
  2)
  A
  voodoo-type
  doll
  made
  of
  grass
  3)
  A dried fish scale
  4)
  A dried chunk of cheese
  5)
  A small packet of rosemary
  6)
  A small packet of thyme
  7)
  A small packet of oregano
  8)
  A small packet of sage
  9)
  A bundle of sage for smudging
  10)
  A small packet of cinnamon
  11)
  Some raw cinnamon (bark)
  12)
  A small packet of parsley
  13)
  A small empty packet
  14)
  A deer carved on a 5” wood disc
  15)
  A fish carved on a 5” wood disc
  16)
  A horse carved on a 5” wood
  disc
  17)
  A _____ carved on a 5” wood disc
  18)
  A _____ carved on a 5” wood disc
  19)
  A tree carved on a 5” wood disc
  20)
  A flower carved on a 5” wood
  disc
  21)
  A dog carved on a 5” wood disc
  22)
  A cat carved on a 5” wood disc
  23)
  A mouse carved on a 5” wood
  disc
  24)
  A rat carved on a 5” wood disc
  25)
  A waterfall carved on a 5” wood
  disc
  26)
  A bunch of grapes carved on a
  5” wood disc
  27)
  An apple carved on a 5” wood
  disc
  28)
  A sword and shield carved on a
  5” wood disc
  29)
  A battle axe carved on a 5” wood
  disc
  30)
  A blank 5” wooden disc
  31)
  A sheet of vellum that says “Lars
  Kladanaro will be dead by dawn.
  I need that 25 gold crowns.”
  32)
  A sheet of vellum that says “Yes,
  I know that Lars Kladanaro has
  avoided
  assassination
  for
  12
  years.
  But this time will be dif-
  ferent.”
  33)
  A
  sheet
  of
  vellum
  that
  says
  “Where the hell is Lars Kladanaro
  anyway?”
  34)
  A sheet of vellum that says “Lars
  Kladanaro
  was
  seen
  at
  the
  Grifted Dragon last night!”
  35)
  A sheet of vellum that says “Lars
  Kladanaro killed all seven of the
  assassins
  sent
  after
  him
  last
  week! I tell you, he is un-assassi-
  nate-able!”
  36)
  A
  sheet
  of
  vellum
  that
  says
  “That’s 143 would-be assassins
  that Lars Kladanaro has killed
  now!”
  37)
  A sheet of vellum that says “Lars
  Kadanaro has a 12 inch cock.”
  38)
  A sheet of vellum that says “I
  DON’T CARE FOR YOUr LAME EX-
  CUSES!
  I WANT LARS KLADA-
  NARO DEAD!”
  39)
  A recipe for ‘Dejy fried potatoes’
  40)
  A fake mustache
  41)
  A fake goatee
  42)
  A dirty blonde wig
  43)
  A dirty brunette wig
  44)
  A dirty red wig
  45)
  A dirty purple wig
  46)
  A dirty blue wig
  47)
  A dirty black wig
  48)
  A dirty green wig
  49)
  A dirty purple wig
  50)
  A severed, dried _______________
  51)
  A severed, dried _______________
  52)
  A severed human ear
  53)
  A vial of skunk gland fluid
  54)
  A patch of chainmail
  55)
  A blood-stained cloth
  56)
  A small bit of tangled twine
  57)
  A small patch of rabbit fur
  58)
  A piece of coal
  59)
  A small box of multi-colored
  chalk
  60)
  A vial of blood
  61)
  A list of ten names
  62)
  Some fragments of a shattered
  sword
  63)
  A small, clear, glass sphere
  64)
  A spool of thread
  65)
  A metal cube carved with de-
  monic faces
  66)
  A small lodestone
  67)
  The deed to a ruined tower
  68)
  The deed to a small hovel
  69)
  An invitation to a formal ball
  70)
  A dried rose
  71)
  A small packet of crushed flow-
  ers
  72)
  A metal whistle
  73)
  3 bent nails
  74)
  A vial of scented oil
  75)
  A sling
  76)
  A small map of the P’Bapar re-
  gion
  77)
  A tin mug
  78)
  A small piece of vellum that
  says
  “Beware
  the
  purple
  snake!”
  79)
  A live scorpion (ouch!)
  80)
  A ball gag
  81)
  Bad poetry on vellum
  82)
  A wooden eye ball
  83)
  A chicken egg (be careful!)
  84)
  Some leeches in a small vial
  85)
  A toupee
  86)
  A sheepskin condom
  87)
  A used sheepskin condom
  88)
  A wad of hay in a leather pack-
  et (medieval toilet paper)
  89)
  A shaving knife (straight razor)
  90)
  A wooden 5” _________________
  91)
  A wooden 5” _________________
  92)
  A small fish skeleton
  93)
  A small dried bread roll - hard
  as a rock
  94)
  A fake pearl
  95)
  A fake diamond
  96)
  A fake sapphire
  97)
  A fake ruby
  98)
  A fake topaz
  99)
  A fake opal
  100) A fake amber jewel
  1)
  A
  bracelet
  made
  out
  of
  mouse bones
  2)
  A
  bracelet
  made
  out
  of
  snake fangs
  3)
  A bracelet made out of mul-
  ticolored beads
  4)
  A bracelet made out of hu-
  man teeth
  5)
  A bracelet made out of fish
  bones
  6)
  A dried mushroom
  7)
  A fake copper penny
  8)
  A fake silver schilling
  9)
  A fake gold crown
  10)
  A tiny white candle
  11)
  A tiny black candle
  12)
  A tiny red candle
  13)
  A tiny blue candle
  14)
  A tiny green candle
  15)
  A tiny yellow candle
  16)
  A tiny purple candle
  17)
  A tiny gray candle
  18)
  A small package of candied
  pecans
  19)
  A small package of candied
  walnuts
  20)
  A small package of candied
  peanuts
  21)
  A rolled up bowstring, in a
  waxed paper
  22)
  A marble sized red ruby
  23)
  A marble sized topaz
  24)
  A marble sized emerald
  25)
  A marble sized pearl
  26)
  A pearl necklace (30 pearls)
  27)
  A pearl bracelet (12 pearls)
  28)
  A pewter shot glass
  29)
  A glass shot glass
  30)
  A steel shot glass
  31)
  A crystal shot glass
  32)
  A brass shot glass
  33)
  A silver shot glass
  34)
  A gold shot glass
  35)
  A gold shot glass with in-
  laid rubies
  36)
  A wooden belt buckle
  37)
  A steel belt buckle
  38)
  A brass belt buckle
  39)
  A silver belt buckle
  40)
  A gold belt buckle
  41)
  A small wooden sundial
  42)
  A small steel sundial
  43)
  A small pewter sundial
  44)
  A small brass sundial
  45)
  A small silver sundial
  46)
  A small gold sundial
  47)
  A steel button
  48)
  A silver button
  49)
  A brass button
  50)
  A gold button
  51)
  A ruby button
  52)
  26” of gold thread
  53)
  A dead canary
  54)
  A 1” paint brush
  55)
  A cigar
  56)
  A silver cigar case (holds 5)
  57)
  A brass cigar case (holds 5)
  58)
  A gold cigar case (holds 5)
  59)
  A steel cigar case (holds 5)
  60)
  A bronze star (2”)
  61)
  A silver star (2”)
  62)
  A gold star (2”)
  63)
  A leather glove
  64)
  A steel pigs nose ring
  65)
  A chunk of human skin
  with a wart on it.
  66)
  A shrunken head
  67)
  A cooked, half eaten, and
  rotting chicken drumstick
  68)
  A dried sausage
  69)
  A half eaten, rotting saus-
  age
  70)
  A wooden cigar, painted
  brown, with a red tip
  71)
  A wooden yoyo
  72)
  A brass thimble
  73)
  A red patch (as in clothes
  patch)
  74)
  A blue patch (as in clothes
  patch)
  75)
  A
  green
  patch
  (as
  in
  clothes patch)
  76)
  A
  yellow
  patch
  (as
  in
  clothes patch)
  77)
  A
  purple
  patch
  (as
  in
  clothes patch)
  78)
  A small piece of a shield
  79)
  A plague doctor’s mask
  80)
  A small packet of plague
  doctor’s potpourri
  81)
  A tiny silver warhammer
  on a silver chain
  82)
  A tiny silver twin tailed
  comet on a silver chain
  83)
  15 tiny lead balls in a vial
  of human urine
  84)
  A small piece of vellum
  that says “We want the RE-
  QUEST!”
  85)
  Instructions on a sheet of
  vellum for building a gaz-
  ebo
  86)
  A broken drumstick
  87)
  A sheet from a spell book
  (randomly determine the
  spell)
  88)
  A potion (randomly deter-
  mine which one)
  89)
  A magic scroll (randomly
  determine which one)
  90)
  A magic wand (randomly
  determine which one)
  91)
  A cold piece of toast
  92)
  A trail biscuit (hard ra-
  tions)
  93)
  A dog biscuit (a bone)
  94)
  A fig
  95)
  A dried ear of corn
  96)
  Instructions on a sheet of
  vellum for _______________
  97)
  A wine bottle cork
  98)
  A wine bottle opener
  99)
  A husk of hard bread
  100) A tiny rock hammer
  Random Items
  
SOURCE: textdata/thevault/Hackmaster/HackMaster 5e/HackMaster 5e Supplemental/HackMaster 5e Firby-MacLaird GM Screen.pdf