TEXT: Chaoses Limb: Playbooks
  
  Fighter
  Hard to Kill:
  Fighters can use any weapon and wear any kind of armor. As they 
  advance in experience they increase their “hit dice” making them 
  harder to kill.
  Abilities:
  Strength is important for fighters.
  Ability Adjustment:
  • Fighters can reduce their Intelligence score by 2 points and add 1 
  to their Strength for every 2.
  • Fighters can reduce their wisdom by 3 points to gain 1 point to 
  their Strength.
  Hit Points:
  Fighters roll 1d8/level for hit points, +1 for Constitution of 13 or 
  higher and -1 (but never less than 1) for Constitution of 9 or lower.
  Starting Gear
  All equipment is available to the fighter.
  Sample Kit:
  Poor FIghter (30 gp)
  Leather Armor + Shield (AC 6)
  Spear and dagger
  Average Fighter (105GP)
  Chain mail + Shield (AC 4)
  Sword, dagger, long bow, quiver w/20 arrows
  Wealthy Fighter (170GP)
  Plate mail + Shield + Helmet (AC 2)
  Sword, dagger, composite bow, quiver w/20 arrows
  Leather backpack
  1 week iron rations, wineskin, 1 quart wine
  6 torchies, tinder box
  Melee Combat
  Hit Points
  Hit points represent how much damage a character can take before 
  they are taken out of play.  Hit points may be lost during an adven-
  ture if the character takes damage. If hit points fall to 0 they are 
  dead.  If still alive, damage is healed over time, 1-3 points per day of 
  rest. 
  Order of Attack
  Order of attack is determined by dexterity.  The DM will roll the dex-
  terity of any monster or group of monsters once combat is engaged.
  Attack and Defense
  Combat results are based on the attacker’s ability (indicated by 
  their “level”) and the defender’s abilities (indicated by their “armor 
  class”). In a melee, the attacker strikes a blow or “takes a swing.”. 
  The attacking player rolls 1d20, and if equal to or greater than the 
  TO HIT number is scored, a hit has been made on the opponent. The 
  attacking player then makes another die roll, with one 6-sided die, to 
  see how many points of damage were done by the hit. 
  These are subtracted from the defender’s “hit points.” If hit points 
  are reduced to zero or below, the combatant is dead. If they survive, 
  they get to swing at their attacker.
  Number required TO HIT equals 20 minus the defenders Armor Class.  
  Roll a twenty-sided die and add the attacker’s TO HIT bonus (if any).
  ArmorClass
  No armor 
   
  9
  Shield  
   
  8
  Leather  
   
  7
  Leather + Shield  
  6
  Chain   
   
  5
  Chain Mail + Shield 
  4
  Plate   
   
  3
  Plate + Shield 
   
  2
  Weapon Damage
  Weapons do 1d6 damage, +1 for Strength of 13 or greater.
  Missile combat
  Missile combat is modified by distance, dexterity and cover.
  Distance
  For missile combat the attack is modified based on distance
  • Short range +1
  • Medium range 0
  • Long range -1
  Dexterity modifier
  13-18 +1
  9-12 0
  3-8 -1
  Cover
  If a defender has partial cover (behind a wall, underbrush, etc) the 
  attacker takes -2 to their attack. If the defender is mostly covered (fir-
  ing through arrow slits, concealed in the woods) apply a -4 penalty.
  Other Combat Situations
  Parry
  A character who chooses to parry rather than attack subtracts 2 from 
  the attacker’s roll.
  Retreat
  For purposes of chase and escape, base movement for an armored 
  or heavily loaded character is 240 (feet per 10 minutes) and an 
  unarmored character 480.  Running speeds are x3.
  Surrender
  A character may choose to surrender rather than fight to the death.
  
  Fighter
  Advancement
  Level
  Name
  Experience Hit 
  Dice
  To Hit 
  Bonus
  Save 
  Magic
  Save 
  Death
  Extra Combat Ability
  1
  Veteran
  0
  1d8
  +1
  17
  13
  2
  Warrior
  2000
  2d8
  +2
  16
  11
  Ablative armor: nullify one attack per battle in exchange for 1 
  penalty on armor until repaired
  3
  Swordsman
  4000
  3d8
  +3
  15
  10
  Crit: Max damage on Natural 20
  4
  Hero
  8000
  4d8
  +4
  14
  9
  Two handed Wield: +1 damage for weapon held in two hands
  5
  Swashbuckler
  16000
  5d8
  +5
  13
  8
  Dual Wield: Advantage on damage when dual wielding
  6
  Myrmidon
  32000
  6d8
  +6
  12
  7
  Multiple attacks: 1 attack/level when fighting 0-level mooks
  7
  Champion
  64000
  7d8
  +7
  11
  6
  Advantage on damage when roll 17+
  8
  Super Hero
  120000
  8d8
  +8
  10
  5
  TO HIT bonus may be divided between attack and defense
  9
  Lord
  240000
  9d8
  +9
  9
  4
  Backgrounds for UR
  Fighters in my home campaign of UR have a variety of backgrounds to choose from:
  • Retired soldier or veteran of the Imperial Army of Akamati, The 
  Black Land
  • Achaean raider or mercenary
  • Ki-En-Gi temple guards or holy slayers
  • Tyrian caravan guards or marines
  • Tribal warriors from the western forests, the eastern deserts, the 
  southern jungles or the northern steppes
  Weapons
  Dagger
  3
  Flail 
  8
  Hand Axe
  3
  Spear 
  2 
  Mace
  5
  Pole Arm 
  7 
  Sword
  10
  Halberd 
  7
  Two-Handed Sword
  15
  Short Bow
  25
  Lance
  4
  Long Bow
  40
  Pike
  5
  Composite Bow
  50
  Battle Axe
  7
  Light Crossbow
  15
  Morning Star
  6
  Heavy Crossbow
  25
  Missiles
  Quiver of 20 Arrows
  10
  Case with 30 Quarrels
  10
  20 Arrows/30 Quarrels 
  5 
  Silver Tipped Arrow 
  5
  Armor
  Shield
  10
  Plate Mail
  50
  Leather Armor
  15
  Helmet
  10
  Chain-type Mail
  30
  Transport
  Barding
  150
  Saddle
  25
  Mule
  20
  Saddle Bags 
  10
  Draft Horse
  30
  Cart
  100
  Light Horse
  40
  Wagon
  200
  Warhorse,Medium
  100
  Raft
  40
  Warhorse, Heavy 
  200
  Small Boat
  100
  Misc
  50' of Rope
  1
  Large Sack
  2
  10'Pole
  1
  Leather Back Pack
  5
  12 Iron Spikes
  1
  Water/Wine Skin 
  1
  6 Torches
  1
  Small Sack
  1
  Lantern
  10
  3 Stakes & Mallet
  3
  Flask of Oil
  2
  Steel Mirror
  5
  Tinder Box
  3
  Wine, quart
  1
  Iron rations (for dungeon expeditions) 1 person/1 week
  15
  Standard rations for 1person/1 week
  5
  
  Humans who become magic-users must not wear armor and can 
  carry only a dagger for protection. They can, however, use almost 
  all magical items, but not magical swords and other magical arms 
  other than daggers. They have the advantage of being able to work 
  magical spells. 
  Intelligence is important for a magic user.  Magic-users can reduce 
  their strength by 3 or wisdom by 2 to add 1 to their intelligence.
  Magic Books & Spell Casting
  Magic-users acquire books containing the spells, the study of which 
  allows them to memorize a spell for use. They can then throw the 
  spell by saying the magic words and making gestures with their 
  hands. This means that a magic-user bound and gagged can not 
  use their magic. In some cases the spell may require substances or 
  apparatus, such as conjuring a water elemental (5th level) requires 
  the presence of water, a sleep spell requires a pinch of sand. A magic-
  user must concentrate on their spell, so they can not cast a spell and 
  walk or run at the same time, and certainly can not cast a spell while 
  engaged in combat. Then, after all that, the spell may not work (see 
  Saving Throws)!  As the spell is recited it fades from the spell-caster’s 
  mind and it cannot be again used unless it is relearned the following 
  day.  Magic-users can not bring their magic books into the dungeon 
  with them. 
  Magic-users gets to choose the spell they will memorize from their 
  books and they do this before the expedition begins. But they do not 
  necessarily get to choose from the entire list of first level spells. 
  By the time a magic-user has completed their arcane studies they will 
  have copied the entire list of first level spells into their first magic 
  book.  It is not guaranteed that all spells copied into their magic 
  books will be usable by the magic-user -- some spells may contain 
  errors or omissions.
  Roll 1d6 for each spell (+1 for Intelligence 13 or higher and -1 for 
  intelligence below 9) to see if the version as written is learnable by 
  the magic-user:
  • 1-3 - the spell as written has one or more omissions or mistakes
  • 4-6 - the spell is complete and correct and learnable by the magic-
  user
  Adventuring and exploring offer opportunities for magic users to 
  correct or complete the spells in their magic books.  Anytime the 
  magic user finds a magic scroll, studies an ancient inscription, or 
  studies a magical effect they have an opportunity to correct or 
  complete one of their incomplete spells.  Roll again on the table 
  above in such an instance.  Note if a magic user attempts to copy 
  the spell from a magic scroll, the writing disappears from the magic 
  scroll.
  Book of First Level Spells:
  Dancing Lights
  Detect Magic
  Enlargement
  Hold Portal
  Light
  Read Languages
  Read Magic
  Shield
  Tenser’s Floating Disc
  Ventriloquism 
  Book of Second Level Spells:
  Charm Person
  Darkness
  Knock
  Magic Missile
  Magic Mouth
  Mirror Image
  Protection from Evil
  Pyrotechnics
  Sleep
  Web 
  Book of Third Level Spells:
  Audible Glamer
  Continual Light
  Detect Evil
  Detect Invisible
  Levitate
  Locate Object
  Strength
  Wizard Lock
  Book of Fourth Level Spells:
  ESP
  Infravision
  Invisibility
  Phantasmal Forces
  Protect from Evil 10’
  Protect from Missiles
  Ray of Enfeeblement
  Rope Trick
  Slow Spell
  Water Breathing
  Book of Fifth Level Spells:
  Clairaudience
  Dispel Magic
  Explosive Runes
  Fly
  Haste Spell
  Lightning Bolt
  Monster Summon I
  Suggestion
  Book of Sixth Level Spells:
  Clairvoyance
  Confusion
  Hallucinatory Terrain
  Ice Storm
  Fireball
  Hold Person
  Invisibility 10’
  Massmorph
  Plant Growth
  Book of Seventh Level Spells:
  Charm Monster
  Dimension Door
  Extension 1
  Fear
  Polymorph Self
  Remove Curse
  Wall of Ice
  Wizard Eye
  Book of Eighth Level Spells:
  Animal Growth
  Feeblemind
  Monster Summon 2
  Passwall
  Polymorph Other
  Telekinesis
  Trans Rock to Mud
  Wall of Fire
  Book of Ninth Level Spells:
  Animate dead
  Cloudkill
  Contact Higher Plane
  Extension II
  Hold Monster
  Magic jar
  Teleport
  Wall of Iron
  Book of Tenth Level Spells:
  Conjure Elemental
  Monster Summ III
  Legend Lore
  Lower Water
  Part Water
  Projected Image
  Repulsion
  Spells
  
  Level
  Name
  Experience Hit Dice
  To Hit
  Save Magic
  Save Death
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  1
  Medium
  0
  1d4
  +1
  15
  14
  1
  2
  Seer
  2500
  2d4
  14
  13
  1
  1
  3
  Conjurer
  5000
  3d4
  13
  12
  2
  1
  1
  4
  Theurgist
  10000
  4d4
  +2
  12
  12
  2
  2
  1
  1
  5
  Thaumaturgist 20000
  5d4
  11
  11
  2
  2
  1
  1
  1
  6
  Magician
  40000
  6d4
  10
  11
  2
  2
  1
  1
  1
  1
  7
  Enchanter
  80000
  7d4
  9
  10
  2
  2
  2
  1
  1
  1
  1
  8
  Warlock
  150000
  8d4
  +3
  8
  10
  2
  2
  2
  2
  1
  1
  1
  1
  9
  Wizard
  300000
  9d4
  7
  9
  2
  2
  2
  2
  2
  1
  1
  1
  1
  Sorcerors in UR
  Sorcerers are rare.  Practitioners of sorcery are both feared and 
  hated, or else feared and revered. Their secrets, their drives and 
  motivations are beyond the ken of mortal men.  They consort with 
  all manner of daimon, demon, devil and spirits who dwell in other 
  dimensions and on other planes of existence.  If they are not already 
  damned when they start their sorcerous studies they are sure to be 
  corrupted by their intercourse with these unnatural powers.
  Sorcerers can be from any of the civilized nations, or more rarely 
  from the savage ones.  The most eminent (infamous?) sorcerers seem 
  to come from crypt-haunted Akamati.  Certainly necromancers are 
  more common in the Black Empire as astrologers and exorcists tend 
  to be more common in Ki-En-Gi.  It is not uncommon for sorcerers 
  from the savage lands to have come in contact with some ancient 
  relic from pre-human civilizations, unearthed after eons-long sleep.
  Scrolls
  The above rules place great limitations on the magic-user’s power, but 
  there are ways to partially overcome them. One is to have the spell 
  written out on a magic scroll. Scrolls are written in magic runes that 
  fade from the page as they are read, so a scroll also can only be used 
  once. Magic users may make a scroll of a spell they already have in 
  their magic book at a cost of 100 gold pieces and 1 week’s work for 
  each spell of the first level, 200 gold pieces and 2 weeks for a second 
  level spell (if the magic-user is second level), etc.
  Magical Items
  Certain magical items which can be found in dungeons can be used 
  by magic-users, and often only by magic-users. Thus there are magic 
  wands, staves, rings, amulets, potions, scrolls and similar items which 
  gave the user magical powers just as if they had a magic spell.
  Spell Research
  It is also possible for a magic-user, through the expenditure of much 
  money and labor for research, to create new spells. The Dungeon 
  Master must agree that the spell is appropriate to the level of the 
  character trying to create it, the magic-user must spend 2000 gold 
  pieces per level of spell and one week of time. They then have a 20% 
  chance of success on a d100. A roll of 20 or anything less than 20 
  means the spell research was successful, the magic-user writes it into 
  their book and may use the spell, subject to the rules above and the 
  restrictions given below.
  Sample Magic User Kit (75 gp)
  Robes
  Hooded cloak
  Dagger
  Spell components
  Parchment and Ink
  Spell book
  Arcane Equipment
  Spellbook
  50
  Wytchwood, small piece
  5
  Papyrus, 1 sheet
  2
  Glowworm
  3
  Parchment, 1 sheet
  4
  Phosphorus, small vial
  7
  Vellum, 1 sheet
  8
  Powdered iron, pouch
  2
  Sepia, giant squid, vial
  10
  Incense, small pouch
  15
  Vermillion
  6
  Lodestone, small
  5
  Chalk, powdered
  1
  Copper wire, fine,
  3
  Silk, small square
  4
  Powdered silver, sm. jar
  5
  Prism, small, mineral
  9
  Powdered brass, pouch
  4
  Bitumen, small pot
  3
  Mercury, small vial
  9
  Candles, 1 dozen
  1
  Brazier, elaborate
  15
  Bat fur, 1 pouch
  1
  Insect in Amber
  12
  Iron pyrite, chunk
  1
  Mica chips, pouch
  1
  Sulphur, jar
  1
  Ape dung, jar
  1
  Powdered pineal gland
  5
  Flint shards, pouch
  1
  Bat guano, jar
  1
  Licorice root shavings
  1
  Crystal beads, pouch
  5
  Tortoise sell, piece
  1
  Dried lizard tongues, jar
  2
  Rare nut shells, 3
  2
  Powdered lime, pouch
  1
  Powdered carbon, pouch 1
  Glass rod, small
  6
  Rock crystal, pouch
  1
  
  Clerics have their own spells but unlike magic-users they begin with 
  none.  Clerics  may wear armor, including magic armor, and carry 
  non-edged weapons. No swords or bows and arrows, are allowed. 
  Clerics can often dispel the undead — skeletons, zombies and their 
  ilk.  As they advance in experience levels they gain the use of 
  additional spells.
  Weapons
  Mace
  5
  Flail 
  8
  Morning Star
  6
  Staff
  1
  Sling
  1
  Club
  1
  Missiles
  Pouch with 20 sling stones
  1
  Pouch with 30 sling bullets
  5
  Armor
  Shield
  10
  Plate Mail
  50
  Leather Armor
  15
  Helmet
  10
  Chain-type Mail
  30
  Transport
  Barding
  150
  Saddle
  25
  Mule
  20
  Saddle Bags 
  10
  Draft Horse
  30
  Cart
  100
  Light Horse
  40
  Wagon
  200
  Warhorse,Medium
  100
  Raft
  40
  Warhorse, Heavy 
  200
  Small Boat
  100
  Misc
  Silver Mirror small
  15
  Large Sack
  2
  Wooden Holy Symbol
  2
  Leather Back Pack
  5
  Silver Holy Symbol
  25
  Water/Wine Skin 
  1
  Holy Water/Vial 
  25
  6 Torches
  1
  Wolvesbane, bunch
  10
  Lantern
  10
  Garlic, bud
  5
  Flask of Oil
  2
  50' of Rope
  1
  Tinder Box
  3
  10'Pole
  1
  3 Stakes & Mallet
  3
  12 Iron Spikes
  1
  Steel Mirror
  5
  Small Sack
  1
  Wine, quart
  1
  Iron rations (for dungeon expeditions) 1 person/1 week
  15
  Standard rations for 1person/1 week
  5
  Second Level Clerical Spells
  Cure Light Wounds
  Reveal Sorcery
  Light
  Protection from Chaos
  Purify Food and Water
  Remove Fear
  Third Level Clerical Spells:
  Bless
  Find Traps
  Resist Cold 
  Silence: 15’ Radius
  Snake Charm
  Speak with Animals
  Fourth Level Clerical Spells
  Hold Person
  Resist Fire
  Continual Light
  Cure Disease
  Remove Curse
  Speak with the Dead
  Fifth Level Clerical Spells
  Know Alignment
  Glyph of Warding
  Locate Object
  Prayer
  Striking
  Create Water
  Sixth Level Clerical Spells 
  Animate Dead
  Create Food
  Cure Serious Wounds
  Dispel Sorcery
  Neutralize Poison
  Protection from Evil, 10’ Radius
  Seventh Level Clerical Spells
  Divination
  Exorcise
  Speak with Plants
  Stick to Snakes
  True Seeing
  Eighth Level Clerical Spells
  Dispel Evil
  Insect Plague
  Find the Path
  Heal 
  Stone Tell 
  Ninth Level Clerical Spells
  Commune 
  Flame Strike 
  Blade Barrier
  Speak w. Monsters
  Word of Recall 
  Tenth Level Clerical Spells
  Raise Dead
  Quest
  Animate Objects
  Conjure Animals
  Wisdom is important for a cleric.  Clerics may reduce strength by 3 
  points and add 1 to their wisdom for every 3.  Clerics may reduce 
  Intelligence by 2 points and add 1 to their wisdom for every 2.
  Clerics of the first level cannot cast any spells. When they reach the 
  second level they are capable of one spell per game/day. Since 
  clerical spells are divinely given, they do not have to be studied to 
  master them. A second level cleric can call on any first level spell he 
  wants to use, thus the entire gamut of spells is available to them for 
  selection prior to the adventure. However, only that spell or spells 
  selected can be used during the course of the adventure.
  Sample Cleric Kit (122GP)
  Wooden Holy Symbol
  Leather Back Pack
  10’ Pole
  50’ Rope
  Wine Skin
  1 Quart Wine
  Vial of Holy Water
  Bud of Garlic
  Wolvesbane
  Steel Mirror
  Helmet
  Plate Mail
  Mace
  ArmorClass
  No armor 
  9
  Shield  
  8
  Leather  
  7
  Leather + Shield 6
  Chain   
  5
  Chain + Shield 
  4
  Plate   
  3
  Plate + Shield 
  2
  
  Priests in UR
  Clerics in my home campaign of UR typically come from one of four 
  cultural backgrounds which may have some influence on the gods 
  they worship (or choose not to worship):
  • Achaean whose primary god is Chronos
  • Ki-En-Gi, the Land of the Noble Lords, whose primary god is 
  Tiamet
  • Akamati, the Black Land, whose primary god is Set
  • Shamanic Beast Gods worshipped by the tribes living in the 
  wilderness
  Characters from Tyre have thousands of gods to choose from 
  including not only those from the great nations they trade with, 
  but also more obscure cults and tribal gods, as well as their own 
  aboriginal sea gods, primary among them Dagon.
  And there are also less common and more bizarre cults that worship 
  obscure and strange primordial gods or outer beings or gods of pre-
  human races of great antiquity.
  Note that clerics of the patron deities rarely leave the city-state where 
  their god rules supreme.  It is not unusual therefore for adventurers 
  to worship gods that would be considered quite heretical in their 
  motherland.
  Cleric
  Advancement and Spells per Level
  Level
  Name
  Experience
  Hit Dice
  To Hit 
  Bonus
  Save 
  Magic
  Save 
  Death
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  1
  Acolyte
  0
  1d6
  +1
  15
  11
  2
  Adept
  1500
  2d6
  +2
  14
  10
  1
  3
  Priest
  3000
  3d6
  14
  10
  1
  1
  4
  Vicar
  6000
  4d6
  +3
  13
  9
  1
  1
  1
  5
  Curate
  12000
  5d6
  13
  9
  1
  1
  1
  1
  6
  Bishop
  25000
  6d6
  +4
  12
  8
  2
  1
  1
  1
  1
  7
  Lama
  50000
  7d6
  12
  8
  2
  2
  2
  1
  1
  1
  8
  Patriarch
  100000
  8d6
  12
  8
  2
  2
  2
  1
  1
  1
  1
  9
  High Patriarch 200000
  9d6
  +5
  11
  7
  2
  2
  2
  2
  2
  1
  1
  1
  Cleric Turn Undead
  Level
  Skeleton
  Zombie
  Ghoul
  Wight
  Wraith
  Mummy
  Spectre
  Vampire
  1
  7
  9
  11
  2
  T
  7
  9
  11
  3
  T
  T
  7
  9
  11
  4
  D
  T
  T
  7
  9
  11
  5
  D
  D
  T
  T
  7
  9
  11
  6
  D
  D
  D
  T
  T
  7
  9
  11
  7
  D
  D
  D
  D
  T
  T
  7
  9
  8
  D
  D
  D
  D
  D
  T
  T
  7
  9
  D
  D
  D
  D
  D
  D
  T
  T
  Saving Throws
  Anyone subjected to magical attack rolls a special die to see if the 
  magic took effect. This die roll is called a “saving throw” because 
  if you roll the correct number or any higher number, you are 
  unaffected or “saved.” 
  There are two types of saves: non lethal magic and affects which 
  may result in death.  Failure to make the total indicated results in 
  the weapon having full effect, i.e. you are turned to stone, take full 
  damage from dragon’s breath, etc. Scoring the total indicated, or 
  higher, means the weapon either has no effect (spell, death ray, 
  poison, paralyzation, stone, polymorph) or half damage (from 
  dragon breath, fireball, lightning, wand of cold and staves). 
  Cleric Turning
  In addition to spell casting, clerics are able to turn or sometimes 
  destroy, beings inimical to their faith.  As scions of life this often 
  means undead but other supernatural beings may also be subject to 
  this power depending on who their particular pantheon recognizes as 
  enemies.  Some possibilities include:
  Demons
  Devils
  Dark spirits
  Outer beings
  Summoned or 
  conjured creatures
  
  arrows, shut the door, run, or draw weapons and attack before the 
  monster can react. A character surprised by a monster means the 
  monster gains first reaction (which means it will usually charge to 
  attack the party).
  Fleeing
  If the party decides to flee they may be able to delay pursuit by 
  discarding some of their possessions. Unintelligent monsters will 
  stop to pick up food half the time (roll 4-6 on a 6-sided die) and 
  intelligent monsters will stop for treasure half the time (roll 4-6). 
  Burning oil will deter monsters (referee’s discretion). 
  Weapons
  Dagger
  3
  Short Bow
  25
  Hand Axe
  3
  Long Bow
  40
  Sword
  10
  Composite Bow
  50
  Spear 
  2 
  Light Crossbow
  15
  Club
  2
  Heavy Crossbow
  25
  Missiles
  Quiver of 20 Arrows
  10
  Case with 30 Quarrels
  10
  20 Arrows/30 Quarrels 
  5 
  Silver Tipped Arrow 
  5
  Armor
  Leather Armor
  15
  Transport
  Barding
  150
  Saddle
  25
  Mule
  20
  Saddle Bags 
  10
  Draft Horse
  30
  Cart
  100
  Light Horse
  40
  Wagon
  200
  Warhorse,Medium
  100
  Raft
  40
  Warhorse, Heavy 
  200
  Small Boat
  100
  Misc
  Silver Mirror small
  15
  6 Torches
  1
  Steel Mirror
  5
  Lantern
  10
  Wolvesbane, bunch
  10
  Flask of Oil
  2
  Garlic, bud
  5
  Tinder Box
  3
  100' of Rope, silk
  15
  3 Stakes & Mallet
  3
  10'Pole
  1
  12 Iron Spikes
  1
  Large Sack
  2
  Thieves Picks and Tools
  35
  Leather Back Pack
  5
  Wine, quart
  1
  Small Sack
  1
  Water/Wine Skin 
  1
  Iron rations (for dungeon expeditions) 1 person/1 week
  15
  Standard rations for 1person/1 week
  5
  Thieves — are humans with special abilities to strike a deadly blow 
  from behind, climb sheer surfaces, hide in shadows, filch items and 
  pick pockets, move with stealth, listen for noises behind closed doors, 
  pick locks and remove small traps such as poisoned needles.  Thieves 
  can wear nothing stronger than leather armor and can not carry 
  shields. They can use all weapons, including magic swords and magic 
  daggers. Thieves above the first level of experience can read languag-
  es  and above second level can read magic scrolls and books so that 
  treasure maps, etc. are easy for them. 
  Dungeon Mechanics
  Light and Vision
  Most dungeons are dark. All monsters (and this term embraces all 
  of the evil characters of the Dungeon Master) can see 60 feet in the 
  dark, but humans and halflings will need artificial light or be reduced 
  to half speed or less. Magic swords and some staves shed light, but 
  the party may have to resort to torches or lanterns. A good torch will 
  burn for an hour, while a flask of oil in a lantern will last 4 hours. 
  Either allow the bearer to see 30 feet. Artificial light, of course, will 
  attract monsters who live in the dark and will also warn them that the 
  party is approaching. Note that elves and dwarves lose their ability to 
  see 60 feet in the dark if there is light within 30 feet of them. 
  Traps, Doors and Secret Doors
  Many dungeons contain traps, such as trap doors in the floor. If a 
  character passes over one a six-sided die is rolled; a roll of 1 or 2 
  indicates that the trap was sprung and they have fallen in, taking one 
  or more 6-sided, dice of damage.
  Doors are usually closed and often stuck or locked. They have to have 
  the locks picked or be smashed open. A roll of 5 or 6 indicates that a 
  door has been forced open. Of course, if the party has to hit the door 
  several times before getting their roll of 5 or 6, there is no possibility 
  of surprising the occupants of the room.  A successful Open Locks 
  roll by a thief will pry a stuck door open silently without alerting the 
  inhabitants.
  When the characters come to a door they may listen to detect 
  any sound within. A die roll of 6 for humans, 5 or 6 for halflings, 
  indicates that they have heard something, if there is anything to 
  hear. The “Undead” — skeletons, zombies, ghouls, wights, wraiths, 
  mummies, spectres and vampires — make no noise unless they wish 
  to. The party gets one try at listening to any door, wall, panel, etc.
  If the party is searching for a secret door characters will locate it 
  on a roll of 5 or 6. Of course, the Dungeon Master will lessen these 
  possibilities in lower levels of the dungeon.
  Doors opened will usually shut automatically unless spiked or 
  wedged open. Doors open automatically for monsters, however, 
  unless held or spiked shut.
  Surprise
  Surprise may occur whenever one party is unaware of the presence 
  of the other. A roll of a 1 or 2 on a six-sided die means the party 
  was surprised, a 5 or 6 that the monsters were surprised. If the party 
  surprises a monster they get an opportunity to cast a spell, shoot 
  
  Thieves in UR
  Backgrounds for thieves are almost infinite, from grave robbers to pirates.  One thing almost all thieves have in common is that they rarely 
  come from privileged backgrounds and they almost always come from large cities.
  • Tyre, one of the richest and most cosmopolitan of the Five Cities is known both as the City of Merchants for its ruling class of merchant 
  princes as well as the City of Thieves.  Here it is almost seen as a profession and it is not unusual for the wealthy to employ thieves to acquire 
  items of interest for them.
  • In Akamati, it is not uncommon for thieves to have had a background in tomb robbing. They are despised and hated by society at large.
  • If Achaean, they most likely learned their skills while employed as spies and military scouts.  Though they don’t have the same respect as 
  front line warriors, they are still valued for their abilities.
  • Ki-En-Gi society probably has the most common view of them, i.e., as common criminals.  It is not unusual for them to end up as sacrificial 
  offerings on the altars of Tiamet.
  Thief Abilities
  Level
  Open 
  Lock
  Remove 
  Trap
  Pick 
  Pocket
  Move 
  Silently
  Hide in 
  Shadows
  Hear 
  Noise
  Climb 
  Walls
  Back Stab 
  Hit Bonus
  Back Stab
  Damage
  Read 
  Lang
  Read 
  Magic
  1
  15%
  10%
  10%
  20%
  5%
  1-2
  65%
  +2
  2
  30%
  25%
  20%
  35%
  20%
  1-2
  75%
  +4
  x2
  15%
  3
  40%
  35%
  30%
  50%
  30%
  1-3
  80%
  +4
  x2
  30%
  3%
  4
  50%
  45%
  40%
  60%
  40%
  1-3
  85%
  +5
  x3
  45%
  6%
  5
  60%
  55%
  50%
  70%
  50%
  1-3
  85%
  +5
  x3
  60%
  9%
  6
  70%
  65%
  55%
  75%
  55%
  1-4
  90%
  +6
  x4
  70%
  12%
  7
  75%
  70%
  60%
  80%
  60%
  1-4
  90%
  +6
  x4
  80%
  14%
  8
  80%
  75%
  65%
  85%
  65%
  1-4
  90%
  +6
  x4
  85%
  16%
  9
  85%
  80%
  70%
  90%
  70%
  1-5
  95%
  +7
  x5
  90%
  17%
  Thief Advancement and Progression
  Level
  Name
  Experience
  Hit Dice
  To Hit Bonus Save Magic
  Save Death
  1
  Apprentice
  0
  1d4
  +1
  16
  12
  2
  Footpad
  1200
  2d4
  +2
  15
  11
  3
  Robber
  2400
  3d4
  14
  10
  4
  Burglar
  4800
  4d4
  +3
  14
  10
  5
  Cutpurse
  9600
  5d4
  14
  9
  6
  Sharper
  20000
  6d4
  +4
  13
  9
  7
  Pilferer
  40000
  7d4
  13
  8
  8
  Rogue
  80000
  8d4
  13
  8
  9
  Master Thief
  160000
  9d4
  +5
  12
  7
  Optional rules for thieves
  • When opening ‘stuck’ doors in a dungeon 
  thieves can use open locks roll to try and open 
  the door quietly rather than breaking it down.
  • Fence’s Eye: Thieves can use their read 
  languages roll to try and accurately appraise 
  the value of gems, jewelry and other 
  valuables
  • Nine Lives: A thief with a dexterity of 13 or 
  greater gets a -1 to their Armor Class
  • Assassin’s Blade: While backstabbing, if a 
  thief rolls a critical hit (20) and max damage 
  (6) it is an instant kill.
  Dexterity is important for thieves.  During character creation, thieves 
  can raise their dexterity score by lowering intelligence 2 points and 
  wisdom 1 point for each additional point of dexterity.
  Missile combat: 
  Missile combat is modified by distance, dexterity and cover.
  Distance
  Dexterity
  • Short range +1
  13-18: +1
  • Medium range 0
  9-12: 0
  • Long range -1
  3-8: -1
  Cover: If a defender has partial cover (behind a wall, under-
  brush, etc) the attacker takes -2 to their attack. If the defender is 
  mostly covered (firing through arrow slits, concealed in the woods) 
  apply a -4 penalty.
  Other Combat Situations
  Parry
  A character who chooses to parry rather than attack subtracts 2 from 
  the attacker’s roll.
  Surrender
  A character may choose to surrender rather than fight to the death.
  
  Elves — are graceful, slim of build, have skin and hair that ranges 
  from birch white to golden autumn tones and more rarely shading to 
  green.  They have the advantages of both fighters and magic-users as 
  well as certain special capabilities of their own They can use all weap-
  ons and armor and can also cast spells like a magic-user. They can 
  detect secret hidden doors about one-third of the time just by passing 
  them, and two thirds of the time when actively seeking them. Elves 
  can see in the dark. They are not paralyzed by the touch of ghouls.. 
  Elves progress in level as both fighters and magic-users, but progress 
  more slowly than other characters.
  Elves have superior vision and senses.  They can see by moonlight as 
  if it were day and can see by starlight as if moonlit.  
  If elves pass by a secret door or passage, roll a six- sided die and a 5 
  or 6 means they sense something there. If the party is searching for a 
  secret door then an elf will locate it on a roll of 3 to 6,
  When the characters come to a door they may listen to detect any 
  sound within. A die roll of 5 or 6 for elves indicates that they have 
  heard something, if there is anything to hear. 
  Elven First Level Spells:
  1. Animal Friendship
  2. Decipher runes
  3. Dweomer Sight
  4. Elf Light
  5. Faerie Lights
  6. Mirror Shield
  7. Pass Without Trace 
  8. Purify Water
  9. Understand Languages
  10. Choose from level 1 or roll for 
  a level 2 spell
  Elven Second Level Spells:
  1. Alter Fire
  2. Barkskin
  3. Blazing Dart
  4. Charm
  5. Mirror Images
  6. New Moon’s Shadow
  7. Open
  8. Ring of Protection
  9. Web
  10. Choose from level 2 or roll for 
  a level 3 spell
  Elven Third Level Spells:
  1. Audible Glamer
  2. Barkskin
  3. Elf Fog
  4. Find Plant
  5. Float
  6. Lock
  7. Make Visible
  8. Unveil Evil
  9. Wizard’s Strength
  10. Choose from level 3 or roll for 
  a level 4 spell
  Elven Fourth Level Spells:
  1. Gills
  2. Greater Ring of Protection
  3. Phantasm
  4. Ray of Enfeeblement
  5. See Thoughts
  6. Slow
  7. Stop Arrows
  8. Unseen
  9. Warp Wood
  10. Choose from level 4 or roll for 
  a level 5 spell
  Elven Fifth Level Spells:
  1. Call Weaker Monster
  2. Dispel Magic
  3. Explosive Runes
  4. Fly
  5. Lightning Hand
  6. Long Hearing
  7. Neutralize poison
  8. Quick
  9. Suggest
  10. Choose from level 5 or roll for 
  a level 6 spell
  Elven Sixth Level Spells:
  1. Confuse
  2. False Forest
  3. False Land
  4. Hide Many
  5. Ice Storm
  6. Long Sight
  7. Orb of Conflagration
  8. Plant Grow
  9. Root
  10. Choose from level 6 or roll for 
  a level 7 spell
  Elven Seventh Level Spells:
  1. Charm monster
  2. Change Form
  3. Far Walk
  4. Fear
  5. Frost Rampart
  6. Lift Curse
  7. Roaming Eye
  8. Choose from level 8 or roll for 
  a level 9 spell
  Elven Eighth Level Spells:
  1. Animal Giant
  2. Animal Giant
  3. Call Monster
  4. Far Reach
  5. Passwall
  6. Transform Other
  7. Veil of Fire
  8. Weak Mind
  9. Choose from level 8 or roll for 
  a level 9 spell
  Elven Ninth Level Spells:
  1. Contact Other Plane
  2. Death Cloud
  3. Far Leap
  4. Magic Jar
  5. Root Monster
  6. Choose from level 9 or roll for 
  a level 10 spell
  Elven Tenth Level Spells:
  1. Call Elemental
  2. Call Stronger Monster
  3. Lore
  4. Lower Water
  5. Part Water
  6. Project Image
  7. Repulsion
  8. Choose any spell from any 
  level
  Elven Magic
  Elven Spellcasting: Unlike humans, elves do not need to copy spells 
  into spell books to learn them - their magic ability comes from their 
  connection to the spirit realm.
  Daily spells: An elf may cast any spell equal to their level but must 
  roll randomly to see which ones they are able to cast that day.  A cha-
  risma greater than 13 allows the elf to roll twice per spell level and 
  choose which result they keep.  Elves are still limited in the number 
  of spells they can cast each day, one for each level of the character.
  Sample Elven Adventurer Kit (103 GP)
  Long Bow
  Quiver with 20 Arrows
  Long Sword
  Dagger
  Chain mail
  Helmet
  
  Level
  Name
  Experience
  Hit Dice
  To Hit 
  Bonus
  Save 
  Bonus
  1st 2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  1
  Tiri Tenechor
  0
  1d6
  +1
  +1
  1
  2
  4500
  2d6
  +2
  1
  1
  3
  Nen Cune
  9000
  3d6
  +3
  +2
  1
  1
  1
  4
  18000
  4d6
  +4
  1
  1
  1
  1
  5
  Ril Maica
  36000
  5d6
  +5
  +3
  1
  1
  1
  1
  1
  6
  72000
  6d6
  +6
  1
  1
  1
  1
  1
  1
  7
  Nim Naith
  144000
  7d6
  +7
  +4
  1
  1
  1
  1
  1
  1
  1
  8
  270000
  8d6
  +8
  1
  1
  1
  1
  1
  1
  1
  1
  9
  El Ri
  540000
  9d6
  +9
  +5
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Elves in UR
  Elves are rare in UR.  Half in the realm of mortals and half in the realm of spirits, with every passing year more pass through the veil to the 
  realm of faerie never to return.  Those that remain in the physical world, live in the great, continent-stretching forest to the West.  They are 
  distrustful of humans.
  Elves are magical by nature and as with many spirits, iron is antithetical to them. They cannot cast spells if they are wearing iron or carrying 
  iron weapons.  In addition iron weapons do +1 damage to Elves.  Elves may however wear or carry mithral without issue.
  Elves do not need to sleep but merely meditate for a few hours each night.  They are immune to sleep spells.
  Because Elves have spirits and not souls they cannot be raised with a Raise Dead spell.
  Melee Combat
  Order of attack is determined by dexterity.
  Number required TO HIT equals 20 minus the defenders Armor Class.  
  Roll a twenty-sided die and add the attacker’s TO HIT bonus (if any).
  Weapons do 1d6 damage, +1 for Strength of 13 or greater.
  A character who chooses to parry rather than attack subtracts 2 from 
  the attacker’s roll.
  At 5th level Elves get an additional +1 to hit when using a long 
  sword.
  Missile combat: 
  Missile combat is modified by distance, dexterity and cover.
  Distance
  Dexterity
  • Short range +1
  13-18: +1
  • Medium range 0
  9-12: 0
  • Long range -1
  3-8: -1
  At 3rd level Elves get an additional +1 to hit when using the longbow.
  Weapons
  Dagger
  3
  Long Sword
  10
  Hand Axe
  3
  Short Sword
  7
  Two-Handed Sword
  15
  Short Bow
  25
  Lance
  4
  Long Bow
  40
  Pike
  5
  Composite Bow
  50
  Spear 
  2 
  Light Crossbow
  15
  Pole Arm 
  7 
  Heavy Crossbow
  25
  Missiles
  Quiver of 20 Arrows
  10
  Case with 30 Quarrels
  10
  20 Arrows/30 Quarrels 
  5 
  Silver Tipped Arrow 
  5
  Armor
  Shield
  10
  Plate Mail
  50
  Leather Armor
  15
  Helmet
  10
  Chain-type Mail
  30
  Elven Chain Mail
  3000
  Mithral Plate Mail
  5000
  Mithral weapons
  weapon price x100
  ArmorClass
  No armor  
   
  9
  Shield 
   
   
  8
  Leather  
   
  7
  Leather + Shield  
  6
  Chain 
   
   
  5
  Chain Mail + Shield 
  4
  Plate 
   
   
  3
  Plate + Shield 
   
  2
  
  Dwarves — are about four feet tall, stocky of build and weigh 150 
  pounds, shoulders very broad, their skin ranges from obsidian black 
  to alabaster white and all shades of stone between. They are sturdy 
  fighters and are especially resistant to magic as shown by their 
  better saving throws against magical attack. Dwarves usually have 
  higher than average constitution. 
  Melee Combat
  Hit Points:
  Dwarves roll 1d8/level for hit points, +1 for Constitution of 13 or 
  higher and -1 (but never less than 1) for Constitution of 9 or lower. 
  Hit points may be lost during an adventure if the character takes 
  damage. If hit points fall to 0 they are dead.  If still alive, damage is 
  healed over time, 1-3 points per day of rest.
  Order of Attack
  Order of attack is determined by dexterity.  The DM will roll the dex-
  terity of any monster or group of monsters once combat is engaged.
  Attack and Defense
  Combat results are based on the attacker’s ability (indicated by their 
  “level”) and the defender’s abilities (indicated by his “armor class”). 
  In a melee the attacker strikes a blow or “takes a swing.”. The 
  attacking player rolls 1d20, and if an equal to or greater than the 
  TO HIT number is scored, a hit has been made on the opponent. The 
  attacking player then makes another die roll, with one 6-sided die, to 
  see how many points of damage were done by the hit. 
  These are subtracted from the defender’s “hit points.” If hit points 
  are reduced to zero or below, the combatant is dead. If they survive 
  they get to swing at their attacker. If they make their TO HIT score, 
  or greater, damage points are rolled and subtracted. If they do not 
  make their die roll, the attack was a miss, glanced off their oppo-
  nent’s shield or armor, etc. and the first opponent strikes again. 
  Number required TO HIT equals 20 minus the defenders Armor Class.  
  Roll a twenty-sided die and add the attacker’s TO HIT bonus (if any).
  Weapon Damage
  Weapons do 1d6 damage.
  Weapons
  Flail 
  8
  Hand Axe
  3
  Mace
  5
  Battle Axe
  7
  Morning Star
  6
  Halberd 
  7
  Spear 
  2 
  Pike
  5
  Armor
  Shield
  10
  Plate Mail
  50
  Leather Armor
  15
  Helmet
  10
  Chain-type Mail
  30
  Misc
  Silver Mirror small
  15
  6 Torches
  1
  Steel Mirror
  5
  Lantern
  10
  Wolvesbane, bunch
  10
  Flask of Oil
  2
  Garlic, bud
  5
  Tinder Box
  3
  50' of Rope
  1
  3 Stakes & Mallet
  3
  10'Pole
  1
  12 Iron Spikes
  1
  Large Sack
  2
  Iron Holy Symbol
  15
  Leather Back Pack
  5
  Wine, quart
  1
  Small Sack
  1
  Water/Wine Skin 
  1
  Iron rations (for dungeon expeditions) 1 person/1 week
  15
  Standard rations for 1person/1 week
  5
  Saving Throws
  Anyone subjected to magical attack rolls a special die to see if the 
  magic took effect. This die roll is called a “saving throw” because 
  if you roll the correct number or any higher number, you are 
  unaffected or “saved.” 
  There are two types of saves: non lethal magic and affects which 
  may result in death.  Failure to make the total indicated results in 
  the weapon having full effect, i.e. you are turned to stone, take full 
  damage from dragon’s breath, etc. Scoring the total indicated, or 
  higher, means the weapon either has no effect (spell, death ray, 
  poison, paralyzation, stone, polymorph) or half damage (from 
  dragon breath, fireball, lightning, wand of cold and staves). 
  Dwarves have infravision and can see 60 feet in the dark. 
  Underground, they can detect slanting passages, traps, shifting walls 
  and new construction about one-third of the time. 
  When characters come to a door they may listen to detect any sound 
  within. A die roll of 5 or 6 for dwarves indicates that they have heard 
  something, if there is anything to hear. The “Undead” — skeletons, 
  zombies, ghouls, wights, wraiths, mummies, spectres and vampires — 
  make no noise unless they wish to. The party gets one try at listening 
  to any door, wall, panel, etc.
  Sample Dwarven Adventurer Kit (104 GP)
  Plate Mail
  Shield
  Helmet
  Mace
  Battle Axe
  Leather Back Pack
  12 Iron Spikes & a Rock
  Iron Holy Symbol
  Waterskin
  1 week Iron Rations
  
  Advancement and Dwarven Spells per Level
  Level
  Name
  Experience
  Hit Dice
  To Hit Bonus
  Save Bonus 1st
  2nd
  3rd
  4th
  1
  Thrall
  0
  1d8
  +1
  +1
  2
  Churl
  3500
  2d8
  +2
  +2
  1
  3
  Bryti
  7000
  3d8
  +3
  2
  4
  Priest
  14000
  4d8
  +4
  +3
  2
  1
  5
  Thane
  28000
  5d8
  +5
  2
  2
  6
  Drot
  57000
  6d8
  +6
  +4
  2
  2
  1
  7
  Hersier
  114000
  7d8
  +7
  2
  2
  2
  8
  Jarl
  220000
  8d8
  +8
  3
  2
  2
  1
  9
  Ring-Giver
  440000
  9d8
  +9
  +5
  3
  2
  2
  2
  Dwarves in UR
  In my home campaign of UR, Dwarves dwell in the mountains of the northmost lands of Hyperborea.  As in Norse legend they were formed 
  from the blood and bone of Ymir and this is reflected in their dual nature.  Those who follow the path of blood (Brimir) hold those deities 
  primary who embody battle, war, the warrior ideal, storms, the raging sea . Those that follow the path of bone (Blainn) hold as first the gods 
  of the underworld, forging, metals, wealth, the dead.  All dwarves recognize both types of deities as important, but may favor one over the 
  other.  Dwarven adventures are always warrior-priests, dedicated to a handful of gods but following all gods of the dwarves.
  In a world of bronze, Dwarfs are the only ones to have mastered working in iron and they guard this secret jealously. Dwarves only use 
  weapons made of stone or metal.
  Dwarven Spells
  Dwarves choose from two types of gods as their primary gods: Blood Gods and Underearth Gods.  Whichever god is first and foremost for 
  them they will choose spells from that sphere first.  Dwarves gain access to the other sphere only after they are one level higher than that 
  needed to cast the spell. So for instance a dwarf who follows a warrior god can only cast 1st level Cthonic spells at 3rd level and above.
  Dwarven Magic
  1st Level War Spells
  Get Up and Fight!
  Courage
  Iron Bulwark
  1st Level Chthonic Spells
  Death’s Release
  Bear the Flames
  Burnish the Metal
  Darkness of the Grave
  Smell the Gold
  2nd Level War Spells
  Brimir’s Blessing
  Stoneskin
  Jotunn’s Stature
  2nd Level Chthonic Spells
  Smell Magic
  Silence of the Grave
  Reveal Stone’s Deception
  Earth’s Embrace
  Speak to the Dead
  3rd Level War Spells
  Shield Glyph
  Brimir’s Protection
  Jotunn’s Strength
  3rd Level Chthonic Spells
  Find It
  Stone Talk
  Pass Through Stone
  4th Level Dwarven War Spells
  Fight On!
  Purge Venom
  4th Level Chthonic Spells
  Conjure Earth Elemental
  Stone Barrier
  Stone to Flesh
  5th Level Dwarven Cthonic Spells
  Move Earth
  Finger of Death
  Enchant Metal
  ArmorClass
  No armor  
   
  9
  Shield 
   
   
  8
  Leather  
   
  7
  Leather + Shield  
  6
  Chain 
   
   
  5
  Chain Mail + Shield 
  4
  Plate 
   
   
  3
  Plate + Shield 
   
  2
  
  Halflings — are short, 3 feet high, little folk with several special 
  abilities. Out-of-doors they are difficult to see, having the ability 
  to vanish into woods or undergrowth. They are resistant to magic. 
  Halflings are extremely accurate with missiles and fire any missile at 
  + 1 . Halflings may advance as both fighters and thieves but can only 
  use their thief abilities if wearing leather armor or lighter.
  Constitution and dexterity are important to halflings.
  Weapons
  Dagger
  3
  Short Bow
  25
  Hand Axe
  3
  Light Crossbow
  15
  Short Sword
  6
  Javelin 
  1
  Club
  1
  Sling
  1
  Missiles
  Quiver of 20 Arrows
  10
  Case with 30 Quarrels
  10
  20 Arrows/30 Quarrels 
  5 
  Silver Tipped Arrow 
  5
  Pouch with 20 sling stones
  1
  Pouch with 30 sling bullets
  5
  Armor
  Leather Armor
  12
  Transport
  Mule
  20
  Cart
  100
  Draft Horse
  30
  Wagon
  200
  Pony
  40
  Raft
  40
  Saddle
  25
  Small Boat
  100
  Saddle Bags 
  10
  Misc
  Silver Mirror small
  15
  6 Torches
  1
  Steel Mirror
  5
  Lantern
  10
  Wolvesbane, bunch
  10
  Flask of Oil
  2
  Garlic, bud
  5
  Tinder Box
  3
  50' of Rope, silk
  9
  3 Stakes & Mallet
  3
  5' Pole
  1
  12 Iron Spikes
  1
  Large Sack
  2
  Thieves Picks and Tools
  35
  Leather Back Pack
  5
  Wine, quart
  1
  Small Sack
  1
  Water/Wine Skin 
  1
  Iron rations (for dungeon expeditions) 1 person/2 weeks
  15
  Standard rations for 1person/1 week
  5
  Dungeon Mechanics
  Traps, Doors and Secret Doors
  Many dungeons contain traps, such as trap doors in the floor. If a 
  character passes over one a six-sided die is rolled; a roll of 1 or 2 
  indicates that the trap was sprung and they have fallen in, taking one 
  or more 6-sided, dice of damage.
  Doors are usually closed and often stuck or locked. They have to have 
  the locks picked or be smashed open. A roll of 5 or 6 indicates that a 
  door has been forced open. Of course, if the party has to hit the door 
  several times before getting their roll of 5 or 6, there is no possibility 
  of surprising the occupants of the room.  A successful Open Locks roll 
  by a halfling will pry a stuck door open silently without alerting the 
  inhabitants.
  When the characters come to a door they may listen to detect any 
  sound within. A die roll of 5 or 6 for halflings, indicates that they 
  have heard something, if there is anything to hear. The party gets 
  one try at listening to any door, wall, panel, etc.
  If the party is searching for a secret door characters will locate it on a 
  roll of 5 or 6.
  Surprise
  Surprise may occur whenever one party is unaware of the presence 
  of the other. A roll of a 1 or 2 on a six-sided die means the party 
  was surprised, 5 or 6 that the monsters were surprised. If the party 
  surprises a monster they get an opportunity to cast a spell, shoot 
  arrows, shut the door, run, or draw weapons and attack before the 
  monster can react. A character surprised by a monster means the 
  monster gains first reaction (which means it will usually charge to 
  attack the party).
  Reaction
  Some creatures will not always be hostile. Some may offer aid and 
  assistance. 
  To determine reaction roll 2d6 :
  HOSTILE/FRIENDLY REACTION TABLE
  Roll 
  Reaction
  2 
  Attacks immediately!
  3-5 
  Hostile reaction
  6-8 
  Uncertain, make another offer, roll again
  9-11 
  Accepts offer,friendly
  12 
  Enthusiastic, volunteers help
  The Dungeon Master should make adjustments if the party spokes-
  man has high charisma (+1 for 13 Cha or higher) or offers special 
  inducements.
  Fleeing
  If the party decides to flee they may be able to delay pursuit by 
  discarding some of their possessions. Unintelligent monsters will 
  stop to pick up food half the time (roll 4-6 on a 6-sided die) and 
  intelligent monsters will stop for treasure half the time (roll 4-6). 
  Burning oil will deter monsters (referee’s discretion). 
  
  Level
  Name
  Experience
  Hit Dice
  Backstab Hit 
  Bonus
  Backstab 
  Damage
  Save Bonus
  Thief Skills
  1
  Apprentice
  0
  1d6
  +2
  +2
  15%
  2
  Footpad
  3200
  2d6
  +3
  x2
  +3
  30%
  3
  Specialist
  6400
  3d6
  +4
  40%
  4
  Burglar
  12800
  4d6
  x3
  +4
  50%
  5
  Cutpurse
  25600
  5d6
  +5
  60%
  6
  Sharper
  52000
  6d6
  +6
  +5
  70%
  7
  Pilferer
  104000
  7d6
  x4
  75%
  8
  Rogue
  200000
  8d6
  +7
  80%
  9
  Adventurer
  400000
  9d6
  +8
  x5
  +6
  85%
  Advancement and Burglar Skills
  Halflings in UR
  Halflings find themselves pushed to those corners of the earth that the bigger races have no use for: dismal swamps, blasted deserts, desolate 
  wastelands, frozen steppes, dense forest.  They are often seen as an oddity in human lands and thus avoid them.
  Halflings with dexterity of 13 or higher recieves -1 to the Armor Class
  Halflings with a strength below 9 recieve a -1 to attack rolls
  Missile combat: 
  Missile combat is modified by distance, dexterity and cover.
  Distance
  Dexterity
  • Short range +1
  13-18: +1
  • Medium range 0
  9-12: 0
  • Long range -1
  3-8: -1
  Cover: If a defender has partial cover (behind a wall, under-
  brush, etc) the attacker takes -2 to their attack. If the defender is 
  mostly covered (firing through arrow slits, concealed in the woods) 
  apply a -4 penalty.
  Melee Combat
  Order of attack is determined by dexterity.
  Number required TO HIT equals 20 minus the defenders Armor Class.  
  Roll a twenty-sided die and add the attacker’s TO HIT bonus (if any).
  Weapons do 1d6 damage.
  A character who chooses to parry rather than attack subtracts 2 from 
  the attacker’s roll.
  Surrender
  A character may choose to surrender rather than fight to the death.
  Sample Halfing Adventurer Kit (104 GP):
  Leather Armor
  Short Sword
  Dagger
  Sling
  Pouch with 20 Sling stones
  Mule
  50’ Rope
  5’ Stick
  Large Sack
  Small Sack
  Lantern
  5 Flasks of Oil
  Tinder Box
  9 Stakes and Mallet
  12 Iron Spikes
  Water Skin
  2 weeks Standard rations
  2 weeks Iron rations
  
SOURCE: textdata/thevault/Chaoses Limb (osr)/Chaoses Limb Sheets/Chaoses Limb Playbooks [v6].pdf