TEXT:  
  A QUICK & EASY ROLE PLAYING GAME 
  By John M. Stater 
  Black Death
  A TERRIBLY GRIM FANTASY RPG 
  
  Black Death 
  Copyright 2015 John M Stater 
  Art by Albrecht Dürer, Hans Holbein, Wendolin Boheim, C. Gessner, Jeremy Hart and 
  Omegapointillist Studios 
  For 2 to 5 players 
  Equipment: This rule book, one or more dice, pencil and paper. You might also find little 
  plastic figurines useful. 
  TABLE OF CONTENTS 
  Introduction 
  2 
  Ability Scores 
  3 
  Classes 
  4 
  Skills 
  16 
  Equipment 
  21 
  Conflict and Combat Resolution 
  30 
  Luck 
  33 
  Disease & Damnation 
  33 
  Advancement 
  37 
  Adventures 
  37 
  Monsters 
  49 
  Interesting People 
  80 
  Treasures 
  85 
  Reference – Chances of Success 
  88 
  Reference – Monsters by Level and Type 
  89 
  Character Sheet 
  90 
   
  
   
  2 
   
   
  The demon of dice, Albrecht Dürer, 1487 
  INTRODUCTION 
  In the 17th century, Central Europe was going through a rough time. It was wracked by 
  war, pestilence, famine, death … one might even say the Apocalypse was knocking on its 
  door. In this maelstrom of misery, men and women struggled to survive, and some even 
  thrived. Can you? 
  Black Death is a role playing game set in a fantastic version of Central Europe’s troubles 
  in the 17th century. It is based loosely on the Thirty Years War fought between 
  Protestants and Catholics, encompassing the rise of the bubonic plague and witch hunt-
  ing in that era. The adventurers are pitted against the very forces of Hell, which is bub-
  bling to the surface and preparing to ignite an apocalyptic battle between good and evil. 
  The game is managed by a Game Master (GM), who acts as referee and describes the 
  sights, sounds and actions occurring in the game to the players. Each player has a player 
  character (PC), through whom they interact with the world of Black Death. 
   
   
   
  
   
  3 
   
  ABILITY SCORES 
  Characters are a collection of abilities and skills. All characters have the same eight abil-
  ities. Ability scores range from 1 to 6, though monsters may have higher ability scores. 
  For each ability score, roll two dice and write the value of the higher roll next to the 
  ability score.  
  Strength (STR): Measures physical power and strength. For every point of STR, a char-
  acter can carry 20 pounds without being encumbered. An encumbered character reduc-
  es his movement rate by 50%. 
  Agility (AGI): Measures quickness and physical dexterity. 
  Constitution (CON): Measures how well a character can stand up to punishment and 
  endure pain. For every point of CON, a character can walk 2 miles without resting. 
  Intellect (INT): Measures a character’s overall knowledge and learning. For every point 
  of INT, a character can speak one language. For every 2 points of INT, a character is lit-
  erate in one languages. 
  Will (WIL): Measures a character’s mental toughness. 
  Perception (PER): Measures a character’s overall situational awareness and ability to 
  discern another person’s virtues. For every point of PER, a person can see clearly about 
  one half-mile away, and hear a whisper 5’ away. 
  Charisma (CHA): Measures character’s ability to manipulate others. The number of 
  henchmen a character can employ is the square of her CHA score (i.e. 1 for CHA 1, 4 for 
  CHA 2, 9 for CHA 3, etc.). 
  ALLEGIANCE 
  Before a character’s class is chosen, a player must choose their allegiance. Each charac-
  ter has a primary allegiance and a secondary allegiance. Whenever a character serves 
  the cause of his primary allegiance, he earns 2 advancement points (AP; see Advance-
  ment below). Whenever he serves the cause of his secondary allegiance, he earns 1 AP. 
  Characters can choose from the following allegiances: 
  Religious: Catholicism, Protestantism, Orthodox, Judaism, Islam, Satan (or others) 
  Patriotic: A state (France, Sweden, Holy Roman Empire, Bohemia) or city 
  Cause: Chivalric code, love, death, money, science, freedom 
  
   
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  Some nations and regions are officially Catholic or Protestant in this period, and charac-
  ters attempting to serve a religion at odds with the nation they are serving can make 
  things difficult – though not impossible – for them. France was a Catholic country, but 
  supported the Protestant anti-Hapsburg forces, as the Bourbons of France were at odds 
  with the Hapsburgs. The alliances of the time were as follows: 
  Anti-Hapsburgs: Bohemia, Brandenburg-Prussia, Brunswick-Lüneburg, Denmark, Eng-
  land, France, Ottoman Empire, Palatinate, Russian Tsardom, Saxony, Scotland, Sweden, 
  Transylvania, United Provinces 
  Hapsburgs: Catholic League, Croatia, Holy Roman Empire, Hungary, Poland, Spain 
  CLASSES 
  Characters may choose to follow one class. A class is like a profession. Each class deter-
  mines which skills are prime and secondary for the character, and determines their 
  starting equipment and money. Characters can choose any three skills as tertiary skills. 
  Alchymist 
  Alchymists are learned persons who delve into the allegorical mysteries of alchemy, 
  while simultaneously experimenting with the mixing of chemical substances. The typi-
  cal alchemist dresses as a scholar and carries a dog-eared copy of an alchemical text.  
  Social Rank: Burgher (2D x 20 Gr in starting money) 
  Primary Skills: Alchemy (Int) 
  Secondary Skills: Appraise Value (Per), Endure (Con), Learning (Int) 
  Special Ability: An alchemist can use alchemy to produce potions in an hour rather 
  than a full day (see Alchemy skill below). 
   
  
   
  5 
   
  Archer 
  Archers are trained to fight with missile weap-
  ons. When armed with a crossbow, he is an ar-
  balester, and with a bow a bowman. 
  Social Rank: Peasant (1D x 20 Gr in starting 
  money) 
  Primary Skills: Marksmanship (Agi) 
  Secondary Skills: Dodge (Agi), Endure (Con), 
  Fighting (Str) 
  Special Ability: If an archer spends 2 rounds 
  aiming at a target, he may roll 2D for his 
  marksmanship task check. 
  Barbarian 
  Barbarians are warriors who come from a soci-
  ety less advanced or sophisticated than those of the great nations of the world. They are 
  uncouth and boisterous, and given to extreme flights of savagery in combat. 
  Social Rank: Peasant (1D x 20 Gr in starting money) 
  Primary Skills: Fighting (Str) 
  Secondary Skills: Carouse (Con), Endure (Con), Intimidate (Str) 
  Special Ability: Barbarians can attempt to go berserk in combat. Each round, the bar-
  barian may roll 2D. If the roll is above her WIL score, she goes berserk. While berserk, 
  the barbarian adds +1 to her Fighting skill and to damage on successful attacks. Level I 
  monsters that witness a berserk barbarian must test their courage (q.v.) each round. 
  The berserk rage lasts for 6 combat rounds. Afterwards, the barbarian is exhausted, 
  suffering a +1 to all task checks until she rests for 30 minutes. 
  Cleric 
  Clerics are warrior-priests, trained in liturgy as well as fighting. They are bound to shed 
  as little blood as possible, and therefore must not wield axes, knives, polearms and 
  swords. Clerics carry crucifixes and small Bibles. 
  Social Rank: Clergy (2D x 20 Gr in starting money) 
  Primary Skills: Prayer (Wil) 
  
   
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  Secondary Skills: Healing (Int), Fighting (Str), Influence (Cha) 
  Special Ability: Clerics can exorcise evil spirits and cast out demons by presenting a 
  crucifix or Bible and saying something to the effect of, “the power of Christ compels 
  thee”. By making a Prayer task check, the cleric can attempt to hold demons and un-
  dead monsters at bay, force them to flee or destroy them utterly (see below). A group 
  of undead or demons can only be exorcised once; if the attempt fails, you may not try 
  the exorcism again on that group of horrors. 
  Difficulty 
  Effect 
  2D 
  Hold level 1 to 2 monsters at bay (may not approach within 10’) 
  3D 
  Hold level 3 to 4 monsters at bay 
  Force level 1 to 2 monsters to flee for 6 combat rounds at top speed 
  4D 
  Hold level 5 to 6 monsters at bay 
  Force level 3 to 4 monsters to flee 
  Destroy level 1 to 2 undead and cast level 1 to 2 demons back into Hell 
   
  Courtier 
  Courtiers are members of wealthy, possibly noble, families who are raised at noble or 
  royal courts as pages and ladies-in-waiting. They are expert at gossip and rumor mon-
  gering and manipulation to get what they want. Courtiers are well dressed and well-
  versed in the fashions and fads of the day. 
  Social Rank: Aristocrat (3D x 20 Gr for starting money) 
  Primary Skills: Influence (Cha) 
  Secondary Skills: Etiquette (Cha), Gossip (Cha), Wit (Cha) 
  Special Ability: Courtiers are experts at spreading rumors and ruining reputations. 
  They can use a Gossip task check to spread a rumor over a large area, as follows:  
  Difficulty 
  Effect 
  2D 
  Throughout a village, or throughout a local institution, such as a guild, royal court, 
  army or merchant company; takes 1D days 
  3D 
  Throughout a town or city and the surrounding countryside, or throughout a large 
  institution (such as an entire military or the Catholic church) or network (such as 
  all the merchant companies in a kingdom); takes 3D days 
  4D 
  Throughout a kingdom; takes 5D days 
   
   
   
  
   
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  Doctor 
  Doctors are educated people who have special-
  ized in the compounding of medicines and the 
  practice of surgery. In the 17th century their 
  knowledge was still quite limited, but was 
  beginning to embrace scientific methods. The 
  classic image of the doctor of this period is the 
  plague doctor, wearing a crow-beaked gizmo 
  to help screen them from the disease-causing 
  fumes (or “miasma”) of their patients. 
  Social Rank: Burgher (2D x 20 Gr for starting 
  money) 
  Primary Skills: Healing (Int) 
  Secondary Skills: Endure (Con), Gossip (Cha), Learning (Int) 
  Special Ability: Adventurers in the company of a doctor enjoy a +1 bonus to Constitu-
  tion when making task checks that involve resisting disease, poison and injury. This 
  represents the doctor’s quick response to a health crisis. 
  Dragoon 
  Dragoons were invented by Count Ernst von Mansfeld in 1620, though their name de-
  rives from their primary weapon, the dragon. Dragoons are mounted infantry or light 
  cavalry, lightly armored and usually carrying saber, hand axe and dragon. They were 
  used for internal patrols of territory to combat smugglers and rebels, and for reconnais-
  sance and skirmishing on the battlefield. A dragoon should be dashing and brave, and 
  given to headlong charges against impossible odds. 
  Social Rank: Burgher (2D x 20 Gr for starting money) 
  Primary Skills: Riding (Agi) 
  Secondary Skills: Carouse (Con), Fighting (Str), Marksmanship (Agi) 
  Special Ability: A dragoon that takes Dodge as a tertiary skill can roll its value as 
  though she was rolling for a secondary skill. 
  Flagellant 
  Flagellants are religious zealots who by the self-application of pain and suffering at-
  tempt to win God’s forgiveness of their sins. They are, to put it mildly, a bit unhinged. 
  
   
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  Flagellants may not have PER scores higher 
  than 2. They never wear armor (it would get 
  in the way of their pain) and must be armed 
  with a cat-o-nine tails or whip. 
  Social Rank: Peasant (1D x 20 Gr for start-
  ing money) 
  Primary Skills: Endure (Con) 
  Secondary Skills: Fighting (Str), Intimidate 
  (Str), Prayer (Wil) 
  Special Ability: Flagellants can exhort the 
  faithful to great deeds, and make the sin-
  ner crumple from shame. When a flagel-
  lant begins preaching, characters with the 
  same alignment and with no more than 4 Damnation Points (q.v.) enjoy a +1 bonus to 
  their next task check (and only their next task check). Those of a different alignment, 
  or with more than 4 Damnation Points instead add +1 to their next task check roll 
  (and only their next task check roll). 
  Fool 
  Fools entertain the nobility and royalty and do their best keep them honest with satires 
  and japes. They come in two varieties. Natural fools are genuinely mad or mentally im-
  paired (i.e. PER of 1), while licensed fools are given permission to act the way they do, 
  and are expected to hold the powerful to account for their own foolish behavior. 
  Social Rank: Peasant (1D x 20 Gr for starting money) 
  Primary Skills: Juggle (Agi) 
  Secondary Skills: Legerdemain (Agi), Perform (Cha), Wit (Cha) 
  Special Ability: Each time a foe misses a fool in combat, the fool can make a Wit task 
  check to demoralize them. A demoralized combatant adds a cumulative +1 to each at-
  tack roll against the fool (to a max. of +3) each time he is demoralized. If a fool fails to 
  demoralize by rolling an “18”, their opponent is instead enraged and adds +1 to their 
  Fighting score against the fool for the remainder of the combat. 
  Gypsy 
  Gypsies, or more correctly the Romani, are visitors to Europe who make their way by 
  doing odd jobs, telling fortunes, selling doodads, entertaining with music and dancing 
  and on occasion committing petty theft. 
  
   
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  Social Rank: Peasant (1D x 20 Gr for starting money) 
  Primary Skills: Fortune Telling (Wil) 
  Secondary Skills: Legerdemain (Agi), Perform (Cha), Stealth (Agi) 
  Special Ability: Once per day, a gypsy can use the evil eye on an enemy. The victim 
  must be looking at the gypsy and meet her gaze for this to work. He may attempt a 
  magic resistance check (q.v.) to avoid it. If he does not, he suffers a +1 to all task check 
  rolls for one month. 
  Hexenhammer 
  Hexenhammers are witch hunters, scouring the countryside for the servants of Satan 
  (or harmless old weirdos, as the case may be). Hexenhammers are possessed of a fright-
  ening determination. Once they are on the scent of a witch, they do not stop until they 
  have taken their quarry. Every hexenhammer carries with her a well-worn copy of the 
  Malleus Maleficarum, a guide book for witch hunters. 
  Social Rank: Clergy (2D x 20 Gr for starting money) 
  Primary Skills: Fighting (Str) 
  Secondary Skills: Endure (Con), Intimidate (Str), Prayer (Wil) 
  Special Ability: Hexenhammers can make a Sixth Sense task check to sense the pres-
  ence of witches, conjurers, heretics and tools of Satan within 60’. 
  Hunter 
  Hunters live in villages but work in the wild, hunting deer or dangerous animals that 
  threaten the village, and trapping smaller animals for their pelts. They are used to the 
  uncivilized life, and are wise to the ways of nature. 
  Social Rank: Peasant (1D x 20 Gr for starting money) 
  Primary Skills: Survival (Per) 
  Secondary Skills: Animal Handling (Cha), Marksmanship (Dex), Sixth Sense (Per) 
  Special Ability: A hunter can use his Survival skill to track people, animals and mon-
  sters. If the trail is fresh, they test their Survival skill with 2D. If the trail is a couple 
  days old, they use 3D. If the trail is more than a week old, or has been covered by fresh 
  snow or washed away with rain, they roll 4D. 
   
  
   
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  Inquisitor 
  Inquisitors are holy men tasked to uncover corruption within the body of the Church 
  and the flock it oversees. Inquisitors are Catholic. The most famous inquisition is the 
  Spanish, but there were also active inquisitions in Portugal and Rome. 
  Social Rank: Clergy (2D x 20 Gr for starting money) 
  Primary Skills: Detection (Per) 
  Secondary Skills: Prayer (Wil), Sixth Sense (Per), Stealth (Agi) 
  Special Ability: The gaze of an inquisitor is like a force of nature. Heretics and tools of 
  Satan must pass a magic resistance test when under the inquisitor’s gaze or they are 
  inspired to publically confess their crimes. 
  Knight 
  The day of the armored knight was coming to a close in the 17th century, but it wasn’t 
  over yet. Knights are members of the aristocracy (they’re they only ones that can afford 
  the kit), and fight for king, country and religion. 
  Social Rank: Aristocrat (3D x 20 Gr for starting money) 
  Primary Skills: Fighting (Str) 
  Secondary Skills: Endure (Con), Eti-
  quette (Cha), Riding (Agi) 
  Special Ability: Knights receive two 
  boons. First, they can use any armor, 
  regardless of their current Fighting 
  skill value (q.v.). Additionally, when 
  they charge at full speed against a 
  foe and strike with a lance, they 
  score 1 extra point of damage. 
  Landsknecht 
  The landsknechts are mercenaries, 
  fighters-for-hire that care little about 
  the cause, only the reward. English 
  mercenaries might instead be called 
  “gentleman adventurers”, Italians 
  “condottieri” and the Swiss “reisläuf-
  er”, but they’re all just mercenaries. 
  
   
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  When a general is willing to pay them, they are 
  happy to fight battles. When clients are in short 
  supply, they turn to brigandage or adventuring. 
  Social Rank: Peasant (1D x 20 Gr for starting 
  money) 
  Primary Skills: Fighting (Str) 
  Secondary Skills: Carouse (Con), Endure (Con), 
  Marksmanship (Dex) 
  Special Ability: Landsknechts are well trained in 
  the fighting arts, and may use any armor and any 
  melee or missile weapon, regardless of their cur-
  rent Fighting or Marksmanship skill values (q.v.). 
  Magician 
  Magicians practice the scholarly magic of the Re-
  naissance. While they may be benevolent, they must have truck with demons to produce 
  their magical effects, and therefore are considered suspect by most decent folk. Magi-
  cians are usually to be found in the robes of a magi, or in the dress of a gentleman or 
  gentlewoman with one or several grimoires on their person, heavily annotated in the 
  margins and smelling slightly of sulfur. The most famous magician is Doctor Faustus. 
  Social Rank: Aristocrat (3D x 20 Gr for starting money) 
  Primary Skills: Invocation (Int) 
  Secondary Skills: Flee (Agi), Fortune Telling (Wil), Learning (Int) 
  Special Ability: Magicians receive their magical knowledge from books, and are thus 
  always literate. When they have a grimoire in hand, they can use it to aid in their mag-
  ic. For each grimoire they possess, they can add +1 to their Invocation score during a 
  task check, but add one combat round to the time it takes them to cast the spell. 
  Musketeer 
  Musketeers are the latest thing in warfare. In France, the Musketeers of the Guard were 
  soldiers of the Royal Household, and thus accorded great respect. Perhaps most notable 
  among all musketeers is the poet and duelist Cyrano de Bergerac, though the fictional 
  Athos, Porthos and Aramis are probably the most famous. 
  Social Rank: Burgher (2D x 20 Gr for starting money) 
  
   
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  Primary Skills: Marksmanship (Agi) 
  Secondary Skills: Carouse (Con), Dodge (Agi), 
  Fighting (Str) 
  Special Ability: If a musketeer spends 2 
  rounds aiming at a target, he may roll 2D for 
  his marksmanship task check. 
  Picaro 
  The picaro is a vagabond rogue, wandering the 
  land trying to survive without working. Picaros 
  are often learned men who could earn a fine 
  living easily if they would deign to take em-
  ployment. Instead, they con, beg and pilfer, or 
  take jobs as manservants, avoiding work and 
  needling their masters with cutting barbs 
  whenever they can get away with it. 
  Social Rank: Peasant (1D x 20 Gr for starting money) 
  Primary Skills: Wit (Cha) 
  Secondary Skills: Carouse (Con), Gossip (Cha), Legerdemain (Agi) 
  Special Ability: Picaros are possessed of an uncanny fortune. Once per game session, 
  they can choose to re-roll one roll of the dice, taking the better of the two rolls. 
  Professor 
  Central Europe was a major crossroads for trade in the 16th and 17th century. This 
  made its cities wealthy and funded many fine universities, including Heidelberg, Co-
  logne, Prague, Würzburg, Leipzig, Basel and Copenhagen. Professors are learned men 
  who work at the universities or tutor wealthy students. Some lose their positions and 
  must wander in search of work. 
  Social Rank: Burgher (2D x 20 Gr for starting money) 
  Primary Skills: Learning (Int) 
  Secondary Skills: Communicate (Int), Etiquette (Cha), Wit (Cha) 
  Special Ability: Knowledge is power for a professor. In any situation, a professor can 
  cogitate for 1 minute and make a Learning check. If successful, a character he advises 
  gets a +1 to a skill value for one check. 
  
   
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  Rakehell 
  These hellraising libertines are men of low moral character given to gambling, drinking 
  and womanizing (especially womanizing). They are also swashbucklers and often of an 
  intellectual bent. The typical rakehell arms himself with a rapier and leather doublet. 
  Social Rank: Aristocrat (3D x 20 Gr for starting money) 
  Primary Skills: Gamble (Cha) 
  Secondary Skills: Carouse (Con), Dodge (Agi), Fighting (Str) 
  Special Ability: A rakehell can use a knife or cloak in his off-hand to the same effect as 
  others can use a buckler (i.e. a +1 Armor bonus). 
  Rat-Catcher 
  Rat-catchers are employed in keeping the rat population 
  to a minimum in urban areas. Some are rogues who actu-
  ally catch and raise the vermin, secretly releasing them in 
  people’s homes and then arriving to exterminate them 
  and save the day. They ply their trade with traps and a 
  small, but vicious, dog. Rat-catchers carry poles on which 
  they hang the dead rats they have caught, to advertise 
  their services and skill. 
  Social Rank: Peasant (1D x 20 Gr for starting money) 
  Primary Skills: Endure (Con) 
  Secondary Skills: Animal Handling (Cha), Disarm Trap 
  (Agi), Dodge (Agi) 
  Special Ability: Rat-catchers are especially exposed to disease, and those who have 
  survived at the job have acquired greater immunity. They add 2 to their Endure skill 
  value when rolling to resist disease. 
  Resurrectionist 
  Resurrectionists are body snatchers who dig up graves at night to steal fresh corpses, 
  usually for the black magic needs of conjurers and the research needs of doctors. They 
  also engage in a bit of grave robbing, relieving corpses of their valuables. 
  Social Rank: Peasant (1D x 20 Gr for starting money) 
  Primary Skills: Sneak (Agi) 
  
   
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  Secondary Skills: Endure (Con), Hear Noise (Per), Sixth Sense (Per) 
  Special Ability: The undead are an occupational hazard for grave robbers, so they can 
  use a Sixth Sense task check to sense the presence of undead within 60’. 
  Robber 
  Central Europe is a mess, half in ruin, crawling with undead and demons and clashing 
  armies. Men and women who could once earn a living from the land or in the towns are 
  now cast out, penniless, to be preyed upon. Those with the will to survive often take to 
  theft to make their way. Judge them not too harshly. 
  Social Rank: Peasant (1D x 20 Gr for starting money) 
  Primary Skills: Stealth (Agi) 
  Secondary Skills: Disarm Trap (Agi), Hear Noise (Per), Pick Lock (Agi) 
  Special Ability: Robbers are expert at sneaking up on people and attacking from be-
  hind. When they manage to attack from concealment, they inflict 1 extra point of dam-
  age, or stun for double the normal duration with weapons that stun. 
  Satanist 
  The arrival of demons and devils in man’s world is a tragedy to most, but an opportunity 
  to some. These wicked souls care only for power, and are not picky about how they get 
  it. Serving Satan seems as good a way as any. Satanists are skilled at hiding their alle-
  giance to the Devil. When performing his rites, they hide behind a mask. 
  Social Rank: Burgher (2D x 20 Gr for starting 
  money) 
  Primary Skills: Invocation (Int) 
  Secondary Skills: Fighting (Str), Hypnotize (Wil), 
  Intimidate (Str) 
  Special Ability: A satanist can power his invoca-
  tions with the blood of innocents. By killing an in-
  nocent animal, he adds +1 to his Invocation skill 
  value. By killing an innocent human being, he adds 
  a +2 to his Invocation skill value. Obviously, the 
  second act earns him Damnation Points (q.v.). 
   
  
   
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  Sea Dog 
  Sea dogs may be sailors on merchant ships, sailors on warships or picaroons and bucca-
  neers. A life at sea has made them vulgar, but also tough as nails. 
  Social Rank: Peasant (1D x 20 Gr) 
  Primary Skills: Navigation (Int) 
  Secondary Skills: Endure (Con), Fighting (Str), Swim (Str) 
  Special Ability: The sea life is a dangerous one, and new recruits are sometimes hard 
  to come by, thus the need for impressment. Sea dogs, attacking from behind with a 
  stunning weapon (q.v.), knock opponents unconscious for 1D minutes instead of stun-
  ning them for one combat round. 
  Student Prince 
  Students in the 17th century weren’t much different than students today, save that they 
  were younger, less supervised and not subject to secular law. Yikes! Most students di-
  vide their time unevenly between study, drinking and fencing. When the school routine 
  gets to be too much for them, they might adventure. 
  Social Rank: Clergy (2D x 20 Gr for starting money) 
  Primary Skills: Carouse (Con) 
  Secondary Skills: Fighting (Str), Learning (Int), Stealth (Agi) 
  Special Ability: Keener on fencing than their studies, student princes are capable of 
  fighting with pappenheimers, rapiers, schiavonas, spadroons, all knives and bucklers, 
  regardless of their total Fighting skill level. 
  Trader 
  The Thirty Years War has not been good for trade, but the trader persists. Traders have 
  a lifetime of travel behind them. They have suffered many trials in these years, and have 
  hopefully made a decent living doing so. 
  Social Rank: Burgher (2D x 20 Gr for starting rent) 
  Primary Skills: Haggle (Cha) 
  Secondary Skills: Appraise Value (Per), Communicate (Int), Navigation (Int) 
  Special Ability: Most traders belong to a merchant company or guild, with alliances 
  throughout Europe and possibly beyond. When a trader comes to a city or town with a 
  
   
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  kontor (trading post or office) in it, he can expect hospitality – a room and a meal for 
  one night without pay, and for additional nights at the price of a flophouse. 
  Witch or Wysard 
  Witches and wysards are country folk skilled in magic, herbalism and fortune telling. 
  They are the wise women and cunning men that peasants visit for cures and to undo the 
  curses of other magicians. 
  Social Rank: Peasant (1D x 20 Gr for starting money) 
  Primary Skills: Healing (Int) 
  Secondary Skills: Fortune Telling (Wil), Invocation (Int), Survival (Per) 
  Special Ability: Witches and wysards can manufacture charms and fetishes to protect 
  people from harm. It takes them a day to produce a charm. A charm provides a +1 bo-
  nus to a skill value when resisting a specific danger, such as the Endure skill when re-
  sisting disease or poison, or one’s magic resistance score when resisting magic. A per-
  son can carry one charm at a time. 
  SKILLS 
  Each character has seven skills (see above). One skill is prime, three are secondary, and 
  three are tertiary. Skill scores range from 0 to 12. Each skill (see below) is associated 
  with an ability score. For the prime skill, roll 3 dice and add the two highest values to-
  gether for the score. For secondary skills, roll 2 dice and used their combined value. For 
  tertiary skills, roll 1 dice and use that value. 
  The following is a list of each ability score and the skills associated with it. Descriptions 
  of the skills follow: 
  Ability 
  Associated Skills 
  Strength 
  Break chains, climb, fighting, intimidate, swim 
  Agility 
  Acrobatics, marksmanship, disarm trap, dodge, drive wagon, escape, flee, juggle, 
  legerdemain, pick lock, riding, stealth 
  Constitution 
  Carouse, endure 
  Intellect 
  Alchemy, communicate, healing, invocation, learning, navigation 
  Will 
  Fortune telling, hypnotize, prayer 
  Perception 
  Appraise value, detection, hear noise, mimic, read lips, sixth sense, survival 
  Charisma 
  Animal handling, command, etiquette, gamble, gossip, haggle, influence, perform, 
  ventriloquism, wit 
   
   
  
   
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  Acrobatics (Agi): Ability to leap, tumble, survive falls and flip over opponents. 
  Alchemy (Int): Ability to make potions. Making a potion takes one week of work and 
  requires an alchemical laboratory (1,000 Gr). One can attempt to manufacture potions 
  without a proper laboratory by rolling 4D. The operation still takes one week and pro-
  duces the usual amount of the substance as given in the equipment lists (q.v.) 
  Potion 
  Effects 
  Acid 
  When thrown as grenade, it effects an area 5’ in radius, dealing 1 point of damage 
  per round for 3 rounds – metal and clothing is ruined on a roll of “1” on 1D; when 
  sprayed, it deals 1 point of damage in a cone 10’ long and 5’ wide at the base 
  (Dodge task check to avoid) and objects must check for destruction as above 
  Antidote 
  Cancels (but does not reverse) the effect of poison 
  Greek Fire 
  When thrown as grenade, it burns an area 5’ in radius, dealing 1 point of damage 
  per round for 3 rounds; when sprayed, it deals 1 point of damage to all in a cone 
  10’ long and 5’ wide at the base who fail a Dodge task check 
  Laudanum 
  Imbiber must pass an Endure task check or fall asleep for 1 hour 
  Medicine 
  On a roll of “1” on 1D, medicine halts (but does not reverse) the effects of diseases 
  that damage ability scores other than CON or WIL; against diseases that directly 
  damage CON or WIL, it works when one rolls a “2” on 2D 
  Poison 
  Imbiber must pass an Endure task check or suffer 1 point of damage each round 
  until dead or given an antidote 
  Sneezing 
  This powder, blown into a person’s face, causes them to erupt into violent sneez-
  ing for one combat round if they fail an Endure check 
   
  Animal Handling (Cha): Ability to tame and calm animals. For domestic animals roll 
  2D. For wild animals roll 3D to tame and 4D to train. 
  Appraise Value (Per): Ability to determine the value of an object. 
  Break Chains (Str): Ability to break chains and ropes (roll on 2D), lift gates and port-
  cullis and break down doors. If breaking chains with only your chest or by flexing your 
  biceps, roll 4D. If breaking ropes with only your chest, roll 3D. 
  Carouse (Con): Ability to consume alcohol without becoming stinking drunk. Up to 
  three drinks (pints of ale or beer, glasses of wine, shots of alcohol) can be resisted with 
  3D. Each drink beyond that requires an additional 3D roll. On the first failed roll, the 
  character loses control and passes into the hands of the Game Master. The second failed 
  roll makes him fall down, become sick and lose consciousness. 
  Climb (Str): Ability to climb sheer surfaces. 
  Command (Cha): Ability to rally troops in combat. 
  
   
  18 
   
  Communicate (Int): Ability to make yourself understood to people who do not know 
  your language, or to pass secret messages while speaking. 
  Detection (Cha): Ability to find clues, traps and secret doors and avoid ambushes. 
  Disarm Trap (Agi): Ability to disarm a trap once it has been detected. Failure sets it off. 
  Dodge (Agi): Ability to dodge traps or other attacks that cover a large area. 
  Drive Wagon (Agi): Ability to control and maneuver a wagon or cart. 
  Endure (Con): Ability to endure pain and maintain focus despite confusion. 
  Escape (Agi): Ability to slip out of nets, ropes and tight spaces. 
  Etiquette (Cha): Ability to conduct oneself in a formal or courtly environment without 
  making an embarrassing faux pas. Etiquette is also useful in courts of law. 
  Fighting (Str): Ability to inflict damage in combat using a melee weapon. The weapons 
  and armor a character is permitted to use depends on his Fighting skill level: 
  Skill 
  Weapons 
  Armor 
  0-2 
  Cat-o-nine-tails, bludgeons, hammers, 
  knives, military pick 
  Arming doublet, buff coat 
  3-5 
  Axes, flails, polearms, spear 
  Brigandine, cuirass, mail, buckler 
  6-7 
  Lance, swords, two-handed swords 
  Partial and full plate, all shields 
  8+ 
  Lantern shields 
   
   
  Flee (Agi): Ability to elude pursuers. If you are notably faster than the pursuers, roll 2D. 
  If you are notably slower, roll 4D. 
  Fortune Telling (Wil): Ability to tell fortunes. One can learn if a particular action will 
  be successful or a failure. Other forms of fortune telling are mere theatrics. 
  Gamble (Cha): Ability to win at games of chance that involve skill. 
  Gossip (Cha): Ability to learn the latest gossip without paying for it. 
  Haggle (Cha): Ability to get goods at half the price. 
  Healing (Int): Ability to heal wounds. See the Combat section below for more infor-
  mation on healing. 
  Hear Noise (Per): Ability to overhear whispers, hear through doors and detect specific 
  sounds over a cacophony. 
  
   
  19 
   
  Hypnotize (Wil): Ability to put a person into a trance and get information from them. 
  To implant a post-hypnotic suggestion, one must roll 4D. 
  Influence (Cha): Ability to make friends and to get people to help you at reduced cost 
  or for free. To manipulate somebody into breaking the law for you or doing something 
  dangerous, you must roll 4D. 
  Intimidate (Str): Ability to force somebody to leave you alone or give you information. 
  Failure always results in a reprisal, usually violent. 
  Invocation (Int): Ability to invoke demons and elemental spirits to perform wondrous 
  acts on your behalf. The invocation of demons is a sin, and results in the acquisition of 
  Damnation Points (q.v.). Magical effects underlined below are always demonic. 
  Difficulty 
  Spells 
  2D 
  Passive Spells – Spells that have no physical effect on the world, mostly spells of divi-
  nation and detection 
  3D 
  Active spells – Spells that have an effect on the world, including transformations, 
  mental effects (like love and fear), movement (like flight), defense and healing 
  4D 
  Hostile spells – Spells that inflict damage (CON or WIL usually) 
  Also spells that make something from nothing (like summoning a monster) 
   
  Demonic invocations grant a bonus to a character’s Invocation score, but result in dam-
  nation points, as follows: 
  Rank 
  Bonus 
  D.P. 
  Titles 
  Example Demons 
  I 
  +3 
  3D 
  Kings and princes of Hell 
  Asmodeus, Baal, Belial 
  II 
  +2 
  2D 
  Dukes, counts and marquis of Hell 
  Astaroth, Berith, Marchosias 
  III 
  +1 
  1D 
  Knights and officers of Hell 
  Glasya-Labolas, Valac 
   
  Spells last for a number of combat rounds equal to the spell caster’s WIL. A particular 
  spell effect can only be attempted once per adventure. 
  Juggle (Agi): Ability to juggle and perform similar tricks. 
  Learning (Int): Ability to answer questions on rhetoric, theology, mathematics, nature, 
  the physical sciences, engineering and history. 
  Legerdemain (Agi): Ability to pick pockets and perform sleight of hand. 
  Marksmanship (Agi): Character’s ability to inflict damage in combat with missile 
  weapons. The missile weapons a character is permitted to use depend on his skill level: 
   
  
   
  20 
   
  Skill 
  Weapons Permissible 
  0-2 
  Simple thrown weapons 
  3-4 
  Crossbows, muskets, pistols, sling 
  5+ 
  Bows, artillery 
   
  Mimic (Per): Ability to mimic another’s mannerisms and voice. 
  Navigation (Int): Ability to navigate by the stars. 
  Perform (Cha): Ability to hold a crowd’s attention with performance, be it music, sing-
  ing or dancing. 
  Pick Lock (Agi): Ability to pick locks. If without lock picks, one must still have a tool of 
  some sort and must roll 4D. 
  Prayer (Wil): Ability to invoke aid from God and his servants. 
  Difficulty 
  Spells 
  2D 
  Passive prayers – Spells that have no physical effect on the world, mostly spells of 
  divination and detection 
  3D 
  Active prayers – Spells that have an effect on the world, including transformations, 
  mental effects (like love and fear), movement (like flight), defense and healing 
  4D 
  Hostile prayers – Spells that inflict damage (CON or WIL usually) 
  Also spells that make something from nothing (like summoning a monster) 
   
  Prayers last for a number of combat rounds equal to the character’s WIL. A particular 
  prayer can only be attempted once per adventure. 
  Simple vows grant a bonus to a character’s Prayer score, but breaking a vow results in 
  damnation points. A vow must be kept for one month. The bonus for making the vow 
  applies to the character’s next Prayer task check. 
  Bonus 
  Vow 
  D.P. 
  +3 
  Faith – Forswears armor, placing all faith in God for protection 
  Peace – Forswears violence; may not cause harm to living beings 
  3D 
  +2 
  Poverty – Must give all accumulated wealth to the poor 
  Silence – May not speak (though silent prayer is permitted) 
  2D 
  +1 
  Celibacy – Forswears all sexual contact 
  Temperance – Forswears all intoxicants 
  1D 
   
   
   
  
   
  21 
   
  Read Lips (Per): Ability to successfully read a person’s lips. 
  Riding (Agi): Ability to ride horses, camels, and other common mounts. A character 
  with a total riding score (skill + AGI) of 8 or higher suffers no disadvantage when attack-
  ing from horseback. A character with a total riding score of 16 or higher increases his 
  Archery or Fighting score by 1 point when attacking from horseback. 
  Sixth Sense (Per): Ability to sense danger a split second before it is too late. 
  Stealth (Agi): Ability to get into places or around people without being noticed. 
  Survival (Per): Ability to survive in the wilderness. 
  Swim (Str): Ability to swim and dive without drowning. 
  Ventriloquism (Cha): Ability to project one’s voice without moving one’s lips. 
  Wit (Cha): Ability to issue cutting remarks and insults. Using wit is not unlike using the 
  Fighting skill to fight, with the exception that damage is done to an opponent’s WIL in-
  stead of to his CON, and WIL cannot be reduced to 0. WIL lost in a battle of wits is re-
  gained at the rate of one point per hour. 
  EQUIPMENT AND MONEY 
  Money in the Holy Roman Empire comes in three denominations, the gold guilder (Gd), 
  the silver thaler (Th), silver groschen (Gr) and silver pfennig (₰). 
  The number of coins in a pound is: 130 guilders, 20 thalers, 250 groschens and 1,800 
  pfennigs. 
   
  Coin 
  Guilders 
  (Gd) 
  Thaler 
  (Th) 
  Groschen 
  (Gr) 
  Pfennig 
  (₰) 
  Guilder (Gd) 
  1 
  2 
  48 
  576 
  Thaler (Th) 
  - 
  1 
  24 
  288 
  Groschen (Gr) 
  - 
  - 
  1 
  12 
  Pfennig (₰) 
  - 
  - 
  - 
  1 
   
   
   
   
   
   
   
   
   
  
   
  22 
   
  Armor 
  Armor 
  Cost 
  Weight 
  Speed Penalty 
  Armor Value 
  Arming doublet 
  3 Gr 
  6 lb. 
  1’ / round 
  * 
  Buff coat 
  24 Gr 
  9 lb. 
  2’ / round 
  * 
  Brigandine 
  13 Gr 
  25 lb. 
  4’ / round 
  +1 
  Mail mantle 
  14 Gr 
  27 lb. 
  4’ / round 
  +1 
  Mail suit 
  32 Gr 
  55 lb. 
  9’ / round 
  +2 
  Plate armor 
  - 
  - 
  - 
  - 
     Cuirass# 
  48 Gr 
  16 lb. 
  3’ / round 
  +1 
     Partial 
  144 Gr 
  63 lb. 
  12’ / round 
  +2 
     Full 
  288 Gr 
  78 lb. 
  14’ / round 
  +3 
  Shields** 
  - 
  - 
  - 
  - 
     Buckler 
  2 gr 
  2 lb. 
  - 
  +1 
     Hungarian% 
  3 gr 
  7 lb. 
  - 
  +1 
     Rondache 
  4 Gr 
  11 lb. 
  - 
  +1 
   
     * When you take damage, armor negates damage on a roll of “1” on 1D 
     ** Bucklers and Hungarian shields protect against 1 attacker, rondache shields against 2 
     # A cuirass can be worn over a buff coat 
     % The Hungarian shield can be used to attack, in which case it deals 2 points of damage; when 
  used offensively, it does not provide its armor value to a combatant 
   
  Melee Weapons 
  Weapon 
  Cost 
  Weight 
  Length 
  Damage 
  Fighting 
  Trick 
  Fists 
  - 
  - 
  0” 
  1 
  - 
  Grapple 
  Axes 
  - 
  - 
  - 
  - 
  - 
  - 
     Axe, horseman’s 
  36 Gr 
  2 lb. 
  41” 
  2 
  +1 
  Stagger 
     Axe, hand 
  18 Gr 
  1½ lb. 
  10” 
  1 
  +1 
  Stagger 
  Bludgeons 
  - 
  - 
  - 
  - 
  - 
  - 
     Club 
  9 Gr 
  1½ lb. 
  24” 
  1 
  +1 
  Stun 
     Holy water sprinkler 
  54 Gr 
  5 lb. 
  31” 
  2 
  +2 
  Stun 
     Mace 
  41 Gr 
  4 lb. 
  29” 
  1 
  +1 
  Stagger 
     Quarterstaff 
  68 Gr 
  3½ lb. 
  104” 
  2 
  +1 
  Sweep 
     Sap 
  5 Gr 
  1 lb. 
  9” 
  0 
  +1 
  Stun 
     Staff 
  18 Gr 
  2 lb. 
  60” 
  1 
  +1 
  Stun 
  Cat-o-nine tails 
  23 Gr 
  1 lb. 
  30” 
  1 
  +1 
  - 
  
   
  23 
   
   
  Flails 
  - 
  - 
  - 
  - 
  - 
  - 
     Horseman’s 
  36 Gr 
  3 lb. 
  39” 
  1 
  +1 
  Disarm 
     Military 
  59 Gr 
  5½ lb. 
  63” 
  1 
  +1 
  Disarm 
  Hammers 
  - 
  - 
  - 
  - 
  - 
  - 
     Bec-de-corbin 
  63 Gr 
  4 lb. 
  63” 
  2 
  +2 
  Crush 
     Hammer, German war 
  68 Gr 
  6 lb. 
  66” 
  2 
  +1 
  Crush 
     Hammer, horseman’s 
  23 Gr 
  2 lb. 
  23” 
  1 
  +1 
  Crush 
  Knives 
  - 
  - 
  - 
  - 
  - 
  - 
     Cinquedea 
  36 Gr 
  2 lb. 
  22” 
  1 
  +2 
  Stun 
     Dagger 
  32 Gr 
  1 lb. 
  20” 
  1 
  +2 
  Stun 
     Hunting cleaver 
  45 Gr 
  2½ lb 
  18” 
  2 
  +1 
  Stagger 
     Main gauche 
  23 Gr 
  1 lb. 
  20” 
  1 
  +1 
  Parry 
     Misercorde 
  18 Gr 
  ½ lb. 
  16” 
  1 
  +1 
  Stun 
     Poniard 
  13 Gr 
  ½ lb. 
  10” 
  1 
  +1 
  Parry 
     Stiletto 
  14 Gr 
  ½ lb. 
  14” 
  1 
  +1 
  Stun 
     Sword breaker 
  18 Gr 
  2 lb. 
  20” 
  1 
  +1 
  Snap 
     Triple dagger 
  13 Gr 
  1 lb. 
  18” 
  1 
  +1 
  Disarm 
  Lance 
  21 Gr 
  5 lb. 
  124” 
  3 
  +1 
  Unhorse 
  Lantern shield* 
  18 Th 
  5 ½ lb. 
  51” 
  3 
  +0 
  Disarm 
  Pick, Military 
  63 Gr 
  3 lb. 
  23” 
  2 
  +1 
  Crush 
  Polearms 
  - 
  - 
  - 
  - 
  - 
  - 
     Ahlspiess 
  15 Gr 
  6½ lb. 
  43” 
  3 
  +1 
  Stagger 
     Bardiche 
  68 Gr 
  4 lb. 
  65” 
  2 
  +2 
  Stagger 
     Bill 
  65 Gr 
  4 lb. 
  90” 
  2 
  +1 
  Stagger 
     Bohemian ear spoon 
  90 Gr 
  6 lb. 
  106” 
  3 
  +1 
  Stagger 
     Brandestoc 
  68 Gr 
  4 lb. 
  67” 
  2 
  +2 
  Surprise 
     Chacing staff 
  19 Gr 
  6 ½ lb. 
  148” 
  3 
  +1 
  Stagger 
     Glaive 
  95 Gr 
  7 lb. 
  102” 
  2 
  +2 
  Stagger 
     Halberd 
  5 Th 
  6½ lb. 
  92” 
  3 
  +2 
  Trip 
     Lucerne hammer 
  4 Th 
  7½ lb. 
  114” 
  2 
  +2 
  Crush 
     Military fork 
  70 Gr 
  6 lb. 
  97” 
  2 
  +1 
  Disarm 
     Pike 
  42 Gr 
  13 lb. 
  300” 
  2 
  +1 
  Stagger 
     Pollaxe 
  81 Gr 
  6 lb. 
  70” 
  3 
  +1 
  Stagger 
     Ranseur 
  50 Gr 
  9 lb. 
  66” 
  2 
  +1 
  Stagger 
     Spontoon 
  63 Gr 
  3 lb. 
  94” 
  2 
  +1 
  Stagger 
  Spear 
  14 Gr 
  3½ lb. 
  80” 
  2 
  +1 
  Stagger 
  
   
  24 
   
  Swords 
  - 
  - 
  - 
  - 
  - 
  - 
     Arming sword 
  72 Gr 
  2½ lb. 
  35” 
  2 
  +2 
  Impose 
     Backsword 
  41 Gr 
  1½ lb. 
  24” 
  1 
  +3 
  Stagger 
     Basler (Swiss sword) 
  36 Gr 
  2 lb. 
  31” 
  2 
  +1 
  Impose 
     Bastard sword 
  68 Gr 
  3½ lb. 
  43” 
  2 
  +2 
  Impose 
     Bilbo 
  32 Gr 
  1½ lb. 
  20” 
  2 
  +1 
  Impose 
     Broadsword 
  54 Gr 
  2½ lb. 
  34” 
  2 
  +2 
  Impose 
     Cavalry sword 
  63 Gr 
  3 lb. 
  43” 
  2 
  +2 
  Impose 
     Craquemarte 
  77 Gr 
  3 lb. 
  28” 
  2 
  +3 
  Crush 
     Cutlass 
  50 Gr 
  2 lb. 
  25” 
  2 
  +2 
  Stagger 
     Dusack 
  54 Gr 
  3½ lb. 
  40” 
  2 
  +1 
  Stagger 
     Espada ropera 
  72 Gr 
  2 lb. 
  44” 
  2 
  +2 
  Impose 
     Estoc (tuck) 
  54 Gr 
  3 lb. 
  42” 
  2 
  +1 
  Impose 
     Executioner’s sword 
  60 Gr 
  4½ lb. 
  32” 
  3 
  +1 
  Stagger 
     Falchion 
  60 Gr 
  3 lb. 
  29” 
  2 
  +2 
  Crush 
     Hand-and-a-half 
  68 Gr 
  3½ lb. 
  37” 
  2 
  +2 
  Impose 
     Hanger sword 
  32 Gr 
  1 lb. 
  28” 
  1 
  +2 
  Stagger 
     Infantry sword 
  54 Gr 
  2 lb. 
  35” 
  2 
  +2 
  Impose 
     Katzbalger 
  50 Gr 
  2 lb. 
  28” 
  2 
  +2 
  Impose 
     Mortuary sword 
  59 Gr 
  2½ lb. 
  33” 
  2 
  +2 
  Impose 
     Pappenheimer 
  54 Gr 
  3 lb. 
  35” 
  2 
  +1 
  Impose 
     Rapier 
  50 Gr 
  2½ lb. 
  38” 
  2 
  +1 
  Disarm 
     Saber 
  63 Gr 
  3 lb. 
  39” 
  2 
  +2 
  Stagger 
     Sauschwerter 
  59 Gr 
  3½ lb. 
  43” 
  2 
  +1 
  Impose 
     Schiavona 
  63 Gr 
  3 lb. 
  37” 
  2 
  +2 
  Stagger 
     Spadroon 
  50 Gr 
  2 lb. 
  32” 
  2 
  +2 
  Impose 
  Two-Handed Swords 
  - 
  - 
  - 
  - 
  - 
  - 
     Claymore 
  7 Th 
  6 lb. 
  47” 
  3 
  +2 
  Sweep 
     Flammenschwert 
  6 Th 
  7 lb. 
  64” 
  2 
  +2 
  Sweep 
     Kétkezes kard 
  9 Th 
  7 lb. 
  71” 
  2 
  +2 
  Sweep 
     Kriegsmesser 
  6 Th 
  3 lb. 
  44” 
  2 
  +2 
  Sweep 
     Montante 
  9 Th 
  5 lb. 
  63” 
  3 
  +2 
  Sweep 
     Zweihänder 
  6 Th 
  4 lb. 
  48” 
  3 
  +2 
  Sweep 
  Whip 
  16 Gr 
  2 lb. 
  120” 
  1 
  +1 
  - 
   
  
   
  25 
   
     * The lantern shield consists of a buckler, armored gauntlet with spikes and sword, all combined 
  into a single weapon; besides its offensive capabilities, it also provides Armor +1 and a lantern can 
  be hung from a hook on the shield 
   
  Weapon Tricks 
  A character can perform a weapon trick in place of inflicting damage when the attacker 
  makes a successful Fighting task check against an opponent. 
  Trick 
  Effect 
  Crush  
  You may force your opponent to roll 1D; if the roll is higher than his armor value, 
  that piece of armor is ruined and provides no bonus until repaired 
  Disarm  
  An attack with this weapon can force the opponent to pass a Strength task check on 
  2D or lose their weapon if it is no more than twice the weight of the weapon which 
  attacks. The disarmed weapon is thrown 2 to 12 feet away 
  Grapple  
  An attack with fists can result in a grapple. Your foe must pass a Break Chains or 
  Escape check or be held tight. If the grappled is stronger than the grappler, they 
  make their Break Chains check on 2D. If the grappled is more agile than the grappler 
  they make their Escape check on 2D. A held opponent cannot move, but they can 
  choose to attack their grappler using 4D. 
  Impose  
  You force your opponent to pass a Dodge task check or lose their next attack; addi-
  tional attacks against them this round are made at +1 Fighting 
  Parry  
  When holding this weapon in your off-hand, you add +1 to opponent’s attack rolls 
  against you, or add the weapon’s Fighting bonus to your Fighting score 
  Snap  
  If your opponent is wielding a sword, there is a chance it is broken based on the 
  weight of the sword. Swords that weight up to 2.5 lb. break on a roll of 1 to 3 on 1D. 
  Swords that weight from 3 to 4 lb. break on a roll of 1 to 2 on 1D. Heavier swords 
  break on a roll of 1 on 1D. 
  Stagger  
  You force your opponent to step back 6’; they must pass a Dodge check or fall prone 
  Stun 
  An attack with this weapon can stun the opponent for one combat round if they fail 
  an Endure task check 
  Surprise 
  Add +1 to initiative when fighting with this weapon 
  Sweep 
  This weapon permits you to attack up to three opponents per round, so long as they 
  are within range of the weapon; the targets can choose to leap back, away from the 
  weapon user, or suffer 1 damage 
  Trip  
  An attack with this weapon can force the opponent to pass a Strength task check on 
  2D or be knocked flat on their face 
  Unhorse  
  If fighting on horseback, you can force the opponent to pass a Riding task check or 
  be knocked off his mount, landing prone and suffering 1 damage 
   
   
   
  
   
  26 
   
  Ballistic Weapons 
  Bows can shoot once per round. Crossbows and slings can shoot once every other 
  round. Firearms can fire once every three rounds. Artillery can fire once per minute. 
  Ballistic Weapon 
  Cost 
  Weight 
  Length 
  Range 
  Damage 
  Marks. 
  Artillery 
  - 
  - 
  - 
  - 
  - 
  - 
     Falconet 
  115 Th 
  500 lb. 
  45” 
  550 yd. 
  9 
  +1 
     Rabonet 
  52 Th 
  300 lb. 
  60” 
  550 yd. 
  5 
  +1 
     Serpentine 
  72 Th 
  400 lb. 
  49” 
  550 yd. 
  7 
  +1 
  Bows 
  - 
  - 
  - 
  - 
  - 
  - 
     Long 
  125 Gr 
  1½ lb. 
  70” 
  300 yd. 
  2 
  +1 
     Short 
  82 Gr 
  1 lb. 
  47” 
  250 yd. 
  1 
  +1 
     Turkish 
  230 Gr 
  1.5 lb. 
  39” 
  600 yd. 
  2 
  +2 
  Crossbows 
  - 
  - 
  - 
  - 
  - 
  - 
     Heavy 
  178 Gr 
  13 lb. 
  28” 
  330 yd. 
  3 
  +0 
     Light 
  106 Gr 
  7½ lb. 
  28” 
  250 yd. 
  1 
  +0 
     Medium 
  182 Gr 
  8½ lb. 
  28” 
  300 yd. 
  2 
  +0 
  Muskets 
  - 
  - 
  - 
  - 
  - 
  - 
     Arquebus 
  290 Gr 
  9 lb. 
  43” 
  160 yd. 
  3 
  +1 
     Blunderbuss* 
  110 Gr 
  8 lb. 
  24” 
  30 yd. 
  1 
  +2 
     Musket 
  360 Gr 
  16½ lb. 
  72” 
  260 yd. 
  3 
  +1 
     Petronel 
  284 Gr 
  8 lb. 
  45” 
  200 yd. 
  2 
  +1 
  Pistols 
  - 
  - 
  - 
  - 
  - 
  - 
     Dragon* 
  44 Gr 
  3 lb. 
  12” 
  20 yd. 
  1 
  +1 
     Pistol 
  100 Gr 
  2 lb. 
  12” 
  60 yd. 
  2 
  +0 
     Pistol axe** 
  158 Gr 
  3 lb. 
  21” 
  50 yd. 
  2 
  +0 
     Pistol dagger** 
  184 Gr 
  3 lb. 
  15” 
  50 yd. 
  2 
  +0 
     Pistol buckler*** 
  113 Gr 
  4 lb. 
  15 
  50 yd. 
  2 
  -1 
     Pistol spear** 
  240 Gr 
  9 lb. 
  90” 
  50 yd. 
  2 
  +0 
  Sling 
  20 Gr 
  0.2 lb. 
  36” 
  110 yd. 
  1 
  +0 
   
     * Blunderbusses and dragons spray shot (or gravel) in a cone that is 3 yards wide at the base. All 
  within the cone must pass a Dodge task check or suffer 1 point of damage. 
     ** These weapons can be used as pistol, but can also strike as dagger, hand axe or spear. 
     *** This weapon can also be used as a buckler (+1 Armor) 
   
  
   
  27 
   
   
  Ammunition 
  Ammunition 
  Cost 
  Weight 
  Notes 
  Arrows (24) 
  40 Gr 
  5 lb. 
   
     Quiver, arrow 
  32 ₰ 
  1 lb. 
  Cloth quivers hold 24 arrows 
  Bolts (12) 
  60 Gr 
  1 lb. 
   
     Case, bolt 
  24 ₰ 
  1 lb. 
  Leather cases hold 12 bolts 
  Shot & Powder (36) 
  36 Gr 
  1 lb. 
   
     Powder flask 
  16 Gr 
  ½ lb. 
  Flask holds enough powder for 36 shots 
     Pouch 
  4 Gr 
  1½ lb. 
  A pouch holds 36 musket balls 
   
  Miscellaneous Equipment 
  Item 
  Weight 
  Cost 
  Item 
  Weight 
  Cost 
  Acid (vial) 
  - 
  108 Gr 
  Lock 
   
  9 Th 
  Antidote (dose) 
  - 
  162 Gr 
  Lock pick 
   
  20 Gr 
  Bell 
   
  14 Gr 
  Medicine (dose) 
   
  216 Gr 
  Blanket 
   
  4 Gr 
  Mirror 
   
  144 Gr 
  Brandy (qt.) 
  ¼ lb. 
  27 Gr 
  Musical instrument 
   
  45 Gr 
  Caltrop (10) 
  2 lb. 
  135 Gr 
  Net 
   
  50 Gr 
  Candle 
   
  5 ₰ 
  Oil, 1 hour worth 
   
  20 ₰ 
  Chain (10’) 
   
  40 Gr 
  Pickaxe 
   
  41 Gr 
  Chest 
   
  24 Gr 
  Rations, 7 days’ worth 
  18 lb. 
  3 Gr 
  Cooking equipment 
   
  6 Gr 
  Rope (50’) 
   
  16 Gr 
  Crowbar 
   
  20 Gr 
  Sack 
   
  10 ₰ 
  Flask 
   
  14 Gr 
  Satchel, pouch 
   
  20 ₰ 
  Flint and steel 
   
  14 Gr 
  School books (7) 
   
  20 Th 
  Greek Fire 
  ¼ lb. 
  270 Gr 
  Smith’s tools 
  100 lb. 
  90 Gd 
  Ink (1 oz.) 
  - 
  86 Gr 
  Spirits (qt.) 
  ¼ lb. 
  9 Gr 
  Laboratory, alchemical 
  100 lb. 
  22 Th 
  Torch 
   
  3 ₰ 
  Lamp 
   
  36 ₰ 
  Waterskin 
   
  8 Gr 
  Lantern 
   
  9 Gr 
  Whetstone 
   
  9 ₰ 
   
   
   
  Wine (qt.) 
  ¼ lb. 
  25 Gr 
   
   
  
   
  28 
   
  Animals 
  Animal 
  Cost 
  Notes 
  Dog, hunting 
  12 Gr 
  - 
  Dog, terrier 
  8 Gr 
  - 
  Dog, war 
  24 Gr 
  - 
  Donkey 
  24 Gr 
  Can pull 900 lb. or carry 180 lb. over rugged terrain 
  Falcon 
  5 Gr 
  A character with a falcon gains a +1 bonus to his Survival skill 
  Horse, draught 
  60 Gr 
  Can pull 800 lb. or carry 500 lb. over rugged terrain 
  Horse, riding 
  100 Gr 
  Can pull 400 lb. or carry 250 lb. over rugged terrain 
  Horse, war 
  200 Gr 
  Can pull 800 lb. or carry 500 lb. over rugged terrain 
  Mule 
  30 Gr 
  Can pull 750 lb. or carry 200 lb. over rugged terrain 
   
  Henchmen 
  Henchman 
  Weekly Salary 
  Notes 
  Armorer 
  32 ₰ 
  Can repair and make armor and weapons 
  Falconer 
  9 ₰ 
  Can hunt with falcons and care for the birds 
  Groom/valet 
  5 ₰ 
  Does odd, menial jobs 
  Guide 
  36 Gr 
  Can guide you safely through their domain 
  Laborer 
  8 ₰ 
  Can carry things 
   
  Room & Board 
  Flophouses cost 1 to 12 ₰ per night, while inns cost 1 to 6 Gr per night. This includes 
  space on the floor to sleep and morning and evening meals. For a private room and a hot 
  bath, double the price. 
  Accoutrements 
  Rather than bog ourselves down with different types and styles of clothing, clothing is 
  rated by the amount of money an adventurer puts into it. Use the following table to de-
  termine what social rank the adventurer appears to belong to: 
  Value (Gr) 
  Apparent Social Rank 
  0-14 
  Peasant; subtract -1 from effective CHA (no lower than 1) 
  15-149 
  Burgher 
  150-399 
  Aristocrat; add +1 to effective CHA 
  400-999 
  Noble; add +2 to effective CHA 
  1,000+ 
  Royal; add +3 to effective CHA 
   
  
   
  29 
   
  Peasants, burghers and aristocrats are commoners. Dressing as a noble or royal without 
  actually being a noble or royal is a violation of the sumptuary laws and will lead to ar-
  rest, torture, fining and whatever else the authorities feel like doing to you. 
  Mercenaries 
  Mercenaries can be hired by characters to aid in their quests and battles. Mercenaries 
  are paid a daily salary. 
  Infantry 
  Salary 
  Armament 
  Archer 
  14 ₰ 
  Hand axe (1/+1), longbow (2/+1/300 yd.) 
  Arbalester 
  23 ₰ 
  Brigandine (+1), hand axe (1/+1), medium crossbow (2/+0/300 yd.) 
  Doppelsöldner 
  72 ₰ 
  Partial plate (+2), zweihänder (3/+2) 
  Halberdier 
  32 ₰ 
  Cuirass (+1), halberd (3/+2), katzbarger (2/+2) 
  Musketeer 
  36 ₰ 
  Cuirass (+1), musket (3/+1/260 yd.), rapier (2/+1) 
  Pikemen 
  36 ₰ 
  Cuirass (+1), pike (2/+1), katzbarger (2/+2) 
  Rodelero 
  27 ₰ 
  Cuirass (+1), buckler (+1), espada ropera (2/+2) 
   
  Cavalry 
  Salary 
  Armament 
  Cuirassier 
  9 Gr 
  Partial plate (+2), cavalry sword (2/+2), 3 pistols (2/+0/60 yd.) 
  Dragoon 
  7 Gr 
  Partial plate (+2), dragon (1/+1/20 yd.), saber (2/+2) 
  Hackapelli 
  3 Gr 
  Saber (2/+2), horseman’s hammer (1/+1), pistol (2/+0/60 yd.) 
  Lancer 
  14 Gr 
  Full plate (+3), rondache (+1), lance (3/+1), arming sword (2/+2) 
  Reiter 
  5 Gr 
  Cuirass (+1), pappenheimer (2/+1), 3 pistols (2/+0/60 yd.) 
   
   
  
   
  30 
   
  CONFLICT AND COMBAT RESOLUTION 
  To resolve conflicts, you need to understand the following terms: 
  Target Value (TV): A character’s TV is equal to his ability score or his skill score + rele-
  vant ability score, depending on whether it is an ability check or task check. 
  Task Check: A task check is a roll of the dice, usually three dice (abbreviated 3D) in 
  which the player tries to roll his target value or lower to succeed at a task; any disad-
  vantages the character suffers are added as a bonus to the dice roll. A roll of all 6’s al-
  ways fails. A roll of all 1’s always succeeds. 
  When two creatures oppose one another, both roll against their TV, and the one who 
  succeeds by the most is the winner. 
  The GM can rule that there is a modifier to the roll or target value based on other condi-
  tions, such as working under pressure or attacking from behind. For an advantage, add 
  +1, +2 or +3 to the target value. For a disadvantage, add +1, +2 or +3 to the roll. 
  COMBAT 
  Combat is handled in combat rounds, with each round being 10 seconds of time. To de-
  termine who goes first in a round, each player rolls 1 dice (1D) and adds their REF 
  score. The highest roll goes first, followed by the next highest, and so on. Ties go to the 
  combatant with the highest REF score. If there is still a tie, flip a coin. 
  Combat uses the conflict resolution method detailed above, using a character’s Fighting 
  skill value for melee (hand-to-hand) attacks or their Marksmanship skill value for mis-
  sile (ranged) attacks. 
  A successful physical attack roll deals one point of damage to the opponent’s FOR score. 
  Attacks against a character’s mind deal one point of damage to the opponent’s WIL 
  score. If the attack roll succeeds by 3 or more points, the attacker can also impose a 
  special condition on his opponent, such as putting him in a grapple hold, tripping him or 
  erasing a memory from his mind. 
  A creature reduced to 0 points of CON or WIL is knocked unconscious and critically 
  wounded, and they can be killed by one more attack. 
  Characters can be healed with the Healing skill. Light healing requires a 2D task check, 
  and restores one point of CON. Serious healing requires a 3D task check and restores 
  two points of CON. Critical healing requires a 4D task check and restores three points of 
  CON. Other ability scores regenerate at a rate of 1 point per day. 
   
  
   
  31 
   
  MOVEMENT 
  Characters walk at a speed of 260 feet per minute (or 43 feet per combat round), and 
  can sprint at nine times that speed for up to one minute. Running at half sprinting speed 
  can last up to 10 minutes. An Endure task check can double the time a character can 
  sprint or run. 
  TESTS OF COURAGE 
  When a creature must test its courage, it adds its CON and WIL scores together and at-
  tempts to roll under that target value with 2D. 
  MAGIC RESISTANCE 
  When a creature must resist the magic of another, it adds its INT and WIL scores to-
  gether and attempts to roll under that target value with 3D. 
  MASS COMBAT 
  In mass battles, soldiers and lesser monsters should be divided into units, usually with 
  no fewer than 10 figures in a unit. A battlefield should be drawn on one or more pieces 
  of paper or organized with props on a tabletop, and figures or markers representing the 
  units should be placed on either side of the battlefield by the opposing commanders. 
  Each turn of battle takes one minute. 
  Each turn, each commander rolls a dice and adds his Command skill points. The higher 
  roll goes first, or may defer to his opponent. 
  Each commander then moves his units, as follows: 
  Foot soldiers, unarmored … 26” 
  Foot soldiers, armored … 19” 
  Mounted soldiers, unarmored … 52” 
  Mounted soldiers, armored … 39” 
  Monsters, biped, human-sized … 26” 
  Monsters, biped, giant-sized … 39” 
  Monsters, quadruped, horse-sized … 52” 
  Monsters, quadruped, giant-sized … 78” 
  
   
  32 
   
  A unit can move double on a charge. If they end their roll in melee contact with the en-
  emy, they add +1 to their Fighting score. If they do not, and are attacked on the next 
  commander’s turn, those troops add +1 to their Fighting score. 
  When two units clash in melee combat, each commander rolls a dice and adds the aver-
  age Fighting score for that unit and any bonuses their armor would give them in com-
  bat. The high roller removes a total number of soldiers from the low roller’s unit equal 
  to the different in their total scores. 
  A side with some form of cover enjoys a +2 bonus to their Fighting roll. 
  When a unit attacks another with missile weapons (see ranges below), roll as above, 
  comparing the shooter’s dice roll and Archery skill against the opponents dice roll and 
  Fighting score. If the shooter’s roll low, they do not lose any troops. Missile weapons 
  have a range in inches equal to their range in yards divided by 10. 
  For monsters, treat their CON score as the “number of troops” in their “unit”. 
  Characters attack separately from their units, making their own attack against the op-
  posing unit. If they are the low rollers in the contest, they lose 1 CON. 
  A unit that loses half its number must roll a Command check (using their leader’s skill if 
  a leader is present) or flee at double movement from the enemy. A unit that is unable to 
  flee instead surrenders. 
  When one side has fled the battle or surrendered, the other side is victorious. 
   
  
   
  33 
   
  LUCK 
  Each character begins a game session with a Luck score of 6. A luck score can be substi-
  tuted for an ability score or skill score when making checks. Each time this is done, the 
  character’s Luck score is reduced by 1 point. One can also spend luck to avoid wounds. 
  Roll 1D. If the result is lower than one’s current Luck score, the wound is avoided. Suc-
  ceed or fail, one point of luck is lost. 
  DISEASE & DAMNATION 
  If there are two things as associated with the religious wars than the fighting, they are 
  disease and damnation. 
  Disease 
  Disease is an ever-present danger in the world of the 16th century. Every time a charac-
  ter does one of the following, they must test for the possibility of disease: 
  A. Drink un-boiled water or eat under-cooked food 
  B. Injured to the point of bleeding (i.e. reduced to 1 point of CON from weapons or other 
  effects that would reasonably cause bleeding) 
  C. Spend more than 24 hours in a crowded settlement like a city or military camp (check 
  once per week thereafter) 
  D. Spend more than 1 week in a damp, unhealthy climate like a swamp or jungle (check 
  once per week thereafter) 
  To test for disease, roll 2D. If the roll is higher than the character’s present CON, the 
  character has contracted one of the following diseases. Roll on the most appropriate 
  chart, based on the conditions above (A, B, C, or D). The ability score in parentheses are 
  the ability score (or scores) impacted by the disease (see below). 
  A 
  Disease 
  B 
  Disease 
  1 
  Cholera (CON) 
  1 
  Brain Fever (WIL) 
  2 
  Cholera (CON) 
  2 
  Canine Madness (CON) 
  3 
  Flux (STR) 
  3 
  Corruption (CON) 
  4 
  Flux (STR) 
  4 
  Corruption (CON) 
  5 
  Flux (STR) 
  5 
  Mortification (CON) 
  6 
  St. Anthony’s Fire (AGI) 
  6 
  St. Vitus’ Dance (AGI) 
   
   
   
  
   
  34 
   
  C 
  Disease 
  D 
  Disease 
  1 
  Black Death (CON) 
  1 
  Ague (STR) 
  2 
  Great Pox (PER) 
  2 
  Ague (STR) 
  3 
  Great Pox (PER) 
  2 
  Breakbone (CON) 
  4 
  Scarlatina (CON) 
  4 
  Camp Fever (WIL) 
  5 
  Smallpox (STR) 
  5 
  Camp Fever (WIL) 
  6 
  Smallpox (STR) 
  6 
  Consumption (CON) 
   
  Each day, the disease does one point of ability score damage to the ill character, accord-
  ing to the associated ability scores given above. CON and WIL can be reduced to 0, and 
  when they are, the character dies (and might rise as an undead). Other ability scores can 
  be reduced to 1. When they are, the disease begins attacking the character’s CON. 
  Each day, the character also has a chance to fight off the disease. Roll 2D for most dis-
  eases, 3D for Black Death and Consumption. If the roll is lower than the character’s pre-
  sent CON score, they fight off the disease and may begin to heal (see above). 
  Damnation 
  As a character makes choices in Black Death, they may accumulate Damnation Points 
  (DP). A DP is accumulated when a character commits an evil or sinful act, as follows: 
  Sin 
  Explanation 
  Blasphemy 
  Speaking against God, or in favor of Satan 
  Deception 
  Telling falsehoods, hiding information from people with ill intent 
  Demonology 
  Invocation of Hell, study of evil texts, human sacrifice 
  Fornication 
  Engaging in sexual acts with someone other than husband or wife 
  Gluttony 
  Hoarding goods, eating more than one needs, or imbibing alcohol to the point of 
  drunkenness; also refusing to be share with those in need 
  Murder 
  Killing in situation other than self-defense, possibly even then if one has forced 
  the combat on a less skilled combatant 
  Seduction 
  Manipulating people into committing a sin 
  Theft 
  Stealing from the living, or robbing tombs 
   
  Damnation carries with it many costs, including the chance that a character suffers from 
  what is colloquially called “Satan’s Touch”, or what might be referred to as a mutation. A 
  character’s total of D.P. has other effects as well (see table below). 
   
   
  
   
  35 
   
  D.P. 
  Title 
  Impact 
  0-3 
  Saint 
  Enjoys a +1 bonus to WIL against Hellish magic 
  4-9 
  Sinner 
  Invocation to Heaven to heal or aid the sinner add +1 to the task check roll 
  10-24 
  Heretic 
  Invocation to Heaven to heal or aid the heretic add +3 to the task check roll 
  25+ 
  Damned 
  Cannot be healed or aided by Heavenly magic. Upon death, roll 3D. If the 
  roll is equal to or lower than the character’s DP, they become an undead 
  under the control of the Game Master  
   
  Absolution 
  The only way to remove Damnation Points is absolution in some form from a priest or 
  minister. This requires confession of sins and some form of penance. Since Black Death 
  is an adventure game, penance can involve a quest. Absolution removes 1D D.P. 
  Mutations 
  At every New Moon, each character must check to see if they have been marked by Sa-
  tan with a mutation for their sins. 
  Saints 
  No chance of mutation 
  Sinners 
  Roll of 2 on 2D 
  Heretics 
  Roll of 2-3 on 2D 
  Damned 
  Roll of 2-5 on 2D 
   
  If a mutation is indicated, roll two dice, treating one dice as the ten’s place and the other 
  as the one’s place. A roll of “6” and “3”, for example, would be read as “6-3”. 
  Roll 
  Mutation 
  Effect 
  1-1 
  Anti-magic  
  You add +1 to you INT and WIL scores when resisting magic 
  1-2 
  Bandy legs  
  Your legs bow unnaturally (Speed -10%) 
  1-3 
  Bat wings  
  You can bat wings and can fly at your normal speed if not encum-
  bered; the wings can be hidden under clothing 
  1-4 
  Belly mouth  
  You grow a fanged mouth on your belly; it can attack in combat if 
  you uncover your torso (Fighting check, 1 damage) or can cast an 
  invocation while you fight (again, if your torso is uncovered) 
  1-5 
  Bug eyes  
  You have bulging eyes (+1 PER, -1 CHA) 
  1-6 
  Cannibal  
  You must taste human flesh once per week, or have your PER score 
  reduced by 2 points until you do 
  2-1 
  Catlike  
  You gain cat eyes (as Infravision) and quickness (+1 AGI, -1 WIL) 
  2-2 
  Claws  
  character gains claws (+1 Fighting) and loses a point of Charisma 
  2-3 
  Demon spawn  
  If female, you are impregnated with a cambion which must be car-
  ried for 9 months and then given to a coven; if male, roll again 
   
  
   
  36 
   
  2-4 
  Diabolic weapon  
  A demon is bound to one of your melee weapons, increasing its 
  Fighting bonus by +1; it must draw blood once per day (1 damage 
  to you if you do not damage somebody else). 
  2-5 
  Fangs  
  You can bite in combat (Fighting check required, 2 damage) 
  2-6 
  Grotesque  
  You become physically grotesque (-1 CHA) 
  3-1 
  Hellfire  
  You can breathe hellfire like a dragon (10’ cone, 2 damage, 1 if vic-
  tims pass a successful Dodge check) once per day 
  3-2 
  Hypnotic eyes  
  People who meet your gaze may be hypnotized; they must pass a 
  resistance test against magic or have a suggestion implanted in 
  their mind 
  3-3 
  Imp  
  A servant imp is given to you; it can assume the shape of a black cat, 
  toad, snake, lizard or raven and grants a +1 Invocation when within 
  10’ of you; if killed, you lose 1D of CON as damage 
  3-4 
  Inhumanly short  
  You grow 2’ shorter 
  3-5 
  Inhumanly tall  
  You grow 2’ taller 
  3-6 
  Mad genius  
  You become more intelligent, but lose your sanity (+1 INT, -1 PER) 
  4-1 
  Morbid obesity  
  You grow morbidly obese (Speed -10%, -1 CON, +1 Armor) 
  4-2 
  Night vision  
  You can see up to 120’ in complete darkness, and normally in twi-
  light conditions 
  4-3 
  Pentacle  
  You are branded as a favorite of Satan, gaining a +1 to Intimidate 
  and Influence fellow sinners 
  4-4 
  Phobia  
  You gain a fear of something common (-1 WIL) 
  4-5 
  Pinhead  
  Your muscles grow, your brain shrinks (+1 STR, -1 INT) 
  4-6 
  Plague-bearer  
  You carry a random disease which you might pass on to those who 
  spend time in your close company 
  5-1 
  Rage  
  You must roll 2D under your WIL to avoid combat; when fighting, 
  you gain +1 Fighting but continue attacking allies or innocents 
  when there are no enemies left until you roll 2D under your WIL 
  5-2 
  Red skin  
  Your skin becomes crimson and you suffer no ill effects from fire 
  5-3 
  Scaly skin  
  Your skin becomes like a snakes (+1 Armor, -2 CHA) 
  5-4 
  Secret Knowledge  
  A cosmic secret is whispered in your ear; roll 2D against your WIL- 
  if lower, you gain +1 INT, +1 Invocation; if higher, you lose 2 WIL 
  5-5 
  Silver tongue  
  You become devilishly charismatic (+1 Influence, +1 CHA) 
  5-6 
  Spidery  
  Your limbs grow longer and quicker (+1 Climb, +1 AGI) 
  6-1 
  Skeletal  
  You become extremely thin (-1 CHA, -1 STR) 
  6-2 
  Spit venom  
  You can spit venom up to 10’ (use Marksmanship skill; causes 1 
  damage) 
  6-3 
  Stench  
  You are surrounded by a horrible stench 10’ in radius; folk within 
  that range must pass an Endure task check or become nauseous (-2 
  CHA) 
  6-4 
  Tentacle  
  You grow a tentacle somewhere on your body, gaining an extra arm 
  for holding things; you can attack and grapple with it (-1 CHA) 
  6-5 
  Toad-like  
  You gain warty skin, bulging eyes and a broad mouth and the ability 
  to leap 20’ (-1 CHA) 
  6-6 
  Webbed digits  
  You character can swim at a speed of 5 miles per hour. 
  
   
  37 
   
  ADVANCEMENT 
  Whenever a character defeats a monster, overcomes an obstacle, claims a treasure or 
  survives a season, he or she gains advancement points (AP).  
  Accomplishment 
  Reward 
  Slaying a monster, Level I 
  ½ point per monster slain 
  Slaying a monster, Level II 
  1 point per monster slain 
  Slaying a monster, Level III 
  3 point per monster slain 
  Slaying a monster, Level IV 
  5 points per monster slain 
  Slaying a monster, Level V 
  7 points per monster slain 
  Overcoming an obstacle, tricky 
  1 point 
  Overcoming an obstacle, dangerous 
  3 points 
  Overcoming an obstacle, deadly 
  5 points 
  Claiming a treasure 
  1 point per 10 Gd of value of coins, jewels, etc. 
  Claiming a magic item 
  3 points 
  Survive a disease (without magic) 
  1 point 
   
  For every five advancement points a character has earned, they may attempt to make 
  two advancement rolls. One advancement roll is of an ability score or primary skill, and 
  the other is of a secondary skill or tertiary skill. 
  To improve an ability score, roll 1D. If the number is higher than the existing ability 
  score, advance the ability score by 1. A character can never have more than two ability 
  scores at a 6 rating, and never more than four ability scores at a 5 rating or higher. 
  To improve a skill, roll 2D. If the number rolled is higher than the existing skill score, 
  advance the skill score by 1. Primary skills can be advanced to a maximum of 12. Sec-
  ondary skills can be advanced to a maximum of 9. Tertiary skills can be advanced to a 
  maximum of 6. Alternatively, the character can add a new tertiary skill to his sheet, with 
  a skill value of 1. A character cannot have more than 5 tertiary skills. 
  ADVENTURES 
  Black Plague can be used to play a single game with a set of characters, just to pass an 
  afternoon or evening, or to play in a string of games called a “campaign”. Campaigns will 
  be dealt with first, and then individual adventures. 
  Campaigns 
  A campaign follows a group of characters over the course of several adventures. Some 
  characters might not make it through the campaign alive, and have to be replaced by 
  other characters, while others will grow in their capabilities over time. 
  
   
  38 
   
  A campaign begins in a region on the Black Plague map, usually in the season of spring. 
  The game year is divided into the four seasons – spring, summer, fall and winter.  
  Spring: In the spring, the snows melt and plants begin to grow. The melting snow 
  makes travel difficult (half normal rate) due to muddy roads and swollen streams and 
  rivers. Crops are being planted, and stores are almost used up, but there is soon forage 
  and game in the wilderness. Food prices are doubled. 
  Summer: In the summer, the crops are planted and growing and baby animals are put-
  ting on weight. Travel is easier, but food is still a little scarce. Food prices are increased 
  by 150 percent. There is a 1 in 6 chance of torrential rains during the summer – this 
  floods the fields and kills the crops, presaging a starvation year ahead. 
  Fall: In the fall, crops are harvested and food is more plentiful. Travel remains easy. If it 
  is a starvation year, food prices are double normal. Otherwise, they are as they are 
  quoted on the equipment lists. 
  Winter: In the winter, the snow is falling and the air is frigid. Travel is difficult once 
  again (half normal rate), and exposure to the elements is dangerous (Endure check once 
  per day or lose 1 point of CON). Food prices increase by 150%, or are tripled in a starva-
  tion year. 
  The region in which characters begin will be suffering a random condition (see below). 
  Whenever a new region is entered, roll to determine its conditions. 
  1D 
  Conditions 
  1-2 
  None 
  3 
  Pestilence 
  4 
  Famine 
  5 
  War 
  6 
  Death & Damnation 
   
  None: There are no special conditions are afflicting the region at the moment. 
  Pestilence: The region is suffering through a bout of the bubonic plague. All characters 
  in the region that visit a city or town must pass an Endure check against the plague on 
  4D or become infected. 
  Famine: The crops failed or are failing. Food prices are tripled in towns and cities, and 
  Survival checks are made on 4D due to overhunting by the peasantry. Characters can go 
  on half rations, but while they do suffer a +1 penalty on all skill and ability checks. 
  War: War has come to the region, in one of the following forms (roll 1D). 
  
   
  39 
   
  1. Rebellion: A rebellion of the peasants over religion or general dissatisfaction 
  over living conditions is raging. If adventurers are in a town or city, there is a 1 in 
  6 chance per hour of a violent riot breaking out and the adventurers being at-
  tacked by 2D of villagers. The rebellion has doubled all prices. 
  2-3. Siege: The town or city that the adventurers are heading to is surrounded by 
  an enemy army. Within the settlement, the following things occur: 
   
  1D x 100 people die each day (and 1D of them become undead monsters) 
   
  There is a 1 in 6 chance per day that adventurers are caught in an explosion 
  caused by the enemy’s artillery (Dodge check or 2D damage) 
   
  All prices are tripled 
  4-6. Battle: Catholic and Protestant armies are maneuvering in the region and battle 
  is imminent. Naturally, the adventurers are operating in or near the battlefield. The 
  soldiers are looting the countryside. All prices are doubled, and there is a 1 in 6 
  chance each day of an encounter with a patrol of 3D infantry or 2D cavalry. Dice for 
  their allegiance.  
  Death & Damnation: The region is infested with demons and undead. An undead army 
  of skeletons is present, commanded by a more powerful undead or demon. There is a 1 
  in 6 chance each day of an encounter with a patrol of 3D skeletons or a demon. The cit-
  ies and towns are infested with demons, undead and witches. The region also suffers 
  from both Pestilence and Famine (see above). 
  Ventures 
  During each season, the players can Adventure, Travel or Rest (see below).  
  Adventure: An adventure covers just about any task or action involving risk and re-
  ward. Players can start any adventure they like, though they will probably require some 
  prompting from the Game Master – for example providing them a map to a treasure or 
  even informing them that a loved one or ally has been captured and needs rescuing. 
  Some possible adventures include the aforementioned treasure hunt or rescue, or steal-
  ing a magic or secret weapon or war plans and delivering them to an army in the field, 
  delivering messages or accompanying important people on a royal or ducal errand, oth-
  er missions of a military nature, plundering ruined abbeys or towns, slaying dangerous 
  monsters, stealing from a guild house or merchant prince, quelling rebellions, etc. 
  Rest: Winter is usually a time for rest. Characters must pay for room and board for 12 
  weeks. Characters can pay for training (see equipment list above) and have a chance to 
  advance one of their primary, secondary or tertiary skills (roll 3D). 
  
   
  40 
   
  Travel: Travel involves moving from one city or town to another, perhaps to find 
  greener pastures or to escape persecution or enemies the characters have made. Travel 
  is an adventure of a sort, and random events during travel can lead to adventures. 
  Wilderness travel is conducted in Movement Points (MP). Characters, depending on 
  their mode of travel, get a certain number of MP’s per season. These are spent to travel 
  between regions. Spending an MP requires food, which must be carried or must be for-
  aged or hunted for (Survival check). A Survival check reduces food costs by half. 
  In the table below, “army” indicates a very large force, undoubtedly with multiple 
  modes of travel. A small army contains 5,000 soldiers, a medium army 15,000 and a 
  large army 25,000. “Foot” indicates a small band of adventurers traveling on foot and 
  maybe guiding pack animals. 
  Mode of Travel 
  MP 
  Food Cost 
  Food Weight 
  Survival Check 
  Army 
  2 
  20 Gr/soldier 
  540 lb./soldier 
  5D 
  Foot 
  4 
  10 Gr/person 
  360 lb./person 
  3D 
  Camel 
  5 
  30 Gr/traveler* 
  1,200 lb./traveler* 
  3D 
  Horse 
  5 
  50 Gr/traveler* 
   
  2,200 lb./traveler 
  4D 
  * Assumes each traveler has their own camel or horse 
  Spring increases the cost to move into a region by 1 MP. Winter increases the cost to 
  move into a region by 2 MP. Mountains cost 2 MP to travel through. 
  An underfed group loses 1 movement point, and suffers a +1 penalty to all checks. 
  At sea, assume that barges have 4 movement points going down river, and 2 going up 
  river. Crossing water requires 1 MP and a boat. 
  For each region entered, roll 1D to see if there is a meaningful encounter aside from 
  encounters that are diced for due to the condition of the region (see above). Roll two 
  dice, treating one as the ten’s position, and one as the one’s position. The “X” indicates 
  any roll with a “1” in the ten’s position. 
   
   
   
   
   
  
   
  41 
   
  Roll 
  Encounter 
  1-X 
  Dangerous animals – bears, boars or wolves 
  2-1 
  A band of 1D assassins (treat as soldiers) sent to kill one of the adventurers 
  2-2 
  A band of 3D brigands bent on robbery 
  2-3 
  Another motley band of six adventurers 
  2-4 
  A caravan of 3D gypsies (treat as brigands) led by an NPC gypsy king or queen 
  2-5 
  A lonely hermit who can heal (Healing 9 TV) and give prophecies (Prayer 9 TV) 
  2-6 
  A patrol of 3D infantry or 2D cavalry of random allegiance 
  3-1 
  A band of 3D pilgrims (treat as villagers) led by an NPC cleric 
  3-2 
  A band of 1D traders (treat as villagers) with 2D guards (infantry); 1 in 6 chance that they 
  are Jewish or Muslim 
  3-3 
  A coven of 2D witches (treat as villagers with Invocation 6 TV) led by an NPC witch; there 
  is a 50/50 chance of them being good or evil 
  3-4 
  An NPC hexenhammer with 2D cavalry 
  3-5 
  A pack of 3D wolves; 1 in 6 chance that they are led by a werewolf 
  3-6 
  An abbey (always Catholic), with 5D monks led by an NPC cleric 
  4-1 
  A castle with 5D infantry, 2D cavalry, led by an NPC knight or magician; 1 in 6 chance the 
  leader is instead a vampire or lich 
  4-2 
  The smoldering remains of a caravan (gypsy or trader) with 1D survivors 
  4-3 
  A powerful storm robs you of 1 MP 
  4-4 
  A troupe of 3D level I fairies; 1 in 6 chance they are in their lair 
  4-5 
  A troupe of 2D level II fairies; 1 in 6 chance they are in their lair 
  4-6 
  A troupe of 1D level III fairies; 1 in 6 chance they are in their lair 
  5-1 
  A gang of 3D level I monsters; 1 in 6 chance they are in their lair 
  5-2 
  A gang of 2D level II monsters; 1 in 6 chance they are in their lair 
  5-3 
  A gang of 1D level III monsters; 1 in 6 chance they are in their lair 
  5-4 
  A level IV monster; 1 in 6 chance it is in its lair 
  5-5 
  A level V monster; 1 in 6 chance it is in its lair 
  5-6 
  A succubus or incubus in human guise; pretends to be in need 
  6-1 
  A gang of 3D skeletons 
  6-2 
  A ruined castle or abbey to explore 
  6-3 
  An entrance to the Underworld 
  6-4 
  A treasure chest; 1 in 6 chance it contains a treasure hoard (roll one, see below); other-
  wise is contains the following (roll 1D) 
  1. 100 lb. of foodstuffs 
  2. 24 bottles of wine 
  3. Enough noble clothes to outfit all the PC’s in the party 
  4. 20 weapons, no more than 48” long 
  5. 20 books; 1 in 6 chance of a grimoire 
  6. Alchemical supplies, including 1D vials of acid and 1D vials of poison 
  6-5 
  A malebranche demon with an unholy quest 
  6-6 
  An angel of the Lord with a holy quest 
  
   
  42 
   
  Quests, unholy or holy, involve retrieving relics to be delivered to a particular person, 
  slaying a powerful monster or leader, or something of the kind. Be creative. Hell will 
  reward people with a treasure hoard (a number of rolls commensurate with the dan-
  ger). Heaven will reward people with an advancement of 1 point of the Prayer skill or by 
  removing Damnation Points. 
  Ruins 
  Ruins might be castles, abbeys, towers, villages or even abandoned towns. They usually 
  have a component above ground and a component below ground. To create a ruin for 
  adventurers to explore, draw a map, adding rooms, corridors, stairs, trapdoors, chim-
  neys and other methods of ingress and egress. Stock the ruin with the following table: 
  1D 
  Room Contents 
  1-2 
  Empty 
  3 
  Monster 
  4 
  Trap (no treasure) 
  5 
  Trap (with treasure) 
  6 
  Monster, trap and treasure 
   
  Traps might include falling stones or spiked portcullises, arrows, darts, guns or spears 
  rigged to a tripwire, poison gas or needles, covered pits, slippery stairs or magic curses. 
  Regions 
  Alps: Swiss Catholic Mountains. Contain kingdom of the zwergs ruled by King Gandalf. 
  The zwergs mine cinnabar, amethyst and quartz. Other creatures include bears, kob-
  olds, remoras and light elves. A lindworm, the Tatzelworm, lives in the region. The hu-
  man population is sparse. Villagers are herders and cheesemakers. 
  Anjou: French Catholic. It is part of the royal domain of Louis XIII the Just, King of 
  France and Navarre. Saint Calminius Reliquary in Riom. 
  Austria: Imperial Catholic. Center of Holy Roman Empire. Ruled by Ferdinand II. In-
  cludes Royal Hungary. Spear of Destiny in Vienna. 
  Bavaria: Imperial Catholic. It is the center of the Counter-Reformation and the Catholic 
  League. The hidden tomb of Barbarossa is on the border between Tyrol and Bavaria. 
  Bavaria is infested with wolves. 
  Black Forest: German Protestant Mountains. Contain many fortifications, often in ruins. 
  The region produces silver, timber and draft horses. It was at the center of the German 
  Peasants’ War. 
  
   
  43 
   
   
  Bohemia: Imperial Catholic. Ruled by Ferdinand II, the Holy Roman Emperor. Center of 
  the revolt that started the Thirty Years War. Crown of Saint Wenceslas in Prague, Reli-
  quary of Saint Maurus in Petschau. 
  Brandenburg: German Protestant. It is ruled George William, Margrave of Brandenburg 
  and Duke of Prussia, an ineffective ruler of the Hohenzollern line. He attempted to re-
  main neutral in the Thirty Years War. 
  Brunswick: German Protestant. At the heart of the Hanseatic League. Ruled by George, 
  Duke of Brunswick-Lüneburg. Most important export is Brunswick Mum beer. Reliquary 
  of Mary in Hildesheim. 
  Burgundy: French Catholic. Once a kingdom, it is now part of the French crown lands of 
  King Louis XIII. 
  Carpathians: Mountains. Divided into three parts of the map, and each part counts as a 
  separate region for the purposes of travel. The Eastern Carpathians are home to both 
  vampires and light elves. 
  Croatia: Imperial Catholic. Raided by Ottoman Turks from Serbia. Populated by tough 
  frontiersmen. Under control of the Holy Roman Emperor and Viceroy Juraj V Zrinski. 
  Swaddling Clothes in Zagreb. 
  Denmark: Danish Protestant. Denmark is ruled by Christian IV of Denmark-Norway. It 
  participated heavily in the early years of the Thirty Years War. 
  
   
  44 
   
  England: English Protestant. England is ruled by the Catholic King Charles I, despite the 
  country officially being Protestant. 
  Gascony: French Catholic. Gascony is the birthplace of both Cyrano de Bergerac (of the 
  play; the historical Cyrano was a Parisian) and d’Artagnan of the Three Musketeers. 
  Île-de-France: French Catholic. Ruled by King Louis XIII and Cardinal Richelieu. Known 
  for the Champagne Fairs and as the birthplace of the chivalric romance. Crown of 
  Thorns, a bit of the True Cross and Holy Sponge in Paris. 
  Lorraine: French Catholic. It is ruled by Charles IV, Duke of Lorraine. Charles has sup-
  ported Gaston d'Orléans (brother of King Louis XIII) who opposes Cardinal Richelieu’s 
  government, which is never safe. 
  Madjaristan: Ottoman Islamic. A dangerous, wild country overgrown with woods and 
  marshes because many of its people 
  were sold into slavery by the Turks. 
  The peasants live in mercenary bands 
  called Hajdu (treat as brigands), the 
  people are called hajduk. 
  Massif Central: French Catholic Moun-
  tains. Ruled by King Louis XIII. 
  Mazovia: Polish Catholic. Sturdy yeo-
  men. Wracked by invasions. Ruled by 
  Sigismund III Vasa, King of Poland and 
  Grand Duke of Lithuania. Famous for 
  its fire flowers. They are hard to har-
  vest (Survival 4D). Fire flowers grant 
  the ability to read minds, find treasure 
  and repel evil (Alchemy 3D). 
  Mecklenberg: German Protestant. Ruled by petty potentates. Hamburg is a free city, 
  with many Protestant refugees from the Netherlands and France. Lübeck remained neu-
  tral during the Thirty Years War. The Medieval trickster, Till Eulenspiegel, is buried 
  near Hamburg and Lübeck. 
  Moravia: Imperial Protestant. Like Bohemia, it is under the rule of the Holy Roman Em-
  peror, though its nobility is Protestant. 
  Normandy: French Catholic. Ruled by King Louis XIII. Arm of Mary Magdalen in Fécamp. 
  Palatinate: German Protestant. Center of Protestant resistance, though Frankfurt-am-
  Main remained neutral. Ruled by Frederick V, Elector Palatine. Cassel is home of the 
  
   
  45 
   
  Rosicrucian secret society. Mannheim was mostly leveled by Tilly in 1622, and should 
  start the game as a sprawling ruin ripe for plunder. 
  Pfaelzerwald: German Mountains. The Palatinate Forest is the northern portion of the 
  Vosges Mountains of France. Contains a natural wonder called The Devil’s Table. Plague 
  and famine have left the woods almost devoid of settlement. 
  Piedmont: Italian Catholic. Ruled by the Spanish King Philip IV. Battleground between 
  the Spanish and French. Iron Crown of Lombardy in Milan. 
  Poland: Polish Catholic. Ruled by Sigismund III Vasa, King of Poland and Grand Duke of 
  Lithuania. Currently fighting with both Sweden and the Ottoman Empire. Cracow was 
  founded over the cave of a dragon. 
  Poitou: French Catholic. Hotbed of Huguenot activity. Ruled by King Louis XIII. Becket 
  Casket at Limoges. 
  Pomerania: German Protestant. It is ruled by Bogislaw XIV, Duke of Pomerania, allied 
  to Sweden, which occupies it with soldiers. 
  Prussia: German Protestant. The territory of the Teutonic Knights, they maintain their 
  headquarters at Königsbarg. It is ruled by George William, Margrave of Brandenburg 
  and Duke of Prussia. 
  Rhône: French Catholic. Lyon was the site of the St. Bartholomew’s Massacre of Hugue-
  nots by Catholics.  
  Ruthenia: Ruthenia fell under the rule of the Polish King in this period. 
  Savoy: French Catholic Mountains. Ruled by Victor Amadeus I, Duke of Savoy, “Lion of 
  Susa”. Savoy was a battlefield between the French and Spanish who ruled the Piedmont. 
  Shroud of Turin. 
  Saxony: German Protestant. Despite the Protestant Reformation beginning under the 
  protection of the Saxon Electors, Saxony did its best to stay out of the war. It is ruled by 
  John George I. The wooded Thuringian Forest in the west is home to lynxes, wild boars 
  and silver deposits. 
  Silesia: Imperial Catholic. It is ruled by the Holy Roman Emperor. 
  Spanish Netherlands: Imperial Catholic. It was the scene of heavy fighting between the 
  Spanish and French. It is governed by Cardinal-Infante Ferdinand of Austria. Dunkirk 
  was the home of the Dunkirkers, privateers of the North Sea. Relic of the Precious Blood 
  in Bruges, Eberbach Pax in Limburg. 
  Styria: Imperial Catholic. Has Holy Roman Empire’s only port. 
  
   
  46 
   
  Sweden: Swedish Protestant. Ruled by King Gustavus Adolphus. 
  Switzerland: Swiss Protestant. Composed of independently ruled cantons. Geneva was 
  birthplace of Calvinism. Zürich is isolationist, with a double ring of walls to keep it safe. 
  Reliquary of Saint Eustace in Basel. 
  Teutoberg Forest: Imperial Catholic. Dominated by the free city of Cologne. Cologne’s 
  soldiers wear red, and are known as the “Red Sparks”. Holy Coat in Treves, Bust of Char-
  lemagne in Aachen. 
  Transylvania: Ottoman Protestant. Semi-independent principality of the Ottoman Em-
  pire. It is ruled by Gábor Bethlen and is home to Castle Dracula. 
  Tyrol: Imperial Catholic. It is ruled by Maximilian III, Archduke of Austria. Eastern ex-
  tent of the Alps. 
  United Provinces: Dutch Protestant. It is a confederation of protestant states in rebel-
  lion against the Spanish Netherlands. It is currently ruled by Maurice of Nassau as a 
  military dictatorship. 
  Venetian Republic: Italian Catholic. Ruled by Doge Antonio Priuli. Embroiled in an es-
  pionage war with Spain. Knife of Jesus in Milan and Brescia Casket in Brescia. 
  Vosges Mountains: French Mountains. Southern portion of the German Pfaelzerwald.  
  Note on Settlements 
  Settlements in Central Europe and beyond are rated as towns, cities and large cities. 
  Towns are denoted on the map as small circles, cities as large circles and large cities as 
  stars. Protestant settlements are in red, Catholic settlements are in blue. 
  Towns: Towns have less than 15,000 citizens. Most artisans and professionals are 
  available in a town for hire, including armorers, chemists, doctors and priests; assume 
  the average total value of their skills is 7. The price of armor and weapons in a town is 
  double what is on the equipment lists. Towns have a garrison of 1D x 25 soldiers. 
  Cities: Cities have populations of 15,000 to 50,000 people. Cities always have cathedrals 
  and colleges, and might have universities. Assume the average total value of skills for 
  professionals and artisans in a city is 9. A city has a garrison of 1D x 100 soldiers. 
  Large Cities: Large cities have populations of more than 50,000 people. They always 
  have cathedrals and universities. Assume the average total value of skills for profes-
  sionals and artisans in a large city is 11. A large city has a garrison of 1D x 500 soldiers. 
  The price of food and lodging in a large city is double what is on the equipment list. 
  
   
  47 
   
   
  
   
  48 
   
   
   
  
   
  49 
   
  Sample Campaign 
  A motley band of adventurers begins its campaign in the spring in Prague. Prague is in 
  the region of Bohemia. As the campaign unfolds, Bohemia is wracked by war, as the 
  Protestant army of Ernst von Mansfeld and the Catholic army of Tilly are maneuvering 
  and fighting. Wishing to escape the war, and in need of money, the adventurers decide 
  to venture into Transylvania to explore the ruins of Castle Dracula. The adventurers are 
  poor, and must travel on foot. Spring adds 1 MP to enter each region due to swollen 
  rivers and muddy roads. During the spring season, the adventurers have enough MP to 
  move through Moravia (suffering pestilence) and into Austria (no ill events). While 
  crossing Moravia, they meet a caravan of gypsies. In Austria, they discover a treasure 
  chest. During summer they can cross through Madjaristan and into Transylvania. 
  MONSTERS 
  Monsters have the same basic statistics as characters. The monster entries below add 
  the following stats: 
  F – The monster’s Fighting skill value. Value in parentheses is Fighting + STR. 
  Mk – The monster’s Marksmanship skill value. Value in parentheses is Marks. + AGI. 
  MR – The monster’s Magic Resistance value. 
  Cou – The monster’s Courage value for testing courage. 
  Monsters are classed as follows: Animal, Demon, Human, Fairy, Monster and Undead.  
  Animals and human are mortal creatures, with no special rules beyond what might ap-
  pear in their entries below. 
  Demons are creatures that come from Hell. They are irredeemably evil. Demons are 
  unaffected by disease and poison and unharmed by fire. Holy water affects them as 
  though it were acid. You can roll mutations for demons to give them more character. 
  Fairies exist between Heaven and Hell. They regard humans as humans regard insects, 
  but are willing to play with them for fun. Fairies are unaffected by disease. Steel and 
  iron weapons inflict 1 extra point of damage to them. 
  Monsters are creatures warped by the energies of Hell. They are evil. 
  Undead are former living creatures that have been raised by the infernal powers and 
  their servants. Some are evil, while others are servants with no will of their own. Un-
  dead are unaffected by disease and poison. Incorporeal undead can only be harmed by 
  exorcism, magic that deals WIL damage, holy water (as acid) and swords, which bear 
  the shape of the holy cross. 
  
   
  50 
   
  A monster’s threat level is calculated using the following formula: Add CON + Fighting, 
  Marksmanship, Prayer or Invocation (whichever is higher) + 1 per offensive or defen-
  sive special ability, +1 per offensive or defensive equipment, and check the total on the 
  table below to find the monster’s threat level.  
  Total 
  Threat Level 
  0-9 
  I 
  10-13 
  II 
  14-17 
  III 
  18-20 
  IV 
  21+ 
  V 
   
  Aristocrat (Human) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  I / II 
  4 
  3 
  4 
  4 
  3 
  3 
  4 
  3 (7) 
  3 (6) 
  7 
  7 
   
  Skills: Carouse 3, Command 1, Etiquette 4, Influence 4, Learning 2, Riding 3, Wit 3 
  Equipment: Rapier (2/+1) or Full plate (+3), Hungarian shield (1), lance (3/+1), estoc (2/+1) 
  The “aristocrats” category includes royalty, nobility and other landed gentry. They are 
  better fed and in better health than most other folk, and the majority of people, and 
  most have had some measure of military training. 
  Aristocrats have treasure equal to a Level IV monster (landed gentry), Level V monster 
  (noble) or Level VI monster (royalty). Landed gentry are accompanied by 1D of body-
  guards, nobles by 2D and royalty by 3D. 
  Barrow Wight (Undead) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  7 
  3 
  6 
  3 
  4 
  4 
  1 
  4 (11) 
  1 (4) 
  7 
  10 
   
  Skills: Detection 5 
  Special: Grow in size, stench of death, smoke form, swim through rock, cause madness 
  Barrow whites are powerful, ancient dead that have been awakened by evil magic. They 
  dwell in their graves and guard the treasures that were buried with them. They are 
  swollen and hideous, with blackened, decayed flesh. 
  Barrow wights can grow to double their normal size, adding +2 to their Strength. They 
  carry about them the stench of death in a 10’ radius (Endure test or -1 to task checks). 
  
   
  51 
   
  They can become wisps of smoke and swim through solid rock. The sight of a barrow 
  wight can cause madness (magic resistance check or permanently lose 1 point of WIL). 
   
  Basilisk (Monster) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  III 
  4 
  2 
  4 
  1 
  3 
  7 
  1 
  6 (10) 
  - 
  4 
  7 
   
  Skills: Endure 4, Sneak 5 
  Special: Gaze kills instantly 
  The basilisk is an eight-legged lizard with a crown-shaped crest. The monster’s gaze 
  causes instant death. It can be avoided by shutting one’s eyes, which requires one to roll 
  4D in combat against it. Otherwise, one must pass a Dodge check each round to avoid 
  meeting its gaze. 
  Bear (Animal) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  6 
  4 
  6 
  1 
  3 
  4 
  1 
  3 (9) 
  - 
  4 
  9 
   
  Skills: Climb 3, Survival 4 
  Special: 2 attacks 
  European bears are of the black variety. Bears do not keep treasure. 
  Boar (Animal) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  I 
  5 
  4 
  6 
  1 
  6 
  3 
  1 
  3 (8) 
  - 
  7 
  12 
   
  Skills: Survival 4 
  Boars are ferocious swine that haunt the woods of Europe. Boars have no treasure. 
  
   
  52 
   
  Brigands (Human) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  4 
  3 
  4 
  3 
  3 
  3 
  3 
  4 (8) 
  4 (7) 
  6 
  7 
   
  Skills: Carouse 3, Endure 3, Intimidate 3, Stealth 3, Survival 3 
  Equipment: Brigandine (+1), hand axe (1/+1), light crossbow (1/+1/250 yd.) 
  Brigands are down-on-their-luck soldiers that have been defeated and turned away 
  from their homes. They lurk in the wilderness, attacking and robbing all who pass 
  through their claimed territory. 
  Buckrider & Black Goat 
  Buckrider (Fairy) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  4 
  4 
  4 
  3 
  4 
  4 
  2 
  4 (8) 
  4 (8) 
  7 
  8 
   
  Skills: Command 3, Dodge 4, Endure 4, Riding 4, Survival 3, Sneak 3 
  Equipment: Brigandine (+1), horseman’s axe (2/+1), light crossbow (1/+1/250 yd.) 
  Buckriders are large goblins with grins like jack-o-lanterns. Like goblins, they live in 
  dark, dank places and come out at night to cause mischief and rob travelers. Buckriders 
  ride black, demonic goats in service to the forces of evil. 
  Black Goat (Demon) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  5 
  4 
  6 
  2 
  4 
  3 
  1 
  4 (9) 
  - 
  6 
  10 
   
  Skills: Climb 3, Survival 3 
  Special: Armor +1, 2 damage, bleat of madness 
  Black goats are demonic creatures with black 
  hair and large, gleaming black horns. They stink 
  of brimstone and their bleat causes insanity (1 
  WIL damage to those who fail a magic re-
  sistance check). 
   
  
   
  53 
   
  Cambion (Demon) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  5 
  4 
  5 
  4 
  5 
  5 
  4 
  4 (9) 
  4 (8) 
  9 
  10 
   
  Skills: Command 5, Intimidate 4, Influence 6, Invocation 3, Sixth Sense 6 
  Equipment: Partial plate (+2), flammenschwert (2/+2), dagger (1/+2) 
  Cambions are the issue of human women and demons. They look like handsome human 
  beings with a slightly demonic look, hiding their tiny horns and their monstrous feet 
  from view to maintain the masquerade. 
  Centaur (Monster) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  5 
  4 
  6 
  3 
  5 
  3 
  3 
  5 (10) 
  7 (11) 
  8 
  11 
   
  Skills: Survival 5 
  Special: 2 attacks (melee) 
  Equipment: Turkish bow (2/+2/600 yd.) 
  Centaurs are monstrous creatures with the heads, arms and torsos of humans set atop 
  the body of a horse. They are expert bowmen and given to wild berserk rages. 
  Chimera (Monster) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  III 
  6 
  4 
  9 
  2 
  5 
  3 
  1 
  5 (11) 
  - 
  7 
  14 
   
  Skills: Endure 5, Survival 3 
  Chimeras have the body of a lion, the heads of a lion and goat, and a snake for a tail. 
  Chimeras have 3 attacks each combat round. The snake head does one extra point of 
  poison damage if the victim fails and Endure check. 
  Cockatrice (Monster) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  2 
  4 
  4 
  1 
  4 
  3 
  1 
  5 (7) 
  - 
  5 
  8 
   
  Skills: Endure 3, Survival 2 
  Special: Turn to stone, flight (200’ per round) 
  
   
  54 
   
  Cockatrices are kin to the basilisk, for they come from a hen’s egg that has been hatched 
  by a toad. They look like large cockerels with bat wings and serpent tails.  Their bite 
  turns people to stone if they fail a magic resistance check. 
   
  Demons 
  Demon – Aerial Demon (Demon) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  III 
  4 
  8 
  5 
  3 
  4 
  4 
  4 
  5 (9) 
  5 (13) 
  7 
  9 
   
  Skills: Dodge 4, Intimidate 4, Invocation 2 
  Special: Armor +1 (+2 versus missiles), 2 attacks, flight (200’ per round), whirlwind 
  Equipment: Longbow (2/+1/300 yd.) 
  Aerial demons have bat wings and sometimes bird-like faces. They can exhale a whirl-
  wind once per day. The whirlwind lasts for 3 combat rounds. All present must pass a 
  STR check on 2D or be carried into the whirlwind, suffering 2 damage and landing 
  prone on the ground. 
  Demon – Aqueous Demon (Demon) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  6 
  4 
  6 
  3 
  4 
  4 
  4 
  5 (11) 
  5 (9) 
  7 
  10 
   
   
  
   
  55 
   
  Skills: Dodge 4, Intimidate 4, Invocation 2, Swim 6 
  Special: Armor +1, 2 attacks, swim (60’ per round), whirlpool 
  Equipment: Trident (2/+1) 
  Aqueous demons look like grotesque mermen or mermaids. They have horns on their 
  heads and sharp teeth. By swimming at rapid speed, they can create a whirlpool. Crea-
  tures stuck in the whirlpool must pass a Swim check or suffer 1 point of damage and be 
  sucked 10’ deeper into the water. 
  Demon – Empyreal Demon (Demon) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  III 
  5 
  8 
  6 
  3 
  4 
  4 
  4 
  7 (12) 
  7 (15) 
  7 
  10 
   
  Skills: Dodge 7, Escape 6, Intimidate 4, Invocation 2 
  Special: Armor +1, 2 attacks, see in darkness 
  Equipment: Flaming whip (2/+1), flaming flammenschwert (3/+2) 
  Empyreal demons look like large, horned humanoids swathed in fire. They carry flaming 
  whips and flammenschwerten (which they can wield one handed).  
  Demon – Erinyes (Demon) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  IV 
  6 
  6 
  10 
  4 
  6 
  4 
  3 
  6 (12) 
  6 (12) 
  10 
  16 
   
  Skills: Dodge 4, Endure 4, Invocation 4 
  Special: Pain, flight (120’ per round), see in darkness 
  Equipment: Cat-o-nine tails (1/+1), short bow (1/+1/250 yd.) 
  The Erinyes are demons sent by God or devils to punish mortals. Also known as the 
  Furies, they look like winged women with talons for feet. They wield cat-o-nine tails and 
  short bows. When struck by an Erinyes’ weapon, a character must pass an Endure check 
  or be crippled with pain and lose their turn. 
  
   
  56 
   
   
  Demon – Demon Pig (Demon) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  III 
  5 
  4 
  6 
  3 
  6 
  4 
  2 
  5 (10) 
  3 (7) 
  9 
  12 
   
  Skills: Endure 6 
  Special: Armor +2, 2 attacks, 2 damage, fearless 
  Devil swine are feted by the tools of Satan. They are large boars with red or black bris-
  tles and yellow tusks dripping with gore. For each person a devil pig kills, it increases its 
  CON by 1 point, to a maximum of 12. 
  Demon – Imp (Demon) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  I 
  3 
  5 
  3 
  3 
  3 
  4 
  4 
  3 (6) 
  3 (8) 
  6 
  6 
   
  Skills: Dodge 4, Escape 4, Gossip 5, Influence 5, Invocation 2, Legerdemain 6, Stealth 5, Wit 4 
  Special: Change shape, see in darkness 
  Imps are small, ugly little goblins with a mischievous and sometimes cruel streak. They 
  adore human company, but their constant tricks make them difficult to associate with 
  for long periods of time. Imps can take the shape of a black dog, black cat, lizard or toad.  
   
  
   
  57 
   
  Demon – Incubus/Succubus (Demon) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  5 
  6 
  5 
  4 
  6 
  4 
  9 
  4 (9) 
  4 (10) 
  10 
  11 
   
  Skills: Dodge 3, Gossip 5, Influence 7, Invocation 4 
  Special: Kiss, see in darkness 
  A succubus is a demon in the form of a beautiful woman, an incubus in the form of a 
  handsome man. The demon charms people (magic resistance roll or fall under their 
  enchantment). When they kiss a person, they steal the person’s soul, causing 1 point of 
  WIL damage per round of kissing. 
  Demon – Malebranche (Demon) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  V 
  9 
  5 
  9 
  4 
  4 
  4 
  4 
  9 (18) 
  9 (14) 
  8 
  13 
   
  Skills: Break Chain 6, Command 6, Dodge 4, Intimidate 6, Invocation 6 
  Special: Armor +3, 2 attacks, flight (180’ per round), see in darkness 
  Equipment: Military fork (2/+1) 
  The Malebranche or “evil claws” are thirteen powerful demons of Hell. The troupe is led 
  by Malacoda and includes Alichino, Barbariccia, Cagnazzo, Calcabrina, Ciriatto, Draghi-
  gnazzo, Farfarello, Graffiacane, Libicocco, Rubicante and Scarmiglione.  
  Demon – Terrene Demon 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  10 
  3 
  7 
  3 
  4 
  4 
  4 
  6 (16) 
  6 (9) 
  7 
  11 
   
  Skills: Break Chains 4, Intimidate 4, Invocation 2 
  Special: Armor +3, 2 attacks, see in darkness 
  Terrene demons are large, heavily armored demons with horned helms and spiked 
  gauntlets made for smashing and crushing. 
  Dog – Hunting Dog (Animal) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  I 
  4 
  4 
  5 
  1 
  3 
  4 
  1 
  4 (8) 
  - 
  4 
  8 
   
  
   
  58 
   
  Skills: Dodge 3, Endure 3, Survival 4 
  Wolves stalk the highlands and woodlands of Europe. They keep no treasure. 
  Dog – Terrier (Animal) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  I 
  4 
  4 
  5 
  1 
  3 
  4 
  1 
  4 (8) 
  - 
  4 
  8 
   
  Skills: Dodge 3, Endure 3, Survival 4 
  Wolves stalk the highlands and woodlands of Europe. They keep no treasure. 
  Dog – War (Animal) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  I 
  4 
  4 
  5 
  1 
  3 
  4 
  1 
  4 (8) 
  - 
  4 
  8 
   
  Skills: Dodge 3, Endure 3, Survival 4 
  Wolves stalk the highlands and woodlands of Europe. They keep no treasure. 
  Doppelgänger (Monster) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  I 
  3 
  4 
  3 
  3 
  4 
  4 
  4 
  4 (7) 
  4 (8) 
  7 
  7 
   
  Skills: Detection 4, Hear Noises 4, Influence 5, Intimidate 4, Mimic 8 
  Special: Assume skills and abilities, become incorporeal 
  Doppelgängers (“double-goers”) are spirit doubles that have the same appearance, 
  voice, mannerisms and memories of a living person. Nobody knows why a doppelgänger 
  appears, but when it does appear it attempts to assume the original person’s life and 
  eventually kill them. The doppelgänger’s eventually gains the ability score and skill 
  scores of its double, if they are higher than the doppelgänger’s own. Each day, the scores 
  and skills increase by +1 until they have reached those of the original. 
  
   
  59 
   
   
  Dragon (Monster) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  V 
  8 
  6 
  12 
  3 
  6 
  4 
  3 
  6 (14) 
  - 
  9 
  18 
   
  Skills: Dodge 3, Endure 6, Invocation 3, Survival 4 
  Special: Armor +2, Damage 2, breath fire (see below), unharmed by fire, flight (100’ per round) 
  A dragon is a giant reptile with white scales and bat-like wings that can breathe a cone 
  of fire (60 feet long, 30 feet wide at the base) once per hour. All within the cone of fire 
  must pass a Dodge test or suffer 2 points of damage. 
  Drude (Demon) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  III 
  7 
  4 
  7 
  3 
  5 
  4 
  2 
  6 (13) 
  5 (9) 
  8 
  12 
   
  Skills: Dodge 4, Intimidate 5 
  Special: Nightmares 
  Equipment: Mail suit (+2), rondache (+1), spear (2/+1), Viking sword (2/+2) 
  Drudes are ugly ogresses with stringy hair and long talons. They wear cuirass and carry 
  spear and shield. Drudes appear at night, hunting for sinful men to torture and carry to 
  Hell. When a man is hunted by a drude, he first experiences nightmares of the pursuit. 
  These nightmares inflict 1 point of WIL damage, which does not heal until the drude is 
  killed. A drude is warded away with a Drudenfuß (“drude’s foot”), and if drawn on the 
  man’s forehead is banishes the nightmares. After three nights of nightmares, the drude 
  appears in person to carry the man away. 
   
   
  
   
  60 
   
  Eagle/Falcon (Animal) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  I 
  2 
  5 
  3 
  1 
  3 
  5 
  1 
  3 (5) 
  - 
  4 
  6 
   
  Skills: Detection 5 
  Special: Flight (700’ per round) 
  Eagles and falcons are birds of prey. Falcons are sometimes tamed and used by hunters 
  to catch small birds. 
  Elf, Dark (Fairy) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  III 
  4 
  6 
  4 
  4 
  5 
  5 
  4 
  5 (9) 
  5 (11) 
  9 
  9 
   
  Skills: Dodge 5, Intimidate 4, Invocation 2, Legerdemain 4, Stealth 6, Survival 4 
  Special: See perfectly in the dark, back stab (+1 damage), poison arrows (sleep) 
  Equipment: Brigandine (+1), dagger (1/+2), short bow (1/+1/250 yd.) 
  The dark elves (dunkelelfen) dwell under the earth, in the company of goblins, kobolds 
  and demons. They have dark grey to pitch black skin and scowling faces. They dress all 
  in black and abide a deep hatred for surface peoples and their kin, the light elves. Dark 
  elves stand about 5’ tall and are very thin. Their poison arrows force victims to pass an 
  Endure check or fall fast asleep for 1 hour. 
  Elf, Light (Fairy) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  III 
  4 
  6 
  5 
  4 
  5 
  5 
  6 
  5 (9) 
  6 (12) 
  9 
  10 
   
  Skills: Animal Handling 4, Dodge 5, Etiquette 4, Influence 4, Prayer 2, Survival 5 
  Special: Glow with brilliance of daylight, track (as Hunter class) 
  Equipment: Cuirass (+1), rondache (+1), short sword (2/+1), longbow (2/+1/300 yd.) 
  The light elves (lichtelfen) dwell within a fairyland, separate from but adjacent to 
  Earth’s dimension. They appear as tall men and women, very beautiful, wearing white 
  or near-white clothes and equipped with antique weapons and armor.  
   
  
   
  61 
   
  Gargoyle (Monster) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  III 
  4 
  4 
  6 
  2 
  3 
  3 
  2 
  5 (9) 
  5 (9) 
  5 
  9 
   
  Skills: Endure 6, Intimidate 5, Stealth 4 
  Special: Armor +2, 2 attacks, turn to stone, water spout 
  Gargoyles are demons that can assume the form of ugly stone statues and water spouts. 
  In this form they cannot be detected as alive by any means and can only be damaged 
  with picks or pick-like weapons. A gargoyle can, once per encounter, belch a powerful 
  stream of water as a missile attack. If it strikes, it deals 1 point of damage and staggers 
  (see weapons) the target. 
  Ghost (Undead) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  1 
  8 
  4 
  3 
  6 
  4 
  4 
  3 (4) 
  3 (11) 
  9 
  10 
   
  Skills: Intimidate 6, Stealth 10 
  Special: Incorporeal, moan 
  Ghosts are incorporeal spirits of the dead who haunt the place of their death. Ghosts are 
  known to moan, weep or scream incessantly. Those who hear this must test their cour-
  age or flee in a panic for one minute. The touch of a ghost inflicts WIL damage. If the 
  target fails a magic resistance check, they also suffer 1 point of CON damage and their 
  hair turns permanently white. 
  Ghūl (Undead) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  5 
  4 
  5 
  2 
  4 
  3 
  2 
  4 (9) 
  3 (7) 
  6 
  9 
   
  Skills: Intimidate 4, Sneak 4 
  Special: Iron grip 
  Ghūls are risen corpses with a hunger for human flesh, living or dead. They lurk in 
  graveyards supping on the recently buried, or haunt lonely seeking victims. Ghouls have 
  iron grips. Any hit by a ghoul in combat must pass a Break Chains or Escape check or be 
  grabbed and held tight and bitten automatically each round until freed. 
   
  
   
  62 
   
  Gnome (Fairy) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  I 
  3 
  4 
  3 
  5 
  6 
  4 
  4 
  3 (6) 
  4 (7) 
  11 
  9 
   
  Skills: Alchemy 4, Dodge 5, Endure 5, Invocation 2, Learning 6 
  Special: Move through earth 
  Equipment: Club (1/+1) 
  These wee folk dwell under the earth. Earth spirits, they can move through solid rock 
  and loose soil as easily as humans move through air. Gnomes always look like 2’ tall old 
  men with white whiskers, conical hats and pipes. They dress in reds and greens. 
  Gnomes are known for their great wisdom. 
  Goblin (Fairy) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  I 
  3 
  4 
  3 
  3 
  3 
  4 
  2 
  3 (6) 
  3 (7) 
  6 
  6 
   
  Skills: Dodge 4, Hear Noise 3, Legerdemain 3, Survival 3, Sneak 4 
  Equipment: Buckler, dagger (1/+2), short bow (1/+1/250 yd.) 
  Goblins are furry little woodland brutes with shifty, beady eyes, fanged mouths, and a 
  violent, cruel personality. They live in dark, dank places and come out at night to cause 
  mischief and rob travelers. 
  Golem (Monster) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  III 
  10 
  3 
  7 
  4 
  5 
  3 
  3 
  4 (14) 
  2 (5) 
  9 
  12 
   
  Skills: Break Chains 4, Detection 5, Hear Noise 5, Invocation 5 
  Special: Armor +2, 2 damage, cannot be frightened 
  Golems are created by rabbis using secret formulas known only to them. A Jewish cleric 
  can create a golem by creating a humanoid sculpture of clay, about 9’ tall, and then at-
  tempting a 4D prayer to animate it. If activated on the Sabbath, or if it falls in love, a 
  golem goes on a rampage. Rabbis know how to deactivate golems. 
   
   
  
   
  63 
   
  Gorgon (Demon) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  4 
  5 
  4 
  4 
  5 
  4 
  1 
  4 (8) 
  4 (9) 
  9 
  9 
   
  Skills: Intimidate 4, Invocation 4, Stealth 3 
  Special: Gaze turns to stone, 2 attacks 
  Gorgons are hideous female demons with snakes sprouting from their heads in the place 
  of hair, and sharp talons. The monster’s gaze can be avoided by shutting one’s eyes, 
  which requires one to roll 4D in combat against it. Otherwise, one must pass a Dodge 
  check each round to avoid meeting its gaze. 
  Grave Slime (Undead) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  3 
  1 
  7 
  0 
  2 
  3 
  0 
  3 (6) 
  - 
  2 
  9 
   
  Skills: Stealth 6 
  Special: Armor +1, ruin items 
  Grave slime is a weird monster that lurks in graveyards, appearing at first to simply be 
  muddy, squishy ground. The slime then rears up, crawling over boots and attempting to 
  cover and suffocate a victim. Each successful attack by a grave slime deals 1 point of 
  CON damage, and leaves the victim more covered. Items touched by the slime have a 
  chance of being ruined. Metal items are ruined on a roll of 1 on 1D, leather and wood on 
  a roll of 1 to 2 on 1D and cloth and paper on a roll of 1 to 3 on 1D. For a character’s 
  clothing, reduce its value by 1D of Groschen each round. 
  Griffon (Monster) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  III 
  7 
  5 
  8 
  1 
  5 
  4 
  1 
  5 (12) 
  - 
  6 
  13 
   
  Skills: Endure 5, Survival 4 
  Special: 2 attacks, one attack deals 2 damage, flight (120’ per round) 
  Griffons are monsters with the body of a lion and the front legs, head and wings of a 
  giant eagle. 
   
   
  
   
  64 
   
  Grimalkin (Fairy) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  I 
  1 
  6 
  2 
  3 
  3 
  4 
  3 
  3 (4) 
  - 
  6 
  5 
   
  Skills: Detection 3, Dodge 6, Escape 5, Stealth 5 
  Special: Aid invocations 
  Grimalkins are grey fairy cats that dwell in hills and mountains. Grimalkins can speak, 
  and they sometimes serve witches, adding +1 to her Incantation total value. 
  Hag (Fairy) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  7 
  3 
  5 
  4 
  5 
  4 
  2 
  4 (11) 
  4 (7) 
  9 
  10 
   
  Skills: Endure 4, Fortune Telling 5, Intimidation 5, Invocation 3, Stealth 3, Swim 5 
  Special: Armor +1, 2 attacks, unaffected by the cold 
  Hags are fairy crones that represent winter and death. They dwell in lonely places like 
  caves, ponds (they can breathe underwater) and houses made of gingerbread or bones 
  in deep, dark forests. They look like hunched old women, with long noses and beady 
  eyes. Hags may look withered, but they are quite strong, and have iron talons and sharp 
  teeth. Their cackle sends chills down the spine, and forces one to test their courage to 
  avoid running away at top speed for 1 minute. 
  Harpy (Monster) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  5 
  5 
  5 
  3 
  5 
  4 
  2 
  4 (9) 
  3 (8) 
  8 
  10 
   
  Skills: Dodge 5, Endure 4 
  Special: Shrieking, flight (180’ per round) 
  Harpies are female monsters with the upper bodies of women and the lower bodies of 
  birds, with talons on their feet. They have the wings of eagles. Their shriek forces one to 
  pass a magic resistance check or lose their turn. 
   
   
   
  
   
  65 
   
  Hell Hound (Demon) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  5 
  4 
  7 
  1 
  4 
  4 
  1 
  4 (9) 
  - 
  5 
  11 
   
  Special: Breath fire 
  Hellhounds are fire-breathing dogs that dwell in the underworld or in satanic temples. 
  Once per hour they can breathe fire in a cone 30’ long and 10’ wide (Dodge test or suffer 
  one point of damage). 
  Horse (Animal) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  5 
  4 
  5 
  1 
  3 
  3 
  1 
  3 (8) 
  - 
  4 
  8 
   
  Skills: Endure 3 
  Special: 2 attacks or 2 damage 
  Horses have a land speed of 60 feet per round. 
  Huldra (Fairy) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  I 
  3 
  6 
  4 
  4 
  5 
  5 
  7 
  4 (7) 
  4 (10) 
  9 
  9 
   
  Skills: Animal Handling 5, Endure 3, Escape 4, Influence 7, Invocation 2, Stealth 4, Survival 4 
  Special: Merge with tree 
  Huldra are forest nymphs related to the moss folk. They are beautiful creatures at first 
  sight, but all huldra have a bestial aspect – usually a tail or the feet of an animal – which 
  they hide. Huldra are neither good nor evil, and they can be kind to human beings at 
  times. They have pale skin and raven hair, and wear green or grey clothes. Huldra dwell 
  within trees. If their tree is chopped down or burned, the huldra connected to it dies. 
  Ignis Fatuus (Undead) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  0 
  10 
  3 
  4 
  5 
  5 
  3 
  - 
  - 
  9 
  8 
   
  Skills: Detection 5, Hear Noise 5, Influence 6 
  Special: Disorientation, incorporeal 
  
   
  66 
   
  The ignis fatuus, or “foolish fire”, is a ghostly light seen floating over swamps and 
  marshes, or in dark woods. They might be the ghosts of travelers who died while lost in 
  the wilderness, or damned souls being tormented by Satan. They sometimes show the 
  location of buried or sunken treasure, though a hand of glory (the shriveled hand of a 
  corpse taken from a hanged man). Folk who see an ignis fatuus must pass a magic re-
  sistance check or follow it for 1D x 100 yards. The monster disappears before it is 
  reached, and the person who followed it does not remember from which way he came. 
  Iron Maiden (Monster) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  III 
  6 
  2 
  8 
  2 
  3 
  3 
  1 
  6 (12) 
  - 
  5 
  11 
   
  Skills: Break Chains 6, Intimidate 5, Endure 9 
  Special: Armor +3, 2 attacks, 2 damage 
  Iron maidens are torture devices that have been animated by demonic magic. The mon-
  ster’s spikes now stud its iron skin. They serve evil magicians. 
  Kobold (Fairy) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  I 
  2 
  4 
  2 
  3 
  5 
  4 
  2 
  3 (5) 
  3 (7) 
  8 
  7 
   
  Skills: Detection 4, Disarm Traps 4, Hear Noise 3, Stealth 4 
  Equipment: Mining pick (1/+1) 
  Special: Invisible, change shape, illusions (miners) 
  Kobolds look like tiny, ugly men. They stand 2 to 3 feet tall and have skin that ranges 
  from cobalt blue to nearly black-blue. Kobolds can be found in one of three professions.  
  Domestic kobolds serve in households for a ration of milk. They are benign if treated 
  well, but play cruel pranks when they feel insulted. Domestic kobolds dress like peas-
  ants. Ship kobolds (or kabouter) live in the wood of ships, and are expert carpenters. 
  Like domestic kobolds, they are benign if treated well, and are always protective of their 
  ships, even if not of the sailors. They smoke pipes and wear yellow caps and red coats. 
  Mine kobolds are mean-spirited and evil, setting traps for human miners and adventur-
  ers. They are hunched and ugly, and wear tattered clothes and carry picks. They are 
  expert miners and smiths. 
  Kobolds are usually invisible, but must become visible to interact with people or things. 
  They can also take the form of bats, cats, roosters, snakes and black martens, or floating 
  
   
  67 
   
  flames. In their fire form, they can fly. Mine kobolds can create horrifying illusions (test 
  courage or scream and flee the area). 
  Typical kobold names are Chim, Pittiplatsch, Pumuckl, Hinzelmann, Chimmeken, King 
  Goldemar, Heinzchen, Himschen, Kurd Chimgen, Walther and Wolterken. 
  Kraken (Monster) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  V 
  12 
  3 
  5 
  1 
  6 
  4 
  1 
  4 (16) 
  - 
  7 
  11 
   
  Skills: Survival 4 
  Special: Armor +1, damage 3, must destroy eight tentacles to save ship. 
  Krakens are huge cephalopods that dwell in the North Sea. They are capable of wres-
  tling entire ships under the waves, drowning and swallowing the men on board. When a 
  kraken wraps its tentacles around a ship, the crew must destroy at least six of them in 6 
  combat rounds to avoid the ship being crushed and breached. The CON above repre-
  sents the CON of each of its eight tentacles. The monster can attack with four tentacles 
  each round and still maintain a crushing hold on the ship. 
   
  Lamia (Monster) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  III 
  5 
  6 
  8 
  4 
  5 
  4 
  3 
  4 (9) 
  - 
  9 
  13 
   
  Skills: Dodge 4, Influence 4, Invocation 4, Sneak 3, Survival 4 
  Special: Armor +2, 2 damage, drain blood 
  Lamias have the heads of women and the bodies of scaled lions. When a lamia success-
  fully attacks a living creature, it must pass a Break Chains or Escape check or be grap-
  pled and have its blood drained. This deals 1 point of CON and WIL damage per round 
  until the grapple is broken or the lamia is successfully attacked by another creature. 
  
   
  68 
   
  Lich (Undead) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  IV 
  3 
  4 
  9 
  7 
  7 
  5 
  2 
  5 (8) 
  5 (9) 
  14 
  16 
   
  Skills: Alchemy 5, Command 6, Detection 4, Dodge 4, Hear Noise 4, Hypnotize 6, Influence 4, In-
  timidate 5, Invocation 8, Learning 6, Sixth Sense 6 
  Special: Frightful appearance, chilling touch 
  Liches are the undead remains of powerful, damned 
  magicians, cursed to serve the powers of evil for all eter-
  nity. They are hateful creatures, but no less power hun-
  gry than they were in life, and utterly unafraid of de-
  struction. They often use their powers to make them-
  selves look like (somewhat) normal human beings. 
  A lich’s appearance is so terrifying that those who see 
  them must test their courage or flee for 1 minute. Those 
  who roll a “2” are frozen with fear and cannot move. The 
  touch of a lich chills one to the bone, dealing STR, AGI 
  and CON damage with each hit. 
  Lindworm (Monster) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  III 
  8 
  3 
  6 
  2 
  4 
  4 
  2 
  7 (15) 
  - 
  6 
  10 
   
  Skills: Detection 5, Endure 5, Hear Noise 5, Intimidate 6, Sixth Sense 3 
  Special: Armor +2, 2 attacks, 2 damage, flight (100’ per round) 
  Lindworms are bipedal dragons with large wings. Although stupid, they are have an 
  insatiably lust for gold and maidens, and know very well how to satisfy it. Lindworms 
  keep treasure hoards. 
  Manticore (Monster) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  III 
  6 
  4 
  9 
  3 
  5 
  4 
  1 
  4 (10) 
  - 
  8 
  14 
   
  Skills: Endure 4, Intimidate 5, Survival 4 
  Special: 3 attacks, bite does 2 damage, claws 1 damage, tail has poison (Endure check or para-
  lyzed 1 to 6 rounds), roar (magic resistance check or lose turn), flight (120’ per round) 
  
   
  69 
   
  Manticores look like red lions with the faces of men with three rows of teeth and tails 
  like scorpions. There is a 3 in 6 chance a manticore will have bat wings and fly at double 
  its land speed. 
   
  Minotaur (Monster) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  IV 
  7 
  3 
  9 
  2 
  6 
  4 
  2 
  6 (13) 
  4 (7) 
  8 
  15 
   
  Skills: Armor +1, 2 damage, charge at full speed for +1 Fighting 
  Minotaurs are 8’ tall humanoids with the heads of bulls. They dwell in mazes, and in-
  stinctively know how to find their way through them. 
  Moss Folk (Fairy) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  I 
  2 
  4 
  2 
  4 
  4 
  4 
  2 
  3 (5) 
  3 (7) 
  8 
  6 
   
  Skills: Dodge 4, Healing 5, Legerdemain 4, Sneak 6, Survival 4 
  The moss people, or wood people, are small folk who dwell in the woods. They are grey-
  skinned, and are clad in moss. Moss folk men have old, wrinkled faces, while some moss 
  folk maidens are quite pretty. They are a mild-mannered folk, but easily angered if their 
  generosity is not appreciated, or their tendency to “borrow” without asking offends. 
  Moss folk can inflict people with diseases when they are angered. Moss folk dwell in 
  trees, and if their tree is destroyed, they are killed. Their queen is Buschgroßmutter. 
  Mule (Animal) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  I 
  5 
  3 
  4 
  1 
  3 
  3 
  1 
  3 (8) 
  - 
  4 
  7 
   
  Skills: Endure 4, Survival 2 
  
   
  70 
   
  Mules are the progeny of horses and donkeys. They are stubborn, but loyal. 
  Nachzehrer (Undead) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  III 
  6 
  4 
  6 
  3 
  4 
  3 
  2 
  5 (11) 
  4 (8) 
  7 
  10 
   
  Skills: Intimidate 4, Sneak 4 
  Special: Armor +1, change shape, iron grip, feast from grave 
  Nachzehrer are a more powerful form of ghūl. Most are the undead remains of people 
  who committed suicide. They can change their shape into large, pale boars with red 
  eyes. Like ghūls, they have iron grips; anyone hit by a nachzehrer in combat must pass a 
  Break Chains or Escape check or be held tight and bitten automatically each round until 
  freed. Nachzehrers must return to their graves in the daytime, but are dangerous even 
  then. They are psychically connected to the last person they bit the night before, and 
  continue to feast on their life energy. The victim, unless they are blessed by a priest or 
  the nachzehrer is killed, loses 1 point of STR per hour. At 0 STR, they begin to lose 1 
  point of CON per hour until they die. The nachzehrer can only be killed by placing a coin 
  in its mouth and then cutting off its head. 
  Night Hag (Demon) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  III 
  6 
  3 
  6 
  3 
  5 
  4 
  3 
  6 (12) 
  6 (9) 
  8 
  11 
   
  Skills: Hypnotize 4, Intimidate 6, Invocation 2, Sixth Sense 5, Stealth 5 
  Special: Armor +1, 2 attacks, become incorporeal, nightmares 
  Night hags are the astral forms of heretical old women. They creep from their flesh at 
  night and terrorize the regions in which they live. A night hag can become incorporeal, 
  and in this form she enters a home. She again becomes corporeal and sits on a person’s 
  chest, giving them terrible nightmares that inflict 1 point of WIL damage. A person can-
  not heal ability scores normally while suffering these nightmares. When a person’s WIL 
  is reduced to 0, they go completely mad. 
  Night Raven (Monster) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  5 
  6 
  4 
  3 
  4 
  4 
  3 
  5 (10) 
  - 
  7 
  8 
   
  Skills: Detection 4, Dodge 4, Intimidate 6, Legerdemain 5, Sixth Sense 3, Stealth 6, Survival 4 
  
   
  71 
   
  Special: Armor +1, 2 attacks, flight (180’ per round), see in darkness 
  Night ravens are giant, nocturnal ravens. They are known for abducting and devouring 
  children and small animals. The gaze of a night raven forces a person to pass a magic 
  resistance check or be unable to speak in the raven’s presence. 
  Nixie (Fairy) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  I 
  3 
  5 
  4 
  3 
  4 
  4 
  7 
  2 (5) 
  3 (8) 
  7 
  8 
   
  Skills: Escape 4, Influence 7, Invocation 2, Perform 6, Swim 6 
  Special: Breathe water, shape change, charm, unharmed by cold 
  Nixies (the males are called nix) are uncommonly beautiful merfolk that live in rivers 
  and lakes. The males can change shape into fish, snakes and humans. The women can 
  assume the forms of human women (though the hems of their clothes are always wet) 
  for up to 1 hour, and their songs charm men, who must make a magic resistance check 
  or follow them into the water where they will drown unless rescued. Nixies are known 
  to live in the Rhein – Lorelei, Wellgunde, Woglinde and Flosshilde are especially famous 
  – and Danube rivers, and the lakes of Switzerland. 
  Ogre (Fairy) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  7 
  4 
  7 
  2 
  4 
  3 
  2 
  4 (11) 
  3 (7) 
  6 
  11 
   
  Skills: Break Chains 4, Endure 5, Intimidate 6, Survival 3 
  Special: Armor +1, 2 damage, bloodlust 
  Ogres are giant cannibals. Once they deal damage in combat, their bloodlust kicks in and 
  they make 2 attacks per round. 
  Poltergeist (Undead) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  I 
  4 
  3 
  3 
  1 
  6 
  3 
  1 
  - 
  4 (7) 
  7 
  9 
   
  Skills: None 
  Special: Incorporeal, throw objects 
  
   
  72 
   
  Poltergeists are incorporeal undead that haunt rooms or passageways. They attack by 
  psychically throwing objects. A poltergeist can throw up to 3 objects each round for 1 
  point of damage each, or one large object for 2 points of damage. 
  Remora (Fairy) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  6 
  4 
  6 
  1 
  3 
  3 
  1 
  3 (9) 
  - 
  4 
  9 
   
  Skills: Dodge 4, Endure 4, Sneak 5 
  Special: Cold 
  Remoras are large lizards that radiate a deep chill. Touching the monster’s skin causes 1 
  point of CON damage from the freezing cold. Just being in melee combat with a remora 
  carries a 1 in 6 chance each round of contact. When exposed to snow or freezing water, 
  they regenerate 1 point of CON each round. Smearing oneself with the monster’s blood 
  makes you immune to damage or discomfort from the cold for 1 day. 
  Rübezahl (Fairy) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  6 
  4 
  6 
  4 
  5 
  3 
  3 
  5 (11) 
  4 (8) 
  9 
  11 
   
  Skills: Animal Handling 4, Climb 7, Endure 4, Intimidate 5, Invocation 3, Sixth Sense 4, Survival 4 
  Special: Illusions, control weather 
  Equipment: Quarterstaff (2/+1) 
  Rübezahls are mountain satyrs, half-man and half-stag. Each prefers to be addressed as 
  “Lord of the Mountains”, and goes into a rage when he is not. Rübezahls are capable of 
  creating illusions and controlling the weather in their mountains. 
  Salamander (Fairy) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  3 
  4 
  4 
  3 
  3 
  3 
  2 
  4 (7) 
  - 
  6 
  7 
   
  Skills: Dodge 4, Endure 4, Sneak 5 
  Special: Poisonous, fiery 
  Salamanders are lizards with oily, poisonous skin. Touching the monster’s skin causes 1 
  point of CON damage. Just being in melee combat with a salamander carries a 1 in 6 
  chance each round of contact. When exposed to fire, they regenerate 1 point of CON 
  
   
  73 
   
  each round. Smearing oneself with the monster’s blood makes you immune to damage 
  from fire for 1 day. 
  Satyr (Fairy) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  4 
  5 
  4 
  3 
  4 
  3 
  5 
  4 (8) 
  4 (9) 
  7 
  8 
   
  Skills: Dodge 4, Endure 4, Influence 5, Invocation 2, Perform 5 
  Special: Charm with pipes 
  Equipment: Club (1/+1), short bow (1/+1/250 yd.) 
  Satyrs are creatures that are human from the waist up, and have the hindquarters of 
  goats. They also have small horns on their heads. Satyrs are known to be excessively 
  passionate with members of the opposite sex. When they play their pipes, they can 
  charm members of the opposite sex who fail a magic resistance check. 
  Schweynwal (Demon) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  IV 
  8 
  3 
  10 
  1 
  4 
  3 
  1 
  4 (12) 
  - 
  5 
  14 
   
  Skills: Endure 6, Swim 8 
  Special: Armor +2, 2 attacks, 3 damage, cannot be surprised 
  Schweynwals are sea monsters that look like whales with four legs, with feet that are 
  webbed and tipped with talons. They are enormous creatures, who sometimes wander 
  up on land to hunt and plunder. They have large eyes on their flanks, so they cannot be 
  surprised. 
   
  Sea Serpent (Monster) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  IV 
  11 
  4 
  12 
  1 
  5 
  3 
  1 
  4 
  - 
  6 
  17 
   
  Skills: Endure 6, Swim 9 
  
   
  74 
   
  Special: Armor +2, 3 damage 
  Sea serpents are large snakes that dwell in lakes and the ocean. They are known for 
  attacking ships and carrying away sailors to be devoured underwater. 
  Skeleton (Undead) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  I 
  3 
  4 
  4 
  2 
  3 
  3 
  1 
  3 (6) 
  3 (7) 
  5 
  7 
   
  Equipment: Shield (+1), spear (2/+1), short bow (1/+1/250 yd.) 
  A skeleton is an undead human skeleton, animated by black magic. 
  Soldier – Cavalry 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  4 
  3 
  4 
  3 
  3 
  3 
  3 
  4 (8) 
  4 (7) 
  6 
  7 
   
  Skills: Carouse 3, Endure 3, Riding 4, Survival 2 
  Equipment: Varies with the type of soldier 
  Cavalry soldiers are trained to fight on horseback. 
  Soldier – Infantry 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  4 
  3 
  4 
  3 
  3 
  3 
  3 
  4 (8) 
  4 (7) 
  6 
  7 
   
  Skills: Carouse 3, Endure 3, Survival 2 
  Equipment: Varies with the type of soldier 
  Infantry soldiers are trained to fight on foot. Some ride mounts to get to the battlefield, 
  but dismount when it is time to fight. 
  Spectre (Undead) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  III 
  1 
  8 
  6 
  3 
  7 
  4 
  4 
  6 (5) 
  6 (14) 
  10 
  13 
   
  Skills: Intimidate 6, Stealth 10 
  Special: Incorporeal, terrible touch, sight causes terror 
  
   
  75 
   
  Spectres are powerful ghosts. They are quiet and quick, and enjoy a +1 bonus on their 
  initiative rolls. The sight of a spectre forces people to test their courage or flee for 1 
  hour. The touch of a spectre inflicts CON and STR damage. If the target fails a magic re-
  sistance check, they also suffer 1 point of WIL damage. 
  Swan Maiden (Fairy) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  III 
  4 
  5 
  4 
  3 
  4 
  3 
  5 
  7 (11) 
  7 (12) 
  7 
  8 
   
  Skills: Command 3, Dodge 4, Endure 4, Influence 2, Invocation 2, Survival 4 
  Special: Shapechange, flight (as swan) (800’ per round) 
  Equipment: Longsword (2/+2), longbow (2/+1/300 yd.) 
  Swan maidens are earthbound Valkyries who wear feathered cloaks that allow them to 
  take the form of swans. If their cloaks are stolen, they must marry the thief and live a 
  miserable life as a normal human. 
  Sylph (Fairy) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  4 
  5 
  4 
  3 
  3 
  4 
  4 
  4 (8) 
  5 (10) 
  6 
  7 
   
  Skills: Acrobatics 3, Dodge 4, Stealth 3, Survival 4 
  Special: Walk on wind (as flight, 300’ per round) 
  Equipment: Longbow (2/+1/600 yd.), dagger (1/+1) 
  The sylphs are airy spirits. The females are called sylphids. They are taller and rougher 
  than humans, with pale skin and icy eyes. Their hair is platinum blond. Sylphs are capa-
  ble of walking on the wind. Their chief is Ariel. 
  Troll (Fairy) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  III 
  9 
  3 
  7 
  2 
  4 
  3 
  2 
  5 (14) 
  4 (7) 
  6 
  11 
   
  Skills: Break Chains 4, Detection 4, Intimidate 4, Sneak 2, Survival 4 
  Special: Afraid of lightning, turned to stone by sunlight, throw boulders 
  Equipment: Club (2/+1) 
  
   
  76 
   
  Trolls are large green or grey warty-skinned giants who eat people and Billy goats 
  whenever the opportunity arises. They dwell in caves, under bridges and in the dun-
  geons under old castles, usually in small families, and tend to be grumpy and unhelpful. 
  Trolls are frightened by lightning, and they are turned to stone by sunlight, but may 
  attempt a magic resistance check each round to resist this while they scurry for the 
  shadows. Trolls can heave boulders up to 100 yards away that deal 3 points of damage. 
  Undine (Fairy) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  4 
  4 
  4 
  3 
  3 
  3 
  3 
  3 (7) 
  3 (7) 
  6 
  7 
   
  Skills: Animal Handling 3, Influence 6, Survival 4, Swim 6 
  Special: Love song 
  Equipment: Trident (2/+1), dagger (1/+1) 
  Undines (also called mermaids or sirens), are female fairies who dwell in the sea. They 
  have unearthly beautiful voices. When a man hears an undine singing, he must pass a 
  magic resistance test or fall in love with her. The issue of these unions always looks 
  human, but carries some physical characteristic that marks them as half-undine. 
   
  Unicorn (Fairy) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  5 
  6 
  5 
  3 
  4 
  4 
  5 
  3 (8) 
  - 
  7 
  9 
   
  Skills: Dodge 4, Endure 3, Prayer 1 
  Special: 2 attacks, charge for 2 damage 
  Unicorns look like a cross between a horse and a goat. They have a single long horn on 
  their heads. Unicorns only permit virgins and saints to approach and touch them. Their 
  
   
  77 
   
  horn, if used as a drinking vessel, neutralizes poison. Their tears can also be used as a 
  salve or elixir to neutralize poison, or make one immune to poison for 1 hour. 
  Vampire (Undead) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  IV 
  6 
  5 
  9 
  4 
  6 
  5 
  5 
  5 (11) 
  5 (10) 
  10 
  15 
   
  Skills: Command 5, Dodge 5, Hypnotize 6, Intimidate 5, Influence 3, Invocation 4, Survival 4 
  Special: Drain blood, vulnerabilities, summon wolves, change shape, 
  control people 
  The vampire is a living corpse that feeds on human blood. 
  When a vampire successfully attacks a living creature, the 
  victim must pass a Break Chains or Escape check or be grap-
  pled and drained of blood. This deals 1 point of CON and WIL 
  damage per round until the grapple is broken or the vampire 
  is successfully attacked by another creature. Vampires suffer 1 
  point damage per round from sunlight, cannot cross running 
  water and suffer acid damage from holy water. They despise 
  mirrors, for they have no reflection and this is sure way of 
  revealing a vampire for what it is. 
  Vampires can summon 1D of wolves each night to be their loyal servants. A vampire can 
  take the form of a bat, wolf or cloud of gas at will. They must return to their coffins each 
  night to regenerate lost ability score points. 
  Once a vampire has supped on a creature’s blood, he enjoys a +3 to his Hypnotize 
  checks with that person. If the vampire forces a person he has bitten for 3 nights in a 
  row to drink his or her blood, they will become vampires themselves the next night un-
  der the control of the vampire that created them. 
  Villager (Human) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  I 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  2 (5) 
  3 (6) 
  6 
  6 
   
  Skills: Endure 3, Survival 2 
  Equipment: Club (1/+1) or staff (1/+1) 
  Villagers are common laborers, farmers and craftsmen. 
   
  
   
  78 
   
  Werewolf (Demon) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  5 
  5 
  5 
  3 
  3 
  4 
  2 
  5 (10) 
  4 (9) 
  6 
  8 
   
  Skills: Endure 4, Hear Noise 4, Intimidate 5, Stealth 3, Survival 4 
  Special: Poison claws, paralyzing gaze, vulnerabilities 
  Werewolves are people who use the dark magic of a satanic pact to take the form of a 
  large, terrifying wolf. In human form, their eyebrows meet, their fingernails are curved, 
  their ears are low-set and they exhibit a loping stride. In wolf form, they have no tail, 
  and retain their human eyes and voice. Werewolves have a hunger for animals, children 
  and the recently dead. 
  Werewolves have poisonous claws (Endure check or 1 point of additional damage), and 
  they can paralyze people with their gaze (magic resistance check or cannot move for 
  one combat round). 
  Werewolves in human form can be cured with wolfsbane, by striking their heads with 
  knives (which may kill them), hammering nails through their hands, or exorcism. Silver 
  weapons do one additional point of damage to werewolves, and silver objects thrown 
  over their heads force them to pass a magic resistance check or return to human form. 
  Their human form is an aristocrat, brigand, soldier or villager, with all the stats and 
  abilities of that creature (though not equipment) and the werewolf’s remaining CON. 
   
  
   
  79 
   
  Wiedergänger (Undead) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  I 
  5 
  3 
  5 
  3 
  5 
  4 
  2 
  4 (9) 
  4 (7) 
  8 
  10 
   
  Skills: Break Chains 4, Intimidate 4 
  Special: See in the dark 
  Wiedergängers are revenants, undead that crawl from their graves at night to terrorize 
  the living. In the daytime, they must sleep like vampires, and are vulnerable to attack. 
  Wiedergängers have a frightful appearance that forces people to test their courage or 
  flee for one minute. 
  Wildermann (Human) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  5 
  3 
  4 
  2 
  3 
  4 
  2 
  4 (9) 
  4 (7) 
  5 
  7 
   
  Skills: Climb 4, Detection 4, Endure 4, Hear Noise 3, Sneak 3, Survival 5 
  Equipment: Club (+1 fight) 
  Wild men are hairy humanoids that dwell in woodlands. They are primitive and can be 
  savage, but are no more inclined to violence than humans. Wild men arm themselves 
  with simple clubs, staves and sometimes spears. They can track as well as hunters. 
  Wolf (Animal) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  I 
  4 
  4 
  5 
  1 
  3 
  4 
  1 
  4 (8) 
  - 
  4 
  8 
   
  Skills: Dodge 3, Endure 3, Survival 4 
  Wolves stalk the highlands and woodlands of Europe. They keep no treasure. 
  Zwerg (Fairy) 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  4 
  3 
  5 
  3 
  5 
  3 
  2 
  4 (8) 
  3 (6) 
  8 
  10 
   
  Skills: Break Chains 2, Carouse 6, Disarm Trap 3, Endure 5, Haggle 4, Pick Lock 3 
  Special: See in darkness, resistance to magic +2 
  Equipment: Miner’s pick (2/+1), light crossbow (1/+0/250 yd.) 
  
   
  80 
   
  The zwergs are small bearded men who dwell beneath hills. They are miners by trade, 
  and seemingly handy in all crafts. Zwergs are inoffensive folk for the most part, though 
  they have a powerful thirst for revenge when they have been wronged. 
  Interesting People of the Period 
  Albrecht von Wallenstein (1583-1634) | Bohemian Catholic Knight 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  4 
  4 
  3 
  6 
  3 
  2 
  6 
  5 (9) 
  2 (6) 
  9 
  6 
   
  Skills: Carouse 1, Command 6, Endure 6, Etiquette 5, Influence 
  1, Learning 1, Riding 4 
  Special: Charge 
  Equipment: Full Plate (+3), Cavalry Sword (2/+2), Dagger 
  (1/+2), Lance (3/+1) 
  Albrecht von Wallenstein became Imperial Generalissi-
  mo to the Holy Roman Emperor and supreme command-
  er of the Hapsburgs, as well as Admiral of the Baltic Sea. 
  He was assassinated in 1634 with the Holy Roman Em-
  peror’s approval after several losses to the Protestants. 
  Armand Jean du Plessis, Cardinal Richelieu (1585-1642) | French Catholic Courtier 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  3 
  3 
  4 
  6 
  5 
  3 
  6 
  3 (6) 
  5 (8) 
  11 
  9 
   
  Skills: Command 3, Etiquette 5, Gossip 5, Influence 4, Learning 
  5, Wit 5 
  Special: Spread rumors 
  Equipment: Stiletto (1/+1) 
  Cardinal Richelieu was the true power of France in the 
  period of the religious wars, and though a Catholic Car-
  dinal, he supported the Protestants in the Thirty Years 
  War to check the power of the Hapsburgs. The Cardi-
  nal’s musketeers wear red, the King’s blue. 
   
   
  
   
  81 
   
  Elizabeth Báthory, The Blood Countess (1560-1614) | Hungarian Vampire 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  IV 
  4 
  5 
  11 
  4 
  6 
  5 
  5 
  5 (11) 
  5 (10) 
  10 
  15 
   
  Skills: Command 5, Dodge 5, Hypnotize 6, Intimidate 5, In-
  fluence 3, Invocation 4, Survival 4 
  Special: Drain blood, vulnerabilities, summon wolves, 
  change shape, control people 
  Born to incredible wealth and social position in the 
  nation of Hungary, Elizabeth Báthory was one of his-
  tory’s most terrible serial killers. She and four of her 
  servants tortured and murdered hundreds of adoles-
  cent peasant girls. Báthory was known to have bathed 
  in the blood of her victims. The stats above depict the 
  Blood Countess as a vampire. 
  Gustavus Adolphus, King of Sweden (1594-1632) | Swedish Protestant Knight 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  4 
  4 
  3 
  5 
  5 
  2 
  4 
  6 (10) 
  3 (7) 
  10 
  8 
   
  Skills: Command 6, Endure 5, Etiquette 6, Influence 3, Riding 5 
  Special: Charge 
  Equipment: Full Plate (+3), Rapier (2/+2), Dagger (1/+1) 
  Gustavus Adolphus was known as “the Great”, “The 
  Golden King”, “The Lion of the North” and the “Lion of 
  Midnight”. He commanded the forces of Sweden during 
  the Thirty Years War very ably. He was an innovative 
  tactician, combining infantry, cavalry, artillery and lo-
  gistics into a military whole. He was said to enter battle 
  unarmored, claiming that “The Lord God, is my armor!” 
  His daughter Christina succeeded him after he died at 
  the Battle of Lützen. 
   
   
   
  
   
  82 
   
  Henricus Khunrath (1560-1605) | German Catholic Magician 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  2 
  3 
  4 
  6 
  6 
  4 
  4 
  0 (2) 
  0 (3) 
  12 
  10 
   
  Skills: Alchemy 4, Etiquette 6, Flee 1, Fortune Telling 4, 
  Healing 6, Invocation 8, Learning 6 
  Special: Use grimoires 
  Equipment: Dagger (1/+2), two grimoires 
  Doctor Henricus Khunrath was a hermetic philoso-
  pher, alchemist and physician. He earned his degree 
  from the University of Basel and practiced medicine 
  in Dresden, Magdeburg and Hamburg. He traveled 
  widely, and served for a time at the Imperial Court 
  in Prague as guest to Emperor Rudolf II. 
  Hercule-Savinien Cyrano de Bergerac (1619-1655) | French Musketeer 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  IV 
  6 
  6 
  6 
  6 
  6 
  4 
  5 
  8 (14) 
  5 (11) 
  12 
  12 
   
  Skills: Carouse 4, Dodge 5, Learning 4, Perform 6, Wit 6 
  Special: Careful aim 
  Equipment: Cuirass (+2), musket (3/+1/260 yd.), rapier 
  (2/+1), main gauche (1/+1) 
  Hercule-Savinien Cyrano de Bergerac (1619-1655) 
  was made famous in the play by Rostand. He was a 
  scientist, poet, swordsman and soldier. It is known 
  that he was present at the Siege of Arras in 1640 
  between French and Spanish forces. While ostensi-
  bly a Catholic, as a Frenchman, Cyrano would likely 
  serve with French forces as allies of the Protestants. 
  You can present Cyrano as the teenager he would have been during much of the Thirty 
  Years War, or as the fictional Cyrano of Rostand’s play. 
   
   
   
  
   
  83 
   
  Johann Tserclaes, Count of Tilly (1559-1632) | French Catholic Landsknecht 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  4 
  4 
  5 
  6 
  5 
  2 
  6 
  5 (9) 
  5 (9) 
  11 
  10 
   
  Skills: Command 6, Carouse 5, Endure 4, Etiquette 5, Riding 4 
  Special: Weapon skill 
  Equipment: Full plate (+3), cavalry sword (2/+2), dagger 
  (1/+2) 
  Johann Tserclaes, Count of Tilly commanded the Catholic 
  forces during the Thirty Years War, putting together a 
  string of victories over the Protestants until he tangled 
  with King Gustavus Adolphus (q.v.). Born in Brabant, he 
  was educated in Cologne and joined the Spanish army at 
  15. He fought against the Dutch during the Eighty Years 
  War, then against the Ottoman Turks in Hungary and 
  Transylvania as a mercenary, and became a field marshal in only 5 years. He served 
  Emperor Rudolf II until he was appointed commander of the Catholic League forces by 
  Maximilian I, Elector of Bavaria. 
  John Dee (1527-1609) | English Protestant Magician 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  II 
  1 
  2 
  4 
  6 
  6 
  4 
  3 
  0 (1) 
  0 (2) 
  12 
  10 
   
  Skills: Alchemy 6, Flee 5, Fortune Telling 4, Invocation 9, 
  Learning 6, Navigation 5, Prayer 5 
  Special: Use magic books 
  Equipment: Stiletto (1/ +1), vial of acid, vial of poison 
  John Dee was an English alchemist, scholar, philoso-
  pher, imperialist and advisor to Queen Elizabeth I. 
  He straddled the study of science and magic, and 
  authored the Hermetic work Monas Hieroglyphica. 
  He claimed to know of hidden occult treasure in the 
  Welsh Marches. He possesses a crystal-gazer, with 
  which he communes with angels. 
   
   
  
   
  84 
   
  Kenelm Digby (1603-1665) | English Catholic Courtier 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  I 
  3 
  3 
  4 
  6 
  6 
  3 
  4 
  1 (4) 
  1 (4) 
  12 
  10 
   
  Skills: Alchemy 4, Etiquette 4, Gossip 4, Influence 5, Invoca-
  tion 3, Navigation 3, Wit 4 
  Special: Spread rumors 
  Equipment: Dagger (1/ +2) 
  Kenelm Digby was an English courtier, diplomat, and 
  natural philosopher. Digby spent time on the continent, 
  where Marie de Medici fell madly in love with him, and 
  later was a privateer, sailing against the Spanish in his 
  flagship Arabella. Because his religion hampered his 
  ambitions, he became an Anglican and a member of King 
  Charles I’s Privy Council. As an alchemist, he pursued the 
  “powder of sympathy”. 
  Simplicius | German Picaro 
  Lvl 
  Str 
  Agi 
  Con 
  Int 
  Wil 
  Per 
  Cha 
  F 
  Mk 
  MR 
  Cou 
  I 
  3 
  3 
  4 
  3 
  4 
  5 
  3 
  3 (6) 
  3 (6) 
  7 
  8 
   
  Skills: Carouse 2, Dodge 4, Gossip 6, Legerdemain 6, Wit 6 
  Special: Uncanny fortune 
  Equipment: Spear (2/ +1) 
  Simplicius is the fictional hero of the picaresque novel Simplicius Simplicissimus, written 
  in 1668 by Hans Jakob Christoffel von Grimmelshausen. Simplicius is a rogue that 
  traverses the Germany of the Thirty Years War. He is a fine model of a vagabond adven-
  turer in a Thirty Years War campaign. 
   
   
   
   
   
  
   
  85 
   
  TREASURES 
  Monsters usually have treasures. Minor monsters (threat levels I to III) have individual 
  treasures, while major monsters (threat levels IV and V) have treasure hoards. 
  For each monster, roll 1D a number of times equal to the monster’s threat level. Begin 
  rolling on Table I. 
  Table I – Coins  
  Roll 
  Individual Treasure 
  Treasure Hoard 
  1 
  Groschen (1D x 10) 
  Groschen (1D x 100) 
  2 
  Groschen (2D x 10) 
  Groschen (2D x 100) 
  3 
  Groschen (3D x 10) 
  Groschen (3D x 100) 
  4 
  Thaler (1D) 
  Thalers (1D x 10) 
  5 
  Guilders (1D) 
  Guilders (1D x 10) 
  6 
  Roll on Table II 
  Roll again, and roll on Table II 
   
  Table II – Jewels  
  Roll 
  Individual Treasure 
  Treasure Hoard 
  1 
  Rock Crystal (1 guilder) 
  Emerald (6 guilders) 
  2 
  Turquoise (2 guilders) 
  Sapphire (7 guilders) 
  3 
  Pearl (3 guilders) 
  Ruby (8 guilders) 
  4 
  Amethyst (4 guilders) 
  Diamond (9 guilders) 
  5 
  Silver jewelry (5 guilders) 
  Gold jewelry (10 guilders) 
  6 
  Roll on Table III 
  Roll again, and roll on Table III 
   
  Table III – Magic Items 
  Roll two dice, using the first as the ten’s place and the second as the one’s place. A roll of 
  “4” and “2”, for example, would be read as “4-2”. Magic items in italics are unique items 
  that can only be found once. Rolling an item that has already appeared in the game 
  means you must roll again. 
  Roll 
  Magic Item 
  1-1 
  Alberich’s ring – Permits a person to become invisible for up to 10 minutes per day 
  1-2 
  Almace – Arming sword, extra +1 Fighting, extra 1 damage against demons 
  1-3 
  Amulet – Endure +1 against disease and undead abilities 
  1-4 
  Apple of Idunn – Restores 6 lost ability points 
  1-5 
  Bag of wind – Navigate +1, Armor +1 vs. missiles; use once per day 
  1-6 
  Blodgang – Arming sword, extra 1 damage 
  
   
  86 
   
  2-1 
  Crystal skull – Can see things up to 100 miles away; gain 1D damnation points 
  2-2 
  Curtana – Arming sword; +1 Fight; will not kill, only knock people unconscious 
  2-3 
  Dragon blood armor – Armor +1, immune to fire 
  2-4 
  Dragon fang – Dagger, adds weapon trick of poison (Endure check or lose 1D Con) 
  2-5 
  Durandal – Viking sword with extra +1 Fighting vs. dragons 
  2-6 
  Fechtbuch – Fighting +1 after reading entire book and rolling “1” on 1D (takes 1 week) 
  3-1 
  Fortunatus’ Purse – Can produce 1 groschen per day 
  3-2 
  Gram, Siegfried’s sword – Viking sword  with extra +2 Fighting vs. dragons. 
  3-3 
  Grimoire – Invocation +1; includes such volumes as the Book of Simon Magus, Galdrabok, 
  Grand Grimoire, Key of Solomon, Munich Manual of Demonic Magic, Picatrix, Pseudomonar-
  chia Daemonum, Shams al-Ma’arif, and the Three Books of Occult Philosophy 
  3-4 
  Hatheloke – Arming sword with extra +1 Fighting 
  3-5 
  Hildebrand’s shield – Armor +1 and negates weapon tricks except for grapples 
  3-6 
  Holy Mother’s breast milk – One dose, restores life to recently deceased 
  4-1 
  Lucky rabbit’s foot – Increase starting luck to 7 each game 
  4-2 
  Magic bell – The sound forces fairies to pass a magic resistance check or flee for 1 minute 
  4-3 
  Magic bullets – In lots of seven; six grant a +2 bonus to Marksmanship, and the seventh 
  automatically hits a target chosen by Satan (or the Game Master, in our case) 
  4-4 
  Mimung – Arming sword; Fighting +1, Break Chains +1 
  4-5 
  Nægling – Arming sword; Fighting +1, glows brightly like a torch 
  4-6 
  Nail of the Passion – Armor +1, +2 vs demons 
  5-1 
  Philtre – Magic resistance check or fall deeply in love 
  5-2 
  Phylactery – Armor +1 vs. the demons and undead 
  5-3 
  Piece of the Crown of Thorns – Magic Resistance +1, +2 vs demon magic 
  5-4 
  Pied Piper’s pipes – Perform check to control rats (2D) or children (4D) 
  5-5 
  Pier Gerlofs Donia’s sword – Zweihander requires Str 9 to wield; Fight +3, 3 damage 
  5-6 
  Potion – Magic resistance check or fall sound asleep for 8 hours 
  6-1 
  Reliquary – Holds a bone fragment of a saint; Prayer +1 
  6-2 
  Seven League boots – Once per week, you can step 21 mles 
  6-3 
  Splinter of the True Cross – Prayer +1 for exorcisms 
  6-4 
  Talisman – Endure +1 vs. poison and demon abilities 
  6-5 
  Unicorn’s tears – One dose, negates poison 
  6-6 
  William Tell’s crossbow – Light crossbow, extra +2 Marksmanship 
   
  Greater Holy Relics 
  There are a number of more powerful holy relics held in abbeys and churches. If held by 
  the commander of an army, all troops in the command get Courage +1. 
  Blood of Christ (Bruges): Prayer +3 
  
   
  87 
   
  Holy Coat (Trier): Armor +1, +2 vs. demons and the undead 
  Iron Crown of Lombardy (Milan): Magic resistance +2, +3 vs. demons. 
  Knife of Jesus (Venice): Cuts a loaf of bread endlessly. 
  Mary Magdalene’s Arm (Fécamp): Prayer +3 for exorcisms, touch heals 1 point of CON or 
  WIL damage per day. 
  Shroud of Turin (Turin): When laid on a damaged person, they heal all CON and WIL. 
  Spear of Destiny (Vienna): Fight +3, 3 damage; demons must pass magic resistance 
  check or be cast back to Hell. 
  Swaddling Clothes (Zagreb): Touch grants +2 magic resistance for 24 hours. 
  THE END 
   
  
   
  88 
   
  Reference – Chances of Success 
  Target Value 
  2D 
  3D 
  4D 
  1 
  3% 
  * 
  * 
  2 
  3% 
  * 
  * 
  3 
  8% 
  * 
  * 
  4 
  17% 
  2% 
  * 
  5 
  28% 
  5% 
  * 
  6 
  42% 
  9% 
  1% 
  7 
  58% 
  16% 
  3% 
  8 
  72% 
  26% 
  5% 
  9 
  83% 
  38% 
  10% 
  10 
  92% 
  50% 
  16% 
  11 
  97% 
  63% 
  24% 
  12 
  100% 
  74% 
  34% 
  13 
  100% 
  84% 
  44% 
  14 
  100% 
  91% 
  56% 
  15 
  100% 
  95% 
  66% 
  16 
  100% 
  98% 
  76% 
  17 
  100% 
  100% 
  84% 
  18 
  100% 
  100% 
  90% 
  19 
  100% 
  100% 
  95% 
  20 
  100% 
  100% 
  97% 
   
  * Indicates a chance of success less than 1% 
   
   
   
   
   
   
   
  
   
  89 
   
  Reference – Monsters by Level and Type 
  Level 
  Type 
  Monsters 
  I 
  Animal 
  Boar, eagle, falcon, mule, wolf 
   
  Demon 
  Imp 
   
  Fairy 
  Gnome, goblin, grimalkin, huldra, kobold, moss folk, nixie 
   
  Human 
  Brigand, villager 
   
  Monster 
  Doppelgänger  
   
  Undead 
  Poltergeist, skeleton, wiedergänger 
  II 
  Animal 
  Bear, horse 
   
  Demon 
  Aqueous demon, black goat, cambion, gorgon, hell hound, incubus, succubus, 
  terrene demon, werewolf 
   
  Fairy 
  Buckrider, hag, ogre, remora, rübezahl, salamander, satyr, sylph, undine, 
  unicorn, zwerg 
   
  Human 
  Aristocrat, soldier 
   
  Monster 
  Centaur, cockatrice, harpy, night raven 
   
  Undead 
  Barrow wight, ghost, ghūl, grave slime, ignis fatuus 
  III 
  Demon 
  Aerial demon, demon pig, drude, empyreal demon, night hag 
   
  Fairy 
  Dark elf, light elf, swan maiden, troll 
   
  Monster 
  Basilisk, chimera, gargoyle, golem, griffon, lamia, lindworm, manticore 
   
  Undead 
  Nachzehrer, spectre 
  IV 
  Demon 
  Erinyes, schweynwal 
   
  Monster 
  Minotaur, sea serpent 
   
  Undead 
  Vampire  
  V 
  Demon 
  Malebranche 
   
  Monster 
  Dragon  
   
   
   
   
   
   
   
   
   
  
   
  90 
   
  Character Sheet 
  Name:  
  Class:  
  Allegiance: 
  Religion: 
   
  Ability Scores 
  STR: 
   
  INT: 
   
  AGI: 
   
  WIL: 
   
  CON: 
   
  PER: 
   
   
   
  CHA: 
   
   
  Skills & Special Abilities 
   
   
   
   
   
   
  Gear 
  Money: 
  Equipment:  
   
   
  
   
  91 
   
  Notes 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  92 
   
  Notes 
   
  
   
  JOHN M. STATER 
  
SOURCE: textdata/thevault/Black Death/Black Death, A Terribly Grim FRPG.pdf