TEXT:  
   
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  1 
   
   
  Play-Testers 
  In no particular order: Alex Henzler, Bill Logan, Hunter 
  Logan, Javan M. Kelly, Justin Mills, Kelly Reed, Mikey 
  Kane, Nancy Ludden, Noah Logan, Rich Peterson, Robert 
  Ludden, Sean Michael Kelly, Tammy Moore, Tiras H.M. 
  Kelly, Vince Kane, Vinnie Kane, Big Al, Rob Ludden, Nancy 
  Ludden, Jim Pelton, Kyrinn S. Eis, Tre’ Grisby, Mark 
  Hassman, Gaston Gosselin, Jeremy Whalen, Jayce Gaines, 
  Michael Hogaboom, R.E. Davis 
  About the Author 
  Larry Moore is a network/security engineer by day, a 
  calling given to him without repentance. By night he 
  morphs into a game crafter, fanzine editor or adventure 
  writer. You might know him from a Con in the Ohio area, 
  the Star Frontiersman fanzine or the design of the up-
  coming Frontier Space RPG. You might know him for 
  other reasons that are best left for history to write. If you 
  don’t know Larry, he would love to hear from you. Email 
  him at lmoore@dwdstudios.com or Twitter 
  @simplymenotu or G+ http://gplus.to/w00t 
  About DwD Studios 
  After several years of digitally re-mastering our favorite science-fiction game and publishing years 
  of issues of the free online fanzine, the Star Frontiersman, Bill Logan and Larry Moore decided it 
  was time to put their creative efforts together and make games, lots of games!  But not just any 
  games, we have blended the best of the "old school" games with the best of the "new school" 
  games to create fresh ideas and unique products. DwD Studios creates engaging high-quality 
  games for all generations. Whether it’s an adventure module for your favorite role-playing game 
  or a new game altogether, we hope you come to love the fruits of our labor.  
  http://dwdstudios.com/barebones/ 
   
   
   
  Credits
   
  Design Larry Moore 
   
  Co-Design Bill Logan 
   
  Editing Jim White 
   
   Tammy Moore  
   
   Gaston R. Gosselin 
   
  Cover Art Eric Quigley 
   
  Illustrations William Stewart 
  Khairul Hisham 
  Bill Logan 
  Larry Moore 
  Jeremy Whalen 
   
   
  Licensing 
  BareBones™, BareBones Fantasy™ and Keranak Kingdoms™ are copyright 2012, and are 
  trademarks of DwD Studios. These trademarks are used under the Creative Commons 
  Attribution-Noncommercial-ShareAlike 3.0 Unported License; (CC BY-NC-SA 3.0); Some Rights 
  Reserved. To view a copy of this license, visit: 
  http://creativecommons.org/licenses/by-nc-sa/3.0 
  Or send a letter to: Creative Commons, 444 Castro Street, Suite 900, Mountain View, CA 94041, 
  USA. For specific details, appropriate credits, and updates to this license, please see: 
  http://dwdstudios.com/barebones/license 
   
  PERMISSION IS GRANTED TO PRINT THIS DOCUMENT FOR NON-COMMERCIAL USE. 
   
   
   
   
  Revised November 15, 2012 
  
   
   
  2 
  Table of Contents 
   
  INTRODUCTION ........................................................................................................................... 3 
  WELCOME .......................................................................................................................................... 3 
  DICE .................................................................................................................................................. 4 
  ABILITIES ............................................................................................................................................ 4 
  SKILLS ................................................................................................................................................ 4 
  ACTION CHECKS ................................................................................................................................... 4 
  CHARACTERS ............................................................................................................................... 5 
  CHARACTER CREATION ........................................................................................................................... 5 
  RACES ................................................................................................................................................ 8 
  SKILLS ................................................................................................................................................ 9 
  SPELLS ............................................................................................................................................. 13 
  MORAL CODE .................................................................................................................................... 18 
  EQUIPMENT ...................................................................................................................................... 20 
  CHARACTER DEVELOPMENT .................................................................................................................. 22 
  SAMPLE CHARACTERS .......................................................................................................................... 23 
  GAME GUIDELINES ......................................................................................................................26 
  ACTIONS ........................................................................................................................................... 26 
  GETTING HURT .................................................................................................................................. 27 
  GETTING HEALED ............................................................................................................................... 27 
  TIME ............................................................................................................................................... 27 
  INITIATIVE ......................................................................................................................................... 27 
  MOVEMENT AND RANGE ...................................................................................................................... 28 
  COMBAT ........................................................................................................................................... 28 
  SPELLS ............................................................................................................................................. 28 
  EXAMPLE OF PLAY............................................................................................................................... 29 
  GM GUIDELINES ..........................................................................................................................32 
  SUCCESS MODIFIERS ........................................................................................................................... 32 
  BREAKING THINGS .............................................................................................................................. 32 
  RESISTANCE CHECKS ............................................................................................................................ 32 
  GETTING HURT .................................................................................................................................. 33 
  CONDITIONS ...................................................................................................................................... 34 
  EFFECTS ........................................................................................................................................... 34 
  DESCRIPTORS ..................................................................................................................................... 35 
  LANGUAGES ...................................................................................................................................... 35 
  MAGIC ITEM CREATION ....................................................................................................................... 35 
  MINOR NPC ..................................................................................................................................... 44 
  TRAVEL ............................................................................................................................................ 45 
  CREATURES ....................................................................................................................................... 45 
  ADVENTURE IDEA GENERATION ............................................................................................................. 57 
  RANDOM DUNGEON GENERATION ......................................................................................................... 62 
  REWARDS ......................................................................................................................................... 68 
  KERANAK KINGDOMS .................................................................................................................69 
  HISTORY ........................................................................................................................................... 69 
  REGIONS .......................................................................................................................................... 72 
  PANTHEON........................................................................................................................................ 75 
  GLOSSARY ...................................................................................................................................77 
  INDEX .........................................................................................................................................78 
   
  
   
   
   
  3 
  Introduction 
  Welcome 
  Welcome to the BareBonesTM Fantasy role playing game. This game takes advantage of 
  the d00LiteTM system, a fast and simple set of game mechanics created by DwD Studios. 
  Expect more games using this same system. 
  Tired of hauling around heaps of heavy books (which cost lots of money), DwD Studios 
  embarked on a mission to create a comprehensive, playable and complete fantasy game 
  that fits in your pocket. Initially developed to fit on a few sheets of paper and some cards 
  for reference, the product eventually evolved to the form you now hold in your hands. A 
  pocket edition of the game may follow, but we were very happy with the results of this 
  product’s evolution. We hope you will be too. 
  A lot of lite game systems are out there, so we wanted to make sure ours was 
  distinguishable in its own way. We opted to add a lot of stuff (while keeping things “lite”) 
  such as magic items, creatures, systems for adventure and dungeon creation, a broad 
  brush-stroke setting, and more. This is a lot of game in a small amount of space, and we 
  didn’t do it by making the fonts tiny… we did it through application of categorical 
  thinking and by making certain assumptions about the level of gaming experience of 
  GM’s and players. 
  For instance, you will not find any explanation on how to role-play a character. You won’t 
  find any reference to how people should act, how to get along, how to organize a 
  session, or what type of things to do or not to do. You won’t find disclaimers on our use 
  of male pronouns as standard English, nor will you find warnings about how magic or 
  violence is only make-believe. Okay… I guess those were more or less warnings… but you 
  see what we mean.  
  The golden rule: The GM is in charge!  Anything not covered by the rules contained in 
  this book is up to him to decide. Anything covered in this book is up to him to use, ignore 
  or modify. Many games have evolved away from this, creating a generation of rules-
  lawyering; this game embraces it as a core concept.   
  Players: All you really need to know for now is contained on the following page, and in 
  the Characters chapter. If you want to stop there, go ahead!  You’ll learn the rest during 
  game play. If you want to know more about the game system before you begin play, go 
  ahead and read the Game Guidelines chapter as well. The rest of the book is for the GM 
  (Game Master) only. 
   
  A welcome to the game and some very basic info 
  
   
   
  4 
  Dice  
  Two ten-sided dice are used in this game system and are abbreviated “D” 
  within the scope of these rules. There are three basic types of uses for this 
  versatile die: 
  » If you are instructed to roll 2D, then you simply roll two dice and add them together. 
  Note that a roll of “0” is 10, not zero.  
  » If the “D” is followed by “/2” then it means you divide the roll in half (round up). For 
  instance, if you are instructed to roll 1D/2, then you roll one ten-sided die and divide in 
  half. The expected range for a 1D/2 roll is 1-5 (1/2 rounded up is 1, while 9/2 is 5). 
  » If you are asked to roll D00 (“percentile dice”), roll two different colored dice. The 
  darker die is the tens digit, the lighter die is the ones digit. For instance, roll a 4 on the 
  darker-die and a 2 on the lighter-die, you’ve rolled 42. Important: a roll of two zeros is 
  a roll of 0%, not 100% as in some game systems. Therefore, D00 is a random roll 
  between 00 and 99. 
  Abilities  
  Characters are rated by four abilities, each having its own score. STR (strength) is used to 
  lift objects, wield melee weapons, resist poisons, determine how much damage you can 
  take, etc. DEX (dexterity) is used to jump over a pit, shoot an arrow, dodge out of harm’s 
  way, etc. LOG (logic) is used to perceive threats, deduce puzzles, etc. WIL (willpower) is 
  used to bluff a guard, finesse a king, resist some spells, persuade or intimidate, etc.  
  The score for each ability starts in the range of 35 to 80 (before race adjustments) and is 
  determined during character creation, but you can raise an ability score over 100 using 
  development points. To succeed at an ability check, you must roll less than or equal to 
  your character’s ability score using D00. 
  Skills  
  A skill is a category of knowledge and training. It is rated with a level from 1 to 6. There 
  are eight skills: Cleric, Enchanter, Leader, Scholar, Scout, Spellcaster, Thief, and Warrior. 
  Having level(s) in a skill indicates your character is “skilled” - otherwise your character is 
  “unskilled.” Characters can attempt actions associated with the Scout, Thief, and Warrior 
  skills unskilled. However, actions associated with the Cleric, Enchanter, Leader, Scholar, 
  and Spellcaster skills cannot be attempted unskilled; you must have at least one level.  
  In addition to a level, each skill has a score. The score is calculated based on an ability 
  score and the skill’s level, specific to each skill’s description. In order to make a skill 
  check, players need to roll less than or equal to their skill on D00. 
  More info on skills can be found in the skills section (see page 9).  
  Action Checks 
  There are many types of rolls or checks you may be asked to perform in the game: ability 
  checks and skill checks, etc. These are all covered in more detail in the game guidelines 
  section (see page 26). For now, it is important enough to understand that all of these 
  checks follow the same basic rule: you must roll less than or equal to a score on your 
  character sheet using D00. That’s it!  Now get your dice and a blank character sheet and 
  look to the next page… it’s time to make a character! 
  
   
   
   
  5 
  Note: all calculations 
  that result in fractions 
  should be rounded in 
  favor of the character.  
  Characters 
  Character Creation 
  Roll Ability Scores - Roll 5D and add 30 to 
  determine ability scores for STR, DEX, LOG and WIL. 
  Allocate these results as desired among your four 
  abilities. Optional: If the GM prefers, instead of rolling 
  abilities simply allocate the following scores: 50, 55, 60 
  and 65. 
  John grabs a blank character sheet and five ten-sided dice. He starts the creation process 
  by rolling ability scores. He rolls 5D, which results 42 and adds 30. He records 72 on a 
  scratch piece of paper and repeats three more times until he has the following scores: 72, 
  60, 51 and 56. 
  John imagines a halfling travelling among the taller races in search of adventure. He 
  decides logic is important to know the histories of the places he travels and dexterity to 
  avoid larger races’ boots! He places 72 in LOG and 60 in DEX then chooses to assign 51 to 
  STR and 56 to WIL. 
  Select Race - Follow each bullet point listed for your chosen race (see page 8). 
  Next John selects “halfling” as his race and follows each bullet point: He adds +10 to DEX 
  (making his DEX 70), records his MOV of 6, notes that he may re-roll one failed roll each 
  encounter, notes that he receives +10 to hide and sneak checks, and finally notes that he 
  speaks halfling and tradespeak. 
  Select Skill 
  » Select one primary skill your character excels in and record “+20” in the P/S 
  column on your character sheet.  
  » Select one secondary skill (different from your primary) that you are good at and 
  record “+10” in the P/S column.  
  » Place “+0” in the P/S column for all other skills. 
  » Finally, choose any one skill and record a “1” in the Level column. This is your 
  character’s starting skill. Note that some skills require at least 1 level to be used. 
  John’s halfling character is a traveler.  He selects Scholar as his Primary skill and records 
  “+20” in the P/S column for the Scholar skill. Next he decides that in order for his halfling 
  to get by in the world he will need to resort to less-than-noble activities and chooses Thief 
  as his Secondary skill. He records “+10” in the P/S column for the Thief skill. Then he 
  records “+0” in the P/S column for all other skills. John must now choose any one skill to 
  start with. Since he has a +20 to the Scholar skill he decides to place “1” level in Thief skill. 
  1 
  2 
  3 
  How players create and develop their characters 
  
   
   
  6 
  John’s GM informs him in order to use the Scholar skill he needs to have at least one level. 
  John decides to re-arrange his choices as follows: change Thief to Primary (+20) and 
  Scholar to Secondary (+10). He then records a “1” in the Level column for his Scholar skill 
  since his illicit activities (Thief skill) can be performed unskilled. 
  Calculate Skill Scores - Record the “Score” (chance of success) for each skill. Each 
  skill’s score is calculated as shown below.  Always round in favor of the character.  
  Record scores for Scout, Thief and Warrior even if you have no levels in these skills: 
  » 
  Scout score is equal to half LOG +10 per scout level 
  » 
  Thief score is equal to half DEX +10 per thief level 
  » 
  Warrior has two scores. Melee Warrior score equals half STR +10 per warrior 
  level. Ranged Warrior score equals half DEX +10 per warrior level. 
  If you selected one of the following as your starting skill, calculate that skill as 
  follows. Record 0% for any of these skills in which you have no level:  
  » 
  Cleric score is equal to half WIL +10 per cleric level 
  » 
  Enchanter score is equal to half LOG +10 per enchanter level 
  » 
  Leader score is equal to half WIL +10 per leader level 
  » 
  Scholar score is equal to half LOG +10 per scholar level 
  » 
  Spellcaster score is equal to half LOG +10 per spellcaster level 
  Note: Remember to add any P/S bonuses, unless your skill score is 0%. 
  John calculates his halfling’s skills as follows: he records 36% for Scout (72/2), 55% for 
  Thief (70/2 +20), 28% for his melee Warrior score and 30% for his ranged Warrior score. 
  He records “—“ for Cleric, Enchanter, Leader and Spellcaster (since he has no levels in 
  those skills) and records 56% for Scholar (72/2 +10 +10). 
  Specify Descriptors – Descriptors are phrases or words that describe something 
  prominent about your character. Some are negative such as “always irritable” or 
  “drinks too much ale.”  Others can be positive such as “likes to sing” or “smooth with the 
  ladies.” Specify one positive/beneficial and one negative/hindering descriptor. Some 
  examples: skilled woodsman, afraid of magic; sexy as hell, sucker for a pretty face; 
  charming, speaks with slur. You’ll earn development points (DP) by demonstrating your 
  character’s descriptors during a game session. 
  Next John chooses descriptors by describing his character as, “quick witted” (beneficial) 
  and “has a lazy eye” (hindering). 
  Moral Code - In this step you will define your character’s behavioral traits. See page 
  18 for more details.  
  John decides his character is very kind (he helps people when he can), somewhat 
  unfocused (easily distracted by things), very selfless (not “totally” - he does engage in 
  thievery, after all), very deceitful (except to those he cares about), and totally brave 
  (perhaps too naïve to be otherwise). John records these on his character sheet and likes 
  how his character is starting to take on a personality.  
  6
  5 
  4
  
   
   
   
  7 
   Equipment and Coins - Choose any 6 items beginning on page 20: weapons 
  (includes ammo), armor, animals (includes saddle, bag, tack, & harness), and/or 
  equipment.  You may not select any item whose value is more than 100gp.  In addition, 
  you begin play with a coin purse with 2D gold pieces. 
  Now John chooses gear; he picks a shortbow and a dagger for his weapons then picks 
  studded leather armor. He records them on his character sheet along with a survival 
  pack. He then picks up a set of thieves tools and a small silver mirror (never know when 
  that will come in handy).  John’s shortbow includes ammo, so he records 20 arrows.  
  Finally he rolls 2D, a 4 and a 1 and then records 5gp on his sheet.   
   Final Details 
  » 
  Body points (BP) equal half your STR. For instance a STR of 52 equals 26BP. 
  » 
  Initiative (INIT) is 1, add +1 if your LOG is 65 or greater, add an additional +1 if 
  your DEX is 65 or greater. Therefore, INIT score ranges from 1 to 3. 
  » 
  Damage Reduction (DR) is determined by your armor.  
  » 
  MOV is based on your race, apply armor penalty if any. 
  » 
  Weapon Score is equal to either your melee or ranged Warrior score, depending 
  on the type of weapon. 
  » 
  Weapon Damage is determined by weapon type. For each 5 points of STR above 
  55 gain +1 to melee damage (62 STR causes +1 damage, for instance). For each 5 
  points of DEX above 55 gain +1 to ranged damage.  
  » 
  Unarmed Score is equal to your Warrior melee score. 
  » 
  Unarmed Damage is equal to 1D/2. For each 5 points of STR above 55 gain +1 to 
  unarmed damage. 
  » 
  Rank starts at 1 for all characters. 
  » 
  DP (development points) begin at 0 for all characters. 
  » 
  Choose name, define gender, eyes, hair, quirks, etc. 
  » 
  Generate a brief background story to explain who you are and what you do. 
  Define how you know the other players and why you are with them today. 
  Now for John’s halfling’s final details…  
  » 
  John’s halfling has a 51 STR which gives him 26 BP (51/2).  
  » 
  His initiative is 3 (wow!); 1, +1 for a high LOG and +1 for a high DEX (1+1+1=3).  
  » 
  His DR is 3 due to his leather armor  
  » 
  His MOV remains 7 since he meets the minimum STR requirement of his armor.  
  » 
  His weapon score is 35 with his shortbow (70/2), 26 with the dagger (51/2) and 
  his unarmed score is 26 (51/2). If John wants his halfling to get into a lot of 
  fights, the next time he earns DP he should consider spending them on the 
  Warrior skill!   
  » 
  The short bow damage is 2D+6 which includes his bonus damage of +4 from his 
  high DEX (each 5 points above 55 adds 1; remember to round up in favor of the 
  character). Unarmed damage is 1D/2 and his dagger damage is 1D (he has no 
  STR damage bonus). 
  » 
  He records his rank as 1 and his earned DP as 0.  
  » 
  John chooses a name (Bladry Barefeets) defines how his character looks and acts 
  then tells the other players his background story.  
  8 
  7 
  
   
   
  8 
  Races 
  Elf  
  Elves are tall, magical, pointed-eared beings at home in 
  forests. 
  » Add 10 to starting LOG. 
  » Darkvision (12 spaces, allows normal sight in low-
  light, as long as a single star is present in the sky). 
  » Natural Spellcaster (can wear any armor and cast 
  spells without penalty, regardless of STR). 
  » Elf Resilience (+10 resist charm spells). 
  » Move 9 spaces. 
  » Speaks elven and tradespeak. 
  Dwarf 
  Dwarves are short, sturdy, bearded men and women who 
  prefer to live in or near mountains. 
  » Add 10 to starting STR. 
  » Infravision (12 spaces, sight using heat signatures in the 
  infra-red spectrum when light is not present). 
  » Dwarf Resilience (+10 resist poison and magic). 
  » Move 6 spaces. 
  » Add 5 to starting body points. 
  » Speaks dwarfish and tradespeak. 
  Halfling 
  Halflings are small, wiry people who dwell in the hills and 
  valleys of the realm. 
  » Add 10 to starting DEX. 
  » Luck (each encounter, re-roll one failed check). 
  » Footpad (+10 any check to hide or sneak). 
  » Move 7 spaces. 
  » Speaks halfling and tradespeak. 
  Human 
  Humans are a sturdy, passionate race who dwell in 
  the plains and valleys of the realm. 
  » Add 10 to starting WIL. 
  » Human Versatility (one additional descriptor). 
  » Human Resilience (+10 to all resistance checks). 
  » Move 8 spaces. 
  » Speaks anglish and tradespeak. 
   
  
   
   
   
  9 
  Skills 
  Cleric 
  This skill represents a lifetime of devotion to the 
  tenets of one or more gods. Clerics are champions of 
  their deities, as well as the glue which binds a society 
  together. 
  Score: half WIL +10 per cleric level. Cannot be 
  attempted unskilled. 
  » Blessings - turn water holy, sanctify marriage, allow 
  a dead soul to rest in peace, etc. 
  » Detect Aura - detect general moral auras of people, 
  places, or things. 
  » Miracles - each cleric level choose one of following 
  spells bestowed upon you by your deity: aid, 
  cleanse, dispel, heal, protection, or repel. May use 
  them as their usage allows, requires holy symbol, 
  cast spells using this skill and level, not spellcaster. 
  » Smite - choose one specific weapon favored by your 
  deity; you may use either your warrior score 
  (determined in step 8 of character creation) or your 
  cleric score (determined in step 4 of character 
  creation) as the weapon score. 
  Enchanter 
  An enchanter is a special kind of user of magic, able to 
  imbue items with magical abilities.  They are the 
  creators of potions, runes, and magic items in the 
  kingdoms. Enchanters understand all spells in this 
  book but cannot cast them.  They can only imbue 
  items with these abilities.  See page 35 for details. 
  Score: half LOG +10 per enchanter level.  Cannot be 
  attempted unskilled. 
  » Alchemy - create magical potions providing a 
  specified magical effect.  It takes hours to days to 
  create potions, see pg. 37. Requires alchemist kit. 
  » Enchantment - imbue magic items with spells or 
  abilities.  It takes days to weeks to create enchanted 
  items. See pg. 35. 
  » Familiar - all enchanters have a familiar; a small 
  animal such as a cat, dog, bird, small lizard, etc.  The 
  GM determines statistics using guidelines on page 
  45.  The familiar communicates telepathically and is 
  used as an assistant and friend.  Add +5 to familiar’s 
  STR, DEX, LOG, and WIL per enchanter level. 
   
  Level 
  Cleric Title 
  1 
  Novitiate 
  2 
  Elder 
  3 
  Priest 
  4 
  Vicar 
  5 
  Bishop 
  6 
  High Priest 
   
   
  Level 
  Enchanter Title 
  1 
  Initiate 
  2 
  Alchemist 
  3 
  Enhancer 
  4 
  Bewitcher 
  5 
  Runemaster 
  6 
  High Enchanter 
   
  
   
   
  10 
  » Runecraft - create runes containing spells which 
  take effect on specified triggers.  It can take a few 
  turns to a few minutes to create a magical rune.  
  This is the closest the enchanter can come to 
  creating instantaneous magical effects. See pg. 37. 
  Leader 
  This skill represents experience and training on the 
  battlefield - both personal and epic.  
  Score: half WIL +10 per leader level. Cannot be 
  attempted unskilled. 
  » Battle Commander - before initiative is rolled make 
  a skill check, if successful choose one below to be in 
  effect until turn ends. Doesn’t count as an action. 
  » Tactics - you and your allies gain +1 initiative die. 
  » Assault - find weaknesses in enemy defenses 
  such as a missing scale exposing soft flesh, 
  unarmored area on an opponent, troop 
  deployments that lack shields, fragile bricks in a 
  castle wall, etc.  
  » Inspire - grant +5 to hit and damage per leader 
  level to adjacent allies.  
  » Guardian - if an adjacent ally is hit, choose to 
  intercept the blow taking the damage. No skill check 
  required.  
  » Leader - attract followers for a specific mission. At 
  leader level 3 attract 1D/2 followers, at leader level 
  4 attract 1D, at leader level 5 attract 2D, and at 
  leader level 6 attract entire armies. 
  » Warlord - on your turn choose one effect, lasts until 
  the turn ends, counts as an action. 
  » Rallying Cry - you and allies that choose to, gain 
  +10 to hit and damage if they give up -20 to all 
  resistance checks. 
  » Courageous Word - allies gain +20 to a LOG or 
  WIL resistance check against dark powers, magic, 
  fear, etc. 
  » Tactical Strike - you outnumber a foe 2:1 in 
  melee; you or your ally makes two attacks 
  against foe and chooses which to keep, counts as 
  a single action. In addition to taking damage the 
  foe is knocked prone. 
  Scholar 
  This skill represents knowledge and skill gleaned 
  through a weighty education, steady access to books, legends, and lore. 
   
  Level 
  Leader Title 
  1 
  Gallant 
  2 
  Protector 
  3 
  Defender 
  4 
  Champion 
  5 
  Warlord 
  6 
  Highlord 
   
   
  Level 
  Scholar Title 
  1 
  Student 
  2 
  Understudy 
  3 
  Researcher 
  4 
  Seeker 
  5 
  Scholar 
  6 
  Master Scholar 
   
  
   
   
   
  11 
  Score: half LOG +10 per scholar level. Cannot be 
  attempted unskilled. 
  » Diplomat - receive +5 per scholar level to an ability 
  check for any of the following: knowledge of cultural 
  etiquette, social nuances,  influence others with 
  social grace and tact,  foster goodwill, encourage 
  negotiating in good faith, interact with royalty, 
  persuading others, etc.  Additionally, the character 
  learns one additional language per scholar level. 
  » High Scholar - each even scholar level choose a 
  career path and gain +10 to skill checks involving 
  that path; jewelry, trader, librarian, fortune teller, 
  historian, heraldry, administrator, or other paths 
  allowed by the GM.   
  » Historian - recall some obscure legend or fact about 
  famous places, people, or things. Identify bloodlines, 
  trace nobility, understand symbolism, etc. 
  » Signs & Portents - once per game session, ask GM a 
  single yes/no question about the setting, story, or its 
  people. GM must answer honestly. 
  Scout 
  This skill represents training or experience as an 
  outdoorsman, ranger, etc. 
  Score: half LOG +10 per scout level 
  » Animal Handling - befriend, calm, agitate, or train 
  naturally occurring animals. 
  » Navigation - know which way is north, determine 
  location on a known map, decipher maps, create 
  maps, etc. 
  » Survival - craft objects from nature, find shelter, 
  build fires, gather food, identify drinkable water, 
  identify and disarm natural traps and hazards, etc. 
  » Tracking - detect tracks, learn information from 
  them, ignore penalties associated with terrain, etc. 
  Spellcaster 
  This skill represents knowledge and use of magical 
  powers.  
  Score: half LOG +10 per spellcaster level. Cannot be 
  attempted unskilled. 
  » High Wizardry - know a number of spells equal to 
  spellcaster level. If spellcaster is your primary skill 
  learn two spells each level instead. See spells, page 13. 
   
  Level 
  Scout Title 
  1 
  Runner 
  2 
  Tracker 
  3 
  Warden 
  4 
  Scout 
  5 
  Pathfinder 
  6 
  Ranger 
   
   
  Level 
  Spellcaster Title 
  1 
  Acolyte 
  2 
  Adept 
  3 
  Sorcerer 
  4 
  Wizard 
  5 
  Warlock 
  6 
  Archmage 
   
  
   
   
  12 
  » Low Wizardry - allows you to perform any one of 
  the following: Create a 5-space globe of light; create 
  an audible illusion; create a small obviously magical 
  illusory visual effect; cause small objects to perform 
  their tasks - such as mops, brooms, dishes etc.; 
  enhance the volume and impressiveness of your 
  voice or the voice of another within 5 spaces; mend 
  small rips/tears in common items; other 
  simple/minor wizardry tasks the GM allows. No skill 
  check required. 
  » Wizard Eye - detect magic or read magical writings.  
  Must declare use of wizard eye, it is not automatic.  
  » Wizard Hand - move small objects or scribe magical 
  writings. No skill check required. 
  Thief 
  This skill represents the expertise a rogue or thief 
  learns through use of talent and opportunity. 
  Score: half DEX +10 per thief level 
  » Deception - lie convincingly, forge documents, 
  disguise, impersonate, etc. 
  » Security Systems - identify or disarm traps, pick 
  locks, perform small mechanical repairs, etc. 
  Requires thieves’ tools. 
  » Sleight of Hand - pick pockets, palm objects, etc. 
  » Stealth - remain unseen and unheard. Gain +5 per 
  thief level to hit and damage if attacking from 
  stealth. 
  Warrior 
  This skill represents training or experience as a 
  mercenary, soldier, warrior, knight, etc. 
  Score: Note this skill has two scores as follows; melee 
  equals half STR, +10 per warrior level (includes 
  unarmed combat). Ranged equals half DEX, +10 per 
  warrior level (includes thrown weapons). 
  » Marksman - aimed projected weapons such as 
  bows, crossbows, atlatls, slings, etc. 
  » Melee weapons - swords, clubs, daggers, etc. 
  » Thrown weapons - hurled knives, spears, etc. 
  » Unarmed combat - use your body as a weapon. 
   
   
   
  Level 
  Thief Title 
  1 
  Footpad 
  2 
  Cutpurse 
  3 
  Burglar 
  4 
  Robber 
  5 
  Thief 
  6 
  Master Thief 
   
   
  Level 
  Warrior Title 
  1 
  Recruit 
  2 
  Sergeant 
  3 
  Lieutenant 
  4 
  Commander 
  5 
  Captain 
  6 
  General 
   
  
   
   
   
  13 
  Spells 
  Aid 
  Range:  
  Touch / 10 spaces 
  Usage:  
  1/turn 
  Duration:  
  Until encounter ends 
  Resistance:  None 
  Effect:  Target receives +10 per spellcaster level to one ability chosen by spellcaster at the 
  time the spell is cast: STR, DEX, LOG or WIL. Bonus affects all things derived from those 
  abilities (such as body points, initiative, chance to hit, etc.). At spellcaster level 3, this spell can 
  be used at a range of 10 spaces. At spellcaster level 6, up to 4 targets within 10 spaces or all 4 
  abilities on a single target. This spell does not stack when used on the same ability on a target. 
  However, multiple abilities on a single target can receive aid. 
  Charm 
  Range:  
  5 spaces per spellcaster level  
  Usage:  
  1/turn 
  Duration:  
  1D turns per spellcaster level 
  Resistance:  WIL + 10 per rank  
  Effect: Cause target to become friendly, flee, confused, fall into a deep slumber, etc. (exact 
  effect decided by spellcaster). If cast outside combat the effect lasts 2D hours, rolled by the 
  GM. Can be used on multiple targets; for each target after the first, there is a +5 bonus to 
  resist. For instance, trying to charm a group of 5 targets results in each receiving a bonus of 
  +20 to resist. Cannot charm a target whose rank is more than double the spellcaster’s level. 
  Some targets cannot be charmed such as golems, consult your GM. Charming an already 
  charmed target is resolved as a skill contest with the spellcaster who cast the initial charm 
  spell. Consult your GM if you are re-charming targets already under your own charm spell.  
  Cleanse 
  Range:  
  5 spaces per spellcaster level 
  Usage:  
  1/day per spellcaster level 
  Duration:  
  Permanent 
  Resistance:  None 
  Effect: Removes the effects of blindness, deafness, poison, disease, etc. from a single target 
  (person, meal, body of water, etc.). At spellcaster level 3, spellcaster may cleanse death from 
  a recently fallen target (no more than 10 minutes dead). Target makes a STR check to become 
  unconscious instead of dead. Only one such check is permitted regardless of number of times 
  this spell is cast. At spellcaster level 6, spellcaster can permanently cleanse persistent evil 
  magic, undead, etc., from one building or area (cursed graveyard, etc.) if spellcaster loses 10 
  points of STR permanently. 
  Control Weather 
  Range:  
  Sight (burst 1 mile per spellcaster level) 
  Usage:  
  1/day per spellcaster level 
  Duration:  
  Concentration 
  Resistance:  None 
  Effect: Weather effects brew over time determine by the GM. For instance if it’s dry and 
  sunny, it would take time to brew a snow storm; if it’s already raining then causing a larger 
  rain storm with high winds and lightning shouldn’t take that long. If conditions allow, 
  spellcaster can invoke lightning storms (1Dx10 damage) or tornadoes (6D damage, knocked 
  
   
   
  14 
  prone) almost immediately. Damage is random within the area. At spellcaster level 6 the spell 
  can have a permanent duration if spellcaster loses 10 points of STR permanently. Beware of 
  environmental repercussion such as permanent rainfall in normally-dry climates. 
  Dispel 
  Range:  
  Sight 
  Usage:  
  Unlimited 
  Duration:  
  Instant 
  Resistance:  Special 
  Effect: Cancels one spell effect created by another caster. Receive a penalty equal to 10 times 
  the skill level of the enemy spellcaster. Can also be used to interrupt and cancel a spell being 
  cast if you have initiative (INIT) and hold your action until an enemy spellcaster attempts a 
  spell. Note that any spell which was made permanent by losing 10 points of STR cannot be 
  dispelled unless you also lose 10 points of STR permanently! 
  Divination 
  Range:  
  Special 
  Usage:  
  1/hour 
  Duration:  
  Concentration 
  Resistance:  None 
  Effect: Spellcaster sends his senses (one at spellcaster level 1, two at level 3, three at level 6) 
  elsewhere at a speed of 10 spaces each turn. Senses can pass through all materials with the 
  exception of lead. Beware where your senses are sent, you may not like what you learn! 
  Entangle 
  Range:  
  10 spaces per spellcaster level 
  Usage:  
  Unlimited 
  Duration:  
  1D turns per spellcaster level 
  Resistance:  DEX 
  Effect: Causes target area (burst 2 x spellcaster level) to become overgrown with something 
  that impedes movement or entangles foes. Effect can be sheets of ice, webs, tangling roots, 
  vines, etc. Anyone within or entering the target area may attempt to resist the effect by 
  making a resistance check. A successful check allows one-half movement. Otherwise targets 
  are immobilized until the duration of the spell expires. Effect lasts up to 1D turns per 
  spellcaster level if cast in combat or 2D hours outside of combat. At spellcaster level 6 the 
  duration can be permanent if spellcaster loses 10 points of STR permanently. 
  Heal 
  Range:  
  Touch 
  Usage:  
  Varies 
  Duration:  
  Instant 
  Resistance:  None 
  Effect: Heal 2D per spellcaster level to a single target or group (healing decided by caster) 
  each day. The healing can be broken up into multiple smaller heals. For instance, at 
  spellcaster level 3 a character would have 6D to use in a day. If he heals a character 2D after 
  an encounter he can save the remaining 4D for another encounter that same day. At 
  spellcaster level 6 the spellcaster can cast this spell on himself or a willing target to grant the 
  ability to regenerate lost body points at a rate of 1 BP per minute. The duration is 24 hours, 
  but can be permanent if the spellcaster loses 10 points of STR permanently. 
  
   
   
   
  15 
  Hinder 
  Range:  
  5 spaces per spellcaster level 
  Usage:  
  1/turn 
  Duration:  
  Until encounter ends 
  Resistance:  WIL 
  Effect: Target receives -10 penalty per spellcaster level to one ability chosen by spellcaster at 
  the time the spell is cast: STR, DEX, LOG or WIL. This penalty affects all things derived from 
  the hindered ability (such as body points, initiative, chance to hit, damage, etc.). At spellcaster 
  level 3 the caster may affect 2 targets. At spellcaster level 6 up to 10 targets, or cast to place a 
  single target into a paralyzed state permanently (until dispelled). This spell does not stack 
  when used on the same ability on a target. However, multiple abilities on a single target can 
  be hindered. 
  Illusion 
  Range:  
  Sight 
  Usage:  
  1/turn 
  Duration:  
  1D turns per spellcaster level 
  Resistance:  LOG 
  Effect: Create illusions that fool senses of all who perceive (one sense at spellcaster level 1, 
  two at level 3 and three at level 6). Viewers believe the illusion is real and are affected by it 
  (for instance, someone who believes the illusion of an offensive strike thinks he is damaged 
  by it). A resistance check allows someone to see through the illusion. Illusion lasts up to 1D 
  turns per spellcaster level if cast in combat or 2D hours outside of combat. At spellcaster level 
  6 duration can be permanent if spellcaster loses 10 points of STR permanently. 
  Offensive Strike 
  Range:  
  10 spaces per spellcaster level 
  Usage:  
  Unlimited 
  Duration:  
  Instant 
  Resistance:  DEX 
  Effect: Causes damage to one target equal to 1D +1D per spellcaster level, or half that to all 
  within 3 spaces of a target space. Normal armor will not absorb damage from an offensive 
  strike unless the caster wishes it to (though enchanted armor will). If the spellcaster prefers, 
  he may cast this spell to charge a weapon to cause additional magical damage. Any weapon 
  can be charged (arrow, bolt, sword, fist, etc.), and the effect will be unleashed on the next 
  successful attack (in addition to the weapon’s normal damage). Like all spells, the caster 
  determines how the spell looks and interacts with the environment. For instance: fire, ice 
  balls, eldritch force, exploding bubbles, swarm of locusts, rainbows, etc. Remember, effects 
  such as fire will cause things like wood to catch on fire.  
  Protection 
  Range:  
  10 spaces per spellcaster level 
  Usage:  
  1/turn 
  Duration:  
  Until encounter ends 
  Resistance:  None 
  Effect: Constructs a field of protection around the spellcaster or his designated target within 
  range. Target receives +10 per spellcaster level to resistance checks against spells or against 
  physical attacks (caster's choice). At spellcaster level 3 this spell can be cast to provide DR5 to 
  any existing armor until encounter ends. At spellcaster level 5 it can be cast to add DR10. Each 
  
   
   
  16 
  of these would be a separate casting (one casting to provide the bonus to spell resistance, 
  another to physical resistance checks, another for damage resistance, etc.). At spellcaster 
  level 6 the spell can have a permanent duration if caster loses 10 points of STR permanently 
  (for 30 points of STR loss, the caster could therefore provide all three protection castings to 
  himself or a target). 
  Repel 
  Range:  
  5 spaces per spellcaster level 
  Usage:  
  1/encounter 
  Duration:  
  Until encounter ends 
  Resistance:  None 
  Effect: Drives back 1D+spellcaster level enemies whose ranks are equal to or less than 
  spellcaster level, forcing them at least 5 spaces + spellcaster level away from the caster. If the 
  rank of a repelled enemy is less than half the spellcaster level, they may be destroyed 
  (caster’s choice). If the rank of an enemy is more than the spellcaster level, the enemy is 
  unaffected. The caster cannot repel character races. At time of casting the spellcaster must 
  specify what is repelled. This can be specific creatures (kobolds, goblins, etc.), specific natures 
  (all evil creatures), all summoned creatures (those called forth by use of the Summon spell), 
  etc. Creatures not specified are unaffected. 
  Summon 
  Range:  
  Designated space within sight 
  Usage:  
  1/day 
  Duration:  
  Varies 
  Resistance:  None 
  Effect: This spell allows the caster to summon spirits, 
  conjure elementals, construct golems, animate undead, 
  or call natural animals. Summon a number of creatures 
  shown on the table. Creatures remain for 1D turns per 
  spellcaster level if cast in combat or 2D hours outside of 
  combat. Spell confers the ability to communicate and 
  control summoned creatures, but does not assure 
  creatures will like what they are compelled to do. At 
  spellcaster level 6 the duration is permanent if the caster permanently loses 10 points of STR. 
  Be warned: if a permanently summoned creature is killed/dispelled, the STR doesn’t return! 
  The GM must arbitrate the summon spell.  It is up to him if the creatures can come 
  immediately (like a ghost summoned from a recently dead foe) or must travel some distance 
  to come when called (like a pack of wolves which might have to travel to arrive).  Also, 
  depending on the situation, the creature may not like having been summoned and controlled.  
  Summoning a dragon, for instance, is very powerful.  Making that dragon angry that you 
  usurped its will might result in a dragon who takes out his anger on the caster or his family.  
  Telekinesis 
  Range:  
  2 spaces per spellcaster level 
  Usage:  
  Unlimited 
  Duration:  
  Concentration 
  Resistance:  STR 
  Effect: Every spellcaster can move small things with his magic (wizard hand, page 12), but that 
  ability is limited to small objects weighing only a few pounds.  This spell allows the caster to  
  Level 1 
  2 
  3 
  4 
  5 
  6 
  1 1D/2 -- 
  -- 
  -- 
  -- 
  -- 
  2 
  1D 1D/2 -- 
  -- 
  -- 
  -- 
  3 
  2D 
  1D 1D/2 -- 
  -- 
  -- 
  4 
  4D 
  2D 
  1D 1D/2 -- 
  -- 
  5 
  8D 
  4D 
  2D 
  1D 1D/2 -- 
  6 
  16D 8D 
  4D 
  2D 
  1D 1 
  Creature Rank 
  
   
   
   
  17 
  extend an invisible arm and hand out from his 
  body up to 2 spaces per spellcaster level.  The 
  character can make telekinesis spellcasting checks 
  to deflect arrows, hurled spears, etc.  He can also 
  do anything which he could normally do with a 
  normal hand and arm.  The arm can be quite 
  powerful, possessing a STR score as shown on the 
  table.  The spell lasts as long as it is being 
  concentrated upon.  When the spellcaster is 
  damaged or significantly interrupted, the caster must make a WIL check or the spell effect 
  drops. If the invisible arm is used to strike at a foe, it causes damage appropriate to the STR 
  score of the spell. The caster can create static shapes such as domes or walls in order to 
  deflect damage, however if any damage gets through the DR, the spell effect drops. Note that 
  the character cannot lift or hold himself aloft with telekinesis; for such effects, see the 
  transport spell. 
  Transform 
  Range:  
  5 spaces per spellcaster level 
  Usage:  
  2/day per spellcaster level 
  Duration:  
  Varies 
  Resistance:  STR 
  Effect: Target is transformed into another living creature whose rank is equal to or less than 
  the target’s own rank (of reasonable size). Lasts 1D turns per spellcaster level if cast in combat 
  or 2D hours outside of combat. For instance, a rank 3 human-sized target could be turned into 
  a goblin or a centaur but not a dragon. At spellcaster level 3 the effect lasts 1 day and at level 
  6 it is permanent if caster sacrifices 10 STR permanently.   
  Transform can also be used to reshape non-living matter into a new shape.  Up to 50 pounds 
  of material can be transformed per spellcaster level.  The new shape will retain its mass even 
  if its volume is reshaped.  It cannot be changed from one type of matter to another (lead to 
  gold, for instance).  It will simply be shaped by the will of the spellcaster and retain that shape 
  for 2D hours.  At spellcaster level 3 the duration is 2D days.  At spellcaster level 5 the spell can 
  transform one type of matter into another (wood to leather, lead to gold).  At spellcaster level 
  6 the duration can be permanent if the spellcaster loses 10 points of STR permanently.   
  Matter affected by this spell can be detected as magical by a spellcaster's Wizard Eye skill 
  ability if the wizard is examining it specifically. It is not possible to transform a living being into 
  a nonliving object, or vice-versa. 
  Transport 
  Range:  
  5 spaces per spellcaster level 
  Usage:  
  1/turn 
  Duration:  
  Varies 
  Resistance:  DEX 
  Effect: Target can levitate 1 space each turn. At spellcaster level 3 he may levitate at his 
  normal movement rate for 1D hours. At spellcaster level 4 he may fly twice his movement 
  rate for 2D hours. At spellcaster level 5 he may be blinked to any space within sight. At 
  spellcaster level 6 he may be teleported anywhere in the world. At level 6 a transport gateway 
  can be made that links two locations. This gateway is permanent and can be used by anyone 
  who knows of it. Creating a transport gateway costs the spellcaster 10 points of STR 
  permanently. 
  Level 
  STR 
  Score 
  Max 
  Lift 
  Punch 
  Damage 
  Wall/ 
  Dome 
  1 
  30 
  130 lbs 1D/2 
  -- 
  2 
  50 
  220 lbs 1D/2 
  DR3 
  3 
  70 
  380 lbs 1D/2+3 
  DR6 
  4 
  90 
  670 lbs 1D/2+7 
  DR10 
  5 
  110 1,160 lbs 1D/2+11 DR15 
  6 
  130 2,030 lbs 1D/2+15 DR20 
  
   
   
  18 
  Moral Code 
  This alignment system is provided to give players 
  a compass to guide their character's moral 
  choices. During character creation, you’ll need to 
  define your character’s moral code. Simply pick 
  one of the words from the "Dedication" column 
  of the following table and match it to each row 
  of the "Aspect" column. Record each aspect 
  along with your chosen dedication on your character sheet (for instance: very kind, 
  totally focused, somewhat selfish, very honorable, etc.). 
  WIL Checks 
  This system isn’t designed to force players to behave themselves. It is designed to help 
  provide a consistency to the behavior of a character. Normally, players can play their 
  characters how they wish. However, sometimes you may want (or need) to violate your 
  character’s moral code. 
  If players act contrary to their character’s defined moral code GM's should feel free to 
  ask them to make a WIL check to continue their action. Modifiers to this WIL check may 
  exist based on the situation (GM decides). If a player acts often against his character’s 
  moral code, the GM should determine an appropriate response (perhaps a slow shift 
  towards another level of dedication, such as very selfless to somewhat selfless).  
  Good vs. Evil 
  Being kind or cruel isn't about being good or evil, it's about how you treat others. A 
  focused or unfocused character isn't about good or evil, it's about how you plan your 
  character’s actions. Being honorable doesn't mean you're necessarily good either (there 
  is indeed honor among certain types of thieves). However, what thief could survive 
  without being able to be deceitful when necessary? 
  Self-will vs. Nature: Player races have self-will and their actions and choices lead them 
  down a path that can be good, evil or somewhere in-between. Because of this self-will, a 
  player race is neither fully good nor completely evil and is therefore unaffected by any 
  effect applying to/against good or evil targets. Creatures lack self-will and instead have a 
  nature that dictates their actions. Creatures are good, evil, or neutral. A good creature is 
  selfless, will do good deeds, and would 
  sacrifice itself for a worthy cause. An evil 
  creature is selfish, cruel, deceitful, and will 
  act in a manner that spreads evil. A neutral 
  creature has a set behavior (like a horse) 
  or pre-programmed behavior (like a 
  golem). Some creatures have a nature of 
  "varies" in their stat block - which means 
  individuals of that creature type may be 
  any one of the three natures, decided upon by 
  the GM or stated in the adventure write-up. For 
  example: in your setting you may have good, 
  neutral and evil types of dragons. 
   
   
  Dedication 
  Aspect 
  Somewhat 
  Very 
  Totally 
  Kind or Cruel 
  Focused or Unfocused 
  Selfless or Selfish 
  Honorable or Deceitful 
  Brave or Cowardly 
  
   
   
   
  19 
   
   
  
   
   
  20 
  Equipment 
   
  Weapons 
  Type 
  #Hands 
  Damage 
  Range 
  STR** 
  Cost 
  Battleaxe 
  Melee 
  1 
  2D+2 
  -- 
  50 
  10gp 
  Club  
  Melee 
  1 
  1D+1 
  -- 
  -- 
  1gp 
  Crossbow*  
  Ranged 
  2 
  2D+2 
  80 
  50 
  15gp 
  Dagger  
  Melee or Ranged 
  1 
  1D 
  10 
  -- 
  2gp 
  Flail  
  Melee 
  1 
  2D+1 
  -- 
  50 
  2gp 
  Glaive 
  Melee 
  2 
  2D+3 
  -- 
  55 
  2gp 
  Greataxe 
  Melee 
  2 
  3D 
  -- 
  70 
  40gp 
  Halberd  
  Melee 
  2 
  2D+3 
  -- 
  60 
  12gp 
  Hand crossbow* 
  Ranged 
  1 
  1D+1 
  30 
  -- 
  10gp 
  Handaxe 
  Melee or Ranged 
  1 
  1D+2 
  15 
  -- 
  2gp 
  Javelin  
  Ranged 
  1 
  1D+2 
  30 
  45 
  2gp 
  Longbow*  
  Ranged 
  2 
  2D+3 
  100 
  60 
  35gp 
  Longsword  
  Melee 
  1 
  2D+1 
  -- 
  50 
  15gp 
  Mace  
  Melee 
  1 
  1D+3 
  -- 
  45 
  8gp 
  Maul  
  Melee 
  2 
  2D+2 
  -- 
  50 
  10gp 
  Morningstar  
  Melee 
  1 
  2D+2 
  -- 
  50 
  8gp 
  Quarterstaff  
  Melee 
  2 
  1D+3 
  -- 
  -- 
  4gp 
  Scimitar  
  Melee 
  1 
  2D 
  -- 
  50 
  12gp 
  Shortbow*  
  Ranged 
  2 
  2D+1 
  60 
  50 
  12gp 
  Shortsword  
  Melee 
  1 
  1D+3 
  -- 
  -- 
  8gp 
  Sling*  
  Ranged 
  2 
  1D+1 
  40 
  -- 
  2gp 
  Spear  
  Melee or Ranged 
  1 
  2D+2 
  20 
  50 
  10gp 
  Trident  
  Melee or Ranged 
  2 
  2D 
  20 
  50 
  10gp 
  Two-handed sword 
  Melee 
  2 
  2D+4 
  -- 
  65 
  40gp 
  Unarmed 
  Melee 
  1 
  1D/2 
  -- 
  -- 
  -- 
  Warhammer  
  Melee 
  1 
  2D+3 
  -- 
  60 
  8gp 
  Whip  
  Melee 
  1 
  1D+2 
  -- 
  -- 
  3gp 
  * 20 ammo cost 1gp. 
   ** Damage reduced by 1D if minimum STR not met.  
  Armor 
  DR 
  STR* 
  Cost 
  Clothes 
  DR0 
  -- 
  1gp 
  Heavy Furs 
  DR1 
  35 
  5gp 
  Leather Armor 
  DR2 
  40 
  15gp 
  Studded Leather 
  DR3 
  45 
  30gp 
  Ringmail 
  DR4 
  60 
  55gp 
  Chainmail 
  DR5 
  65 
  70gp 
  Scalemail  
  DR6 
  70 
  125gp 
  Splintmail 
  DR7 
  75 
  200gp 
  Bandedmail 
  DR8 
  80 
  350gp 
  Platemail 
  DR10 
  85 
  500gp 
  Shield** 
  -- 
  -- 
  10gp 
  * MOV cut in half & prevents casting spells  
  or thief skills, unless minimum STR is met. 
  ** Grants +20 to physical resistance checks,  
  cannot be used with 2-handed weapons. 
   
   
   
   
    
  Hirelings  
  Cost  
  (per day) 
  Alchemist, Enchanter, Magical 
  advisor, etc. 
  20gp 
  Archer (Rank:1-3)* 
  2gp x Rank 
  Artist (novice/pro/expert) 
  3/15/50gp 
  Craftsman (novice/pro/expert) 
  2/10/25gp 
  Sailor/Captain (Rank:1/5)* 
  2gp/50gp 
  Servant (unskilled/skilled) 
  1gp/5gp 
  Footman (Rank:1-3)* 
  1gp x Rank 
  Horseman (Rank:1-3)* 
  4gp x Rank 
  Sellsword (Rank:3-5)* 
  5gp x Rank 
  * Minor NPC with a score equal to 40+10xRank. 
  Animal Companions 
  Cost 
  Bird, pigeon/hawk 
  1gp/30gp 
  Dog, domestic/guard  
  4gp/25gp 
   
  Mount 
  Capacity 
  Cost* 
  Donkey 
  150 lbs 
  8gp 
  Mule 
  650 lbs 
  25gp 
  Riding Horse 
  450 lbs 
  75gp 
  War Horse 
  600 lbs 
  250gp 
  * Add saddle, bag, tack & harness for 25gp. 
  
   
   
   
  21 
  General Equipment  
  Cost  
  Alchemist kit 
  85gp 
  Backpack (empty)  
  2gp  
  Barrel, wooden  
  1gp  
  Book (50 pages, blank) 
  1gp 
  Belt pouch, small/large  
  1gp/2gp  
  Blanket or bedroll  
  1gp  
  Block and tackle  
  5gp  
  Boat (river/sail)  
  1,000gp/4,000gp  
  Bottle, wine 
  4gp  
  Box, small/large  
  10gp/30gp  
  Building (small/large)  
  250gp/2,000gp  
  Candles (10)  
  1gp  
  Cart/Wagon  
  55gp/200gp  
  Case, map or scroll  
  1gp  
  Cask, wooden  
  1gp  
  Castle (small/large)  
  20,000gp/200,000gp  
  Chest, small/large  
  2gp/4gp  
  Crowbar  
  2gp  
  Flask or Vial  
  1gp  
  Flint and steel  
  2gp  
  Grappling hook  
  1gp  
  Hammer  
  5gp  
  Holy symbol (wood/silver)  
  3gp/25gp  
  Holy water (flask) 
  25gp 
  Ink (1 oz. vial) 
  8gp 
  Iron manacles w/key 
  5gp 
  Iron pot 
  1gp 
  Ladder, 10-foot  
  1gp  
  Lantern  
  9gp  
  Lock 
  20gp  
  Mirror, steel/silver  
  10gp/25gp  
  Oil (1-pint flask)  
  1gp  
  Palace  
  1,000,000gp+  
  Parchment/Paper (10) & Quill  
  2gp  
  Pole, 10-foot wooden  
  1gp  
  Raft/Canoe  
  10gp/55gp  
  Rations (per day)  
  1gp  
  Rope (50ft)/Chain (10ft) 
  1gp/10gp  
  Sack, small/large  
  1gp/2gp  
  Saddle, Bag, Tack, & Harness 
  25gp  
  Ship (2-mast/3-mast)  
  12,000gp/32,000gp  
  Spade or shovel  
  2gp  
  Spectacles (with protective case) 
  5gp 
  Spikes, iron (12)  
  1gp  
  Spyglass  
  1,000gp  
  Stakes, wooden (10)  
  1gp  
  Survival pack* 
  10gp 
  Thieves’ tools  
  30gp  
  Torches (12) 
  1gp 
  Water/Wineskin 
  1gp 
  Whistle 
  1gp 
  Wine (2 pints) 
  1gp 
  *  contains: backpack, bedroll, candles, flint & steel, 10 days 
  rations, rope, torches, and a waterskin. 
  
   
   
  22 
  Character Development 
  Development Points (DP) 
  Players earn development points (“DP”) for their character as they play the game.  
  Between sessions, they spend DP to improve their character. 
  Earn DP 
  At the end of each game session, the GM must go through the following checklist. Each 
  player earns 1DP for each that applies. 
  » Survival – your character survived the session. 
  » Ability – you made an ability check (successful or otherwise). 
  » Skill – you made a skill check (successful or otherwise). 
  » Discovery – you can state one previously unknown thing that your character learned 
  about the realm or its people. 
  » Role-playing – for each descriptor you demonstrated during the session. 
  » Innovation – your character faced non-combat obstacles that required you to take 
  an innovative role in overcoming. 
  » Notoriety – people witnessed your character’s deeds in a way that they will tell of 
  them, whether as fame or infamy. 
  » Personal – your character had a personal stake in the adventure (it centered on 
  family members, friends, contacts, etc.) 
  » Victory – your character engaged in combat and lived to tell the tale. 
  » Success – the story had a main goal and it was achieved during this session. 
  Spend DP 
  Players spend DP to increase their character’s abilities and skills. 
  » Skills – to buy levels in skills, it costs a number of DP shown in the 
  table at right (must buy level 1 before level 2, must buy level 2 
  before 3, etc.). You may not skip levels, even if you have enough DP 
  to raise it to the next level. Highest skill level is 6. 
  » Abilities - to increase your character’s abilities, simply spend DP on a 1:1 basis. For 
  instance, if your STR score is 55 and you spend 3DP, your STR score becomes 58. Re-
  calculate BP, INIT, damage bonuses, skill success rates, etc. when abilities change. 
  » Languages – to learn a new language, spend 1 DP.  To learn it well enough to sound 
  like a native, spend another +1DP. 
  Rank  
  Rank assists GM’s in determining the relative experience of 
  a character and is used to balance challenges. To determine 
  your character’s rank, use the table at right. It should result 
  in a scale from 1 to 7. 
  Rank Title (optional) – Players may wish to use a title to 
  represent the general experience of their characters. Your 
  character’s highest skill level determines your title. See the 
  table listed for each skill starting on pg.  9. 
   
   
  Rank 
  Highest Skill Level 
       Level 2-3 
  +1 
       Level 4-5 
  +2 
       Level 6 
  +3 
  Second Highest Skill Level 
       Level 3-5 
  +1 
       Level 6 
  +2 
  Highest Ability Score 
        50-99 
  +1 
        100+ 
  +2 
   
  Level 
  Cost 
  1 
  3DP 
  2 
  6DP 
  3 
  9DP 
  4 
  12DP 
  5 
  15DP 
  6 
  18DP 
   
  
   
   
   
  23 
  Sample Characters 
  Intrepid Halfling Thief 
  Bladry Barefeet is a quick-witted halfling with a lazy eye. His construction is shown in the 
  running example in the Character Creation procedure starting on page 5. 
  STR: 
  51 
  BP: 
  26 
  Rank: 
  1  
  DEX: 
  70 
  INIT: 
  3 
  Primary:  
  Thief 
  LOG: 
  72 
  DR: 
  3 
  Secondary:  
  Scholar 
  WIL: 
  56 
  MOV: 
  7 
  Descriptors: 
  Quick-witted, lazy eye 
   
  Skills: 
  » 
  Scholar(1) 
  56% 
  » 
  Scout(0)  
  36% 
  » 
  Thief(0)  
  55% 
  » 
  Warrior(0)  
  M:26%, R:35% 
  Weapons: 
  » 
  Dagger - 26%, damage 1D 
  » 
  Shortbow - 35%, damage 2D+6 
  » 
  Unarmed - 26%, damage 1D/2 
  Equipment:  
  » 
  20 arrows 
  » 
  grapple hook 
  » 
  studded leather armor 
  » 
  survival pack 
  » 
  thieves tools 
  » 
  5gp 
   
  Notes: Re-roll one failed check each encounter, +10 to hide and sneak, speaks halfling 
  and tradespeak 
   
  Hardened Dwarf Fighter 
  Or’ich self-exiled himself from Dul’gath Underkingdom after returning from the mines, his 
  mind shattered by some evil that lurks deep below. He is afraid of the dark and will not 
  travel underground without ample light sources. 
  STR: 
  70 
  BP: 
  40 
  Rank: 
  1  
  DEX: 
  56 
  INIT: 
  1 
  Primary:  
  Warrior 
  LOG: 
  50 
  DR: 
  6 
  Secondary:  
  Scout 
  WIL: 
  47 
  MOV: 
  6 
  Descriptors: 
  Afraid of the dark, self-
  exiled from homeland 
   
  Skills: 
  » 
  Scout(0)  
  35% 
  » 
  Thief(0)  
  28% 
  » 
  Warrior(1) 
  M:65%, R:58% 
  Weapons: 
  » 
  Battleaxe - 65%, damage  2D+5 
  » 
  Dagger - 65%, damage 1D+3 
  » 
  Unarmed - 65%, damage 1D/2+3  
  Equipment:  
  » 
  10gp 
  » 
  guard dog 
  » 
  scalemail armor 
  » 
  shield 
  » 
  survival pack 
  Notes: Infravision (12 spaces), +10 resist poison/magic, speaks dwarfish and tradespeak 
   
  
   
   
  24 
  Rogue Elf Wizard 
     Hala Revion relishes wearing foreign apparel, so much so she spends all her gold on fine 
  clothes. She has not stayed for more than 6-months in the same school of magic and has 
  been declared rogue by the notable wizards of the realm. 
  STR: 
  50 
  BP: 
  25 
  Rank: 
  1  
  DEX: 
  55 
  INIT: 
  2 
  Primary:  
  Spellcaster 
  LOG: 
  66 
  DR: 
  5 
  Secondary:  
  Scholar 
  WIL: 
  48 
  MOV: 
  9 (5) 
  Descriptors: 
  Loves expensive clothes, 
  declared rogue by senior 
  wizards 
   
  Skills: 
  » 
  Scout(0)  
  33% 
  » 
  Spellcaster(1) 63% 
  » 
  Thief(0)  
  28% 
  » 
  Warrior(0)  
  M:25%, R:28% 
  Weapons: 
  » 
  Hand crossbow - 28%, damage  1D  
  » 
  Unarmed - 25%, damage 1D/2 
  Notes: Darkvision (12 spaces), wear any armor 
  and cast spells freely, +10 resist charm spell, 
  speaks elven and tradespeak 
  Spells: 
  » 
  Charm - target becomes 
  friendly, flee, sleep, etc. 
  » 
  Heal - heal 2D each day 
  Equipment:  
  » 
  20 crossbow bolts 
  » 
  book (for keeping a journal) 
  » 
  ink & parchment 
  » 
  several changes fine clothing 
  » 
  silver chainmail armor (move 
  halved) 
  » 
  survival pack 
  » 
  10gp 
  Runaway Halfling Scout 
     Drego ran away at a young age and has been foraging for himself in the woodlands and 
  meadows of the Reinaris Barony. He is shy and tends to pull his right ear when talking to 
  strangers. 
  STR: 
  40 
  BP: 
  20 
  Rank: 
  1  
  DEX: 
  66 
  INIT: 
  2 
  Primary:  
  Scout 
  LOG: 
  64 
  DR: 
  1 
  Secondary:  
  Warrior 
  WIL: 
  47 
  MOV: 
  7 
  Descriptors: 
  Shy, tends to pull right ear 
  as a nervous habit 
   
  Skills: 
  » 
  Scout(1)  
  62% 
  » 
  Thief(0)  
  33% 
  » 
  Warrior(0) 
  M:30%, R:43% 
  Weapons: 
  » 
  Shortbow - 43%, damage 2D+3 
  » 
  Shortsword - 30%, damage  1D 
  » 
  Unarmed - 30%, damage 1D/2 
  Equipment:  
  » 
  20 arrows  
  » 
  hide armor 
  » 
  iron pot 
  » 
  survival pack 
  » 
  whistle 
  » 
  9gp 
  Notes: Re-roll one failed check each encounter, +10 to hide and sneak, speaks halfling 
  and tradespeak  
  
   
   
   
  25 
  Confident Human Ranger 
  Tia hails from Far Vandimir where she won the illustrious Golden Arrow award. She is a 
  sure-shot with a bow. Leaving her homeland with winnings in hand she seeks an 
  adventurous group to travel with.  
  STR: 
  50 
  BP: 
  25 
  Rank: 
  1  
  DEX: 
  74 
  INIT: 
  2 
  Primary:  
  Warrior 
  LOG: 
  46 
  DR: 
  3 
  Secondary:  
  Thief 
  WIL: 
  54 
  MOV: 
  8 
  Descriptors: 
  Overconfident, Prideful, 
  Looking for a place to 
  belong 
   
  Skills: 
  » 
  Scout(0)  
  23% 
  » 
  Thief(0)  
  47% 
  » 
  Warrior(1)  M:55 %, R: 68% 
  Weapons: 
  » 
  Longsword - 55%, damage 2D+1 
  » 
  Shortbow - 68%, damage  2D+1 
  » 
  Unarmed - 55%, damage 1D/2 
  Equipment:  
  » 
  20 arrows 
  » 
  hawk 
  » 
  riding horse 
  » 
  studded leather armor 
  » 
  survival pack 
  » 
  13gp 
  Notes: one additional descriptor, +10 to resistance checks, speaks anglish and tradespeak 
   
  Lowly Dwarf Priest 
  Fodormur is a humble priest from the recently burned city of Kragspire south of the 
  Shielding Wall. He is unusually short for a dwarf and has custom-made armor. He tends 
  to bite his lower lip when his size becomes a topic of conversation. Fodormur has devoted 
  his life to Karis-mar and selected a greataxe as his favored weapon. 
  STR: 
  66 
  BP: 
  33 
  Rank: 
  1  
  DEX: 
  54 
  INIT: 
  1 
  Primary:  
  Warrior  
  LOG: 
  59 
  DR: 
  2 
  Secondary:  
  Cleric 
  WIL: 
  70 
  MOV: 
  6 
  Descriptors: 
  Humble, bites lower lip 
  when talking about height 
   
  Skills: 
  » 
  Cleric(1)  
  55% (Greataxe) 
  » 
  Scout(0)  
  30% 
  » 
  Thief(0) 
  27% 
  » 
  Warrior(0)  M:53%, R:47% 
  Weapons: 
  » 
  Greataxe - 55%, damage  2D+2 
  (minimum STR not met) 
  » 
  Unarmed - 53%, damage 1D/2+2 
  Spells: 
  » 
  Aid - 55%, +10 to ability score. 
   
  Equipment:  
  » 
  backpack 
  » 
  holy symbol of Karis-mar 
  » 
  leather armor 
  » 
  survival pack 
  » 
  wineskin filled with wine 
  » 
  14gp 
  Notes: Infravision (12 spaces), +10 resists poison/magic, speaks dwarfish and tradespeak. 
  
   
   
  26 
  Game Guidelines 
  Actions  
  When your character performs an action for which a chance of failure exists (such as 
  sweet-talking a guard, climbing a slippery wall, etc.), roll D00 and compare the results to 
  your ability or skill (exactly which ability or skill is determined by GM) and any other 
  modifiers (based on your race, rank, or items). If you roll equal to or lower than the 
  number, you have succeeded in your action or check. It’s that simple! 
  Automatic Success/Failure - Regardless of the chance of success, any reasonable action 
  succeeds on any roll of 00-05. Similarly, any action with a reasonable risk of failure will do 
  so on any roll 95-99. 
  Critical Success/Failure - Any time you roll doubles and succeed in your roll, you have 
  succeeded critically. In combat you can double the damage, ignore defenses, disarm your 
  opponent (or some other beneficial thing happens decided by the GM). With non-
  combat rolls something helpful happens determined by the GM. However, any time you 
  roll doubles and fail in your roll, you have failed critically and something bad happens. In 
  combat this could mean your weapon breaks or becomes less effective, armor ablates, or 
  something situationally terrible occurs. With critically failed non-combat rolls something 
  very baneful happens to your character or the story as determined by the GM.  Critical 
  successes and failures are great plot points in an adventure if used creatively by GMs. 
  Contested Actions - Some actions may be contested, determined by the GM. For 
  instance, trying to pick a pocket might be detected if your opponent makes a successful 
  LOG check. Trying to wrestle a dagger out of someone’s grasp might be handled by 
  contested STR checks. A chase sequence might be handled by a series of contested DEX 
  checks around critical obstacles.  In such cases, there must be a clear winner (so if you 
  both pass your check, the contest continues the next turn until someone fails). 
  Resistance Checks - These are made in reaction to some threat to your character. The 
  threat may come in the form of a physical attack, mental power, falling rocks, dragon 
  breath, fire ball, poison, etc. A resistance check is simply an ability check; if successful it 
  negates or reduces the otherwise successful threat. Resistance checks are actions, and 
  typically carry a multi-action penalty if they are not the only actions your character 
  attempts in a turn. Your GM will let you know if there is a modifier (bonus or penalty) 
  and which ability or skill to use.  
  Multiple Actions - Each action taken after the first (in the same turn) results in a 
  cumulative -20 to skill and ability checks. For instance: if you attack, you have no penalty. 
  If you attack and defend, you have -20 to whichever comes second. If you attack, defend, 
  run and jump you have a -20 to the second action, -40 on the third, and -60 on the 
  Game concepts every player should know. 
  
   
   
   
  27 
  fourth. 
  Very 
  experienced 
  characters 
  can 
  accomplish a lot more in a turn than an 
  inexperienced character, and that’s what makes 
  them epic! 
  Getting Hurt  
  Body points (BP) represent how much damage 
  your character can sustain before falling down. 
  Each time you take damage, subtract the 
  damage rolled from your body point total. When 
  creatures reach 0 they are dead. When 
  characters reach 0 they are unconscious for the 
  rest of the battle. After the encounter you must 
  make a STR check. If you succeed, your character 
  wakes up with 1 body point and a nasty 
  headache. If you fail, your character is dead. 
  Getting Healed  
  After a fight, if a character can be treated, up to 
  5BP of damage which was recently sustained 
  may be immediately recovered. Characters heal 
  naturally 2BP each day. 
  Time 
  Normally time isn’t tracked by the GM (if he says 
  it’s night, it’s night. If he says its dinner time, 
  start looking for a meal, etc.). However, once the 
  characters get into trouble the GM starts 
  referring to time in “turns.” A turn is an abstract 
  unit of time, possibly what you see pictured in a 
  single frame of a comic book.  
  Initiative 
  When the GM starts tracking turns he will ask 
  for a roll to determine who gets to act first in a 
  situation, we call this “initiative” (INIT). Roll your 
  character’s initiative dice and pick the highest 
  die rolled. For instance, if you have an INIT score 
  of 2, you roll 2 ten-sided dice and pick whichever 
  number is higher. Actions are resolved in order 
  of highest to lowest, although a character could 
  hold his action if desired. Ties are resolved 
  however the GM wishes.  Initiative is rolled at 
  the beginning of each turn in combat.   
   
  
   
   
  28 
  Movement and Range 
  This game uses an abstract unit of measurement called “spaces.” If using miniatures, a 
  space could be measured in inches, meters, or the width of a quarter. The GM will let you 
  know how far you are from something. For instance, on one map representing a dungeon 
  room the GM might rule that each one inch square represents one space; on another 
  map representing larger scale situations, he may rule that each one inch square 
  represents 2 spaces, etc. 
  » MOV - A character can move his listed MOV as a free action.  
  » Sprinting - A character can double his listed MOV by making a DEX check. If 
  unsuccessful, he moves only 2 additional spaces.  This can only be tried once per turn. 
  » Stealthy Movement – A character moves at half his normal MOV rate when sneaking. 
  » Swimming - A character can swim half his listed MOV rate. 
  » Weapon Range - Weapons are ineffective beyond their listed Range. 
  Combat  
  On your turn tell the GM what action your character is making. Some suggested actions 
  are sprint (see above), attack, use a spell, or perform any other action you can think of 
  (the GM will tell you if you must make a check to complete your intended action). Try 
  more than one action by enduring a multi-action penalty (see page 26). 
  » Attacking - to attack, you roll D00 and must roll less than or equal to your listed chance 
  to hit (which is explained in character creation). 
  » Damaging - If you hit, roll the damage for the weapon used (as determined in 
  character creation). This damage total is subtracted from your opponent’s body points. 
  If you reduce him to zero, well, you don’t have to worry about him anymore. 
  » Damage Reduction (DR) - If your opponent has DR, he may subtract his DR from the 
  damage he would have sustained. Sometimes armor is tough enough to absorb all 
  damage! Note:  normal armor does not protect against spells, only magic armor does! 
  Spells  
  Spellcasters and clerics can cast magical spells. Enchanters can release magical effects 
  from runes and items. The specifics of each spell are described in spell descriptions 
  beginning on page 13. For the purposes of describing spells, the term spellcaster is used, 
  though the actual skill and level which should be used to determine effects depend on 
  who’s casting it and how.   
  Using - To cast a spell your character must have at least one hand free, be able to speak 
  freely, and succeed in a spellcasting skill check (or cleric skill check if spells were 
  bestowed by your deity). Spellcasters can cast any number of spells (if their Usage 
  allows), each counts as an action.  
  Effect - The special effect (appearance, type of energy, sound, etc.) of any spell is 
  described by the character at the time of use, and can affect how the spell looks and 
  interacts with the environment. For instance, a character may cast Offensive Strike as a 
  fire blast this turn, but next turn might cast it as a bolt of lightning. The mechanics of 
  each work identically, but while the fire blast might ignite materials easily set aflame, the 
  lightning bolt might travel along conductive surfaces to affect others as the GM permits. 
  
   
   
   
  29 
  Learning - Only characters with levels in the spellcaster or cleric skill can learn spells. If 
  spellcaster is the character’s primary skill, he knows two spells per spellcaster level; 
  otherwise he learns only one spell per spellcaster level. Once a spell is known, the 
  character may use the spell as often as its Usage allows (see individual spell effects). 
  Additionally, some spells may be cast from spell scrolls by non-casters (see page 37). 
  Example of Play  
  The party has just arrived in the ocean port of Farlouge after a brush with kobold pirates 
  while returning from Joth Island. After collecting their gear they are to report the success of 
  their simple cargo-protection mission to their employer and collect payment.  
  Harim the dwarf is being played by Joe. Harim is a male dwarven fighter who lost an eye in 
  the goblin gladiatorial arena before he was rescued by Thohm. He is rough, good in a fight, 
  and a skilled woodsman. 
  Thohm is a lithe male human with a good heart and deep pockets and is being played by 
  Andy. Thohm is fairly good in a fight but calls on his magical skills when in need. He likes to 
  entertain children with his magical aptitude.  
  Gelf is a dark-haired halfling scout who got lost in the mountains after she was struck on the 
  head. She has forgotten where she is from. She travels with this band of adventurers trying to 
  locate her people. She has a fancy for gold and collects as much as possible. Gelf is being 
  played by Rowan.  
  GM: As you look down the gang plank a familiar figure spots you and waves; it’s Thren Tyro 
  your current employer.  
  GM (as Thren): I’m glad you made it back safe, I caught word of the unsuccessful pirate attack 
  from a news raven, good job protecting the cargo, (he lowers his voice as if hoping the 
  characters would not hear) as did my patron. (In a louder voice) She has decided to hire a 
  well-known guild to off-load the cargo from here, a very suspicious group with skull and 
  dagger tattoos on their hands. I’d like you to follow them to make sure the cargo is delivered. 
  Thohm: Greetings Thren, I’m surprised to see you. 
  Harim: Wait. What? Did you just say skull and dagger? 
  Gelf: What does it mean, Harim? 
  Harim: (remembers running into a band that matches Thren’s description) She’s hired Kor’s 
  Revenge, an untrustworthy lot. They hire out to the highest bidder, no loyalty in that bunch of 
  thieving cowards. 
  GM (as Thren): I’ll take care of your gear, follow them and report back tonight. 
  The party talks among themselves. Gelf does not really understand everything that is 
  happening but it looks like extra work and she wants more gold. Harim is worried because he 
  knows these guys are trouble. Thohm registers Harim’s distress but believes all will turn out 
  well for the party of adventurers. 
  GM: As the cargo is offloaded four rough-looking humans with the dreaded skull and dagger 
  tattoo gently guide the cargo to their horse drawn cart.  
  Harim: Do I see weapons? I also look for other henchmen.  
  
   
   
  30 
  GM: Yes, they are all carrying longswords and wearing some type of mail-armor under their 
  tunics, the armor glitters in the sunlight. 
  Gelf: Did Thren say we get more gold? 
  Thohm: Gelf, now is not the time to worry about gold! 
  GM: What do you do? 
  Harim: I want to follow the cart. 
  Thohm and Gelf together: Agreed. 
  GM: They move the cart past the crowds and then suddenly turn down an alleyway. 
  Thohm: That’s weird. [To the GM] I cast transport and lift Harim over the building next to the 
  alley.  
  Harim: You do what!? [To the GM] I don’t want him to do that. 
  GM: Harim, you can make a DEX resistance check if you don’t want to be transported. Thohm, 
  Harim will rise into the air using his full movement rate; it will take 2 turns for Harim to clear 
  the top of the structure. Harim give me a DEX check -30 (Thohm’s spellcaster level is 3), 
  Thohm, give me a spellcaster skill check. 
  Harim: I failed. Harim glares at Thohm and says, Here I come, little birdies! 
  Thohm: I succeeded with a critical success! 
  GM: Thohm, great roll, consider this a free action for you. Harim, you’re lifted above the 
  building in a single turn and witness the four humans removing the cargo from the cart and 
  carrying it into a building through a double door.  
  Harim: Thohm, drop me now and help! 
  Thohm: I move Harim over the roof and drop him then say, Gelf, that’s our cue! 
  GM: Everyone roll initiative. The adventurers find themselves in a fight with Kor’s Revenge. 
  Why would Thren’s boss hire them? Was she aware of their reputation? The adventure is just 
  getting started! 
  Combat starts with everyone rolling INIT. Harim and Gelf have 2 INIT dice while Thohm has a 
  3. Harim rolls 9 and 0, Gelf rolls 5 and 2 while Thohm rolls 4, 1 and 0. The humans are minor 
  NPC’s so they have 5 INIT. Harim’s DEX is higher than Thohm’s so he goes first. 
  GM: Harim you can go first, Thohm you are next followed by Gelf. What do you do? 
  Harim: I climb over the other side of the building and launch myself at the closest human 
  swinging my axe on top of his head.  
  Thohm: How far is it around the building? 
  GM: You’re not sure how far. However you can see a door in front of you, supposedly it’s the 
  back door to this building. Running through it might be faster.  
  Gelf: I follow Thohm, but I don’t exit the building I want to try to hide and sneak. 
  GM: Thohm, you will make it through the building in one turn, let’s resolve Harim’s action. 
  Harim did you succeed in your DEX check and attack with the -20 penalty? 
  
   
   
   
  31 
  Harim: My DEX check succeeds, but I rolled a 77 for my attack which would have been a 
  critical success without the penalty! 
  GM: Too bad. Harim leaps mightily off the roof unto his quarry below. Unfortunately just as 
  you swing down the human steps aside, your axe sinks into ground and hits a rock. The blade 
  has a chunk missing; subtract 1D from the weapons damage. Would you like to take another 
  action? 
  Harim: Well, if I take another action it’s -40, I’ll wait to see what this riff-raff will do. 
  GM: The human you missed, grabs you, picks you up and says “Look what we got here boys.” 
  You can make a STR resistance check if you like to resist his grab.  
  Harim: Nope, I have something else in mind.  
  GM: Are you sure?  
  Harim: Oh ya.  
  GM: His statement alerts the others who quickly gather around Harim, one is holding a 
  makeshift mace while the other rips off a piece of wood from one of the crates. [secretly rolls 
  the first attack while Harim is held in place] That is a hit. 
  Harim: OK, how much damage? 
  GM: The hit is not well placed, it doesn’t hurt much. Do you want to dodge? 
  Harim: No. 
  GM: [secretly rolls the second attack] Another hit. 
  Harim: OK, how much damage? 
  GM: It hurts, a lot. If you choose to dodge the blow you will be at -60, -40 for your third action 
  and -20 because you are held in place. 
  Harim: OK, well I try to dodge. [makes a DEX check -60 and fails] I failed. 
  GM: You take 18 points of damage; remember to subtract your DR. [Harim checks the DR on 
  his character sheet, 4. He subtracts 4 from 18 and then subtracts 14 points of damage from his 
  BP]. Thohm and Gelf, you reach the front entrance and witness Harim taking a blow to the 
  side of the head. What do you do? 
  Thohm: I make my voice deep and booming while preparing to cast charm, Hands off you foul 
  creations! I passed my spellcaster check.  
  GM: [rolls WIL resistance checks for each of the bad guys and the round continues]  
   
  Don’t think you’re bound to simply rolling dice and felling foes. Be imaginative. Think 
  tactically. Speak for your character, issue challenges to enemies. Be brave and creative. 
  Encounters with enemies will be more memorable if you enjoy the process and have fun. So 
  much of this small rules sheet encompasses rolls and making checks, but don’t feel confined 
  by them! 
  
   
   
  32 
  GM Guidelines 
  Success Modifiers 
  Actions that are fairly easy should be given a positive 
  modifier while harder actions should be penalized.  
  For instance, shooting an arrow through a window the GM 
  might say: “Make your attack at -10.” The player would 
  subtract 10 from his character’s chance to hit. 
  Simple Ad-hoc Modifiers – For each situation that would aid 
  a character, grant a +10 to the chance of success. For each 
  situation that would hinder a character, impose a -10 to the 
  chance of success. Many aiding and hindering situations might apply to a single roll. This 
  is a quick and dirty method that avoids using a table during gameplay. 
  Breaking Things  
  Characters and creatures are not the only things that have body points. Walls, carts, 
  doors, etc., have them too. When a thing reaches 0 body points, it no longer functions as 
  its intended purpose. If it’s important to know how many body points an object has, use 
  the following guidelines. 
  Size 
  Examples 
  Wood 
  Stone 
  Iron 
  Small 
  barrel, chest, chair, etc. 
  10 
  20 
  80 
  Medium 
  door, large crate, table, etc. 
  20 
  40 
  160 
  Large 
  wall, cart, row boat, shelter, etc. 
  40 
  80 
  320 
  Resistance Checks 
  Normally the ability used for any given resistance check is defined in the game. You 
  should allow a player to make a resistance check if he chooses unless the game rules 
  specify otherwise. 
  » STR - an effect that is to be endured and resisted through pure durability. Examples: 
  resisting poison, environmental exposure, etc. 
  » DEX - an effect that is to be avoided through nimble feet, diving for cover, etc. 
  Examples: dodging, parrying, or blocking attacks, diving free of an explosion, etc. 
  » LOG - an effect that is to be resisted through dramatic intellectual insight, keen 
  perception, etc. Examples: resisting certain mental attacks, confusion, overcoming 
  flash blindness, etc. 
  » WIL - an effect that is to be resisted through sheer force of will, counteractive 
  presence, etc. Examples: defending against magical mind powers, maintaining control 
  in the face of great fear, etc. 
  Difficulty 
  Modifier 
  Easy 
  +10 
  Routine 
  +5 
  Normal  
  -- 
  Challenging  
  -5 
  Hard 
  -10 
  Very Hard 
  -20 
  Improbable 
  -40 
  Yeah, Right... 
  -60 
  Important stuff only the GM needs to know. Players keep out! 
  
   
   
   
  33 
  Some additional considerations apply: 
  » Spells - resisting spell effects carries a penalty equal to 10 x the spellcaster’s level. 
  » Shields - +20 to resistance checks against physical attacks. 
  » Critical Success - only a critical success resistance check can block an attacker who 
  rolled a critical success. 
  » Disadvantage - A character is considered to be at a disadvantage in his resistance 
  check if any of the following circumstances are true. These are examples, others may 
  exist.  
  » Your opponent hits you with a weapon in melee and you have no weapon. 
  » You are hit with a ranged weapon (such as a sling, arrow, etc.) 
  » You are outnumbered two to one or more in melee (2:1). 
  » You are unaware of the threat. Some examples include: a spell cast from the 
  shadows (and you are not watching for such a threat), taking a swig of poisoned 
  wine (instead of just taking a small taste first), etc. 
  When a character is at a disadvantage, his resistance check is halved. For instance if 
  you are a human avoiding an arrow and have a DEX of 50 you would need to roll a 35 
  or less on D00 (50/2 +10 for being human = 35). 
  Getting Hurt  
  Anyone can get hurt by sword and spear; however there are other ways a character can 
  get hurt. Note that DR does not protect against these types of damage.  
  » Acid - Assume one of three damage grades: mild (1D), moderate (2D), or severe (3D). 
  Damage is sustained each turn of exposure. In the turn after exposure ends, receive 
  half damage. 
  » Dehydration - A character can go without water for 3 days. On the third day and each 
  day thereafter the character takes 1D dehydration damage and is fatigued. Although 
  not heroic, your character can indeed die of dehydration. Each day spent with ample 
  water restores 5 BP of dehydration damage.   
  » Environmental Exposure - Assume one of three damage grades: mild (1D/hour), 
  moderate (1D/minute), or severe (1D/turn). While exposed, a character is considered 
  fatigued. This includes exposure to heat, cold, or other environmental effects 
  determined by the GM. 
  » Falling - For each 10 feet above the ground, a character suffers 1D damage when he 
  hits the ground. 
  » Fire - Assume one of three damage grades: mild (1D), moderate (2D), or severe (3D). 
  Damage is sustained each turn of exposure. Flammable objects have a 50% chance to 
  catch on fire and continue to cause 1D damage each turn until fire is put out. Factors 
  such as water, dry wood, or dousing in oil may modify the roll as the GM permits. 
  » Holding Breath - A character can hold his breath (to avoid drowning, breathing in toxic 
  gas, etc.) for a number of turns equal to STR/2, half that if engaged in combat or other 
  strenuous activities. Each turn thereafter he takes 1D damage (from water or toxic 
  inhalation, suffocation, etc.). 
  » Starvation - A character can go without food for 3 weeks. Each day thereafter the 
  character takes 1D starvation damage and is fatigued. Each day spent with ample food 
  restores 5 BP of starvation damage. 
  
   
   
  34 
  Conditions 
  A character can have one or more conditions applied to him due to getting hurt (see 
  above), spells, traps, creature abilities and other effects.  
  » Dazed - The character has a -10 to all actions. The condition stacks; for instance, a 
  character that is already dazed and is then affected again is now at -20 to all actions. 
  Also stacks with fatigued. 
  » Fatigue - When a character is exhausted (from lack of sleep, being encumbered, 
  starving, environmental exposure, etc.) he suffers a -20 to all actions until he 
  eliminates whatever factor has fatigued him. The condition stacks; for instance, a 
  character that is already fatigued and is then affected again is now at -40 to all actions. 
  Also stacks with dazed. 
  » Immobilized - The character cannot move but is aware and can continue to perform 
  other actions. 
  » Paralyzed - The character is immobilized, aware of his surroundings, and cannot take 
  any actions except to resist the effect which caused this condition. 
  » Petrified - The character has turned to stone, has DR20, is unaware of surroundings, 
  and cannot move or take actions. 
  » Prone - The character is on the ground, is at a disadvantage in DEX-based resistance 
  checks, and suffers a -20 to attacks with melee or thrown weapons. 
  » Slowed - The character moves at half his normal MOV rate. 
  » Stunned - The character can take only a single action each turn (no multi-actions). 
  » Surprised - The character is assumed to roll a 1 for initiative and suffers a -10 penalty 
  to any action that turn (stacks with dazed and fatigued). 
  » Unconscious - The character falls prone, is unaware of his surroundings, and cannot 
  take any actions for the duration of the encounter. 
  » Weakened - All damage the character deals is halved. 
  Effects 
  Effects are standardized definitions of how characters can be affected by things (creature 
  abilities, traps, etc.). After the effect’s name (poisoned stinger, howl of fear, stonegaze, 
  etc.) is the chance to hit an opponent (if any), followed by range, usage, duration, 
  resistance, and effect (a list of conditions, damage values, special rules, etc.).  Don’t 
  worry, it all makes sense when you see it in use. 
  » % - Chance to hit an opponent or activate ability. If omitted, assume no roll is needed. 
  » Range - Defines how far away the ability can be used. If “0” then the effect is centered 
  on the user. A “burst” and “line” affect an area. For instance: “range 10 (burst 3)” 
  affects area up to 10 spaces away and all within 3 spaces of designated space; “range 0 
  (line 3)” affects anyone in a straight line up to 3 spaces away from user. If omitted, 
  assume a range of 0. 
  » Usage - Defines how often the ability may be used. “1/encounter” means once per 
  encounter; “1/turn” means once per turn; “1/2 turns” means once every other turn, 
  etc. If omitted, the ability is unlimited. 
  » Duration - Defines how long the effect lasts. If “continuous” and the character fails his 
  resistance check, he suffers the effect until his next turn where he may attempt 
  another resistance check. If omitted, effect is immediate (like damage from a sword). 
  
   
   
   
  35 
  » Resistance - Defines which ability is used to avoid or negate all or a portion of the 
  effect. If “none” then no resistance check is permitted and the character immediately 
  suffers the effects. If omitted, GM determines. 
  » Effect - A list of conditions, damage values, special rules, etc. which apply to a 
  character if he fails his resistance check. 
  Example 1: An unlucky character is hit with “Poison Sting - 55%, duration continuous, 
  resist STR-20 (poison), effect 1D and poisoned (slowed, weakened)”. If the attacker hits a 
  character (55% chance) the character takes 1D damage (immediate). He then makes a 
  STR-20 resistance check for the poison, if he fails he is slowed (half MOV), and weakened 
  (causes half damage) every turn. Each turn he may attempt a new resistance check to 
  cancel both effects.  
  Example 2: A character falls victim to a harpy’s “Alluring Song - range 0 (burst 1 mile), 
  resist WIL-10, effect target follows song to its source.”  The character must continue to 
  walk towards the harpy after failing his WIL resistance check -10. 
  Descriptors  
  Players are encouraged to demonstrate their descriptors during a gaming session. Doing 
  so grants extra DP. It is your job not only to keep track of character descriptors but to 
  weave them into the story and help adapt them as the character’s story unfolds. 
  For example: A character has the descriptor “Exiled prince.” Perhaps the character needs 
  to reclaim his throne. If he does reclaim his throne, work with the player to define a new 
  descriptor which is related to the original. For example, he might gain a new descriptor 
  “duty to subjects,” which entails ensuring the character’s subjects are protected. Another 
  example: “Wears black armor,” you do not receive DP for simply wearing black armor. A 
  player must demonstrate the descriptor. Perhaps he does not start with black armor but 
  works on obtaining it during the game session. Or he might turn down armor (magical or 
  otherwise) because it is not black. Once he has black armor and it’s clear he always will, 
  work with the player to develop a new related descriptor. 
  Languages 
  If language is important to your setting consider having each race and creature speak a 
  unique language. For purposes of simplicity you can assume everyone you want the 
  players to be able to communicate with speaks “tradespeak” - a type of common-
  language found throughout the land. Language is a plot tool and when used effectively, 
  can allow for fun role-playing encounters. 
  Magic Item Creation 
  There are four general types of magical items: magical objects, potions, rune items, and 
  spell scrolls.  Only enchanters can create magical objects, potions, and rune items.  Only 
  a spellcaster can create a spell scroll.  Each is detailed in its own section below. 
  Magical Objects 
  The player describes the effect(s) of his proposed magic item to the GM. Each effect 
  should be assessed by the GM and categorized in one of four power ratings below:  
  » Minor powers are simple, similar to what a level 1-2 skill could accomplish.  Any 
  enchanter can create magic items with minor effects. 
  
   
   
  36 
  » Moderate powers are substantial, similar to what a level 3-4 skill could accomplish.  
  An enchanter must be at least level 3 to create magic items with moderate effects. 
  » Major powers are epic, similar to what a level 5-6 skill could accomplish.  An 
  enchanter must be at least level 5 to create magic items with major effects. 
  » Wondrous powers are earth-shattering and setting-defining and should be permitted 
  only with great care in a GM's campaign (like the Ruling Crown).  If permitted at all, an 
  enchanter would have to be level 6 to create magic items with wondrous effects. 
  Once the GM determines the power category of each effect the item has, the player may 
  negotiate, such as reducing the effects or availability (only usable at night, etc.) of the 
  magic item to try to lessen the GM's assessment to a lower power rating. 
  Point Cost - In the end, the abilities of the item 
  should be listed and a power rating assigned to 
  each effect. Use the table at right to determine the 
  point value of the item. 
  The point total determines several things: 
  » For every 5 points rounded down, the GM 
  specifies one special ingredient the player 
  must acquire for the item. (5pts = 1 special, 
  8pts = 1 special, 14pts = 2 special, etc.) 
  » Mundane ingredients cost 100gp times the 
  point total.  
  » The ritual takes a number of weeks equal to 
  the point total minus the character's enchanter 
  level, minimum 1 week.  
  » After the above requirements are met, the player makes an enchanter skill check 
  with a penalty equal to 5 times the point total. (Skill check penalty = 5 x points). If 
  the enchanter skill check succeeds, the item is created; if it fails by 20 or less, the 
  player loses 10 points of STR permanently which turns the failure into a success.  
  Otherwise, the item is not created.  Regardless of the outcome, all ingredients, costs, 
  and time were spent and are not recoverable. 
  Drawback - All but minor items have drawbacks which limit the item's functionality or 
  usefulness: 
  » If the point total is 5 or higher, the GM creates a drawback for the item. 
  » If the point total is 10 or higher, that drawback should be severe and make the user 
  think twice about bringing its powers to bear.  
  » If the point total is 20 or higher, the GM must come up with a way to limit the power 
  of the item so dramatically that few would attempt to use it in fear of the great cost 
  associated with its use. 
  Examples: 
  Quiver o' Plenty: The player is tired of running out of arrows. He wants a quiver which 
  produces one standard arrow when reached for, can be fired at foes and cause normal 
  arrow damage for his long bow (2D+3). The GM analyzes the power and decides it's 
  similar to what a low-level spellcaster skill could accomplish with an offensive strike and 
  Cost 
  Description 
  +1 
  Each minor power 
  +3 
  Each moderate power 
  +7 
  Each major power 
  +15 
  Each wondrous power 
  +0 
  Item is immobile such as 
  a wall, door, or statue 
  +1 
  Item is portable or can 
  be portable with some 
  level of effort 
  +2 
  Item is wearable or 
  difficult to take away or 
  target 
   
  
   
   
   
  37 
  decides it’s a minor power. Since this is a wearable item, the point total is only 3 (one 
  minor power +1, wearable item +2). This means it will cost 300gp in mundane ingredients 
  and require no rare or exotic special ingredients. It will take 1 week to perform the ritual 
  to create this handy item (the enchanter is level 2), and the enchanter skill check will be 
  penalized only -15% (5 x 3 points). Since the point total is less than 5, it has no drawbacks.  
  Girdle of the Giants: The character is very weak, possessing a STR of only 35. He has 
  spent his career working on his other abilities and skills and has left his STR low. He 
  decides to build something which will turn that around. He tells the GM he wants to 
  create a large leather and gold belt. He wants it to permanently boost his STR score to 95 
  while worn (providing +60 to his STR score). The GM thinks that the STR boost is similar to 
  what a level 6 aid spell could provide. That alone would make it a major power, but the 
  player wants it to be always in effect and therefore it is far superior to the aid spell, which 
  normally only lasts for a limited duration. Therefore the GM determines the STR boost is a 
  wondrous power. Since the device can be worn and is not easily removed, that makes the 
  point total (wondrous +15, wearable +2) 17. The player's jaw drops as he realizes this is 
  simply beyond his ability. He decides to drop the STR boost to only +40 (which would still 
  give him a 75 STR!) and the GM says that's enough to drop it down from wondrous to 
  major in his opinion. The item drops down to (major +7, wearable +2) = 9. It therefore will 
  cost 900gp in mundane ingredients and will require one special ingredient (the GM tells 
  the player the sweat of a giant is required). It will take 4 weeks (normally 9, but the 
  character is a level 5 enchanter) and will carry a -45% penalty to the enchanter skill check. 
  Since the point total is 5 or higher but not quite 10, the GM must specify a drawback 
  associated with the item (the item makes the character very hungry and his food 
  requirements double while wearing the girdle).  
  Potions 
  A potion is a small vial containing a liquid (often of horrible taste) which, when imbibed, 
  provides a magical effect for a limited duration.  It is a one-shot magic item and the 
  consumer doesn't know exactly when the potion duration will expire. Only someone with 
  the enchanter skill can create magical potions.  The player describes the desired effect to 
  the GM.  The GM decides if the potion is a minor, moderate, or major effect using the 
  guidelines found in magic item creation (there are no wondrous potion powers).  If the 
  complexity he chooses lists a number of "special" ingredients, the GM specifies them 
  creatively.  
  Complexity 
  Max Duration 
  Cost of Ingredients 
  Cauldron Time 
  Minor 
  1D turns 
  2D gold  
  1D hours 
  Moderate 
  1D hours 
  4D gold +1 special* 
  2D hours 
  Major 
  1D days 
  2Dx10 gold  +2 special* 
  1Dx10 hours 
  * Special ingredients are rare, expensive, difficult to obtain, or magical in nature and can 
  be substituted by related ingredients with the GM’s permission. 
  Runes 
  Runes are magic symbols containing power. They are created by an enchanter and have a 
  defined trigger which unleashes the stored magic. Runes are one-shot spell effects which 
  disappear after use. To create a rune, the enchanter writes on some surface in a very 
  exact pattern.  The enchanter specifies the spell he wishes to scribe and pre-defines any 
  effects (for instance, an Offensive Strike could be fire, ice, electricity, etc.). He specifies a 
  
   
   
  38 
  trigger for unleashing the spell (an action, phrase, 
  situational condition, etc.). The enchanter knows all 
  spells for the purpose of rune creation, and uses his 
  enchanter level as the spellcaster level when 
  determining effects. The rune takes 1D minutes to 
  scribe and requires an enchanter skill check to 
  successfully create it. If in a hurry, runes can be made in 
  1D turns but this carries a -20 penalty to the skill check. 
  Permanent Runes - A level 6 enchanter can make 
  permanent runes. This takes 1D days to complete and 
  costs the enchanter 10 points of STR permanently 
  whether he succeeds or fails the enchanter skill check. 
  The rune can be used at a rate described by the "usage" 
  of the spell scribed.   
  Limits - An enchanter can have a number of un-
  triggered runes (temporary or permanent) equal to 
  twice his enchanter level. For instance, at enchanter 
  level 3 he can have 6 un-triggered runes. If he dies, all 
  his temporary un-triggered runes fade. 
  Resistance Checks - Resisting a rune effect carries a 
  penalty equal to 10 x the enchanter’s level, similar to 
  spells cast from a spellcaster.   
  Examples: Preparing for war, a level 2 enchanter 
  purchases a small ivory wand and uses ink & quill to 
  scribe a rune of offensive strike. Since he is level 2 the 
  offensive strike spell will be released as if cast by a level 
  2 spellcaster.  He defines the effect as electrical 
  (lightning called forth from the sky arcs to the wand and 
  then releases at the target) with a horrifying thunderous 
  boom.  The trigger will be whenever the word 
  "electrolance" is spoken while pointing the wand at a 
  foe.  He creates three such runes on the wand (the GM 
  decides writing space is limited on the wand). 
  Electrolance Wand (3 charges) 4D electrical damage. 
  At his home, a level 2 enchanter scribes a rune on one 
  wall of his 10x10 space living area. Whenever someone 
  casts a magical spell in the room, black tentacles are 
  unleashed under the caster holding everyone in a burst 
  4 area in place as if the entanglement spell was cast. 
  The area affected excludes whoever created the rune. 
  In preparation for a stealth mission, a level 3 enchanter 
  prepares a rune painted in metallic paint on the hem of 
  his cloak hood.  When touched with the smallest finger 
  of the right hand and the thumb of the left, an illusion 
  will be unleashed which resembles the surrounding 
  
   
   
   
  39 
  terrain rendering the character invisible to normal sight. Anyone attempting to see 
  through the illusion would have a -30 modifier to their LOG check. 
  Spell Scrolls 
  After reading a spell scroll it disintegrates into dust and the reader makes a LOG check. If 
  successful, the spell scribed on the scroll activates as if cast by the reader. If the effect 
  requires a spellcaster level, use the reader’s spellcaster level, or 1 if the reader has none. 
  Some scrolls are not “spell scrolls” and have other effects determined by the GM. 
  A character with spellcaster levels can scribe spell scrolls for spells he knows. He spends 1 
  hour and 1Dx5 gold in materials (various reagents and ingredients that make the ink, 
  quill, and paper able to receive the magic) then makes a spellcaster skill check. Success 
  means the scroll is made, otherwise it crumbles to dust. On a critical failure, the caster 
  loses 10 points of STR permanently as it crumbles. A spellcaster must rest one hour 
  between scribe attempts or is fatigued until he gets a night’s sleep. 
  Market Price 
  It is up to individual GMs if magic items are available for sale in markets in his setting.  If 
  the sell price of a magical item must be known then follow these guidelines:  
  » Magical items: 200gp per point, plus 2Dx100gp per special ingredient, plus the 
  original item’s cost.  
  » Potions: 3 times the amount of ingredient cost, plus 5gp per hour spent at the 
  cauldron, plus 2Dx10gp for each special ingredient.   
  » Rune items: 100gp per level of spell effect bound into the spell, or 1,000gp per level 
  of spell if a permanent rune. 
  » Spell scrolls: 250gp per spell scribed. 
  Quick & Dirty Market Price – If you’d prefer a more subjective method of market price 
  determination, consider these guidelines.  
  » Limited use items (potions, scrolls, one-shot items) might cost 50-100gp times the 
  minimum spellcaster level required to create the same effect.  
  » Moderately powerful items can cost 500-1,000gp times the minimum spellcaster level 
  required to create the same effect.  
  » Extremely powerful artifacts, wondrous objects, and unique items with rich histories 
  might have much higher values (or be priceless, such as the Ruling Crown of the late 
  King Keranak!).  
  Sample Magical Items & Potions 
  What follows are several pre-created magic items for use in your campaign.  Use them as 
  you wish. 
  Barbaric Sword – These swords are made by the Griffon Lords. When 
  an enemy is within the wielder’s MOV distance it will glow blood-red, 
  pull the wielder adjacent and attack granting a +20 to hit and 2D 
  additional damage. After a successful hit it will return to a normal 
  sword. It is important for the wielder to control his anger; the sword 
  uses the wielder’s own feelings to determine who constitutes an 
  “enemy.” 
   
  
   
   
  40 
   
   
  
   
   
   
  41 
  Bracers of Defense – Crafted from the volcanic fires in the Western 
  Reaches these silvered inlaid braces grant the wearer one free resistance 
  check each turn (that is, no multi-action penalty). 
  Cloak of Passing - When the wearer of this cloak wraps his body in its folds, he 
  is able to pass through non-living, solid material such as rock, stone, wood, 
  etc. However, the cloak will not allow passage through lead. Any portion of 
  the cloak that has passed through solid material will revert to a normal cloak 
  for 1D turns until it draws enough ambient magical energy from the 
  surrounding area to work again. Beware of what’s on the other side of that 
  dungeon wall! 
  Cloak of Trespassing - While worn this cloak masks the wearer’s tracks (and those in 
  front of him, as long as he is last in marching order) from almost all forms of detection. 
  Crafted by an enterprising halfling wizard that started a business of hunting exotic game 
  in the forests of the Wylde. 
  Death Rod - Touching this rod to a living target forces them to make a 
  WIL check or be reduced to 0 BP. At the end of the encounter make a 
  STR check, on a success the target is conscious with 1 body point. 
  Failure results in death. The rod's wielder takes 1D necrotic damage from the rod's foul 
  magic whether the target lives or dies. Regardless of the wielder’s actual moral views, 
  possession of this rod causes them to give off an aura of evil.  
  This single use object may be recharged by slaying undead and capturing their necrotic 
  essence. For 5 ranks of undead slain (one rank 5, five rank 1, etc.) the rod becomes 
  recharged and can be used again. It can hold only one use at a time. 
  History: Ulysse, a powerful sorcerer, created an unknown number of death rods for his 
  most trusted servants. They were used as assassination devices among nobility. 
  Death’s Ward - This magical jewel repels 1D undead whose ranks are equal to or less 
  than 2, and forces them to flee. Those who cannot flee will be unable to come within 5 
  spaces of wielder. Undead who cannot flee or whose rank is 3 or greater will be unable 
  to come within 5 spaces of wielder. Rank 1 and 2 undead are destroyed if the wielder 
  successfully hits them with an attack, rank 3 and above take double damage (including 
  ghosts, treat the wielders weapons as magical). 
  Dove Rune Scroll - Commonly called “dove paper,” these magical scrolls are 
  used by wizards to send letters to distant places or by wizards who don’t get 
  out of the tower often enough. A wizard simply writes magical writing, rolls 
  and secures the scroll with a string and speaks the name of the person for 
  whom the letter is intended. The scroll blinks out of existence and appears in 
  front of the receiver. Some types of dove paper exists, however rare, that allow anyone 
  who can read and write to dictate a letter and send. Such scrolls are prized by many and 
  considered priceless! 
  Errorless Weapon - As long as the wielder concentrates on an enemy the weapon will 
  strike true. Usually only ranged weapons are made errorless; if a melee weapon, the 
  wielder will need to make a WIL check to concentrate while adjacent to enemies.  
  
   
   
  42 
  Eye of Truth - When this jewel, shaped like a cat’s eye, is held to the wielder’s 
  eye, he is able to see the general moral aura of one target. It is also able to see 
  through illusion spells if the wielder peers at one through the jewel.  
  Healing Bedroll – This elegantly laced bedroll heals 2D each hour a character rests in its 
  warm comfort. The character must remain still. If carried while in the bedroll it will heal 
  only 1D each hour.  
  Healing Concoction - This blue liquid replenishes 2D lost body points when quaffed. 
  Horn of Leadership - Blowing this horn during battle grants allies +1 initiative die and +10 
  to hit adjacent enemies for each turn the horn is blown. If the horn bearer is slain during 
  battle, the bonuses fade. 
  Namire Weapon - These finely crafted non-magical weapons are made by Namire 
  blacksmiths from Laridian Steel granting +1D damage. The steel and the technique used 
  to forge Namire weapons are both rare and carefully guarded. 
  Peace Ring - All physical attacks against the wearer fail. However, the wielder cannot 
  cause physical damage (magical forces prevent his muscles from moving in a way that 
  the wielder is aware will harm another living being). These rings were made for use by a 
  monastic order of pacifist healers who used them to safely reach the wounded on the 
  battlefield during the War of Possession. 
  Potion of Transformation - The drinker concentrates on a person or creature into 
  which he wishes to be transformed and he slowly becomes that person or creature 
  in 2D turns. The transformation lasts while concentrating. If performing complex 
  actions (such as combat or spell-casting), a WIL check is required to maintain 
  concentration on the effect. 
  Quickening Boots - A transport spell that went awry created these boots that allow a 
  character to move up to double his movement rate. If used while travelling long 
  distances, the wearer will still be fatigued.  
  Resurrection Band - This wristband revives a fallen comrade if less than 10 minutes dead, 
  target awakens with 1 body point. The target must wear the band for the rest of his 
  natural life, removal of the band causes death in 1D turns. This band was crafted by an 
  unknown high wizard devastated by the loss of his only daughter. He found a way to 
  cheat death, for a time.  
  Richwood Bow - Crafted by the high elves of Anon these bows (both long and short) are 
  carved from richwood trees and spellbound, allowing the wielder to simply draw back 
  the bowstring and an arrow appears. These summoned arrows cause normal damage.  
  Ring of Concealment - Once each day the wearer of this ring becomes invisible to living 
  beings. However, creatures of shadow and undead will continue to see him. The effect 
  will last as long as the character concentrates. If while invisible the character is startled 
  (or similar), the GM may request he make a WIL check to maintain his concentration. 
  Ring of Teleport - When this ring is worn it grants the wielder the use of the 
  transport spell. The wearer’s rank (instead of spellcaster level) is used to 
  determine the effects. For instance, a rank 1 character can levitate 1 space 
  each turn.  
  
   
   
   
  43 
  Sack O’ Plenty – This ugly, worn-out and patched burlap sack can hold a 
  cart worth of goods. It attaches easily to any belt and measures 12” by 6”. 
  As an item is placed into the sack it shrinks, allowing rather large objects to 
  be stored. Simply retrieve an object from the bag by calling its name and it 
  will pop out. Beware of the bag’s top, point it in a safe place! 
  Shadow Cloak - As long as the wearer of this cloak covers his body he will remain unseen 
  in all but open daylight. Once per day in which the cloak was used at the GM’s discretion 
  the wearer makes a LOG check to avoid summoning a shadow stalker (page 54). 
  Shock Braces – Made from the rarest silver and laced with platinum, these braces 
  become electrified when struck together. Once each turn the wearer can take an action 
  to strike the braces and either channel the lightning into a wielded weapon (which 
  causes its next successful hit to cause +2D damage) or strike at a foe 10 spaces away 
  (causing 2D damage). The lighting remains on the braces until used and have been 
  known to be found still activated, the wielder nothing but a pile of bones. 
  Stealth Armor - This appears to be a normal suit of armor of any sort. 
  Regardless of how it appears, it protects as if it were chainmail armor. The 
  user can concentrate while not in view of any onlookers and transform 
  the appearance of the armor into any other type of armor. It still protects 
  as if it were chainmail, however. This is useful for rogues wishing to 
  appear unprotected or heavily armored (for purposes of trickery). 
  Summoner Dagger - This highly-prized and beautifully-carved dagger has been 
  spellbound with a rank 3 summon spell which allows the wielder to summon up to three 
  ranks of creatures. The wielder simply speaks and the summoning takes place. The effect 
  lasts for 3D turns in combat or 3D hours outside of combat and can be used twice each 
  day. An evil copy of this dagger is indistinguishable from the original and will only 
  summon undead versions of the wielder’s intended summon. 
  Torch Scroll – This is an unremarkable blank leather scroll, to the un-magical eye. To 
  those trained to see magical writings it is a scroll of light. When read one of the scroll 
  ends starts to burn and can be used as a torch for 1D days.  
  Trick Bow - The wielder of this bow is able to make trick shots with no penalty to the 
  attack roll. On a critical failure the bow is useless and cannot be repaired. Clever players 
  can use the Trick Bow to retrieve keys from a distant shelf, knock over sconces on 
  flammable surfaces, or rescue companions before the hangman does them in. The bow 
  offers no bonus to hit a foe, even if aiming at a specific portion of the enemy’s body. 
  Vitality Rod - This rod of life contains 6D worth of healing power. The healing can be 
  broken up into multiple smaller heals. For instance, use 2D during an encounter and save 
  4D for later. If touched to a recently fallen companion (up to 10 minutes dead) it will 
  cleanse death, (as long as at least 1D healing remains) he will wake with 1 body point. 
  The rod can be recharged by finding a good creature such as a unicorn or pegasus and 
  touching the rod to its horn or wing respectively. It is believed these rods were originally 
  created by the Order of the Rose and given to spiritual leaders of the realm wherever 
  they journeyed. Rods with the Orders symbol are said to be worth 3,000gp. 
  
   
   
  44 
  Wand of Low Wizardry - Allows wielder to perform any one of the following: Create 
  a 5-space globe of light; create an audible illusion; create a small (obviously magical) 
  illusory effect; cause small objects to perform their tasks - such as mops, brooms, 
  etc.; enhance the volume and impressiveness of the wielder’s voice or the voice of 
  another within 5 spaces; mend small rips and tears in common items; or perform 
  other simple wizardry tasks permitted by the GM. If used by someone with levels in 
  the spellcasting skill (who can already perform low wizardry), the wand can be used 
  with high wizardry to add +20 to spellcasting checks. 
  Warding Sash - While worn, this beautifully-colored sash protects the wearer from spells 
  cast directly at the wearer. It must be worn on the outside of clothing otherwise it 
  becomes a normal fancy sash. Treat it as if a Dispel spell (see page 14) was cast by a level 
  3 spellcaster. 
  Weapon of Draining - When this weapon pierces a target, the attacker can make a STR or 
  DEX check to keep the weapon lodged in the target. Each turn the weapon drains 5 BP 
  from the target. If a ranged weapon is made a weapon of draining (like an arrow or 
  spear) it is assumed to be lodged (if it hits) until removed.  
  Weapon of Piercing - These weapons have been enchanted to ignore DR. If the 
  target does not have DR, the weapon does double damage.  
  Weathering Stone - This unremarkable stone allows the holder to control the weather up 
  to 5 miles away as long as he concentrates. He simply concentrates on a location he can 
  see and the effects will brew over time; if the conditions allow, the wielder can invoke 
  lighting storms or tornadoes almost immediately. The stone can be used once each day. 
  If the stone is placed on an outdoor altar, weather effects can be made permanent until 
  the stone is removed from the altar. Sorcerers in the Vale of Shadows spellbound stones 
  to be used against the Order of the Rose many decades ago. 
  Minor NPC 
  Typically major NPCs have a full stat block due to their importance to the story. Most 
  NPCs are not as important and use these basic guidelines. 
  » One Score/Descriptor - A minor NPC has a single score and a descriptor describing his 
  race and profession. Any task associated with his descriptor has the listed chance of 
  success. Any task unassociated with his descriptor has half the listed chance of success. 
  For instance, “Human Guard 45” has a 45% chance to spot hidden foes or attack 
  intruders, but only a 23% chance to attempt unrelated action checks.  Unless the 
  descriptor says otherwise, the minor NPC cannot cast magical spells. 
  » Body Points - Minor NPCs have 10 body points.  
  » Initiative - Assume all minor NPCs rolled 5.  
  » One Attack - A minor NPC can perform multi-actions, but only attack once each turn. 
  » Gear - A minor NPC only has necessary gear to perform routine tasks of his profession. 
  Weapons, armor, and gold should be listed. 
  Examples:  
  Human Tomb Raider 55 (maul 2D+2, hide-armor DR2) 
  Lowland Dwarf Brigand 45 (mace 1D+3, dagger 1D, 5gp) 
  Halfling City Thief 50 (stolen Namire shortsword 2D+3, leather armor DR2, 50gp 
  diamond) 
  
   
   
   
  45 
  Travel  
  Characters travel at a rate 
  shown on the table at right. 
  GMs can modify as needed. 
  Characters may double travel 
  rate but are fatigued until they 
  rest. Creatures have their own 
  travel rates and are generally 
  unaffected by terrain. 
  Creatures 
  Skill Checks: Creatures do not have skills. However, that is not to say they can’t use skills 
  such as scout, thief, etc. If the GM requires a creature to make a skill check, consider a 
  creature’s score as follows: half ability, +10 per rank. For example, the GM wants to build 
  tension on the party after they fled with a chieftain’s crown. He decides a pack of 
  hobgoblins will follow the party using the scout skill. A hobgoblin is rank 2 and has a 45 
  LOG, therefore it will have a 43% chance to track the party (45/2 + 20, rounded up). 
  Creature Creation: There is no a structured process for creating creatures, but you can 
  create your own by considering the concepts shown in these steps:  
  1) Describe creature in a sentence or paragraph. 
  2) Select a “plant eater” or “meat eater” below as a base.  
  3) Adjust the statistics as desired (STR, BP, INIT, etc.) 
  4) Define named abilities (Bite, Claw, etc.), see page 34 for conditions and effects.  
  Example: Tammy creates a creature that is vapor-like, can take on solid form, is evil and is 
  a challenge for mid-ranked players. First she picks a name, “shadow stalker.” Then she 
  reviews rank 3, 4 and 5 creatures to get a general idea of their statistics. Next she lists the 
  creature’s rank as “4” and decides they are physically weak (being vapor-like), but are 
  highly dexterous and intelligent. Since they have a high dexterity she decides on “3” for 
  the initiative dice. Next she assigns 30 to STR, 80 to DEX, 70 to LOG and 65 to WIL. She 
  then assigns 60 BP, DR 0 and a MOV of 12 (faster than characters). These and other 
  statistics she bases on other rank 3-5 creatures. See the final creature on page 54. 
  Creature Templates: The following creatures are provided as templates to build other 
  types of creatures for your adventures.  
  Badger-sized Plant Eater 
  STR: 
  10 
  BP: 
  5 
  Rank: 
  1 
  DEX: 
  15 
  INIT: 
  1 
  Nature: 
  Neutral 
  LOG: 
  10 
  DR: 
  0 
  Attack: 
  45% damage 1D 
  WIL: 
  10 
  MOV: 
  12 
  Travel: 
  5 leagues 
   
  Dog-sized Plant Eater 
  STR: 
  20 
  BP: 
  15 
  Rank: 
  1 
  DEX: 
  35 
  INIT: 
  1 
  Nature: 
  Neutral 
  LOG: 
  10 
  DR: 
  0 
  Attack: 
  45% damage 2D 
  WIL: 
  10 
  MOV: 
  15 
  Travel: 
  10 leagues 
  Mode of 
  Transport* 
  Plains/ 
  Desert 
  Hills/ 
  Desert 
  Forest/ 
  Jungle 
  Marsh/ 
  Mountains 
  Walking 
  10 
  10 
  8 
  5 
  Mounted 
  20 
  15 
  10 
  5 
  Cart/Wagon 
  15 
  15 
  10 
  -- 
  River 
  15 downstream, 5 upstream 
  Ship 
  40 with trade-winds, 20 against  
  *All travel rates in leagues per day. 
  
   
   
  46 
   
  Horse-sized Plant Eater 
  STR: 
  40 
  BP: 
  30 
  Rank: 
  2 
  DEX: 
  55 
  INIT: 
  1 
  Nature: 
  Neutral 
  LOG: 
  10 
  DR: 
  0 
  Attack: 
  45% damage 3D 
  WIL: 
  25 
  MOV: 
  14 
  Travel: 
  15 leagues 
   
  Elephant-sized Plant Eater 
  STR: 
  80 
  BP: 
  50 
  Rank: 
  3 
  DEX: 
  45 
  INIT: 
  1 
  Nature: 
  Neutral 
  LOG: 
  40 
  DR: 
  5 
  Attack: 
  55% damage 4D 
  WIL: 
  40 
  MOV: 
  14 
  Travel: 
  10 leagues 
   
  Badger-sized Meat Eater 
  STR: 
  15 
  BP: 
  10 
  Rank: 
  1 
  DEX: 
  25 
  INIT: 
  1 
  Nature: 
  Neutral 
  LOG: 
  15 
  DR: 
  0 
  Attack: 
  55% damage 1D 
  WIL: 
  15 
  MOV: 
  12 
  Travel: 
  5 leagues 
   
  Dog-sized Meat Eater 
  STR: 
  30 
  BP: 
  20 
  Rank: 
  1 
  DEX: 
  45 
  INIT: 
  1 
  Nature: 
  Neutral 
  LOG: 
  20 
  DR: 
  0 
  Attack: 
  60% damage 2D 
  WIL: 
  10 
  MOV: 
  15 
  Travel: 
  10 leagues 
   
  Horse-sized Meat Eater 
  STR: 
  50 
  BP: 
  40 
  Rank: 
  2 
  DEX: 
  65 
  INIT: 
  1 
  Nature: 
  Neutral 
  LOG: 
  20 
  DR: 
  0 
  Attack: 
  65% damage 4D 
  WIL: 
  25 
  MOV: 
  15 
  Travel: 
  15 leagues 
   
  Elephant-sized Meat Eater 
  STR: 
  90 
  BP: 
  55 
  Rank: 
  3 
  DEX: 
  55 
  INIT: 
  1 
  Nature: 
  Neutral 
  LOG: 
  45 
  DR: 
  5 
  Attack: 
  75% damage 8D 
  WIL: 
  40 
  MOV: 
  14  
  Travel: 
  10 leagues 
   
  Named abilities such as “gore”, “hoof”, “claw”, etc. have a damage value that accounts 
  for the creature’s STR. The named ability “By Weapon” lists addition damage caused and 
  is based on the creatures STR or DEX score. For instance a minotaur has a STR of 75 
  causing +4 damage to any melee weapon it wields. Abilities that have a score require a 
  successful D00 check; abilities that do not have a score do not require a check (however 
  they may have a usage limit). GMs should use their own judgment on how often a 
  creature can use abilities if it does not have a usage. 
  The statistics and abilities listed for creatures on the pages which follow are guidelines. 
  Use your own ideas to create fantastical creatures and memorable encounters!  
  
   
   
   
  47 
  Basilisk 
  Large reptile that can petrify living creatures with a mere gaze.  
  STR: 
  75 
  BP: 
  42 
  Rank: 
  2  
  DEX: 
  50 
  INIT: 
  1 
  Nature: 
  Neutral 
  LOG: 
  35 
  DR: 
  5 
   
   
  WIL: 
  40 
  MOV: 
  7 
  Travel: 
  10 leagues 
  » Bite - 75%, damage 3D 
  » Stonegaze - range sight, resist STR, duration continuous, effect paralyzed. If target 
  is paralyzed twice in the same encounter he is petrified. 
  » Tail Slap - 75%, effect 2D and knocked prone. 
  Bugbear 
  Large, hairy cousins of goblins.  
  STR: 
  65 
  BP: 
  25 
  Rank: 
  2  
  DEX: 
  55 
  INIT: 
  1 
  Nature: 
  Evil 
  LOG: 
  45 
  DR: 
  5 
   
   
  WIL: 
  45 
  MOV: 
  8 
  Travel: 
  10 leagues 
  » By Weapon - 80%, damage +3 
  Centaur 
  Head, arms and torso of a man and the body and legs of a large horse.  
  STR: 
  65 
  BP: 
  40 
  Rank: 
  3  
  DEX: 
  60 
  INIT: 
  2 
  Nature: 
  Neutral 
  LOG: 
  55 
  DR: 
  0 
   
   
  WIL: 
  50 
  MOV: 
  14 
  Travel: 
  15 leagues 
  » By Weapon - 75%, damage +3 
  » Hoof - 80%, effect 3D and knocked prone.  
  Chimera 
  Heads of a lion, goat and dragon, body and front paws of lion, feet of bull, tail of serpent.  
  STR: 
  90 
  BP: 
  80 
  Rank: 
  5  
  DEX: 
  80 
  INIT: 
  2 
  Nature: 
  Evil 
  LOG: 
  60 
  DR: 
  10 
   
   
  WIL: 
  50 
  MOV: 
  16 (30 fly) 
  Travel: 
  30 leagues 
  » Bite - 95%, damage 6D  
  » Dragonbreath - range 15 (burst 3), usage 1/2 turns, resist DEX (for half damage), 
  effect 5D fire damage. 
  » Serpent’s Tail - 85%, duration continuous, resist STR-20 (poison only), effect 2D 
  and poisoned (slowed and weakened). 
  » Fearful Roar - range 0 (burst 10), usage 1/turn, duration continuous, resist WIL, 
  effect stunned. 
  Dire Rat 
  Large omnivorous scavengers.  
  STR: 
  25 
  BP: 
  3 
  Rank: 
  1  
  DEX: 
  55 
  INIT: 
  1 
  Nature: 
  Neutral 
  LOG: 
  25 
  DR: 
  0 
   
   
  WIL: 
  25 
  MOV: 
  6 
  Travel: 
  5 leagues 
  » Bite - 45%, damage 1D, effect on a critical success target contracts rabies; after 1 
  day the target is dazed until cured. 
  
   
   
  48 
  Doppelganger 
  Humanoids that are able to take on the shapes of those they encounter.  
  STR: 
  45 
  BP: 
  24 
  Rank: 
  2 
  DEX: 
  50 
  INIT: 
  1 
  Nature: 
  Varies 
  LOG: 
  65 
  DR: 
  0 
   
   
  WIL: 
  60 
  MOV: 
  8 
  Travel: 
  10 leagues 
  » By Weapon - 55% 
  » Shape Shift - can transform into likeness of living target that has been touched. 
  Lasts 2D hours unless target killed, then duration permanent! 
  Dragon 
  Intelligent reptilian beast that hoards treasure.  
  STR: 
  150 
  BP: 
  240 
  Rank: 
  6  
  DEX: 
  80 
  INIT: 
  3 
  Nature: 
  Varies 
  LOG: 
  100 
  DR: 
  20 
   
   
  WIL: 
  90 
  MOV: 
  20 (60 fly) 
  Travel: 
  60 leagues 
  » Bite - 140%, damage  10D 
  » Claw - 120%, effect 6D and knocked prone. 
  » Tail Slap - 100%, effect 5D and knocked prone. 
  » Dragonbreath - range 20 (burst 5), usage 1/2 turns, resist DEX (for half damage), 
  effect 2Dx10 fire damage. 
  » Magical - charm and hinder as level 3 spellcaster (120%), immune to charm and 
  transform, DR applies against normal and magical damage. 
  Dryad 
  Humanoids with bark skin and leaf-like hair.  
  S TR: 
  45 
  BP: 
  23 
  Rank: 
  2  
  DEX: 
  60 
  INIT: 
  1 
  Nature: 
  Good 
  LOG: 
  75 
  DR: 
  5 
   
   
  WIL: 
  65 
  MOV: 
  7 
  Travel: 
  10 leagues 
  » By Weapon - 65% 
  » Magical - charm, entangle and transform (self only, and only into a naturally 
  occurring animal) as level 2 spellcaster (60%). Cannot be charmed. 
  » Treestep - if dryad enters a hollow tree, it can step out of any other hollow tree 
  within 100 leagues. 
  Elemental (Air) 
  Comprised of thick air, remaining unseen until it’s too late!  
  STR: 
  35 
  BP: 
  50 
  Rank: 
  3 
  DEX: 
  70 
  INIT: 
  2 
  Nature: 
  Evil 
  LOG: 
  55 
  DR: 
  5 
   
   
  WIL: 
  55 
  MOV: 
  33 (fly) 
  Travel: 
  30 leagues 
  » Hurled Object - 80%, damage 3D 
  » Whirlwind - range 0 (burst 1), resist STR (knock back), effect 2D, knocked back 2D 
  spaces and knocked prone. 
  » Lightning Chaos - range 0 (burst 3), resist none, effect 3D electrical damage, 
  knocked back one space and knocked prone, creature loses 1D BP each use. 
  » Affect Weather – elemental has an uncontrolled random/chaotic effect on 
  weather patterns in its surrounding area. 
  
   
   
   
  49 
  Elemental (Earth)  
  Consisting of dirt, stones, crystal, etc.  
  STR: 
  60 
  BP: 
  45 
  Rank: 
  3 
  DEX: 
  50 
  INIT: 
  1 
  Nature: 
  Evil 
  LOG: 
  35 
  DR: 
  10 
   
   
  WIL: 
  50 
  MOV: 
  6 (burrow 8) 
  Travel: 
  5 leagues 
  » Slam - 80% effect 3D and knocked prone. 
  » Earth Wave - range 0 (line 10), resist DEX, effect 1-space-wide wave of dirt, anyone 
  in path takes 1D damage and is knocked prone.  
  Elemental (Fire) 
  Intelligent scourging fire.  
  STR: 
  40 
  BP: 
  60 
  Rank: 
  4 
  DEX: 
  60 
  INIT: 
  2 
  Nature: 
  Evil 
  LOG: 
  40 
  DR: 
  5 
   
   
  WIL: 
  55 
  MOV: 
  16 
  Travel: 
  15 leagues 
  » Fireball - 85%, damage 3D 
  » Fire Storm - range 10 (burst 3), resist DEX (for half damage), effect 3D, creature 
  loses 1D BP each use. 
  » Fire Torrent – 95%, range 0 (burst 5), resist none, effect 2D fire damage. 
  » Healing - fire heals elemental 1D per turn of exposure. 
  Elemental (Water) 
  Intelligent roaring waves.  
  STR: 
  65 
  BP: 
  30 
  Rank: 
  2 
  DEX: 
  85 
  INIT: 
  2 
  Nature: 
  Evil 
  LOG: 
  40 
  DR: 
  5 
   
   
  WIL: 
  60 
  MOV: 
  10 (60 swim) 
  Travel: 
  10 leagues 
  » Smack - 50%, damage 2D 
  » Ice Spikes - 65%, range 20, effect 2D damage, creature loses 1D BP per use. 
  » Engulf - duration continuous, resist DEX, effect suffocation. 
  Ettin 
  Two-headed vicious giants with an appetite for humanoid flesh.  
  STR: 
  90 
  BP: 
  60 
  Rank: 
  4 
  DEX: 
  50 
  INIT: 
  1 
  Nature: 
  Evil 
  LOG: 
  25 
  DR: 
  5 
   
   
  WIL: 
  45 
  MOV: 
  14 
  Travel: 
  15 leagues 
  » Club - 95%, 6D+7 
  » Twin Attack - 85%, usage 1/turn, effect damage +7, make two attacks.  
  Gargoyle 
  Silent, winged horrific living statues.  
  STR: 
  65 
  BP: 
  45 
  Rank: 
  3 
  DEX: 
  65 
  INIT: 
  2 
  Nature: 
  Evil 
  LOG: 
  60 
  DR: 
  10 
   
   
  WIL: 
  75 
  MOV: 
  8 (16 fly) 
  Travel: 
  15 leagues 
  » Claws - 75%, damage 3D 
  » Silent Perch - +20 against foe if gargoyle has not moved since encounter began. 
  » Stoneshape - shift into stone gaining DR20, but cannot move or attack. 
  
   
   
  50 
  Genie 
  Enslaved humanoid bound to an object.  
  STR: 
  55 
  BP: 
  40 
  Rank: 
  4 
  DEX: 
  65 
  INIT: 
  1 
  Nature: 
  Varies 
  LOG: 
  70 
  DR: 
  0 
   
   
  WIL: 
  90 
  MOV: 
  8 (20 fly) 
  Travel: 
  20 leagues 
  » Slam - 65%, damage 3D  
  » Lightning Bolt - 80%, range 25, resist DEX-40, effect 3D lighting damage. 
  » Wish - captured genie will grant one wish (GM’s discretion). 
  Ghost 
  Spectral remnants that cannot rest easily in their graves.  
  STR: 
  0 
  BP: 
  20 
  Rank: 
  2 
  DEX: 
  50 
  INIT: 
  1 
  Nature: 
  Evil 
  LOG: 
  35 
  DR: 
  0 
   
   
  WIL: 
  50 
  MOV: 
  10 (fly) 
  Travel: 
  10 leagues 
  » Resistance - half damage from non-magical weapons. 
  » Psychic Drain - 65%, duration 1 turn, resist WIL, effect 1D necrotic damage (bypass 
  DR) and dazed.  
  » Deadly Howl - range 10, usage 1/2 turns, duration continuous, resist WIL, effect 
  paralyzed.  
  » Corruption - 50%, resist WIL, effect 1D necrotic damage (bypass DR). 
  Giant 
  Huge humanoids of great strength and hot tempers.  
  STR: 
  140 
  BP: 
  140 
  Rank: 
  5 
  DEX: 
  60 
  INIT: 
  2 
  Nature: 
  Evil 
  LOG: 
  35 
  DR: 
  10 
   
   
  WIL: 
  65 
  MOV: 
  18 
  Travel: 
  20 leagues 
  » By Weapon - 140%, damage  +18 
  Gnoll 
  Twisted hyena-like humanoids wearing fur and skins of their slain.  
  STR: 
  60 
  BP: 
  20 
  Rank: 
  2 
  DEX: 
  55 
  INIT: 
  1 
  Nature: 
  Evil 
  LOG: 
  50 
  DR: 
  0 
   
   
  WIL: 
  40 
  MOV: 
  8 
  Travel: 
  10 leagues 
  » By Weapon - 65%, damage +1 
  Gnome 
  Small humanoids, deceptive and tricky.  
  STR: 
  35 
  BP: 
  10 
  Rank: 
  1 
  DEX: 
  60 
  INIT: 
  1 
  Nature: 
  Good 
  LOG: 
  70 
  DR: 
  0 
   
   
  WIL: 
  50 
  MOV: 
  4 
  Travel: 
  5 leagues 
  » By Weapon - 45%  
  » Illusionist - Illusion spell as level 3 spellcaster (70%). 
  » Sneak 60% to remain unseen and unheard. 
  
   
   
   
  51 
  Goblin 
  Short vile green humanoids.  
  STR: 
  45 
  BP: 
  8 
  Rank: 
  1 
  DEX: 
  50 
  INIT: 
  1 
  Nature: 
  Evil 
  LOG: 
  35 
  DR: 
  0 
   
   
  WIL: 
  30 
  MOV: 
  6 
  Travel: 
  5 leagues 
  » By Weapon - 45% 
   
  Golem 
  Magically created automatons.  
  STR: 
  75 
  BP: 
  60 
  Rank: 
  3 
  DEX: 
  45 
  INIT: 
  1 
  Nature: 
  Neutral 
  LOG: 
  0 
  DR: 
  10 
   
   
  WIL: 
  100 
  MOV: 
  6 
  Travel: 
  5 leagues 
  » Slam - 65%, damage  3D 
   
  Griffon 
  A majestic creature, with the body/tail of a lion and the wings/head of an eagle.  
  STR: 
  60 
  BP: 
  70 
  Rank: 
  4 
  DEX: 
  55 
  INIT: 
  3 
  Nature: 
  Neutral 
  LOG: 
  45 
  DR: 
  5 
   
   
  WIL: 
  60 
  MOV: 
  14 (30 fly) 
  Travel: 
  30 leagues 
  » Claw - 85%, damage 3D 
  » Mount - can carry approximately 350 lbs.  
   
  Harpy 
  A horrific mix between vultures and the top half of a human woman.  
  STR: 
  70 
  BP: 
  15 
  Rank: 
  2 
  DEX: 
  60 
  INIT: 
  1 
  Nature: 
  Evil 
  LOG: 
  40 
  DR: 
  0 
   
   
  WIL: 
  50 
  MOV: 
  6 (14 fly) 
  Travel: 
  15 leagues 
  » Claw - 55%, damage 2D 
  » Alluring Song - range 0 (burst 1 mile), resist WIL-10, effect target follows song to 
  its source. 
   
  Hell Hound 
  Large black dogs that hunt in packs.  
  STR: 
  35 
  BP: 
  25 
  Rank: 
  3 
  DEX: 
  55 
  INIT: 
  1 
  Nature: 
  Evil 
  LOG: 
  15 
  DR: 
  0 
   
   
  WIL: 
  25 
  MOV: 
  13 
  Travel: 
  15 leagues 
  » Fiery Bite - 60%, damage 2D plus 1D fire damage. 
  » Fiery Breath - 70%, range 0 (burst 3), 1/3 turns, resist DEX (for half damage).  
   
  
   
   
  52 
  Hobgoblin 
  Brutish bullies of goblin minions.  
  STR: 
  60 
  BP: 
  18 
  Rank: 
  2 
  DEX: 
  55 
  INIT: 
  1 
  Nature: 
  Evil 
  LOG: 
  45 
  DR: 
  2 
   
   
  WIL: 
  45 
  MOV: 
  8 
  Travel: 
  10 leagues 
  » By Weapon - 60%, damage +1 
  Hydra 
  Multi-headed reptilian beast.  
  STR: 
  85 
  BP: 
  60 
  Rank: 
  4 
  DEX: 
  70 
  INIT: 
  2 
  Nature: 
  Neutral 
  LOG: 
  45 
  DR: 
  10 
   
   
  WIL: 
  60 
  MOV: 
  10 (20 swim) 
  Travel: 
  10 leagues 
  » Bite - 75%, damage  4D+6 
  » Tough - As long as 1 head remains regain 2D body points each turn and one head.  
  Kobold 
  Beady eyed smallish reptilian humanoids who worship dragons.  
  STR: 
  30 
  BP: 
  5 
  Rank: 
  1 
  DEX: 
  60 
  INIT: 
  1 
  Nature: 
  Evil 
  LOG: 
  35 
  DR: 
  0 
   
   
  WIL: 
  25 
  MOV: 
  6 
  Travel: 
  5 leagues 
  » By Weapon - 45%  
  Lizardmen 
  Primitive reptilian humanoids with tails who build near rivers and lakes.  
  STR: 
  55 
  BP: 
  10 
  Rank: 
  1 
  DEX: 
  60 
  INIT: 
  1 
  Nature: 
  Evil 
  LOG: 
  45 
  DR: 
  0 
   
   
  WIL: 
  55 
  MOV: 
  8 
  Travel: 
  10 leagues 
  » By Weapon - 50%    
  Medusa 
  Female humanoids with snakes for hair.  
  STR: 
  50 
  BP: 
  25 
  Rank: 
  2 
  DEX: 
  50 
  INIT: 
  1 
  Nature: 
  Evil 
  LOG: 
  55 
  DR: 
  0 
   
   
  WIL: 
  65 
  MOV: 
  8 
  Travel: 
  10 leagues 
  » By Weapon - 70%  
  » Stonegaze - range sight, resist STR, duration continuous, effect paralyzed. If target 
  is paralyzed twice in the same encounter he is petrified. 
  Minotaur 
  Bestial humanoid, half man, half bull.  
  STR: 
  75 
  BP: 
  55 
  Rank: 
  3 
  DEX: 
  50 
  INIT: 
  1 
  Nature: 
  Varies 
  LOG: 
  55 
  DR: 
  0 
   
   
  WIL: 
  45 
  MOV: 
  10 
  Travel: 
  10 leagues 
  » By Weapon - 75%, damage +4 
  
   
   
   
  53 
  Mummy 
  Guardians of the dead and their treasure.  
  STR: 
  80 
  BP: 
  65 
  Rank: 
  4 
  DEX: 
  40 
  INIT: 
  1 
  Nature: 
  Evil 
  LOG: 
  0 
  DR: 
  5 
   
   
  WIL: 
  90 
  MOV: 
  6 
  Travel: 
  5 leagues 
  » Slam - 90%, damage 4D 
  » Vulnerability - when caught on fire, ongoing 5 damage. 
  » Immunities - immune to poison and charm. 
   
  Ogre 
  Large, strong, dull-witted humanoids.  
  STR: 
  85 
  BP: 
  40 
  Rank: 
  2 
  DEX: 
  55 
  INIT: 
  1 
  Nature: 
  Evil 
  LOG: 
  25 
  DR: 
  0 
   
   
  WIL: 
  40 
  MOV: 
  12 
  Travel: 
  10 leagues 
  » By Weapon - 60%, damage +6  
   
  Orc 
  Yellowish lupine eared humanoids craving war.  
  STR: 
  55 
  BP: 
  12 
  Rank: 
  2 
  DEX: 
  50 
  INIT: 
  1 
  Nature: 
  Evil 
  LOG: 
  40 
  DR: 
  5 
   
   
  WIL: 
  40 
  MOV: 
  7 
  Travel: 
  10 leagues 
  » By Weapon - 50%  
   
  Pegasus 
  A majestic, winged horse (typically white).  
  STR: 
  70 
  BP: 
  60 
  Rank: 
  4 
  DEX: 
  65 
  INIT: 
  3 
  Nature: 
  Good 
  LOG: 
  70 
  DR: 
  5 
   
   
  WIL: 
  90 
  MOV: 
  20 (40 fly) 
  Travel: 
  40 leagues 
  » Hoof - 70%, damage 5D  
  » Detect Aura - detect moral auras. 
  » Dispel - 90% to cancel any one spell effect created by another caster. 
   
  Pixie  
  Tiny winged mischievous humanoids.  
  STR: 
  15 
  BP: 
  2 
  Rank: 
  3 
  DEX: 
  80 
  INIT: 
  2 
  Nature: 
  Good 
  LOG: 
  70 
  DR: 
  0 
   
   
  WIL: 
  55 
  MOV: 
  4 (16 fly) 
  Travel: 
  15 leagues 
  » By Tiny Weapon - 65%  
  » Sneaky - 70% to remain unseen and unheard.  
  » Magical - charm, dispel and illusion as rank 3 spellcaster (80%). 
  
   
   
  54 
  Satyr 
  Woodland dwelling half man half goat.  
  STR: 
  45 
  BP: 
  15 
  Rank: 
  2 
  DEX: 
  45 
  INIT: 
  1 
  Nature: 
  Good 
  LOG: 
  65 
  DR: 
  0 
   
   
  WIL: 
  50 
  MOV: 
  9 
  Travel: 
  10 leagues 
  » By Weapon - 45%  
  » Magical - charm as rank 2 spellcaster (60%, must have musical pipes). 
  Skeleton 
  Animated bones of the dead.  
  STR: 
  40 
  BP: 
  10 
  Rank: 
  1 
  DEX: 
  50 
  INIT: 
  1 
  Nature: 
  Evil 
  LOG: 
  0 
  DR: 
  0 
   
   
  WIL: 
  0 
  MOV: 
  6 
  Travel: 
  5 leagues 
  » By Weapon - 45% 
  » Bony - immune to charm and cold, vulnerable to lightning (damage x2). 
  Shadow Stalker 
  Vaporous servant of the dark.  
  STR: 
  30 
  BP: 
  60 
  Rank: 
  4 
  DEX: 
  80 
  INIT: 
  3 
  Nature: 
  Evil 
  LOG: 
  70 
  DR: 
  0 
   
   
  WIL: 
  65 
  MOV: 
  12 
  Travel: 
  15 leagues 
  » Chill Touch - 80%, duration continuous, resist WIL, effect 2D (bypass DR) and 
  fatigued. 
  » Shadow Touched - immune to cold, heat, transform and charm. Half damage from 
  non-magical weapons. 
  » Transmute - creature becomes solid, loses Chill Touch and Shadow Touched, gains 
  DR10 and can strike physically at foes: 100%, damage 4D. 
  Spider (huge) 
  Multi-eyed, eight legged horror.  
  STR: 
  45 
  BP: 
  35 
  Rank: 
  3 
  DEX: 
  80 
  INIT: 
  2 
  Nature: 
  Evil 
  LOG: 
  40 
  DR: 
  2 
   
   
  WIL: 
  60 
  MOV: 
  16 
  Travel: 
  15 leagues 
  » Poison Bite - 75%, duration continuous, resist STR-10 (poison), effect 2D and 
  poisoned (slowed and dazed). 
  » Web Sling - 70%, range 10, resist DEX, effect immobilized, STR-20 breaks webs. 
  Treant 
  Huge living trees shaped like humanoids.  
  STR: 
  115 
  BP: 
  90 
  Rank: 
  5 
  DEX: 
  50 
  INIT: 
  1 
  Nature: 
  Neutral 
  LOG: 
  60 
  DR: 
  15 
   
   
  WIL: 
  70 
  MOV: 
  20 
  Travel: 
  20 leagues 
  » Stomp - 105%, damage  10D 
  » Summon Trees - range 1 mile, usage 1/2 turns, animate 1 tree, stats half of treant. 
  
   
   
   
  55 
  Troll 
  Huge scaly humanoids with a taste for dwarves.  
  STR: 
  80 
  BP: 
  60 
  Rank: 
  4 
  DEX: 
  55 
  INIT: 
  2 
  Nature: 
  Evil 
  LOG: 
  40 
  DR: 
  10 
   
   
  WIL: 
  45 
  MOV: 
  10 
  Travel: 
  10 leagues 
  » By Weapon - 80%, damage +5 
  » Regeneration - regain 1D BP each turn. Exposure to dusk, daybreak, or bright light 
  nullifies regeneration. 
  » Stoneskin - becomes stone if exposed to direct sunlight. 
  Unicorn 
  Elegant horses with a magical horn.  
  STR: 
  60 
  BP: 
  50 
  Rank: 
  4 
  DEX: 
  70 
  INIT: 
  2 
  Nature: 
  Good 
  LOG: 
  80 
  DR: 
  5 
   
   
  WIL: 
  65 
  MOV: 
  20 
  Travel: 
  20 leagues 
  » Hoof - 75%, damage 3D  
  » Gore - 85%, damage 4D 
  » Detect Aura - detect general moral auras. 
  » Heal - heal 3D BP per target each day, recharged by exposing horn to moonbeams. 
  » Suppress Evil - range 0 (burst 15), negate evil effects. 
  » Teleport – Once per day, may blink to any space within sight. 
  Vampire 
  Undead humanoid creature of the night who drinks blood from living beings.  
  STR: 
  90 
  BP: 
  40 
  Rank: 
  3 
  DEX: 
  60 
  INIT: 
  2 
  Nature: 
  Evil 
  LOG: 
  70 
  DR: 
  5 
   
   
  WIL: 
  70 
  MOV: 
  8 
  Travel: 
  10 leagues 
  » By Weapon - 70%, damage +7 
  » Dominate - range 10, usage 1/2 turns, duration continuous, resist WIL-10, effect 
  target follows one basic command. 
  » Drain - drain 5BP from a grappled target and gain 5BP. 
  » Summon - usage 1/day, effect summon 6 ranks of wolves, bats and skeletons.  
  Werewolf 
  Humanoid wolf taking form of either. 
  STR: 
  65 
  BP: 
  30 
  Rank: 
  3 
  DEX: 
  60 
  INIT: 
  1 
  Nature: 
  Evil 
  LOG: 
  50 
  DR: 
  5 
   
   
  WIL: 
  65 
  MOV: 
  8 (wolf 14) 
  Travel: 
  15 leagues 
  » Claws - 65%, damage 3D 
  » Bite - 55%, damage 2D 
  » Wolf Empathy - usage 1/day, call and communicate with 3D wolves or 1D worgs 
  who will obey until death. 
  
   
   
  56 
  Wight 
  Twisted reflection of its living form.  
  STR: 
  70 
  BP: 
  45 
  Rank: 
  5 
  DEX: 
  60 
  INIT: 
  2 
  Nature: 
  Evil 
  LOG: 
  40 
  DR: 
  5 
   
   
  WIL: 
  75 
  MOV: 
  8 
  Travel: 
  10 leagues 
  » Psyche Drain - 130%, duration continuous, resist DEX-40, effect 3D necrotic 
  damage and slowed and fatigued. 
  » Grave Touch - 80%, duration continuous, resist WIL-40, effect immobilized. 
  » Horrific Bolt - range 20, usage 1/2 turns, resist DEX (for half damage), effect 2D 
  necrotic damage and slowed. 
  » Shroud of Terror – range 0 (burst 2), resist WIL-40, effect knocked prone. 
  Worg 
  Large intelligent wolves, sometimes the mounts of goblins and orcs.  
  STR: 
  70 
  BP: 
  25 
  Rank: 
  3 
  DEX: 
  50 
  INIT: 
  1 
  Nature: 
  Evil 
  LOG: 
  35 
  DR: 
  0 
   
   
  WIL: 
  45 
  MOV: 
  14 
  Travel: 
  15 leagues 
  » Bite - 65%, damage  3D 
  Zombie 
  Shambling mounds of flesh and bone of the slain.  
  STR: 
  65 
  BP: 
  15 
  Rank: 
  1 
  DEX: 
  40 
  INIT: 
  1 
  Nature: 
  Evil 
  LOG: 
  25 
  DR: 
  2 
   
   
  WIL: 
  70 
  MOV: 
  5 
  Travel: 
  5 leagues 
  » Slam - 45%, damage 2D 
  » Disintegrate - if hit by a critical success, zombie is immediately reduced to 0 BP. 
   
  
   
   
   
  57 
  Adventure Idea Generation  
  What follows is a system for developing memorable 
  adventures, but these are just the nuts & bolts. The 
  most important step is an exercise in creativity, the 
  juice that makes you a good GM: you must weave the 
  tale that links this all together. 
  Determine Areas – Roll on the number of areas 
  table on the following page for the number of 
  areas in which the adventure will take place. 
  Areas are like acts in a play, or chapters in a story. 
  They will help define where the adventure takes 
  place, and each area will have its own goal and 
  obstacles.  
  Specific Areas - Next, for each area, you must 
  roll on the specific area table to determine on 
  which areas your adventure will focus. This is 
  not to say there will not be other areas in your story, 
  but these should be detailed. 
  The areas rolled are merely the places where action 
  and story should take place. When you roll an area, 
  begin to ask yourself questions, such as “what kind of 
  castle?” or “how did the characters get here?” or 
  “what interesting event can I place in this area?” 
  Determine Area Descriptor - You’re bound to 
  roll the same area more than once now and 
  then. Area descriptors help to make one area 
  unique compared to another. Descriptors also help 
  drive your imagination to a place you might not have 
  considered. Roll an area descriptor for each area. 
  Determine Area Objective - Each area will have 
  a primary objective that the players are trying 
  to accomplish. Roll once for each area. Then use 
  your imagination to ask yourself the obvious 
  questions, such as “why do the characters need to 
  activate or deactivate something?” or “who stands to 
  gain the most if the heroes succeed or fail?” or “how 
  does this objective specifically relate to the area in 
  which it was rolled?” 
  Determine Area Obstacle - Obstacles stand in 
  the way of the objective. Some will be 
  downright deadly. For each objective in each 
  area, roll on the area obstacle table. Then use your 
  imagination to turn the obstacle into a great scene of 
  action and memorable adventure. 
   
  1 
  3
  4 
  5 
  2 
  
   
   
  58 
  Number of Areas Table 
  D00 
  Number of Areas  
  00-09 
  2 Areas  
  10-59 
  3 Areas  
  60-89 
  4 Areas  
  90-99 
  5 Areas  
  Specific Areas Table 
  D00 
  Specific Area 
  00-01 
  ancient ruins 
  03-05 
  burrows 
  06-07 
  canyon, rift 
  08-10 
  castle, keep 
  11-12 
  catacomb 
  13-15 
  cave, system 
  16-17 
  city 
  18-20 
  delta 
  21-22 
  desert, wasteland 
  23-25 
  dock warehouses 
  26-27 
  dungeon  
  28-30 
  forest, jungle 
  31-32 
  harbor/port 
  33-35 
  hideout 
  36-37 
  hilly terrain 
  38-40 
  laboratory 
  41-42 
  magical anomaly 
  43-45 
  manmade wonder 
  46-47 
  mansion, manor 
  48-50 
  military base 
  51-52 
  mining complex 
  53-55 
  monastery, temple 
  56-57 
  mountain 
  58-60 
  natural anomaly 
  61-62 
  alleyway network 
  63-65 
  open tundra 
  66-67 
  outpost 
  68-70 
  pyramid 
  71-72 
  river, beach 
  73-75 
  ruins 
  76-77 
  sewer system 
  78-80 
  ship at sea 
  81-82 
  swamp, marsh 
  83-85 
  tavern, inn 
  86-87 
  tomb, crypt 
  88-90 
  tower 
  91-92 
  underground 
  93-95 
  underwater 
  96-97 
  valley 
  98-99 
  village, hamlet 
  Area D escriptor Table 
   
  Area Descriptor Table 
  D00 
  Area Descriptor 
  00-02 
  beautiful 
  03-05 
  bloodstained 
  06-07 
  breezy 
  08-10 
  buzzing 
  11-12 
  choked, plants 
  13-15 
  clicking sound 
  16-17 
  cluttered 
  18-20 
  cold 
  21-22 
  cramped 
  23-25 
  damp and dank 
  26-27 
  debris 
  28-30 
  dilapidated 
  31-32 
  dim-light 
  33-35 
  dirty 
  36-37 
  dripping sound 
  38-40 
  dung 
  41-42 
  dusty 
  43-45 
  foggy, misty 
  46-47 
  forgotten 
  48-50 
  howling  
  51-52 
  infested 
  53-55 
  jagged, rocky 
  56-57 
  light-shafts 
  58-60 
  locked 
  61-62 
  moldy 
  63-65 
  motion 
  66-67 
  pristine, clean 
  68-70 
  safe area 
  71-72 
  scraping sound 
  73-75 
  shiny new 
  76-77 
  skeletons 
  78-80 
  smell-of-gas 
  81-82 
  smell-of-spices 
  83-85 
  sparkling 
  86-87 
  stale 
  88-90 
  sticky 
  91-92 
  unclaimed 
  93-95 
  waterlogged 
  96-97 
  wild 
  98-99 
  worn-away 
   
  
   
   
   
  59 
   
   
  
   
   
  60 
  Area Objective Table 
  D00 
  Area Objective  
  Description  
  00-04 
  Activation  
  Activate or deactivate something. What are the characters 
  going to activate? Why do they need to activate it? What 
  happens when they do?  What happens if they don’t? 
  05-10 
  Cessation  
  Stop something that either is about to happen, or is in process 
  now. This objective might require role-playing, combat, or skill 
  use. Someone or something may not wish to be stopped and 
  might work actively against the characters. 
  11-15 
  Collection  
  Several items, creatures, or people are scattered around. Seek 
  and collect; perhaps it’s criminals, survivors, or rare items.  
  16-21 
  Communication  PCs may need to call for backup or need to report something 
  important. Perhaps they need to contact a mercenary group to 
  help clean up a mess they made. Or maybe someone is hurt 
  and they need to contact a distant healer. 
  22-26 
  Confiscation  
  The characters have to take something that is in the possession 
  of someone (or something?) else.  
  27-32 
  Creation  
  Build or assemble something with materials on hand. Random 
  events might be necessary to create dramatic situations. 
  33-37 
  Desertion  
  Flee from this area. The characters might have to sneak, sprint, 
  coerce, or fight their way out of the area. 
  38-43 
  Destination  
  Cross or pass through an area. In a twist, there might be 
  multiple destinations without knowing which path is correct. 
  44-48 
  Destruction  
  Something has to be broken, disabled, blown-up, or caught on 
  fire. The item or place to be destroyed will be known, and the 
  method of destroying it should be known (or must present 
  itself). 
  49-53 
  Elimination  
  Defeat someone. Elimination doesn’t necessarily mean kill – it 
  may mean you must capture, bind, arrest, or disarm them. 
  54-58 
  Exploration  
  An area where nobody has ever been or has not been for a very 
  long time. Mapping the unknown and searching for new things. 
  In some ways it is similar to an information objective, except 
  the player’s don’t really know what it is they need to learn – 
  they’re searching for whatever they might find. 
  59-63 
  Information  
  Learn some fact(s): evidence to solve a mystery, acquire secret 
  plans, record someone’s appearance, find the location of 
  someone, etc. 
  64-68 
  Liberation  
  Liberate a person or group by force or stealth… or help to edify 
  a person or group to perform their own self-liberation. 
  69-73 
  Protection  
  Protect someone or something,  guard duty, root out an 
  assassin, deliver something, protect from invasion, etc.  
  74-79 
  Relation  
  Settle/create a dispute, deliver a treaty/threat, or affect the 
  political climate of a region.  
  80-86 
  Salvation  
  Spread your fame by rescuing someone who has been 
  captured. Different than the confiscation objective, you must 
  help a sentient person(s).  
  87-92 
  Sanction  
  Law has been broken or rule violated, PCs empowered to make 
  arrests or bring justice (but are not totally above the law!). 
  93-99 
  Survival  
  The PC's must survive something. It might be important how 
  they arrived in this area to know what they must survive.  
  
   
   
   
  61 
  Area Obstacle Table 
  D00 
  Area Obstacle  Description  
  00-04 
  Against the 
  Clock  
  Accomplish objective in a short amount of time, requiring 
  creative thinking on the part of the players. 
  05-10 
  Captured  
  PCs are captured and must escape while still trying to meet their 
  objective. Keep in mind it’s not fun to continually be captured. 
  11-15 
  Easy Mistake  
  Present a situation where the obvious choice isn’t the correct 
  one. It would be easy for them to make the wrong choice, side 
  with the wrong combatant, help a bad guy, etc. Then how do 
  they make things right? 
  16-21 
  Endangered 
  Innocents  
  There are innocent people that are endangered… players have a 
  moral choice to make: pursue the objective or save/aid the 
  innocent people. 
  22-26 
  Enemy 
  Character(s)  
  Either many NPC minions or fewer major characters trying 
  actively to prevent characters from meeting their area’s 
  objective. 
  27-32 
  Enemy 
  Creature(s)  
  Creatures are everywhere - or perhaps PCs are being stalked by 
  one creature or a small pack. Must defeat, avoid, or bypass in 
  some manner. 
  33-37 
  Limitation  
  The character's gear is either limited or lacking; they must 
  improvise or obtain what they need. 
  38-43 
  Have to Go 
  Around  
  The path through this area to achieve the objective has a major 
  physical obstacle preventing passage. 
  44-48 
  Outgunned  
  Force is not the answer, weapons would mean death, yet the 
  NPC force that wants them dead isn’t going to stop. How do the 
  PCs handle such impossible odds? 
  49-53 
  Hostile 
  Environment  
  The environment itself is lethal with deadly plants, toxic air, 
  pitfalls, loose footing, quick sand, lava beds, etc. 
  54-58 
  Infection  
  Avoid being afflicted with an effect or disease while trying to 
  accomplish the objective… or perhaps PCs get infected and must 
  seek vaccination! 
  59-63 
  Lost  
  Navigate a labyrinthine area which slows the characters down 
  while trying to accomplish their objective. 
  64-68 
  Middle of 
  Things  
  Something big takes place in the area, all around the characters. 
  It gets in the way of the PCs objective. Examples: war, 
  revolution, competition, celebration, etc. 
  69-73 
  Mistaken 
  Identity  
  Mistaken for someone else or another group. Could be 
  criminals, a child considering them guardians, etc. 
  74-79 
  Morale 
  Problems  
  Because of a past problem or one they just endured, begin 
  suffering from low morale. One character might start bickering, 
  holding grudges, etc. Party combat is possible. 
  80-86 
  Natural 
  Disaster  
  An extreme disaster of natural origin: sand storms, lava 
  eruptions, landslides, etc. make the objective difficult to 
  accomplish.  
  87-93 
  Persuade 
  Other  
  An NPC who is vital to the area’s objective in some way must be 
  persuaded to help. 
  94-99 
  Unnatural 
  Disaster  
  Caused by someone using a force that has enormous 
  repercussions. 
  
   
   
  62 
  Random Dungeon Generation  
  A dungeon is an area for adventuring. It could be ruins, buildings, castles, caverns, etc. 
  Delving into a dungeon should have a purpose; otherwise it’s just a bunch of random 
  encounters. The following tables are provided to inspire your imagination.  
  1. Determine the difficulty of the area by choosing a 
  rank (1-6). Use this when rolling traps and 
  creatures. 
  2. Roll a descriptor for the entire map to describe the 
  overall setting. (see area descriptors on page 58) 
  3. Use the dungeon construction table below or your 
  own imagination to draw your dungeon. Remember 
  to place entrances, exits, stairs, etc. 
  4. For each room, major hallway, entrance, etc.:  
  » Roll a descriptor (see area descriptors, page 58). 
  » Roll a feature. 
  » Roll for contents. If result is a trap, treasure, or 
  creature roll on the appropriate tables provided. 
  In all cases, you may roll or choose the results. This 
  should inspire your imagination, not replace it. Enjoy 
  the process, apply common sense and make decisions 
  to craft an exciting dungeon that is fun for everyone.  
  Dungeon Construction Table 
  First roll 1D on the top and 1D on the left and cross-
  reference. Note that caverns are just rooms with 
  irregular walls; you can use the same images.  
   
  
   
   
   
  63 
  Feature Table 
  D00 
  Area Feature 
   
   
   
   
  00-01 
  apartment 
  34-35 
  garden 
  68-69 
  restroom 
  02-03 
  armory 
  36-37 
  gatehouse 
  70-71 
  secret 
  04-05 
  audience chamber 
  38-39 
  graveyard 
  72-73 
  shrine 
  06-07 
  barely furnished 
  40-41 
  great hall 
  74-75 
  special 
  08-09 
  bedroom 
  42-43 
  guard post 
  76-77 
  stable 
  10-11 
  cave 
  44-45 
  hole 
  78-79 
  Storage 
  12-13 
  cell 
  46-47 
  kitchen 
  80-81 
  storeroom 
  14-15 
  cellar 
  48-49 
  library 
  82-83 
  throne 
  16-17 
  chamber 
  50-51 
  livestock 
  84-85 
  tomb 
  18-19 
  chapel 
  52-53 
  lobby 
  86-87 
  torture chamber 
  20-21 
  chasm 
  54-55 
  oratory 
  88-89 
  tower 
  22-23 
  closet 
  56-57 
  pantry 
  90-91 
  treasury 
  24-25 
  common room 
  58-59 
  parlor 
  92-93 
  undertaker 
  26-27 
  dining 
  60-61 
  pit 
  94-95 
  visitor room 
  28-29 
  dungeon 
  62-63 
  prison 
  96-97 
  refuse 
  30-31 
  empty 
  64-65 
  privy 
  98-99 
  water well 
  32-33 
  foyer 
  66-67 
  quarters 
   
   
  Contents Table 
  D00 
  Contents 
  Comments 
  00-16 
  Traps  
  Refer to Traps section below. 
  17-33 
  Treasures 
  Refer to Treasures section on following page 
  34-50 
  Creatures 
  Refer to Creatures section on following page 
  51-67 
  Roll twice 
  More to it than meets the eye! Reroll results of 68-99 
  68-84 
  Empty 
  Feel free to litter even empty rooms with false clues, etc. 
  85-99 
  Special 
  Illusion, talking object, teleporting room, secret door, etc. 
  Traps 
  Traps are used to inconvenience characters, cause damage, protect rooms or valuables, 
  etc. Consider the purpose of a trap before placing in dungeons and wilderness areas. A 
  deadly fire trap in a room that does not protect something important or valuable may 
  not make sense. Steer clear of placing too many traps in expected places or out of place 
  traps such as ice-traps in hot, fiery places. What character would think to prepare for 
  that?  Be wary of placing traps in unexpected places such as the middle of a room. If 
  characters come across these, they might start slowing the game down to a crawl while 
  they check each inch of a room for traps.  
  Like effects on page 34, traps have standardized definitions of how characters can be 
  affected. After the name (poisoned dart trap, spiked pit trap, etc.) is how to completely 
  avoid the trap, followed by notice, disarm, range, usage, duration, resistance (if the trap 
  was triggered), effect (a list of conditions, damage values, special rules, etc.) and a 
  description (if any). Note that conditions and effects have not been repeated here, see 
  page 34. 
  » Avoid - a listed ability and modifier to completely avoid a trap. If “none” then the trap 
  cannot be avoided. In order to avoid the trap, the character must be aware of it. In 
  some cases GM’s will want to explain how to avoid the trap if it’s not obvious. 
  
   
   
  64 
  Remember that failure to avoid a trap will trigger it and the target will have a multi-
  action penalty if he tries to resists its effects.  
  » Notice - a modifier to a scout (natural), thief (mechanical) or spellcaster (magical) skill 
  check to notice a trap. Some traps have the potential to be noticed by anyone and will 
  specify an ability rather than a skill. In rare cases some traps may list two different 
  skills to notice, for instance a magical dart trap might be noticed by a thief or if a 
  spellcaster if actively searching for magic. If “none” then it cannot be perceived. 
  » Disarm - a modifier to a scout (natural), thief (mechanical) or spellcaster (magical) skill 
  or ability check to disarm or disable traps. If “none” then the trap cannot be disarmed.  
  Damage is assumed to happen immediately (like damage from a sword) and does not 
  have a lasting duration, unless otherwise specified (typically listed as “ongoing” damage). 
  How to build a better character trap 
  1. Select one of ten categorical traps and then give the trap a name. 
  2. Determine the trap’s rank. 
  3. Determine how the trap will be triggered.  
  4. Determine which abilities are used to avoid, notice and disarm.  
  5. Determine the trap’s range, usage, duration, resistance and effect.  
  William selects “shooting dart” from the rank 1-2 table and names his trap “Poison Dart 
  Trap”. He decides the trap will be triggered by a pressure plate located on the floor and 
  determines it will be avoided by DEX-10, noticed by the thief-20 skill and disarmed by the 
  thief skill. He then reads the statistics provided in the rank 1-2 table and modifies 
  accordingly. 
  Poison Dart Trap 
  Avoid DEX-10; Notice Thief-20; Disarm Thief+0; Range 10; Usage 1/turn; Duration 
  continuous; Resist STR-10 (resist poison, not damage); Effect 2D, slowed and stunned. If 
  DR absorbs all damage poison has no effect. 
  Categorical Trap Descriptions  
  Below you will find descriptions of traps, how they can be triggered and three separate 
  tables depending on the rank of the trap (note: the 1D die roll is optional). 
  1D 
  Name 
  Description* 
  1 
  Crush/Slam 
  Something (perhaps mechanically aided) falls or slams into characters. 
  2 
  Detainment 
  A device designed to slam shut and hold the victim, like a bear trap.  Or 
  could be some other physically entangling substance.  
  3 
  Gate/Wall 
  A wall, gate or door closes and cannot be opened through normal means. 
  4 
  Needle/Razor 
  Poison needle or razor placed somewhere to puncture the unwary. 
  5 
  Pit 
  A pit is concealed or hidden and designed to trap victims, or if fall is high 
  enough, kill them.  May have spikes and spikes could be toxic. 
  6 
  Shooting Dart 
  Darts shoot out of wall coated with some sort of toxin. 
  7 
  Sliding/Shifting 
  Floor 
  A section of floor or set of stairs becomes a slide, to deposit victims 
  somewhere dangerous. 
  8 
  Spear/Arrow 
  A spear or arrow shoots out of the wall or other location, could be toxic. 
  9 
  Substance 
  Toxin-ridden air or liquid gusts, pours, or sprays out onto the victim. 
  10 
  Blade 
  A blade swings or chops at the victim. The blade could be toxic. 
  * Note that there are special/unique traps that require more complex explanations and 
  will exist in published adventures. 
  
   
   
   
  65 
  Trap Triggers 
  Here are five ways a trap can be triggered, other ways may exist determined by the GM.  
  1D 
  Trigger 
  Description 
  1-2 Manual  
  By pulling a lever or turning a crank or pushing a button, etc.  
  Sometimes this is in a place meant to fool people, such as a false door 
  that when pulled, reveals only wall behind it but triggers the trap. 
  3-4 Trip wire  
  Designed to detect walking past a certain point. 
  5-6 Pressure switch  Designed to detect someone stepping in a specific location.   
  7-8 Concealed  
  Trap isn't triggered; it already exists but cannot be easily spotted 
  because of its placement or the existence of obstacles. 
  9-10 Magical  
  Might detect specific people or those matching certain descriptions, 
  might require a spoken pass phrase to bypass, etc. 
  Rank 1-2 Traps 
  These traps have the following common statistics; Avoid +0, Notice +0, Disarm +0. 
  Trap 
  Range 
  Usage 
  Duration 
  Resist 
  Effect 
  Crush/Slam 
  Range 0,  
  burst 1 
  1/encounter 
  immediate 
  DEX-10 
  2D damage and dazed for 1D 
  hours 
  Detainment 
  Range 0,  
  burst 2 
  1/2 turn 
  continuous 
  DEX  
  1D damage and 1D/2 each 
  turn trapped (bypass DR) 
  Gate/Wall 
  -- 
  -- 
  1/encounter continuous -- 
  Needle/Razor 
  Range 10 unlimited 
  immediate 
  DEX-10 
  1D+2 damage (bypass DR) 
  Pit 
  -- 
  unlimited 
  immediate 
  DEX-10 
  1D damage (bypass DR) 
  Shooting Dart 
  Range 10 1/turn 
  immediate 
  STR-10 
  2D damage and fatigued 
  Sliding/Shifting 
  Floor 
  Range 0,  
  burst 2 
  unlimited 
  immediate 
  DEX-10 
  Prone 
  Spear/Arrow 
  Range 10 1/encounter 
  immediate 
  DEX-10 
  2D+2 damage and surprised 
  Substance 
  Range 0,  
  burst 1 
  1/2 turn 
  continuous 
  STR-10 
  1D damage (bypass DR) and 
  dazed 
  Blade 
  Range 0,  
  burst 1 
  1/encounter 
  immediate 
  DEX-20 
  2D+3 damage and prone 
  Rank 3-4 Traps 
  These traps have the following common statistics; Avoid -20, Notice -20, Disarm -20. 
  Trap 
  Range 
  Usage 
  Duration 
  Resist 
  Effect 
  Crush/Slam 
  Range 0,  
  burst 2 
  1/encounter immediate 
  DEX-20 
  3D damage and dazed for 1D 
  hours 
  Detainment 
  Range 0,  
  burst 2 
  1/2 turn 
  continuous 
  DEX-10 
  2D damage and 1D/2 each turn 
  trapped (bypass DR) 
  Gate/Wall 
  -- 
  1/encounter continuous 
  -- 
  Cannot be opened. 
  Needle/Razor 
  Range 10 
  unlimited 
  immediate 
  DEX-20 
  2D damage (bypass DR) 
  Pit 
  -- 
  unlimited 
  immediate 
  DEX-20 
  2D damage (bypass DR) 
  Shooting Dart Range 10 
  1/turn 
  immediate 
  STR-20 
  2D+3 damage and fatigued 
  Sliding/Shifting 
  Floor 
  Range 0,  
  burst 3 
  unlimited 
  immediate 
  DEX-20 
  Prone and stunned 
  Spear/Arrow 
  Range 10, 
  burst 1 
  1/2 turn 
  immediate 
  DEX-20 
  2D+2 damage and surprised 
  Substance 
  Range 0,  
  burst 2 
  1/turn 
  continuous 
  STR-20 
  2D damage (bypass DR) and 
  fatigued 
  Blade 
  Range 0,  
  burst 2 
  1/2 turns 
  immediate 
  DEX-30 
  3D damage and prone 
  
   
   
  66 
  Rank 5-6 Traps 
  These traps have the following common statistics; Avoid -30, Notice -30, Disarm -30. 
  Trap 
  Range 
  Usage 
  Duration 
  Resist 
  Effect 
  Crush/Slam 
  Range 0,  
  burst 3 
  1/2 turns 
  immediate 
  DEX-30 4D damage and dazed for 1D 
  hours. 
  Detainment 
  Range 0,  
  burst 3 
  1/turn 
  continuous DEX-20 3D damage and 1D/2 each turn 
  trapped (bypass DR) 
  Gate/Wall 
  -- 
  1/encounter continuous -- 
  Cannot be opened. 
  Needle/Razor 
  Range 15 
  unlimited 
  immediate 
  DEX-30 2D+2 damage (bypass DR) 
  Pit 
  -- 
  unlimited 
  immediate 
  DEX-30 3D damage (bypass DR) 
  Shooting Dart Range 15 
  1/turn 
  continuous STR-30 
  3D damage and fatigued 
  Sliding/Shifting 
  Floor 
  Range 0,  
  burst 5 
  unlimited 
  immediate 
  DEX-30 Stunned, prone and dazed 
  Spear/Arrow 
  Range 15, 
  burst 3 
  1/turn 
  immediate 
  DEX-30 2D+2 damage and surprised 
  Substance 
  Range 0,  
  burst 3 
  1/turn 
  continuous STR-30 
  3D damage (bypass DR) and 
  fatigued 
  Blade 
  Range 0,  
  burst 3 
  1/turn 
  immediate 
  DEX-40 4D damage, prone and surprised 
  Hazards 
  Hazards are fairly straightforward and should only require some common sense and an 
  ability check. The rickety bridge is a hazard because it’s old and dilapidated; if you decide 
  the bridge collapses due to excessive weight have the character make a DEX check or fall, 
  barely able to grab a loose rope. A falling rock hazard can be set off on purpose by an 
  enemy or perhaps simply the clanging of cooking gear strapped to a backpack. Perhaps 
  characters succeeding in a DEX check take 1D damage while failure results in 2D damage.  
  Falling rock slides or weakened building structures bring realistic hazards to any game. 
  It’s a dangerous world out there! 
  Treasure Tables 
  When a treasure is found, think about the room/hall feature(s) and content(s). The 
  treasure may or may not be guarded, and might be hidden. As always, these collections 
  of tables is meant to help you get your creativity flowing not restrict you. Roll on the 
  tables or select a result yourself. Use the table relevant to the dungeon’s rank. 
  D00 
  Treasures 
  Rank:1-2 
  Rank:3-4 
  Rank:5-6 
  00-15 Jewels1 
  4Dx10gp 
  1Dx100gp 
  5Dx100gp 
  16-30 1D/2 Gems2 
  2Dx10gp ea. 
  5Dx10gp ea. 
  1Dx100gp ea. 
  31-45 Gold Pieces 
  2Dx10gp 
  5Dx10gp 
  1Dx100gp 
  46-60 Art3 
  4Dx10gp 
  5Dx100gp 
  1Dx100gp 
  61-75 1D/2 Normal Items 
  varies 
  varies 
  varies 
  76-85 Magic Item 
  varies 
  varies 
  varies 
  86-95 Deed4/treasure map 
  1Dx100gp 
  5Dx100gp 
  2Dx1000gp 
  96-99 Roll Twice 
  -- 
  -- 
  -- 
  1 amulet, tiara, bracelet, ring, necklace, pin, earrings, brooch, arm cuff, anklet, etc. 
  2 azurite, pearl, onyx, quartz, amber, garnet, jade, topaz, emerald, sapphire, diamond, etc. 
  3 statuette, bone carvings, gold idol, cutlery, painting, sculpture, tapestry, rare cloths, etc. 
  4 deed to business, building, farm, livestock herd, gold claim, letter of marque, ship, etc. 
   
   
  
   
   
   
  67 
  D00 Magic Item 
  D00 
  Magic Item 
  00-04 Barbaric Sword 
  48-50 
  Resurrection Band 
  05-07 Braces of Defense 
  51 
  Richwood Bow 
  08 
  Cloak of Passing 
  52 
  Ring of Concealment 
  09-13 Cloak of Trespassing 
  53-55 
  Ring of Teleport 
  14 
  Death Rod 
  56 
  Sack O’ Plenty 
  15 
  Death’s Ward 
  57 
  Shadow Cloak 
  16-20 Dove Rune Scroll 
  58 
  Shock Braces 
  21-23 Errorless Weapon 
  59-66 
  Spell Scroll (choose spell) 
  24 
  Eye of Truth 
  67-69 
  Stealth Armor 
  25-27 Healing Bedroll 
  70 
  Summoner Dagger 
  28-32 Healing Concoction 
  71-75 
  Vitality Rod 
  33-35 Horn of Leadership 
  76-78 
  Wand of Low Wizardry 
  36-40 Namire Weapon 
  79 
  Warding Sash 
  41 
  Peace Ring 
  80 
  Weapon of Piercing 
  42-44 Potion of Transformation 
  81-90 
  Cursed item (GM decides) 
  45-47 Quickening Boots 
  91-99 
  New Magic item (GM decides) 
  Creature Tables 
  Any of the creatures in this game can be found in dungeons, but if you’re stumped for 
  ideas consider rolling on the following tables. The number appearing are suggestions 
  only; balance the encounter based on the situation, story, and rank of the characters. 
  2D 
  Rank 1-2 Creatures 
  02 
  1D hairy legged huge spiders 
  03-04 1D blood-matted fur gnolls  
  05-06 2D zombies dressed in monk robes 
  07-08 2D beady-eyed dire rats  
  09-10 2D skeletons wearing tattered hides 
  11-12 2D olive skinned goblins 
  13-14 2D sniveling kobolds 
  15-16 2D dripping wet lizardmen  
  17-18 1D foul mouthed bugbears 
  19 
  1D hobgoblins brutes with 1D goblin 
  slaves 
  20 
  1D ogre savages  
   
  2D 
  Rank 5-6 Creatures 
  02 
  1D hungry giants 
  03-04 
  2D stampeding centaurs 
  05-06 
  1D minotaur’s with 2D gnoll slaves 
  07-08 
  4D orcs with 1D/2 ogres in chains 
  09-10 
  2D smelly chimeras 
  11-12 
  2D irritated trolls 
  13-14 
  2D grumpy ettins 
  15-16 
  2D wights with cold dark eyes 
  17-18 
  2D mummies wrapped in fine cloth 
  19 
  2D red-eyed bloodthirsty vampires 
  20 
  3D nest of hungry hydras 
  2D 
  Rank 3-4 Creatures 
  02 
  1D scaly trolls 
  03-04 1D gazing basilisk 
  05-06 1D stinky & smelly worgs 
  07-08 1D goblin worg-riders 
  09-10 2D hell hounds  
  11-12 3D hobgoblins wearing bibs 
  13-14 2D grubby orcs 
  15-16 1D long-necked hydras 
  17-18 vampire controlling 2D zombies & 1D 
  skeletons 
  19 
  2D mucus covered minotaurs  
  20 
  2D werewolves with pack of worgs 
   
  
   
   
  68 
  Rewards 
  Don’t think gold and magic items are the only way you can reward the players for 
  accomplishing objectives. In addition to ever-valuable development points, player’s 
  characters can be granted all sorts of recognition, titles, property deeds, followers, and 
  even divine favor.  
  If you’re creating an adventure and/or dungeon and are stumped for an idea, consider 
  rolling on the following table and weaving the result into your story.  
  Adventure Rewards Table 
  D00 
  Reward 
  Comments 
  00-20 
  Recognition 
  Receive a hero’s welcome whenever you pass this way. 
  21-28 
  Honorary Title  
  Receive a title that has local significance or wide-spread 
  significance over the realm. 
  29-36 
  Property  
  Receive land, lake shore, ship, or some other type of 
  physical property. Note that giving a player property where 
  people live might require the player to protect, support 
  and fund his new responsibility. 
  37-44 
  Authority  
  The character is given specific authority, such as judging 
  crimes, commanding people, or exacting obedience from 
  the populace.  
  45-52 
  Blessing  
  A deity blesses the character in some beneficial way. 
  Perhaps its luck (works like the Halfling racial ability), or a 
  special ability (intuitively knows when bad weather is 
  approaching, if someone is lying, etc.)  Or the character can 
  summon help when the odds are against him. 
  53-60 
  Favor  
  The character is granted a single favor by someone with 
  significant funds, ability, or political power. 
  61-68 
  Wealth  
  Reward(s) in the form of gold pieces, gems, artifacts, fine 
  art, etc. 
  69-76 
  Followers  
  The character is given command (and responsibility) of one 
  or more lower-rank or minor NPC individuals such as 
  soldiers, mercenaries, scholars, navigators, merchants, etc. 
  77-84 
  Expert  
  The character becomes known as an expert in a field of 
  study. Whether it’s combative study, magical, scholarly or 
  whatever, this character will forever be sought for his skills 
  in whichever field in which he is an expert. 
  85-92 
  Stock  
  The character is given stock in something tangible that 
  increases his wealth and prestige. Note that stock can lose 
  value, depending on the market, drought in the case of 
  livestock or farming, etc. 
  93-99 
  Statue  
  The town erects a statue in the character’s honor. This may 
  be immediate or the character may find out later. 
   
   
   
  
   
   
   
  69 
  Keranak Kingdoms 
  History 
  Long ago, before the gods were banished from the 
  realm but after they exiled the giants to the islands 
  beyond the Northwaters, they crafted the Ruling 
  Crown: a silver circlet set with nine stones. This 
  was a gift to the races of the realm who would inherit the lands they freed from these 
  tyrants. The gods chose the bearer, and he was blessed with wisdom and justice and was 
  bound to the people through a force of duty. The Ruling Crown could only be passed 
  from father to son, and so the family to bear the burden and honor of the crown was 
  chosen carefully.  
  For generations the kingdom was united under the Keranak family line, keepers of the 
  Ruling Crown. When King Rahvan Keranak III died without an heir, there was much 
  conflict in the land. This sparked the time known as the War of Possession, where every 
  elven clave, halfling warren, dwarven underkingdom, and human barony and duchy 
  claimed some right to ascension. 
  It was during the last moments of the Battle at Kingsbridge, when the lords of the realm 
  stood with weapons drawn in the very throne room of the former Keranak Kingdom that 
  the knights of the Order of the Rose finally took matters into their own hands. Keeping 
  the lords at bay with sword and shield, their high general seized the crown and spoke 
  words of power taught in secrecy to him during his knightly coronation. The crown was 
  banished from this land, and only the council of the Order of the Rose can call it back 
  when they deem someone is worthy to bear the Crown again. 
  The realm still knows much conflict. Tension exists between the lords of the realm, yet 
  their quarrels no longer take place on the battlefield. Each lord fears and respects the 
  Order of the Rose, thus they rule their province in a manner that doesn’t draw unwanted 
  attention. 
  The giants beyond the Northwaters have begun to stir up trouble. Knowing the gods are 
  not here to protect the realm or its people, and seeing the people divided and bickering, 
  the giants plan their return. Already the Highland Valley holds a stronghold to these 
  brutes. The knights of the Order of the Rose have begun to prepare for this threat, and so 
  thieves and highwaymen have begun to take advantage of the 
  knights’ absence. Some of the lords of the realm have begun to 
  quarrel more overtly, and their spies stalk ever more 
  boldly in the shadows of the great palaces of the 
  lands.  
   
  A land of adventure and intrigue, calling out for new heroes! 
  This chapter details the Keranak 
  Kingdoms in very broad brush-
  strokes.  For more detail, refer to the 
  Keranak Kingdoms setting book. 
  
   
   
  70 
   
   
   
   
   
  
   
   
   
  71 
   
   
  Although the king is dead, all 
  of the lands shown on this 
  map (except the wilds of the 
  Jungles of Ravenreach) are a 
  part of a single kingdom. The 
  term “Keranak Kingdom” 
  refers to all the lands 
  collectively. The Keranak 
  province (located in the 
  southern land mass) is the 
  capital seat of power for the 
  kingdom. 
  
   
   
  72 
  Regions 
  Arimira Clave 
  High elves of Anon rule here. They built bridges connecting most of the clave that span 
  tens of miles and are supported at intervals by richwood trees that grow hundreds of 
  feet into the air. The Aarimira elf-lord often travels by pegasus to visit Emondran Clave 
  across the Shielding Wall.  
  Both 
  Both is an enchanted forest, the dwelling of pixies and satyr folk. Travelers are welcome 
  to rest and recuperate but are warned not to travel too deep into the forest. It is 
  rumored the trees are alive.  
  Dul’Gath Underkingdom 
  Supplying the surrounding area with copper, tin and other utility metals, Dul-Gath is 
  famed for its city spires cut from the tallest mountain peaks. 
  Dul’Urich Underkingdom 
  Under these mountains is a vast dwarven kingdom, a fantastic land of dwarf cities and 
  settlements interconnect by long tunnel roads. Creatures of shadow dwell beneath the 
  mountain as well, and the Dul’Urich dwarves keep them from plaguing the lands. 
  Emondran Clave 
  A reclusive, secretive society of high elves. Not much is known of this area, seldom do 
  people return from their forests. Far Vandimir ships often pass the mighty galleons of the 
  Emondran Clave, but no one knows their destination or purpose.  
  Far Vandimir 
  This is an exotic and distant land rich in silks, furs, and all manner of spices and jewels. 
  Merchants from this area travel the realm and trade their wares. Slavery is both accepted 
  and common here, sold alongside cloths and foodstuff. 
  Fendrake Island 
  This is the ancestral home to a noble family line claiming lineage all the way back to the 
  gods who once walked the realm. 
  Garot’s Rock 
  The famous pirate Garot Blackheart was hung here when caught by agents of King 
  Kenarak. The island is said to be haunted by the dread pirate and his ghostly crew. 
  Highland Valley 
  This is a cold northern region populated by nomadic clans who migrate with various 
  native animals. This is the location of Steepreach Keep, the first stronghold of the return 
  of the giants to the realm. 
  Isle of Netherak 
  These mucus-covered island hills are the known breeding grounds of hydras who return 
  once each summer to mate. Lizardmen dwell here, living off the sea and hunting young 
  hydra during mating season. 
  
   
   
   
  73 
  Jungles of Ravenreach 
  It is said that the birth of unicorns sucked all goodness from these lands. Left behind is a 
  hot, humid, bothersome place full of goblins, insects, huge spiders, and other woeful 
  beasts. Ruins full of untold riches litter the landscape. 
  Kaven’s Isle 
  Here are beautiful rock formations and exotic mineral deposits. Ancient unknown ruins 
  of a race of astronomers famed for far-seeing technological wonders dot the landscape. 
  Keeper’s Island 
  Here is a large eastern port which supplies the realm with fresh exotic seafood. The 
  island is famed for its lighthouses and statuary. 
  Keranak 
  This is the land of the ruling family of the kingdom. Its capital (Kingsbridge) is a marvel of 
  architecture, easily the highest populated city in the kingdom. Many cities conduct trade 
  and commerce here. Peace is maintained by the knights of the Order of the Rose from 
  their base at Thorn Keep, a few days ride from most cities. Despite the ruling family 
  losing its crown, economic decisions and matters of judicial importance are still reviewed 
  by Lady Maran Keranak (whose title of Queen was lost with the death of her husband). 
  Laridian Wastes 
  This is a vast, harsh desert where harpies and hellhounds roam unchecked. A few 
  scattered oases rich in water and gold can be found. Famed for Laridian Steel, whose 
  construction is held secret by the ironforgers of these lands. 
  Lor Warren 
  This is an eastern halfling island paradise. Despite its northern location, hot springs keep 
  it temperate and inviting to outsiders, known for Lorwine (a pleasant popular beverage). 
  Lost Elven Clave 
  This was once a sprawling clave of elves whose arrogance mocked the gods. A great curse 
  was beset upon this place, scattering them into shattered fragments of their once-proud 
  culture. Wild dark elves roam here now, staking claim over spiraling city ruins. 
  Meridian Straits 
  This stretch of sea is riddled with reefs, but well-known and shared routes exist to allow 
  merchants to sail from Far Vandimir and raiders to sail north to the Western Reaches. 
  Sunken ships may hold wealth or secrets of times long ago.  
  Northwaters  
  The cold waters that divide the realm from the giants exiled to the north. Sea serpents 
  can sometimes be seen skimming the surface, threatening the ships of those who have 
  tried to sale northward. 
  Nysle 
  This is an inactive volcano surrounded by magnetic stones. It is rumored to be riddled 
  with caves and crevasses reaching well beneath sea level. 
  Plains of the Griffon Lords 
  This is the homeland of a proud race claiming dominion over the air. This land is plagued 
  by bugbears and orcs who have carved out a loosely organized existence. 
  
   
   
  74 
  Reinaris Barony 
  This is a fairly typical medieval barony ruled by 
  the Reinar family. Only nobles are permitted to 
  own land here, and commoners are often 
  found indentured to land owners (as servants, 
  not slaves). The Templars of the Church of the 
  One are found here, whose efforts to seek out 
  evil often border on oppression. 
  Rock Pointe 
  This is the known location of Stornhall, a 
  monastery of mysterious earth mages. 
  Rue Warren 
  This is a vast network of halfling warrens 
  stretching for miles. Some of the larger 
  warrens are interconnected by tunnels filled 
  with ever-glow moss and eatable chocrooms.  
  Sea of Stones 
  This is a calm and fairly shallow sea, said to be 
  made from the teardrop of Eleroth just before 
  he was banished from the realm. 
  Sevenstone Islands 
  Each of these islands is ruled by its own lord, 
  with several villages and towns on its coasts. 
  The easternmost of these is Eyslantha, an 
  island with a single free city (Port Blackheart) 
  ruled by cutthroats and ruffians. 
  Shielding Wall 
  This is a high mountain range which separates 
  the lower, more settled lands from the 
  northern, less settled ones. Scouts who learn of 
  passes through this place can earn a hefty coin 
  selling that knowledge to merchants from Far 
  Vandimir or Keranak. 
  Southwaters 
  This is a large divide between the realm and 
  the south lands ruled by unmentionable beasts 
  of renown. Great sea storms occasionally hit 
  the southern and eastern shores of the land, 
  swept in by the tides. Rough seas prevent 
  casual sailing too far to the south or east. 
  Stavengaard Province 
  This province is not ruled by a single man but 
  by a council comprised of a representative 
  from each of the free cities. More like a 
  
   
   
   
  75 
  collection of many minor city states, the Stavengaard Province nonetheless maintains a 
  sizable protective army. There is less of a divide between the wealthy and the poor, and 
  most citizens enjoy a comfort unknown in other lands. 
  Tarkonian Sea 
  These waters are very clear and smooth, holding few dangers to travelers other than 
  Tarkonian Raiders, an enigmatic tribe of humans who live at sea and are rarely seen. 
  Tidewater Bay 
  This is a large delta where several rivers deposit rich soil. The soil is gathered and shipped 
  by land and sea across the realm. Lor Warren halflings covet the soil to grow wheat for 
  their infamous Lorwine.  
  Vale of Lost Souls 
  The gods set this land aside to be the earthly prison for the souls of the wicked and 
  condemned, ghosts held prisoner by a legion of pegasus wardens. 
  Vale of Shadows 
  Light seldom touches this ominous valley. It is said to be home to reclusive powerful 
  beings whose magic fouls the landscape. 
  Western Reaches 
  Sorcerer kings of long ago damaged these lands in their attempts to unlock powerful 
  magic of creation. Today it is a place where time and distance stretch and warp. Several 
  magical creatures are attracted to this place. 
  Wylde 
  This northern evergreen forest is too untamed for even the elven lords to claim. It is 
  rumored to be infested with foul creatures in service to a dragon. 
  Pantheon 
  The gods of the Keranak Kingdom once walked among men, but were banished long    
  ago by the dragon high lords. They are still honored throughout the lands. 
  » Eleroth - God of the sea, wrath, and secrets dark and deep. 
  » Beoth - God of the hunt, shadows, and finding one’s way. 
  » Mangrilar - Goddess of war, justice, and peace. 
  » Yoshimir - Goddess of nature, elemental mother, life giver, patron of the elves. 
  » Karis-mar - Lady of earth and strength, Yoshimir’s daughter, patron of the dwarves. 
  » Ray-lak - Lady of air and wisdom, daughter of Yoshimir, patron of the griffon lords. 
  » Zibal - Lord of fire and rage, son of Yoshimir, keeper of the secret fire.  
  » Urishor - Lord of water and spirit, son of Yoshimir, herald of mirth.  
  » Dominar - Keeper of the dead, hunter of lost souls, avenger, patron of pegasi. 
  » Tomayah - Storm goddess of change, chaos, order, and their balance. 
  » Serena - Goddess of magic, luck, and great fortune, patron goddess of humans. 
  » Obedon - God of the sun and light, one of the two patrons of halflings. 
  » Jenek - Goddess of the moon and silver, one of the two patrons of halflings. 
  Note: This setting was designed to be open, painted with broad brushstrokes. Use it as a 
  guide for your imagination. Future supplements and adventures may detail areas and 
  power groups of this setting. 
   
  
   
   
  76 
   
   
   
   
   
   
   
   
   
   
   
   
  Aspect (circle one) 
  Somewhat  
  Very  
  Totally  
  Kind/Cruel 
   
  Focused/Unfocused 
   
  Selfless/Selfish 
  ` 
  Honorable/Deceitful 
   
  Brave/Cowardly 
   
   
   
  Equipment
   
    
   
    
   
    
   
    
   
    
   
    
   
    
   
    
   
    
   
    
   
   
   
   
   Gold  
  :
  Name  
  :
  Rank  
  :
  Race  
  DP: EARNED                  SPENT 
  :
  Hair/Eyes  
  Gender: 
  :
  Descriptors  
   
   
  DEX
  STR 
  LOG
  WIL 
  INIT
  DR
  MOV 
  BP 
   
  Skills
  Ability Level 
  P/S Score* Notes 
  Cleric** 
  WIL/2 
  x10 
   
  % Blessings, Detect Aura, Miracles, Smite 
  Enchanter**  
  LOG/2 
  X10 
   
  % Alchemy, Enchantment, Runecraft, Familiar 
  Leader** 
  WIL/2 
  x10 
   
  % Battle Commander, Guardian, Leader, Warlord 
  Scholar** 
  LOG/2 
  x10 
   
  % Diplomat, High Scholar, Historian, Signs & Portents  
  Scout 
  LOG/2 
  x10 
   
  % Animal Handling, Navigation, Survival, Tracking  
  Spellcaster** 
  LOG/2 
  x10 
   
  % High Wizardry, Low Wizardry, Wizard Eye, Wizard Hand 
  Thief 
  DEX/2 
  x10 
   
  % Deception, Security Systems, Sleight of Hand, Stealth 
  Warrior (melee) STR/2 
  x10 
   
  % Melee, Unarmed combat 
  Marksman, Thrown weapons 
    (ranged) DEX/2 
  % 
  * Half the listed Ability, +10 per Level, +20 if Primary skill, +10 if Secondary skill. 
  ** These skills cannot be used unless you have at least one Level. 
   
   
  Abilities / Notes
   
   
   
   
   
   
   
   
   
   
   
   
   
  Weapon
  Range 
  Score 
  Damage 
  Notes 
   
   
  % 
   
   
   
   
  % 
   
   
   
   
  % 
   
   
  Unarmed 
  -- 
  % 
  1D/2 
   
  Moral Code 
  Record spells on reverse side 
  
   
   
   
  77 
  Glossary 
  Term 
  Meaning 
  BP 
  Body points, the amount of damage sustained before falling. 
  Cleric 
  A worshipper of deities, healer, and righteous warrior. 
  Darkvision 
  Black & white sight in all but total darkness. If even a single star’s worth of 
  light is present, darkvision allows normal sight. 
  Descriptor 
  Phrase or word describing something prominent about a character. 
  DEX 
  Dexterity, agility, coordination, balance, grace. 
  Dodge 
  Just a typical way to describe a DEX-based resistance check. 
  DP 
  Development points granted by GM after an adventure session. Spent to 
  improve character. 
  DR 
  Damage reduction, the amount of damage absorbed. 
  Enchanter 
  A creator of magic items, potions, and runes of magic. 
  GM 
  The game master is a player who acts as narrator, judge, host, etc. 
  Infravision 
  Vision showing contrasting hot and cold surfaces, permitting ability to see 
  in total darkness. 
  INIT 
  Initiative, determines who gets to act first in a situation. 
  Leader 
  Experience and training on the battlefield both personal and epic. 
  Level 
  Experience and talent in a given skill. Not to be confused with Rank. 
  LOG 
  Logic, knowledge, intelligence, and perception. 
  Moral Code 
  Alignment system to guide character's moral choices. A form of behavioral 
  alignment possessed by character races, all of which possess self-will. 
  MOV 
  Move, represents how many spaces a character can move in a turn. 
  Nature 
  Dictates creature actions; good, evil or neutral. A form of behavioral 
  alignment possessed by creatures lacking self-will. 
  NPC 
  A non-player character is played by the GM rather than a player. 
  PC 
  A player character is played by a player rather than the GM. 
  Rank 
  Relative experience of a character. 
  Resistance Check 
  Ability check to avoid or reduce a threat to your character.  
  Scholar 
  Knowledge and skill gleaned through a weighty education, steady access 
  to books, legends, and lore. 
  Scout 
  Training or experience as an outdoorsman, ranger, etc. 
  Score 
  The percent chance to succeed in a skill or ability. 
  Skilled 
  Having at least one level in a skill. 
  Spaces 
  Abstract unit of measurement for range or movement. 
  Spell 
  Magical arcane incantation, divine granted miracle, or any other 
  supernatural effect. 
  Spellcaster 
  Knowledge and use of magical powers. 
  STR 
  Strength, endurance, health, fitness, stamina, constitution. 
  Thief 
  Expertise a rogue or thief learns through use of talent and opportunity. 
  Tradespeak 
  Common language used throughout civilized lands. 
  Travel 
  Moving long distances, measured in leagues rather than spaces. 
  Unskilled 
  Lacking at least 1 level in a skill (some skills require at least 1 level). 
  WIL 
  Willpower, bluff, finesse, persuade, intimidate, resist certain spells. 
  
   
   
  78 
  Index 
  A 
  ABILITIES .... 4, 13, 15, 22, 26, 77 
  ABILITY SCORES ......................... 5 
  ACID ..................................... 33 
  ACTION CHECKS ......................... 4 
  ACTIONS .......................... 26, 28 
  ADVENTURE GENERATION .......... 57 
  AID....................................... 13 
  ALCHEMIST KIT .................... 9, 21 
  ALCHEMY ................................. 9 
  ALIGNMENT ........................... 18 
  AMMUNITION ......................... 20 
  ANIMAL HANDLING .................. 11 
  ANIMALS ............................... 16 
  AREA OF EFFECT ...................... 34 
  ARIMIRA CLAVE ....................... 72 
  ARMOR ................................. 20 
  ASSAULT ................................ 10 
  ATTACKING ............................ 28 
  AUDIBLE ILLUSION.................... 12 
  AUTOMATIC FAILURE ................ 26 
  AUTOMATIC SUCCESS ............... 26 
  B 
  BARBARIC SWORD.................... 39 
  BASILISK ................................ 47 
  BATTLE COMMANDER ............... 10 
  BEOTH .................................. 75 
  BLESSINGS ............................... 9 
  BLINDNESS ............................. 13 
  BLINK .................................... 17 
  BODY POINTS 7, 8, 13, 15, 27, 28, 
  44, 77 
  BOTH .................................... 72 
  BP .................... SEE BODY POINTS 
  BRACES OF DEFENSE ................. 41 
  BREAKING THINGS.................... 32 
  BUGBEAR ............................... 47 
  BURST ................................... 34 
  C 
  CENTAUR ............................... 47 
  CHARACTER CREATION ................ 5 
  CHARM ............................. 8, 13 
  CHIMERA ............................... 47 
  CLAVE ............................. 72, 73 
  CLEANSE ............................... 13 
  CLERIC ........................... 6, 9, 77 
  CLOAK OF PASSING .................. 41 
  CLOAK OF TRESPASSING ............ 41 
  COMBAT ............................... 28 
  CONDITIONS .......................... 34 
  CONTESTED ACTIONS ............... 26 
  CONTINUOUS ......................... 34 
  CONTROL WEATHER ................. 13 
  COURAGEOUS WORD ............... 10 
  CREATURE CREATION ............... 45 
  CREATURE TEMPLATES ............. 45 
  CREATURES ....................... 45, 67 
  CRITICAL FAILURE .................... 26 
  CRITICAL SUCCESS .............. 26, 33 
  D 
  D00 ...................................... 4 
  DAMAGE .. 15, 17, 20, 27, 28, 33, 
  34 
  DAMAGE REDUCTION 7, 15, 20, 28, 
  77 
  DARKVISION ........................ 8, 77 
  DAZED .................................. 34 
  DEAFNESS ............................. 13 
  DEATH .................................. 13 
  DEATH ROD ........................... 41 
  DEATH’S WARD ...................... 41 
  DECEPTION ............................ 12 
  DEHYDRATION ........................ 33 
  DESCRIPTORS ............ 6, 8, 35, 77 
  DESERT ................................. 73 
  DETECT AURA ........................... 9 
  DETECT MAGIC ....................... 12 
  DEVELOPMENT POINTS ... 7, 22, 35, 
  77 
  DEX ........ 4, 5, 8, 13, 15, 32, 77 
  DEXTERITY ..................... SEE DEX 
  DICE ....................................... 4 
  DIPLOMAT ............................. 11 
  DIRE RAT ............................... 47 
  DISADVANTAGE ...................... 33 
  DISEASE ................................ 13 
  DISGUISE ............................... 12 
  DISPEL .................................. 14 
  DIVINATION............................ 14 
  DODGE ................................. 32 
  DOMINAR .............................. 75 
  DOPPELGANGER ...................... 48 
  DOVE RUNE SCROLL .................. 41 
  DR ......... SEE DAMAGE REDUCTION 
  DRAGON................................ 48 
  DRYAD .................................. 48 
  DUL’GATH UNDERKINGDOM . 23, 72 
  DUL’URICH UNDERKINGDOM ...... 72 
  DUNGEON GENERATION ............ 62 
  DURATION ............................. 34 
  DWARF ....................... 8, 23, 25 
  E 
  EFFECTS ................................ 34 
  ELEMENTALS .......................... 16 
  ELEMENTALS, AIR .................... 48 
  ELEMENTALS, EARTH ................ 49 
  ELEMENTALS, FIRE ................... 49 
  ELEMENTALS, WATER ............... 49 
  ELEROTH ............................... 75 
  ELF ................................... 8, 24 
  EMONDRAN CLAVE................... 72 
  ENCHANTER .............. 6, 9, 38, 77 
  ENTANGLE ............................. 14 
  ENVIRONMENTAL EXPOSURE ...... 33 
  EQUIPMENT ........................... 20 
  ERRORLESS WEAPON ................ 41 
  ETTIN .................................... 49 
  EVIL ...................................... 13 
  EXAMPLE OF PLAY .................... 29 
  EYE OF TRUTH ......................... 42 
  F 
  FALLING ................................ 33 
  FAMILIAR ................................. 9 
  FAR VANDIMIR ........................ 72 
  FATIGUED ........................ 34, 45 
  FENDRAKE ISLAND ................... 72 
  FIRE ...................................... 33 
  FLY ....................................... 17 
  FOLLOWERS ........................... 10 
  FORGE DOCUMENTS ................. 12 
  
   
   
   
  79 
  G 
  GAME MASTER ................ SEE GM 
  GARGOYLE ............................. 49 
  GAROT’S ROCK ....................... 72 
  GATEWAY .............................. 17 
  GENERAL EQUIPMENT .............. 21 
  GENIE ................................... 50 
  GETTING HEALED .................... 27 
  GETTING HURT .................. 27, 33 
  GHOST .................................. 50 
  GIANTS ............................ 50, 69 
  GLOBE OF LIGHT ..................... 12 
  GLOSSARY ............................. 77 
  GM ................................ 32, 77 
  GNOLL .................................. 50 
  GNOME ................................ 50 
  GOBLIN ................................. 51 
  GOLEM ............................ 16, 51 
  GOOD VS. EVIL ....................... 18 
  GRIFFON ............................... 51 
  GRIFFON LORDS ...................... 73 
  GUARDIAN............................. 10 
  H 
  HALFLING ..................... 8, 23, 24 
  HARPY .................................. 51 
  HAZARDS .............................. 66 
  HEAL .................................... 14 
  HEALING BEDROLL ................... 42 
  HEALING CONCOCTION ............. 42 
  HELL HOUND .......................... 51 
  HIGH SCHOLAR ....................... 11 
  HIGH WIZARDRY ..................... 11 
  HIGHLAND VALLEY .............. 69, 72 
  HINDER ................................. 15 
  HISTORIAN ............................ 11 
  HOBGOBLIN ........................... 52 
  HOLDING BREATH .................... 33 
  HOLY SYMBOL ........................ 21 
  HORN OF LEADERSHIP .............. 42 
  HUMAN ............................. 8, 25 
  HYDRA .................................. 52 
  I 
  ILLUSION ............................... 15 
  IMMOBILIZED ......................... 34 
  IMPERSONATE ........................ 12 
  INFRAVISION ....................... 8, 77 
  INITIATIVE .. 7, 10, 13, 14, 15, 27, 
  44, 77 
  INSPIRE ................................. 10 
  ISLE OF NETHERAK ................... 72 
  J 
  JENEK ................................... 75 
  JUNGLES OF RAVENREACH ......... 73 
  K 
  KARIS-MAR ............................ 75 
  KAVEN’S ISLE .......................... 73 
  KEEPER’S ISLAND ..................... 73 
  KERANAK ............................... 73 
  KERANAK KINGDOMS ................ 69 
  KINGSBRIDGE .......................... 69 
  KOBOLD ................................ 52 
  L 
  LANGUAGES ........................... 35 
  LARIDIAN WASTES .................... 73 
  LEADER ....................... 6, 10, 77 
  LEVEL .................................... 77 
  LEVITATE ............................... 17 
  LINE ..................................... 34 
  LIZARDMEN ............................ 52 
  LOG ........ 4, 5, 8, 13, 15, 32, 77 
  LOGIC .......................... SEE LOG 
  LOR WARREN .......................... 73 
  LOST ELVEN CLAVE ................... 73 
  LOW WIZARDRY ................ 12, 44 
  M 
  MAGIC ITEM CREATION ............. 35 
  MAGIC ITEMS ........................... 9 
  MAGICAL OBJECTS ................... 39 
  MANGRILAR ........................... 75 
  MARKSMAN ........................... 12 
  MEAT EATERS ......................... 46 
  MECHANICAL REPAIRS............... 12 
  MEDUSA ................................ 52 
  MELEE WEAPONS..................... 12 
  MEND ................................... 12 
  MINIMUM STR ....................... 20 
  MINOR NPC .......................... 44 
  MINOTAUR ............................ 52 
  MIRACLES ................................ 9 
  MIRIDIAN STRAITS .................... 73 
  MORAL CODE ................ 6, 18, 77 
  MOV ......................... 7, 28, 77 
  MOVEMENT ...................... 14, 28 
  MULTI-ACTION PENALTY ........... 28 
  MULTIPLE ACTIONS .................. 26 
  MUMMY ............................... 53 
  N 
  NAMED ABILITIES .................... 46 
  NAMIRE WEAPON ................... 42 
  NATURE ........................... 18, 77 
  NAVIGATION .......................... 11 
  NORTHWATERS.................. 69, 73 
  NPC ............................... 44, 77 
  NYSLE ................................... 73 
  O 
  OBEDON ............................... 75 
  OFFENSIVE STRIKE ................... 15 
  OGRE ................................... 53 
  ORC ..................................... 53 
  ORDER OF THE ROSE ................ 69 
  P 
  PANTHEON ............................ 75 
  PARALYZED ....................... 15, 34 
  PC ...................................... 77 
  PEACE RING ........................... 42 
  PEGASUS ............................... 53 
  PETRIFIED .............................. 34 
  PICK LOCKS ............................ 12 
  PICK POCKETS ......................... 12 
  PIXIE .................................... 53 
  PLAINS OF THE GRIFFON LORDS .. 73 
  PLANT EATERS ........................ 45 
  POISON.............................. 8, 13 
  POISON ................................ 35 
  POTION OF TRANSFORMATION ... 42 
  POTIONS ............................ 9, 37 
  PRIMARY SKILL..................... 5, 29 
  PRONE .................................. 34 
  PROTECTION .......................... 15 
  Q 
  QUICKENING BOOTS................. 42 
  R 
  RACES ................................. 5, 8 
  RALLYING CRY ........................ 10 
  RANGE....................... 20, 28, 34 
  
   
   
  80 
  RANK .......................... 7, 22, 77 
  RANK TITLE ............................ 22 
  RAY-LAK ................................ 75 
  READ MAGICAL WRITING ........... 12 
  REGENERATE .......................... 14 
  REINARIS BARONY .............. 24, 74 
  REPEL ................................... 16 
  RESISTANCE CHECKS . 8, 15, 26, 32, 
  35, 38, 77 
  RESURRECTION BAND ............... 42 
  REWARDS .............................. 68 
  RICHWOOD BOW ..................... 42 
  RING OF CONCEALMENT ............ 42 
  RING OF TELEPORT ................... 42 
  ROCK POINTE .......................... 74 
  RUE WARREN .......................... 74 
  RULING CROWN ...................... 69 
  RUNECRAFT ............................ 10 
  RUNES ............................ 10, 37 
  S 
  SACK O’ PLENTY....................... 43 
  SAMPLE CHARACTERS ............... 23 
  SATYR ................................... 54 
  SCHOLAR ..................... 6, 10, 77 
  SCOUT ................... 6, 11, 24, 77 
  SCRIBE MAGICAL WRITINGS ........ 12 
  SCROLLS ................................ 39 
  SEA OF STONES ....................... 74 
  SECONDARY SKILL ...................... 5 
  SECURITY SYSTEMS ................... 12 
  SELF-WILL ........................ 18, 77 
  SERENA ................................. 75 
  SEVENSTONE ISLANDS ............... 74 
  SHADOW CLOAK ...................... 43 
  SHADOW STALKER ................... 54 
  SHIELDING WALL ............... 25, 74 
  SHIELDS ................................. 33 
  SHOCK BRACES ........................ 43 
  SIGNS & PORTENTS .................. 11 
  SKELETON .............................. 54 
  SKILL SCORES ............................ 6 
  SKILLED ................................. 77 
  SKILLS .................. 4, 5, 9, 22, 26 
  SLEIGHT OF HAND .................... 12 
  SLOWED ................................ 34 
  SMITE ..................................... 9 
  SOUTHWATERS ....................... 74 
  SPACES ............................ 28, 77 
  SPELL SCROLLS ........................ 39 
  SPELLCASTER ..... 6, 11, 28, 33, 77 
  SPELLS ................. 13, 28, 33, 77 
  SPIDER, HUGE ........................ 54 
  SPRINTING ............................. 28 
  STARVATION .......................... 33 
  STAVENGAARD PROVINCE ......... 74 
  STEALTH ...................... 8, 12, 28 
  STEALTH ARMOR ..................... 43 
  STR ......... 4, 5, 8, 13, 15, 32, 77 
  STRENGTH ...................... SEE STR 
  STUNNED .............................. 34 
  SUCCESS MODIFIERS ................ 32 
  SUMMON .............................. 16 
  SUMMONER DAGGER ............... 43 
  SURPRISED ............................ 34 
  SURVIVAL .............................. 11 
  SURVIVAL PACK....................... 21 
  SWIMMING ........................... 28 
  T 
  TACTICAL STRIKE ..................... 10 
  TACTICS ................................ 10 
  TARKONIAN SEA ...................... 75 
  TELEKINESIS ........................... 16 
  TELEPORT .............................. 17 
  THIEF .............. 6, 12, 23, 69, 77 
  THIEVES’ TOOLS ................. 12, 21 
  THROWN WEAPONS................. 12 
  TIDEWATER BAY ...................... 75 
  TIME .................................... 27 
  TOMAYAH ............................. 75 
  TORCH SCROLL ....................... 43 
  TRACKING ............................. 11 
  TRADESPEAK ................. 8, 35, 77 
  TRANSFORM .......................... 17 
  TRANSPORT ........................... 17 
  TRAPS ............................. 12, 63 
  TRAVEL ............................ 45, 77 
  TREANT ................................ 54 
  TREASURE ............................. 66 
  TRICK BOW ............................ 43 
  TROLL ................................... 55 
  TURN ................................... 27 
  U 
  UNARMED, COMBAT ................ 12 
  UNARMED, DAMAGE .................. 7 
  UNCONSCIOUS ........................ 34 
  UNDEAD .......................... 13, 16 
  UNDERKINGDOM ..................... 72 
  UNICORN ............................... 55 
  UNSKILLED .............. 9, 10, 11, 77 
  URISHOR ............................... 75 
  USAGE ............................ 28, 34 
  V 
  VALE OF LOST SOULS ................ 75 
  VALE OF SHADOWS .................. 75 
  VAMPIRE ............................... 55 
  VITALITY ROD .......................... 43 
  W 
  WAND OF LOW WIZARDRY ......... 44 
  WAR OF POSSESSION .......... 42, 69 
  WARDING SASH ....................... 44 
  WARLORD .............................. 10 
  WARREN ......................... 73, 74 
  WARRIOR .......................... 6, 12 
  WEAKENED ............................ 34 
  WEAPON OF DRAINING ............. 44 
  WEAPON OF PIERCING .............. 44 
  WEAPON RANGE ..................... 28 
  WEAPONS .............................. 20 
  WEATHER .............................. 13 
  WEATHERING STONE ................ 44 
  WEREWOLF ............................ 55 
  WESTERN REACHES .................. 75 
  WIGHT .................................. 56 
  WIL ... 4, 5, 8, 13, 15, 18, 32, 77 
  WILLPOWER ................... SEE WIL 
  WIZARD EYE ..................... 12, 17 
  WIZARD HAND ........................ 12 
  WORG................................... 56 
  WYLDE .................................. 75 
  Y 
  YOSHIMIR .............................. 75 
  Z 
  ZIBAL .................................... 75 
  ZOMBIE ................................. 56 
   
  
   
   
  82 
   
  It may be small, but what you hold in your hands is a complete and unique fantasy 
  role playing game.  Add pencils and dice and you’ll have everything you need! 
  Create your character and embark on an epic journey wrought with peril and 
  rewards limited only by your imagination. Flip through the pages and you’ll see: 
   » Classic character races: Elf, Dwarf, Halfling, and Human. 
   » Eight character skills: Cleric, Enchanter, Leader, Scholar, Scout, Spellcaster, 
  Thief, and Warrior.  
   » Spells: 17 very flexible magic spells in a unique and simple magic system.  
   » Equipment: a robust equipment list containing classic weapons and armor in 
  addition to animals, gear, and even castles and ships.   
   » Characters: Rules on creating and developing your character. 
   » Rules lite: simple game rules relying on rapid resolution, action, and adventure. 
   » Cool tools to get your creativity flowing: Magic item creation, alchemy, rune 
  craft, spell scrolls, creature creation, traps, treasures, and more! 
   » Adventure generation: we give you the nuts & bolts for developing memorable 
  adventures, you sprinkle with creativity 
   » Random dungeon creation system to help a GM prepare for a night’s fun. 
   » A bestiary of over 45 creatures, ready to 
  spread havoc on the world! 
   » A broad brush-stroke setting, Keranak 
  KingdomsTM, complete with brief history, 
  atlas, and pantheon.  A great backdrop 
  for your epic saga. 
   » Portable: fully indexed, e-book friendly, 
  well-organized, and fits neatly in your 
  pack or a large pocket.  Take it with you 
  and have it ready for an impromptu 
  game.  Try doing that with other fantasy 
  role-playing game’s core rulebooks!  
   
  
SOURCE: textdata/thevault/BareBones Fantasy (osr)/BareBones Fantasy.pdf