TEXT:  
   
  
   
   
  
   
   
   
   
   
          
   
  
   
   
   
   
   
   
   
   
   
  Copyright (C) 2017 by James & Robyn George   
   
   
  Electronic Edition     
   
   
  All rights reserved.  No part of this book may be  
  reproduced or transmitted in any form or by  
  any means whatsoever without express written permission  
  from the authors, except in the case of  
  brief quotations embodied in critical articles and  
  reviews.  Please refer all pertinent questions to the publisher. 
   
   
  Printed in the United States of America 
   
   
  www.oldehouserules.com 
  Second Printing, August 2017  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
  This Referee Companion is 
  dedicated to the players (and referees) who,  
  through their creative efforts, made 
  our little game into something all their own... 
   
   
  Cover and interior art from  
  Olaus Magnus, History of the Nordic Peoples 
  re-imagined by James S. George, 
  with all others in the public domain  
   
   
  Heartfelt thanks go out to 
  Gada Alonso, Morgan Cornillie, Joel Fowler, 
  Seth Fowler, Robyn George, and  
  Emily Janicki for their play-testing efforts  
  at PretzCon 2013.  The evil Snow Hag  
  never stood a chance against such brave heroes! 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
  TABLE OF CONTENTS 
   
  FOREWORD...................................................... 
  1 
  INTRODUCTION.............................................. 
  2 
  QUICK REFERENCE CHARTS........................ 
  3 
  Character Abilities.................................... 
  3 
  Secondary Skills......................................... 
  4 
  Non-Human Proficiencies........................... 
  4 
  Inheritance................................................... 4 
  Equipment..................................................... 
  5 
  Magician Spells........................................... 
  6 
  Spell Components......................................... 
  6 
  Combat Tables............................................... 
  7 
  Attack Modifiers......................................... 
  7 
  Attack Order/Sequence................................ 
  7 
  Alternative Combat..................................... 
  8 
  Optional Damage........................................... 
  8 
  Combat Maneuvers........................................ 
  9 
  Maintenance and Repair.............................. 
  9 
  Non-Combat Actions..................................... 10 
  Action Modifiers......................................... 10 
  Feats of Strength....................................... 11 
  Henchmen....................................................... 11 
  Experience Points....................................... 11 
  Treasure....................................................... 12 
  Wilderness Exploration.............................. 13 
  Random Encounters...................................... 13 
  Urban Encounters........................................ 15 
  THE SNOW HAG'S AERIE............................. 
  17 
  Legend of the Snow Hag............................. 18 
  The Environs and Courtyard...................... 19 
  The Snow Hag's Aerie................................. 22 
  Epilogue........................................................ 23 
  Nightmares................................................... 24 
  Referee's Guide to Abbreviations............. 24 
   
   
   
   
   
  
  1 
   
  FOREWORD 
   
  This is a collection of quick-reference charts for the Pits & Perils game 
  drawn from the basic rulebook and its supplements.  But it also includes new 
  and optional rules and "liner notes" meant to assist the referee in making 
  things happen during play.  This matters because the game was always imagined 
  as a flexible, seat-of-the pants system.  If the elf positions herself on a 
  nearby ledge and the rest of the party has the ogre pinned down, she can ask 
  for (and reasonably get) the prone bonus (+2) with her bow... 
   
  But only if the player acts.  And only if the referee is sensible enough to 
  recognize (and reward) this bit of tactical ingenuity! 
   
  Indeed, many, if not most, old-school gamers are fine with this approach and 
  like their referee to make on-the-spot rulings.  For them, the new rules 
  provide more flexibility.  Still others approach the rulebook as an absolute, 
  third-party authority.  Here, the optional rules provide an alternate, but 
  nonetheless quite official, version of the game, and the group need only choose 
  what rules they wish to observe.  And while we obviously prefer the former 
  approach, there is no wrong answer when it comes to having fun... 
   
  So to those who love (and play) Pits & Perils in all its incarnations, we 
  appreciate your support and hope this booklet helps keep your game perilous!  
   
   
  
  2 
   
  INTRODUCTION 
   
  Pits & Perils (P&P) is an old-school role-playing game.  It is deliberately 
  simple and open-ended, requiring little in the way of charts or in-game 
  calculations to interfere with play.  Nonetheless, there are times when this is 
  necessary, and this booklet is a useful aid.  In addition to quick-reference 
  charts and tables, it contains additional guidance and original rules to allow 
  seamless play both in and out of combat situations. 
   
  These rules are kept simple because:  
   
  Simple is easy.  The more rules a game has, the more likely these will start 
  doing the role-playing for you, to the detriment of all.  
   
  But simple is also smoother, as flipping through the rules interferes with the 
  dialogue that should exist between the players and the referee and shifts 
  focus away from decision-making and exploration.   
   
  Finally, simple is old-school.  The referee is free to add or change anything, 
  and this is easier when the rules are simple to begin with. 
   
  But despite its relative simplicity, Pits & Perils has a lot in the way of 
  content, including enemies to fight and magic to win and wield, and the referee 
  should become comfortable and familiar with practice.  Until that happens, 
  these quick-reference tables serve as instant experience for new referees and 
  good advice for the most seasoned grognards!    
   
  THE CAMPAIGN 
   
  A defining attribute of "old-school" is that each campaign is a game unto 
  itself, even if the same rules are being used, such that the best of these are 
  more like a regional dialect, still recognizable, but with its own accent and 
  colloquialisms (much like a southern drawl).  This is the intangible factor that 
  makes old-school games unique.  It captures the amateur origins of the hobby 
  and underscores everything we know old-school to be.      
   
  HOW TO USE THESE CHARTS 
   
  The referee can keep these tables handy for easy reference during play, 
  enabling smoother action.  Where applicable, additional guidance and rules are 
  provided so the referee can make quick decisions without slowing things or 
  disrupting events during combat, etc.  Being an old-school game, the referee is 
  highly encouraged to devise their own custom charts with whatever original    
  rules (like new random encounters) seems right for their campaign... 
   
  
  3 
   
  QUICK REFERENCE CHARTS 
   
  The following quick reference charts are provided to aid the referee during 
  play and include additional (optional) rules and liner notes to better facilitate 
  their implementation.  Consult them as needed...          
   
  CHARACTER ABILITIES  
   
  Sometimes, the referee will need to create non-player characters (including  
  enemy combatants) on the spot.  Those having a proper class get abilities 
  determined by rolling (or choosing) on the following, with commoners possessing 
  exceptional traits 1-2 in 1d6 of the time per the enemy rules:  
   
  2d6 
  ABILITY 
  ACTIONS 
  LIMITS 
  2 
  Strength 
  bend bars, lift gates    
  men only 
  3-4 
  Intelligence 
  know legends, lore 
  -- 
  5 
  Dexterity 
  climb walls, stealth 
  -- 
  6-7 
  Wisdom* 
  detect lies, find clues 
  -- 
  8 
  Constitution 
  withstand adversity 
  -- 
  9-10 
  Charisma 
  lead, persuade others 
  elves, men 
  11-12 Any 2 (choose) or roll again as needed# 
  -- 
   
   
   
   
  *Alternately, represents cunning as per the referee 
  #Ignore duplicate results and/or adjust for race as needed 
   
  Note here that wisdom is (statistically) the most common ability because it 
  demands more from the player, who still needs to decipher any clues discovered 
  in the course of a game.  That said, it is analogous to raw cunning more than 
  anything else and may be renamed as suits the referee...     
   
  Alternately, non-human characters can roll on the following table to account 
  for their racial predispositions more efficiently:  
   
  2d6 
  DWARF 
   
  2d6 
  ELF 
  2-4 
  Intelligence 
   
  2 
  Constitution 
  5 
  Dexterity 
   
  3-6 
  Dexterity 
  6-8 
  Constitution 
   
  7 
  Wisdom 
  9 
  Wisdom 
   8-10 
  Intelligence 
  10-11 
  Charisma* 
   
  11 
  Charisma 
  12 
  Any 2 (choose)  
  12 
  Any 2 (choose) 
   
   
   
   
   
  *Situational; applies to other dwarves only 
   
  Of course, ambitious referees can devise their own tables, perhaps broken down 
  by class or region as their campaigns require.  Anything is possible... 
  
  4 
   
  SECONDARY SKILLS 
   
  Players can roll secondary skills on the following: 
   
  2d6 
  SKILL 
  NOTES 
  2 
  Beggar 
  avoid guards or thieves in the city* 
  3 
  Blacksmith create simple tools at no cost 
  4 
  Bowyer 
  produce 1d6 arrows per game week 
  5 
  Carpenter 
  carry 1 additional (small) item 
  6 
  Farmer 
  anticipate coming weather (next day)  
  7 
  Fisherman 
  navigate by the sun and stars 
  8 
  Gambler 
  win 1d6 GP per game week in town#   
  9 
  Hunter 
  find/procure safe food and water 
  10 Merchant 
  appraise the value of various items  
  11 Performer 
  get free lodging by entertaining 
  12 Town crier hear latest news/gossip when in town 
   
   
   
  *This is not the same as hiding or sneaking 
  #No experience points earned for money made this way  
   
  NON-HUMAN PROFICIENCIES 
   
  Dwarves and elves have unique cultures that lend themselves to different 
  proficiencies rolling (or choosing) as shown: 
   
  DWARF (2d6) SKILL 
  ELF (2d6) SKILL 
  2-8 
  Blacksmith 
  2 
  Blacksmith 
  9 
  Gambler 
  3-7 
  Bowyer 
  10 
  Merchant 
  8 
  Farmer 
  11 
  Performer 
  9-11 
  Hunter 
  12 
  Town crier 
  12 
  Merchant 
   
  INHERITANCE 
   
  If a character dies, the player can designate a "relative" to inherit some of 
  their money and equipment as per the following:  
   
  LEVEL* MONEY 
  MAGIC ITEMS 
  1-3 
  25% 
  Full number (1st level) or any 2 
  4-9 
  50% 
  Any 5 chosen by the player  
  10+ 
  75% 
  Complete selection of items inherited 
   
   
   
  *When replacement is artificially advanced in level 
   
  Obviously, 1st level characters inheriting magic items are more powerful.  
  
  5 
   
  EQUIPMENT 
   
  New characters have access to the full equipment list.  Beyond that, not 
  everything will be available.  For game purposes, assume that a desired item is 
  available 1-3 in 1d6 of the time, subject to modifiers for the size and/or 
  population of the area in question: cities (-1), towns (+1), and villages (+2), so 
  larger settlements are more likely to carry desired goods:  
   
  ARMOR 
  PROTECTION COST   
  EQUIPMENT 
  NOTES 
  COST 
  Leather 
  light (+1) 
  10 
    
  Backpack 
  -- 
  2 
  Chainmail 
  medium (+2)  30 
   
  Bedroll 
  -- 
  1 
  Plate mail 
  heavy (+3) 
  50 
   
  Lantern 
  -- 
  3 
  Shield 
  light (+1) 
  10 
   
  Mallet 
  -- 
  2 
   
   
   
   
  Pole   
  10' 
  1 
  MISSILES 
  RANGE 
  COST  
  Rations 
  7 days 
  5 
  Bow, long* 
  200' 
  25 
   
  Rope 
  50' 
  3 
  Bow, short* 
  150' 
  15 
   
  Spike, iron 
  -- 
  2 
  Crossbow* 
  180' 
  20 
   
  Stake, wooden 
  -- 
  1 
  Sling shot*  
  200' 
  5 
   
  Tinder box  
  -- 
  3 
   
   
   
   
  Torch  
  -- 
  1 
  WEAPONS 
  RANGE 
  COST  
  Water skin 
  1 quart 
  2 
  Axe, hand# 
  30' 
  3 
   
   
   
   
  Axe, great* 
  10' 
  7 
   
  MOUNTS 
  NOTES 
  COST 
  Club 
  10' 
  2 
   
  Bit/bridle 
  -- 
  10 
  Dagger# 
  30' 
  1 
   
  Cart 
  -- 
  20 
  Flail*  
  10' 
  3 
   
  Feed/oats 
  7 days 
  5 
  Hammer# 
  30' 
  6 
   
  Horse, riding 
  -- 
  40 
  Mace 
  10' 
  5 
   
  Horse, war 
  -- 
  50 
  Morning star* 
  10' 
  7 
   
  Mule 
  -- 
  10 
  Pick 
  10' 
  6 
   
  Pony 
  -- 
  20 
  Spear#  
  30' 
  3 
   
  Saddle 
  -- 
  5 
  Staff 
  10' 
  2 
   
  Saddle bags 
  -- 
  10 
  Sword, great* 
  10' 
  9 
   
   
   
   
  Sword, long 
  10' 
  7 
   
  SERVICES 
  NOTES 
  COST 
  Sword, short 
  10' 
  4 
   
  Night at the inn 
  -- 
  1 
   
   
   
   
   
   
   
  *Two-handed weapon (+1 damage), no shield use; assume that arrows,  
   crossbow bolts, and sling stones cost 1 GP per 20 bought                           
  #Maximum range for thrown melee weapons; otherwise, range will be 10'  
   
  Of course, armor and/or weaponry may be more difficult to find, especially 
  when their use is discouraged (or banned) by the nobility.  Given the creation 
  time involved, characters will need to wait 1d6+1 days for custom work, but 
  only after a deposit of half in advance.  Otherwise, clever referees can make 
  some items available as loot.  For instance, a captured suit of mail, etc.    
  
  6 
   
  MAGICIAN SPELLS 
   
  The sheer number of spells available makes constructing a random table 
  impractical.  Instead, the referee can choose from the following, selecting what 
  best suits their adventure and/or setting:    
   
  SPELL 
  DURATION 
  RANGE  
  SPELL 
  DURATION 
  RANGE 
  Ally 
  instant 
  self 
   
  Link 
  1d6 rounds 
  sight 
  Aura 
  1 turn/level 
  self 
   
  Load 
  1 turn/level 
  self 
  Bane 
  instant 
  30' 
   
  Mask 
  1 turn/level 
  self 
  Bolt 
  instant 
  60' 
   
  Mend 
  instant 
  touch 
  Call 
  instant 
  self 
   
  Mist 
  1 turn/level 
  self 
  Calm 
  1 turn/level 
  30' 
   
  Move 
  instant 
  60' 
  Copy 
  instant 
  self 
   
  Mute 
  1 turn/level 
  30' 
  Cure 
  instant 
  touch 
   
  Null 
  instant 
  touch 
  Duel 
  1d6 rounds 
  self 
   
  Obey 
  instant 
  30' 
  Fade 
  1 turn/level 
  self 
   
  Pass 
  instant 
  self 
  Fear 
  1 turn/level  
  30' 
   
  Read 
  1 turn/level 
  self 
  Find 
  instant 
  sight 
   
  Ring 
  1d6 rounds 
  self 
  Foil 
  instant 
  30' 
   
  Rise 
  1 turn/level 
  self 
  Form 
  1 turn/level 
  self 
   
  Rout 
  instant 
  30' 
  Gaze 
  1d6 rounds 
  sight 
   
  Ruin 
  instant 
  60' 
  Glow 
  1 turn/level 
  30' 
   
  Ruse 
  1 turn/level 
  30' 
  Grow 
  1 turn/level 
  self 
   
  Send 
  instant 
  sight 
  Heal 
  instant 
  touch 
   
  Slow 
  1d6 rounds 
  60' 
  Hide 
  1 turn/level 
  self 
   
  Stun 
  1d6 rounds 
  30' 
  Hole 
  1d6 rounds 
  self 
   
  Urge 
  instant 
  self 
  Jinx 
  1d6 rounds 
  30' 
   
  Vine 
  1 turn/level 
  30' 
  Keen 
  1d6 rounds 
  touch 
   
  Void 
  1 turn/level 
  self 
  Know 
  1d6 rounds 
  touch 
   
  Ward 
  1d6 rounds 
  self 
  Lift 
  1d6 rounds 
  60' 
   
  Wink 
  1d6 rounds 
  self 
   
  SPELL COMPONENTS 
   
  Given their potential value as treasure, the referee can roll for any material 
  components held by enemy magicians: 
   
  1d6 TYPE 
  COST 
  SPECIAL EFFECT 
  1-2 Physic 
  5 GP increase radius and/or range by +10' 
  3-4 Ingredient 15 GP add +1 damage to any Bolt spell 
  5-6 Element 
  10 GP extend spell duration by +1 round/turn* 
   
   
   
  *Where applicable, does not apply to instant spells  
   
  Assume 1-3 possessed, noting that rivals will surely use what they have...  
  
  7 
   
  COMBAT TABLES 
   
  Players are expected to keep track of their own combat modifiers, including 
  those for class and/or magic weapons, etc.  Enemy monsters (except those 
  assigned a proper class) have attack and damage modifiers based on level and/or 
  size as follows, making these very dangerous: 
   
  LEVEL ATTACK  SIZE DAMAGE*  
  3 
  +1 
   
  M 
  -- 
  6 
  +2 
   
  L 
  +1 
  9 
  +3 
   
  H 
  +2 
  12 
  +4 
   
  -- 
  -- 
  15 
  +5 
   
  -- 
  -- 
   
   
   
   
   
  *Only applies to bite, claws, etc. 
   
  For game purposes, assume that lycanthropes and other shape-shifters get 
  appropriate modifiers when in animal form.  This includes any character using 
  spells or magic items (i.e., beast cloaks) while in combat.  
   
  ATTACK MODIFIERS 
   
  The following applies to all combatants.  Often, victory comes down to simple 
  maneuvering, and good strategy should be rewarded: 
   
  TARGET IS... 
  MODIFIER 
  Partially obscured  
  -2 
  Underwater 
  -1 
  Outnumbered/outflanked 
  +1 
  Retreating, prone, or stunned, etc. 
  +2 
   
  ATTACK ORDER/SEQUENCE 
   
  The referee should require initiative at the start of combat and again if the 
  conditions of battle somehow change (this encourages strategy):  
   
  CONDITIONS 
  MODIFIER 
  Surprised or unprepared  
  -2 
  Heavily outnumbered 
  -1 
  One or more elves in the party 
  +1 
   
  Some games stress special abilities over proper strategy.  This one rewards 
  players for outmaneuvering their foes and prioritizes simple choices, to 
  include armor and weaponry.  For instance, strategic placement of archers and 
  magicians in the party's marching order can make all the difference.  
  
  8 
   
  ALTERNATIVE COMBAT 
   
  Optionally, the referee can base hit probability on a target's ability per the 
  following attack matrix, which serves to speed combat: 
   
  TARGET IS... 
  7 OR BETTER 9 OR BETTER 12 OR BETTER 
  Untrained* 
  1 hit 
  1 hit 
  2 hits 
  Skilled 
  miss 
  1 hit 
  2 hits 
  Divine/diabolic# 
  miss 
  miss 
  1 hit 
   
   
   
   
  *Does not include those assigned a proper class   
  #Includes demons (not manes), deities, and/or seraphim, etc.   
   
  The designation "untrained" here applies to most commoners, but also those 
  enemies who, in the opinion of the referee, lack the skill and/or training to 
  do more than exercise brute force, etc.  For instance, the lowliest of orcs 
  wielding clubs or wild beasts that rely on other special defenses, noting that 
  those above 3rd level will normally be skilled.  
   
  OPTIONAL DAMAGE 
   
  Some groups may prefer faster, more lethal combat in the old-school tradition, 
  and this can be achieved by rolling attacks on the following: 
   
  2d6 DAMAGE 
  NOTES 
  2-6 
  -- 
  -- 
  7-9 
  1 
  -- 
  10 
  2 
  Maximum for non-combatants* 
  11 
  3 
  -- 
  12 
  4 
  Maximum damage for combatants# 
   
   
   
  *Assumes elves, magicians, and thieves 
  #Clerics, dwarves, and human/elven fighters 
   
  Note here that the above reflects the untrained opponent rule.  Otherwise, 
  damage starts at 9 (1 hit), with added damage per weapon:    
   
  SIZE/TYPE 
  BONUS 
  NOTES 
  Concealed/small 
  0 
  assume maximum damage of 2 
  Medium sized 
  0 
  most one-handed weapons 
  Two-handed/large 
  +1 
  two-handed and/or giant-sized* 
   
   
   
  *Includes those wielded by giants, trolls, etc. 
   
  Alternately, the referee can limit optional damage to special circumstances... 
  
  9 
   
  COMBAT MANEUVERS    
   
  Players will choose their own combat maneuvers, and the referee can assign 
  them to non-players as befits the individual: 
   
  MANEUVER 
  REQUIREMENTS 
  SPECIAL EFFECT 
  Bash 
  shield 
  employ shield to knock back foes 
  Block 
  shield 
  deflect attacks using a shield 
  Cover 
  shield 
  raise shield against normal missiles 
  Dodge 
  -- 
  nimbly avoid enemies in combat* 
  Parry 
  melee weapon 
  deflect or disarm enemy fighters*  
  Smash 
  axe/hammer 
  bludgeon for additional damage  
  Sweep 
  two-handed melee mighty blow against multiple foes* 
  Thrust 
  blade/spear 
  pierce armor for added damage# 
  Volley 
  long/short bow 
  launch missiles at multiple targets 
   
   
   
  *Requires 20' free space to attack/defend properly 
  #Smaller blades require 5', all others (including spears) 10' 
   
  Note that barbarians, corsairs, and fighters with 2 attacks per round can 
  execute a combination block/parry/attack.  Likewise, monks can block and attack 
  after 9th level, getting 2 attacks per round with the staff. 
   
  MAINTENANCE AND REPAIR 
   
  Armor, equipment, and even magical weaponry may require periodic maintenance, 
  with failure to do so resulting in penalties as shown: 
   
  ITEM 
  PENALTY 
  Armor* 
  no protection afforded 
  Tools 
  1-2 in 1d6 chance of breakage 
  Weaponry# 
  minimum damage delivered  
   
   
  *Includes magic armor (half protection) 
  #Magical weapons deal full damage, no bonus 
   
  Repairs cost 10% of treasure taken (armored characters) or 5% (all others) based 
  on conditions.  Optionally, the referee can roll for wear and tear:  
   
  CONDITIONS 
  REPAIRS NEEDED... 
  NOTES 
  Basic exploration 
  1 in 1d6 
  -- 
  Heavy combat 
  1-2 in 1d6 
  frequent battles 
  Traumatic conditions 
  1-3 in 1d6 
  traps and/or similar 
   
  The referee should roll once per character upon returning to civilization. 
  
  10 
   
  NON-COMBAT ACTIONS 
   
  Many actions, like ordinary walking and talking, do not require dice, as the 
  character is automatically successful.  Everything else is governed by a 
  particular attribute and should be limited to those characters actually having 
  that ability in most cases, per the referee: 
   
  ACTION 
  ABILITY 
  DURATION 
  SPEED 
  Bend iron bars  
  strength 
  -- 
  -- 
  Climb walls 
  dexterity 
  -- 
  10'/round* 
  Detect lies 
  wisdom 
  -- 
  -- 
  Force doors 
  strength 
  -- 
  -- 
  Hide/sneak 
  dexterity 
  -- 
  20'/round 
  Hold breath 
  constitution 
  1d6 rounds 
  -- 
  Influence others# 
  charisma 
  -- 
  -- 
  Lift gates 
  strength 
  1d6 rounds 
  -- 
  Recall facts 
  intelligence 
  -- 
  -- 
  Spot clues 
  wisdom 
  -- 
  -- 
  Steal objects 
  dexterity 
  -- 
  -- 
  Swim rough waters 
  constitution 
  1d6 rounds 
  10'/round 
  Track enemies 
  wisdom 
  -- 
  -- 
   
   
   
   
  *Thieves climb walls at double speed (20'/round)  
  #This includes acts of deception (lies) or intimidation, etc.  
   
  Alternately, certain actions should be possible for any character, albeit at a 
  substantial penalty to reflect their lack of ability. 
   
  ACTION MODIFIERS 
   
  Non-combat actions are modified as follows: 
   
  ACTION IS... 
  MODIFIER 
  Nearly impossible*   
  -5 
  Performed under less than ideal conditions* 
  -3 
  Common task, character well-suited 
  +1 
  Simple and/or ideal conditions present 
  +3 
   
   
  *May indicate a character without the requisite ability 
   
  Note that dexterous characters should always be the fastest in a party, and 
  this applies equally to the physically powerful, etc.  This distinguishes 
  characters and forces them to work together.  At the same time, players may be 
  permitted to try different things out, and modifiers accomplish both nicely, 
  although the referee should always favor the naturally inclined...     
  
  11 
   
  FEATS OF STRENGTH 
   
  Certain acts of physical strength, such as forcing a door, might require 
  multiple characters working together.  For every strong character present and 
  helping out, the referee can add a bonus (+1) to the dice.    
   
  HENCHMEN 
   
  Hirelings (alchemists, etc.) should be developed in advance, with henchmen 
  conforming to the following table.  While most will be human, the referee is 
  free to make exceptions as befits the game setting: 
   
  TYPE 
  ARMOR 
  HP 
  WEAPON 
  NOTES 
  COST 
  Archer 
  leather 
  7/+1 bow/dagger 
  -- 
  10 
  Footman chainmail 8/+2 axe/dagger 
  -- 
  20 
  Porter 
  none 
  6/+0 club/dagger carry full load 
  5 
   
  EXPERIENCE POINTS 
   
  To keep things simple, the referee should annotate experience for specific 
  encounters in advance of play.  However; this is not always possible, especially 
  with random encounters and/or when the unexpected happens: 
   
  LVL 
  EXP 
  BONUS* 
  TREASURE 
  1 
  5 
  +10 
  1 per 2 GP 
  2 
  10 
  +10 
  -- 
  3 
  20 
  +20 
  -- 
  4 
  30 
  +20 
  -- 
  5 
  40 
  +30 
  -- 
  6 
  50 
  +30 
  -- 
  7 
  100 
  +40 
  -- 
  8 
  200 
  +40 
  -- 
  9 
  400 
  +50 
  -- 
  10 
  800 
  +50 
  -- 
  11 
  1,000 
  +100 
  -- 
  12 
  2,000 
  +100 
  -- 
  13 
  3,000 
  +200 
  -- 
  14 
  4,000 
  +200 
  -- 
  15 
  5,000 
  +300 
  -- 
   
   
   
   
  *Experience for special abilities 
   
  Note that referees who desire slower level progression can award 1 experience 
  per 10 GP found and none for magic items won and subsequently sold.   
  
  12 
   
  TREASURE 
   
  Once again, the referee should place treasure in advance of play, although 
  wandering merchants and the like also carry riches: 
   
  TYPE 
  VALUE (GP) 
  CHANCE OF MAGIC 
  I 
  1d6 (1-6 GP) 
  -- 
  II 
  1d6 x 10 (10-60 GP) 
  2 in 1d6* 
  III 
  1d6 x 100 (100-600 GP) 
  3 in 1d6* 
  IV 
  1d6 x 1,000 (1,000-6,000 GP) 
  4 in 1d6* 
   
   
   
  *Place as desired or roll on the magic tables  
   
  The referee can roll or simply declare wealth in the form of jewelry if this 
  better suits the conditions of a given hoard: 
   
  TYPE CHANCE OF JEWELRY % OF TOTAL VALUE* 
  II 
  1 in 1d6 
  (50-75%) 
  III 
  2 in 1d6 
  (25-50%) 
  IV 
  3 in 1d6 
  (10-25%) 
   
   
   
  *Jewelry does not count against encumbrance  
   
  Larger hoards can be produced by using lesser denominations (copper and/or 
  silver coins) and converting from their original GP value: 
   
  COINAGE 
  VALUE 
  Copper pieces (CP) 10 CP = 1 SP 
  Silver pieces (SP) 10 SP = 1 GP 
   
  Merchants, pirates, and raiding orcs often carry wealth in the form of luxury 
  items (frequently stolen).  This can be rolled as shown: 
   
  1d6 
  ITEM 
  NOTES 
  1 
  Ebony 
  decorative items (artwork)* 
  2 
  Incense/oils 
  includes dyes or spices 
  3 
  Ivory 
  as ebony, above (decorative art)* 
  4 
  Textiles 
  bolts of cloth or silk 
  5 
  Silverware  
  may be goblets, plates, etc.# 
  6 
  Various (mixed) usually indicates stolen goods  
   
   
   
  *May be ceremonial or religious in nature  
  #Roll 1d6 for type (1-2 brass, 3-4 copper, 5-6 silver) 
   
  Normally, individuals carry Type I-II and/or jewelry of greater value...  
  
  13 
   
  Magic items are rare and should seldom appear in unscripted hoards unless 
  wielded by enemies to their own advantage, etc.  The referee might allow 
  exceptions for potions (or scrolls) that might be beneficial to a party provided 
  the players have earned it through superior choices. 
   
  WILDERNESS EXPLORATION  
   
  For game purposes, there will be a 1 in 1d6 chance per game day travelled of 
  getting lost, modified for conditions as follows: 
   
  CONDITIONS 
  MODIFIER 
  Heavy brush/covering*  
  -2 
  No map available#  
  -1 
  Poor weather/sun obscured  
  -1 
   
   
  *All dice for initiative rolled at -2 
  #Guides ensure the party never gets lost 
   
  Dislocation can be determined by rolling 1d6: 1-2 (left of path), 3-4 (right of 
  path), and 5-6 (backtrack/reverse move) when a party is lost. 
   
  RANDOM ENCOUNTERS 
   
  Normally, random encounters occur 1 in 1d6 of the time per full turn of 
  exploration (either above or below ground) although a party should never face 
  multiple encounters through consecutive turns of play: 
   
  3d6 
  DUNGEON 
  3d6 
  WILDERNESS 
  3-5 
  Bat (2-12) 
  3-5 
  Anka (1) 
  6 
  Bat, giant (1-2) 
  6 
  Bear (1) 
  7 
  Cockatrice (1) 
  7 
  Boar (1-2) 
  8-10 Dwarf (2-12) 
  8-10 Brigand (6-12) 
  11 
  Fungi (1) 
  11 
  Druid (1-2) 
  12 
  Ghoul (1-3) 
  12 
  Elf (1-6) 
  13 
  Jelly (1) 
  13 
  Faerie (1-2) 
  14-15 Kobold (6-12) 
  14-15 Orc (2-12)  
  16 
  Rat (2-12) 
  16 
  Redcap (1-2) 
  17 
  Rat, giant (1-2) 
  17 
  Wild man (2-12)  
  18 
  Spider, giant (1) 
  18 
  Wolf (1-3)* 
   
   
   
   
  *Alternately, a single werewolf on the hunt 
   
  Random encounters should always be of the weakest sort (assume 1-2 HP per 
  level in most cases), although exceptions can be made.  These guard no treasure, 
  with the possible exception of brigands (assign I-II) and orcs, etc. 
  
  14 
   
  For simplicity, the referee can designate specific locations where random 
  encounters may occur.  For instance, when setting up camp, etc.  If the 
  characters establish a watch, there will be a 1-2 in 1d6 chance of an encounter 
  with some 2-3 rounds to prepare.  Unprepared parties (no watch) have but a 
  single round and must roll for initiative at -2. 
   
  For quick reference, the following is provided (where applicable, attack and/or 
  damage bonuses are given in parentheses):   
   
  NAME 
  ATTACKS LEVEL MOVE SIZE 
  Anka 
  3(+1) 
  5 
  50' 
  L(+1) 
  Bat 
  1 
  1 
  20' 
  S 
  Bat, giant 
  1 
  2 
  30' 
  M 
  Bear 
  3(+1) 
  4 
  40' 
  L(+1) 
  Boar 
  1(+1) 
  3 
  30' 
  M 
  Brigand 
  1 
  * 
  # 
  M 
  Cockatrice 
  1 
  2 
  20' 
  S 
  Druid 
  1  
  * 
  50' 
  M 
  Dwarf 
  1 
  * 
  # 
  M 
  Elf 
  1 
  * 
  # 
  M 
  Faerie 
  1   
  1 
  50' 
  S 
  Fungi 
  3(+1) 
  5 
  -- 
  M 
  Ghoul 
  3 
  2 
  40' 
  M 
  Jelly 
  1(+1) 
  5 
  10' 
  L(+1) 
  Kobold 
  1 
  1 
  30' 
  S 
  Orc 
  1 
  1 
  # 
  M 
  Rat 
  1 
  1  
  20' 
  S 
  Rat, giant 
  1 
  2 
  30' 
  M 
  Redcap 
  1(+1) 
  3 
  30' 
  S 
  Saurian 
  3 
  3 
  30' 
  M 
  Spider, giant 
  1 
  2 
  20' 
  M 
  Werewolf 
  3(*) 
  * 
  # 
  M 
  Wild man 
  1 
  2 
  50' 
  M 
  Wolf 
  3(+1) 
  3 
  40' 
  M 
   
   
   
   
   
  *Assign level/spells where applicable    
  #Humanoid enemies will move by armor worn  
   
  Total hits per level are determined by rolling 1d6: 1-2 (1), 3-4 (2), 5-6 (3) or 
  assigned by the referee.  Humanoids can use armor and shield. 
   
  Some enemies have special attacks and/or spells.  The referee should be 
  familiar with these in advance.  Otherwise, they might select simpler monsters, 
  like bears or wolves, until they become more experienced.  Of course, custom 
  encounter tables are highly encouraged and keep things realistic. 
  
  15 
   
  URBAN ENCOUNTERS 
   
  Encounters in urban (city/town) environments can be placed in advance or 
  determined randomly on the following if so desired: 
   
  2d6 
  RESULT 
  NOTES 
  2 
  Adventuring class  
  see below 
  3-11 Commoner/townsperson 
  -- 
  12 
  Enemy/monster, etc. 
  see below 
    
  Optionally, there is a 1-4 in 1d6 chance of an adventurer travelling with a 
  party of 1d6+1 others as per the following:   
   
  2d6 
  CLASS/RACE* 
  NOTES# 
  2-3 
  Cleric 
  nearly half are chaotic (evil)  
  4 
  Dwarf 
  drunk (1-2 in 1d6) and aggressive 
  5 
  Elf 
  these are aloof when solitary 
  6-8 
  Fighter 
  inebriated (1-3 in 1d6) as a dwarf 
  9 
  Magician 
  may Link with potential rivals   
  10-12 
  Thief 
  often (1-4 in 1d6) attempt to steal 
   
   
   
  *Or any variant (monks or savants, etc.) per the referee 
  #Parties and/or solitary types match or exceed player level 
   
  For simplicity, the referee can use the following templates: 
   
   
  CLERIC/L/INT AK: l (mace) LL: 5 (l6/+2 HP) ME: 30' (chainmail)  
   
  MIRACLES: Ally, Cure, Heal, Null (3 FP)  
   
   
  DWARF/N/CON AK: l (hand axe) LL: 3 (l3/+3 HP) ME: 20' (plate mail)  
   
   
  ELF/N/DEX AK: 1 (bow, dagger) LL: 3 (8/+1 HP) ME: 40' (leather)  
   
  SPELLS: Bolt, Heal, Rise, Mask (2 SP) 
   
   
  FIGHTER/N/STR AK: l (great sword) LL: 4 (l6/+3 HP) ME: 20' (chainmail)  
   
   
   
  MAGICIAN/N/WIS AK: l (spells/staff) LL: 4 (8/+0 HP) ME: 50' (--)  
   
  SPELLS: Call (owl), Bolt, Fade, Ruin, Ruse, Urge (4 SP)   
   
   
  THIEF/C/DEX/CHA AK: 1 (dagger) LL: 6 (12/+1 HP) ME: 40' (leather) 
   
  Ability scores include: Strength (STR), Dexterity (DEX), Intelligence (INT), 
  Wisdom (WIS), Constitution (CON), Charisma (CHA), with all others abbreviated as 
  follows: Attacks (AK), Level (LL), Move (ME) plus faith/spells as shown.   
  
  16 
   
  Magic items (if any) can be determined randomly or by assigning something 
  suitable to the intended power (or scope) of the encounter. 
   
  The referee can generate commoners as follows: 
   
  3d6  
  NOTES 
  3 
  Beggar 
  some function as thieves (1-2 in 1d6)*  
  4 
  Blacksmith 
  assume 1-2 in 1d6 are armorers 
  5 
  Bowyer 
  long/short bows or (1 in 1d6) crossbows  
  6 
  Candle maker only found in larger towns, etc. 
  7 
  Carpenter 
  includes carpenters or woodworkers 
  8 
  Farmer 
  free/landed (1-3 in 1d6) or serf 
  9 
  Fisherman 
  possess basic boating/navigation skill 
  10 Glass blower availability as per a candle maker 
  11 Hunter 
  these might serve as paid guides 
  12 Jeweler 
  may (1 in 1d6) be a wealthy moneylender  
  13 Laborer  
  general (unskilled)/migrant workers  
  14 Miner 
  roll 1d6: 1 (dwarven), 2-6 (human)* 
  15 Performer 
  treat these as beggars with charisma* 
  16 Stone mason 
  often organized in powerful guilds 
  17 Tailor 
  can include leatherworkers, etc.  
  18 Teamster 
  possess extensive traveling knowledge 
   
   
   
  *Dwarves are 1st level and thieves 1-3rd, respectively 
   
  As run-ins with the city guard are a recurring theme in many games, the 
  referee can treat these as commoners (1-3 HP) clad in leather and armed with 
  spears (or bows on the walls).  Otherwise, sergeants (and above) are 1st-3rd 
  level fighters wearing chainmail and armed with swords.  
   
  Finally, obvious monsters are rare in most urban settings, but might haunt 
  chaotic temples and/or cemeteries and similar dreadful places: 
   
  2d6 
  TYPE 
  NOTES 
  2-4 
  Bugbear/orc 
  some bugbears pass as humankind 
  5 
  Demon/devil/manes 
  all linger near evil shrines 
  6-8 
  Doppelganger* 
  may try to gain a party's trust   
  9 
  Ghoul/ghost/shadow 
  spirits haunting communal crypts 
  10-11 Succubus/vampire 
  these attempt to seduce first  
  12 
  Werewolf/wyre-folk both types manifest in human form 
   
   
   
  *Doppelgangers appear as human, seeking more victims 
   
  As with all such tables, the referee has the final say, adjusting the outcome 
  consistent with conditions, perhaps picking a desired result instead... 
  
  17 
   
   
   
   
   
   
   
  
  18 
   
  The following dungeon was played at PretzCon 2013 and may assist the 
  referee in preparing their own games.  Although meant for higher-level 
  characters, it can be adjusted for any party...  
   
  LEGEND OF THE SNOW HAG 
  (The referee is encouraged to build upon this) 
   
  Legends speak of an evil hag dwelling in the hills above Lowland Dale; 
  stories to frighten children and entertain adults, no doubt.  She was 
  beaten long ago and fled to her tower on the mountain, assuming any of 
  this happened at all, for weird legends are common among the peasant 
  folk who dwell in the peaceful lowlands.  Only now, the legends might be 
  true and the people of the valley targets of her wrath. 
   
  Strange lights have been seen dancing across the brooding peaks at 
  night, followed by savage goblin raids at dawn.  The White Wound Tribe 
  has always been a nuisance, but now something has made them bolder, 
  resulting in excursions deeper into human lands; most recently, against 
  estates held by the King.  This is a mark against the new Magistrate, 
  Guiscard, High Warden of the valleys and easily replaced if he cannot 
  keep the peace, for the Fall harvest is threatened. 
   
  Worse still, rumors speak of the Hag coming bodily into the villages, 
  causing dreadful nightmares that leave their victims, and even the Royal 
  Guard, too terrified to act.  But when a contingent of Guiscard's best 
  soldiers failed to return from the crags, desperate action was called for 
  lest the worst happen.  And so an adventuring party was hired, hastily 
  briefed, and offered a prize of 5,000 SP if they succeed... 
   
  Thus, armed with their own gear and whatever equipment they manage to  
  purchase and/or haggle out of the Magistrate, the party leaves the safety 
  of the lowlands for the peaks where the Snow Hag's aerie awaits. 
   
   
  
  19 
   
  THE ENVIRONS AND COURTYARD 
   
  The crumbling ruins of the Hag's tower merge with the rocky cliffs to 
  create a labyrinthine channel.  Assuming the party sets out at dawn, they  
  should arrive at this place by late afternoon... 
   
  1 - The mountain pass leading to the Hag's tower is strewn with rocky  
  debris and gnawed bones of many kinds.  A mated pair of FROST GIANTS has 
  taken up residence here, moving to flank the party on either side and 
  using the sheer cliffs to their advantage: 
   
  AK: 1 (clubs/elements) LL: 7/+2 (11 HP) ME: 50' (--) SE: H/+2  
   
  Being well-adapted to their environment, at least one of these will 
  conjure an AIR ELEMENTAL that summons a blizzard, reducing all movement 
  and visibility within a 120' radius to 10'.  They occupy a cave with a 
  large central fire and several giant-sized implements.    
   
  Note: Buried in the north end of this is 90 GP, a SCROLL OF RISE in an 
  ivory tube (worth 25 GP), and a bleached SINGING BONE, all treasures 
  stolen from prior victims.  Indeed, the giants are thralls of the Hag who 
  grow fat guarding her forgotten aerie. 
   
  2 - The great outer courtyard, open to the sky above, lies bare to all 
  comers, and the piles of charred and horribly gnawed bones bear witness 
  to those who braved this place only to be devoured. 
   
  3 - A patrol of 5 GOBLINS keeps watch here.  These bear the primitive 
  standard of the White Wound Tribe, wear leather armor, and do battle with 
  iron spears.  Loyal to the Hag, they fight without hesitation: 
   
  AK: 1 (spears) LL: 1/+0 (1/+1 HP) ME: 40' (hide) SE: M/+0   
   
  4 - Two GOBLIN SERGEANTS make their quarters here.  These keep an 
  enormous PANTHER on a chain to set upon intruders and release it against 
  the closest target(s) within sight, being kept both hungry and obviously 
  abused by its handlers to make it aggressive: 
   
  AK: 3 (bite/claws) LL: 4/+1 (8 HP) ME: 40' (--) SE: L/+1  
   
  The sergeants are large, intelligent, and strategic:  
   
  AK: 1 (daggers) LL: 1/+0 (2/+2 HP) ME: 30' (chainmail) SE: M/+0 
   
  Given its proximity to the courtyard (indeed, their job is to oversee 
  defenses), there is a 1-3 in 1d6 chance that they will join the fray should 
  hostilities break out in area 3, above.  This requires 1-2 rounds...    
  
  20 
   
  The sergeant's quarters are surprisingly organized, and there is a 
  primitive cage for the great cat.  Each goblin has 2d6 SP, and the party 
  finds 1,000 CP in a locked wooden strongbox. 
   
  5 - At this juncture, the party is presented with a choice; continue 
  southward (at ground level) or climb the (40' high) stone steps ascending 
  north into the old ruins.  Either way, curious players will find no 
  obvious clues as to which path is better.   
     
  6 - Part of the tower has collapsed here, being scarcely passable if 
  moving single file.  The goblins avoid this area, although the party will 
  never know this unless pursued.  Observant characters may pick up the 
  smell of plant life and acrid water as they pass...    
   
  In time, everyone will hear a waterfall and smell vegetation. 
   
  Note: Characters having the Wisdom ability may (if the player asks and 
  makes their roll) detect a pungent aroma.  When this happens, the referee 
  secretly rolls saving dice, with failure resulting in the victim taking 
  damage (1 hit) and a bloody nose from the spores below. 
   
  7 - This rough-hewn cavern is dominated by an impressive waterfall 
  along its easternmost end.  This feeds into a natural cave with a pool of 
  fresh water and many small puddles of stagnant stuff unfit to drink, 
  although not harmful.  The rocks here are covered with a sticky moss that 
  is actually a variant form of CAVE FUNGI.  This covers an old skeleton 
  holding an iron box in its limed-over embrace: 
   
  AK: 1 (spores) LL: 5/-- (15 HP) ME: -- (--) SE: H/-- 
   
  Characters disturbing this must roll saving dice (+1 for elves and the 
  dexterous) once per 10' moved or excite the spores and inhale, suffering 
  the equivalent of a weak (1d6) poison.  Covering one's mouth or similar 
  strategies is always effective, although the referee can make exceptions 
  when strenuous activities, like fighting, are attempted. 
   
  The box is locked, but can be picked or smashed open in 1d6 rounds, 
  noting that this releases spores and will require saving dice (as per the 
  above) to avoid inhalation.  This holds 100 GP, an ELIXIR, and a bag of 
  granular VANISHING DUST that is clearly quite old. 
   
  8 - The damage here is quite extensive, and no further progress is 
  possible owing to many fallen rocks.  Likewise, this area is open to the 
  sky, making it bitterly cold, but otherwise a good place to make camp 
  provided the fungi can somehow be neutralized.  Several well-placed Fire 
  Bolts or other strategic use of flame is generally enough, noting that 
  spores disperse out to 120' and up to 30', making this dangerous... 
  
  21 
   
   
   
  
  22 
   
  THE SNOW HAG'S AERIE 
   
  The stairs in area 5, above, lead to the Hag's chamber, part of which 
  enters the mountain.  This was a strategic move, as it allowed defenders 
  to retreat and rally their forces, and this no doubt helped the Hag to 
  escape and recover her strength in secrecy.        
   
  9 - This area is heavily trafficked, but only at the changing of the 
  guard in the courtyard below.  Nonetheless, the cold stone gives no sign 
  of this, with no random encounters met.  
   
  10 - The rest of the White Wound goblins dwell here, excluding any 
  patrolling elsewhere.  Accordingly, this vast chamber is a smelly place 
  filled with stinking furs and the remains of grisly meals (human or 
  otherwise).  There are 5 big GOBLINS in leather armor armed with iron 
  spears watching the entrance, and should a party enter this openly, its  
  guardians cry alarums and close ranks to fight:      
    
  AK: 1 (spears) LL: 1/+0 (3/+1 HP) ME: 40' (hide) SE: M/+0    
   
  By the third round, a pair of GOBLIN HANDLERS clad in chainmail and 
  armed with axes arrive.  These lead an OGRE on a strong rope, releasing 
  it to attack with a club so massive it deals damage as huge (+2) with a 
  chance of knocking its victim back 1d6 x 10' and leaving them prone for 
  the next combat round (this requires saving dice at +1):  
   
  AK: 1 (fists/giant club) LL: 5/+1 (10 HP) ME: 30' (--) SE: L/(*)    
   
  The handlers are treated as sergeants, being specially trained for the 
  command of the monstrously strong giant:  
   
  AK: 1 (axes) LL: 1/+0 (2/+2 HP) ME: 30' (chainmail) SE: M/+0    
   
  Fighting the ogre is noisy work and calls 2d6+6 ARCHERS after a full 
  turn of fighting.  These maintain a safe distance and may be positioned 
  around the various exits, compelling a very difficult choice, although 
  care must be taken to keep this from becoming an impossible challenge to 
  the players (they will exploit cover to maximum advantage): 
   
  AK: 1 (daggers/longbows) LL: 1/+0 (2 HP) ME: 50' (--) SE: M/+0    
   
  The White Wound is less of a tribe and more of a cult built around 
  worship of the Hag.  Accordingly, there are no dependants, noting here 
  that fighters could be of either gender.  That said, most effects left 
  behind include simple items and barely edible rations, although referees 
  might place 1-2,000 CP scattered around individual campsites and filthy 
  bedding as a reward, although gathering them requires 1d6 turns.  
  
  23 
   
  11 - This is the ogre's living quarters.  The floor is strewn with straw 
  and furs thrown over a long stone slab to form a makeshift cot that reeks 
  of rotten meat.  A search turns up a few gnawed bones, but nothing worth 
  taking unless the referee adds something special.  
   
  Note: Observant characters (players) will find a smaller stone slab 
  between this and the wall that can be lifted to reveal 10,000 CP wrapped 
  in a sack tied with MAGIC ROPE of elven make.    
   
  12 - The ground rises here, and moth-eaten tapestries line the walls 
  leading up to Hag's sanctuary.  These conceal grotesque mosaics too wicked 
  even for orcs to make.  The opulence of this passage attests to its great 
  importance, although its original purpose is forgotten. 
           
  13 - Vaulted and old, this area predates the adjoining construction by 
  many years, something dwarves will notice immediately.  It now serves as 
  the Snow Hag's court and private sanctuary.  Upon the party's entrance, 
  she will be sitting on a throne in the center attended by her pet DRAGON  
  and 5 GUARDS, orcs armed with daggers and longbows: 
   
  GUARDS: AK: 1 (daggers/bows) LL: 1/+0 (3 HP) ME: 50' (--) SE: M/+0 
   
  DRAGON: AK: 1 (bite/breath) LL: 6/+2 (11/+3 HP) ME: 30' (--) SE: L/+1 
   
  The SNOW HAG is a 7th level magician, diminished, but still powerful.  In 
  combat, she will cast Ruin to delay the party and give her elite guard 
  time to advance.  Where applicable, she uses her Dire spell to disable any 
  henchmen, who may be set upon by her orcs or the dragon:  
   
  AK: 1 (spells/staff) LL: 7 (11 HP) ME: 50' (--) 6 SPELLS: Bolt, Dire, Gaze, 
  Heal, Mort, Ruin, Ruse, Ward, Wink (6 SP)   
   
  Her dragon breathes fire (1d6/10' range) and wears a specialized plate 
  armor (+3).  This is the Hag's primary line of defense, and she may use it 
  to retreat to area 14, below should the encounter end badly.  
   
  14 - The Hag's living quarters house a small cot and a chest holding a 
  special ELIXIR that restores all spell points (something she may imbibe if 
  given the chance), a WITCHES' BROOM, and 500 GP.  
   
  -EPILOGUE- 
   
  The people of Lowland Dale are obviously grateful for the aid, but the 
  Magistrate is ashamed, believing his position was compromised by his 
  inability to deal with the situation himself.  The party is allowed to keep 
  what treasures they found and escorted to the border.  This is seen by 
  everyone as for the best, for grateful lords tend to be suspicious lords! 
  
  24 
   
   
   
  NIGHTMARES 
   
  The Snow Hag has been visiting the villages on certain nights, inducing 
  vivid nightmares by means of a unique spell: 
   
  SPELL 
  DURATION 
  RANGE 
  SPECIAL EFFECT 
  Dire 
  1 turn/level 
  30' 
  induce sleep, nightmares in targets 
   
  DIRE induces a deep sleep in all targets (up to 3rd level) within the 
  spell's (30') radius.  This lasts for the first turn only, during which each 
  victim experiences unsettling nightmares.  Upon awakening, they must 
  save to avoid attacking their companions (if chaotic/neutral) or becoming 
  paralyzed with fear (if lawful) for the remainder.  This dreadful magic 
  comes at a price; however, dealing hits to the caster equal to the maximum 
  enemy level present.  This is a thoroughly wicked spell. 
   
  Optionally, this spell is written into a mysterious, but obviously evil, 
  tome (SOMNUM TENEBRIS) beneath the Hag's bed.  This can be learned by any 
  chaotic or neutral magician if their level permits.   
   
  REFEREE'S GUIDE TO ABBREVIATIONS 
   
  The following abbreviations are used to detail enemy statistics:  
   
  AK Number/type(s) of attack 
  LL Level/attack bonus (hit points) 
  ME Movement/(armor worn) 
  SE Size; small (S), medium (M), large (L), 
  or huge (H)/damage bonus 
  (*) Refers to the encounter's text 
   
  These are used in all official P&P products and are highly encouraged!    
  
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  REFEREE NOTES  
   
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SOURCE: textdata/thevault/Pits & Perils (osr)/Pits & Perils Supplemental/Pits & Perils Referee Companion.pdf